1.1 RC1

New releases and announcements from George and the staff.
george moromisato
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http://www.neurohack.com/downloads/Trans110RC1.zip

This is a release candidate for version 1.1, the first stable release since 1.01 back in April 2010. Please test it and let me know if there are any showstopper bugs that need to be fixed before final release.

This version has several user interface changes:

1. When the player resurrects by reloading from the last save, the engine automatically repairs the ship (using the same procedure as insurance). This ensures that the player won't be caught with a no-win save.

2. The nearest docking port shows up on the HUD. This should make it easier to determine which object the player is going to dock with when pressing 'D'. In addition, I've added a docking radius attribute on stations so that nav beacons are less annoying. Finally, I've added code to prevent an NPC from taking the last docking port (so the player always has a place to dock).

3. I've changed the Invoke menu to use numbers instead of letters. Unfortunately, you will have to retrain your key-memory to [1] instead of [A] for Sustain. If you absolutely cannot stand this, you can revert to the original UI with an option in Settings.xml:

Code: Select all

<Option name="invokeLetterHotKeys" value="true"/>
4. The LRS shows wrecks in two different colors. Wrecks that you've never visited are in green. After you've docked with a wreck, it shows up gray in the LRS.

5. The Teraton fabricator has been significantly modified. It no longer generates level+1 items above level 8. In addition, its internal state is displayed on the dock screen (so you know whether you need to give it more energy or mass). Furthermore, there is an element of randomness in the fabricator preferences. Each fabricator has 2 favorite foods and 4 hated foods (randomly selected at create-time). Feeding it favorite foods increases disposition (same as Ringer ambrosia); feeding it hated foods decreases it significantly.

The full list of fixes is in the usual place:

http://wiki.neurohack.com/transcendence/trac/report/14

I'm very excited to finally be able to put out a new stable release! Again, let me know of any showstoppers so that this release can be as good as possible.
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Very nice to see!
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PM
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george moromisato wrote:3. I've changed the Invoke menu to use numbers instead of letters.
I like this change. No longer do I need to worry about an accidental double press shattering a friendly and/or wrecking a permadeath game.
Download and Play in 1.9 beta 1...
Drake Technologies (Alpha): More hardware for combat in parts 1 and 2!
Star Castle Arcade: Play a classic arcade game adventure, with or without more features (like powerups)!
Playership Drones: Buy or restore exotic ships to command!

Other playable mods from 1.8 and 1.7, waiting to be updated...
Godmode v3 (WIP): Dev/cheat tool compatible with D&O parts 1 or 2.
george moromisato
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PM wrote:
george moromisato wrote:3. I've changed the Invoke menu to use numbers instead of letters.
I like this change. No longer do I need to worry about an accidental double press shattering a friendly and/or wrecking a permadeath game.


Cool! That's the main reason I made the change.
PM
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"Fixing" ticket #1215 caused a big problem: I can no longer loot all by holding [L], or drop all by holding [J]. This... really... hurts! Especially when I have dozens of items to take or drop.

Edit: Just reopened the ticket.
Download and Play in 1.9 beta 1...
Drake Technologies (Alpha): More hardware for combat in parts 1 and 2!
Star Castle Arcade: Play a classic arcade game adventure, with or without more features (like powerups)!
Playership Drones: Buy or restore exotic ships to command!

Other playable mods from 1.8 and 1.7, waiting to be updated...
Godmode v3 (WIP): Dev/cheat tool compatible with D&O parts 1 or 2.
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Finally a new stable version :D

But:
4. The LRS shows wrecks in two different colors. Wrecks that you've never visited are in green. After you've docked with a wreck, it shows up gray in the LRS.
Wont that make it difficult distinguish between wrecks not yet examined, nav beacons and cargo crates? Also when returning to an already looted wreck (because the player didnt have enough cargo space) woudnt that make it harder to tell asteroid from wrecks apart?
Suggestion: Since wrecks, crates, etc. are represented by green circles, why not determine whether the player has docked with them by filled and empty circles?
"Fixing" ticket #1215 caused a big problem: I can no longer loot all by holding [L], or drop all by holding [J].
And I can tell before even trying that I dont like this change too. There are several repeating situations where I need to loot all or dump all cargo ...
george moromisato
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PM wrote:"Fixing" ticket #1215 caused a big problem: I can no longer loot all by holding [L], or drop all by holding [J]. This... really... hurts! Especially when I have dozens of items to take or drop.

Edit: Just reopened the ticket.
Makes sense.

The only thing I was trying to prevent was people holding the 'D' key down to dock and accidentally selecting a dock-screen action (I've seen this happen while watching novices play).

But I've fixed it so that it only debounces on the transition from not-docked to docked. After that, you can hold down a key.
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Going to go through a Vanilla Play Through going to activly keep an Eye out for bugs/glitches
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Interesting changes - love the wreck LRS one :3 - I'll give it a spin later this week once I'm moved over for the break.
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dkedr
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I've found that while doing the Krolov missions, the fix that always leaves one dock port free for the player causes the freighter to not be able to dock sometimes. Especially evident with armor merchants due to the low number of docking ports, and large security details.
Viymese
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dkedr wrote:I've found that while doing the Krolov missions, the fix that always leaves one dock port free for the player causes the freighter to not be able to dock sometimes. Especially evident with armor merchants due to the low number of docking ports, and large security details.
Thats something that is even more dangerous for your escortee who will be a sittting, for the most part, duck. Also having multiple Krolov ships trying to reach the same station that you're trying to escort another Krolov ship to creates one of the longest Krolov Missions I have ever had to do...

P.S. http://youtu.be/gJ_mTllYfN0 Watch this video to see the above happening. My suggestion is that Krolov Freaighters have priority over players when on a mission or when the freighters are doing a mission.
Neuromancer
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Looks good so far, the only issue I've been able to find yet is with the Korolov missions. Out of the 5 Korolov bases I've found, none has had a mission available. Could be a coincidence, but those are long odds.
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No issues with my brief run through Korolov gave me missions. Mission ship did have trouble docking at a station due to lack of space. Shot one ship at the station once to free a space :D
PM
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Noticed one minor change: Teraton fabricator stations no longer have any defender satellites.
Download and Play in 1.9 beta 1...
Drake Technologies (Alpha): More hardware for combat in parts 1 and 2!
Star Castle Arcade: Play a classic arcade game adventure, with or without more features (like powerups)!
Playership Drones: Buy or restore exotic ships to command!

Other playable mods from 1.8 and 1.7, waiting to be updated...
Godmode v3 (WIP): Dev/cheat tool compatible with D&O parts 1 or 2.
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