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1.2 Beta 4

Posted: Sat Oct 12, 2013 5:10 pm
by george moromisato
I've just uploaded 1.2 Beta 4:

http://kronosaur.com/downloads/TranscendenceNext.zip

This is mostly a bug fix release, but it does have a few interesting game-play changes:

1. Stations are now identified when they come into LRS range (previously they had to be on the viewscreen). This allows you to explore in Map view.
2. I've fixed the bug which allowed devices to be enhanced beyond 150%. There is now a new parameter, maxHPBonus=, which is settable for armor, weapons, and shields, to set the max possible enhancement per weapon. If the parameter is omitted, the default is 150%. [This will allow us to create, e.g., very powerful weapons whose trade-off is that they cannot be enhanced. I might want to add this to Lamplighter and increase its current damage.]
3. For ships with internal damage, I've decreased the number of armor segments. This will make them slightly easier to destroy. I've also added internal damage to ships that previously lacked it, including CSCs and some freighters.
4. In the Antarctica mission, I've decreased the number of Aquilas sent out. It seemed almost impossible with 6 Aquilas all with internal structure.
5. Added Break & Attack for autons.
6. I've re-implemented Tinker stations. Check them out and let me know what you think.

Beta 4 has the following bug fixes:

7. Fixed a bug with connecting to the Multiverse. If you had trouble before, please try this version.
8. Fixed the bug with Charon strongholds being in the inner system.
9. Fixed several crash bugs, including:

http://multiverse.kronosaur.com/crashRe ... %3a17.0858
http://multiverse.kronosaur.com/crashRe ... %3a03.0333
http://multiverse.kronosaur.com/crashRe ... %3a24.0764

10. Fixed a bug with Analyzers messing up the item list.
11. Auton bay cannot be used if not installed.
12. Fixed a data corruption bug: http://forums.kronosaur.com/viewtopic.php?f=30&t=6024
13. Fixed a crash bug while loading/creating a game.
14. Fixed the bug with gates to Elysium being created.
15. Fixed a bug with stargates not pointing towards the core. [This was actually a bug with sysGetTopologyDistance, which was inaccurately computing the shortest distance between two nodes in a graph.]
16. Fixed a bug in which beams could not be a target (http://forums.kronosaur.com/viewtopic.php?f=30&t=6015)
17. Implemented (neq ...) as a short-cut for (not (eq ...))
18. Fixed seededRandom
19. Sovereign now inherit relationships from base classes (if any).
20. Lastly, I've added (lossless) compression to TDB files. Note that this means that older versions of the game (pre Beta 4) will not be able to load subsequent TDBs. I will soon update Corporate Command to the new TDB format and at that point it will not longer load with older betas. You will have to upgrade to continue using it. [Compression helps with Wolfy's TSB, particularly, which shrinks down from 250MB down to 22.]

This is likely to be the last beta before release. I'd like to hear about critical bugs and major game-balance issues. The next release, probably in a couple of weeks, will be the first Release Candidate for 1.2.

Thanks all for your feedback and bug reports!

Re: 1.2 Beta 4

Posted: Sat Oct 12, 2013 5:17 pm
by Arisaya
Thanks george!

Re: 1.2 Beta 4

Posted: Sat Oct 12, 2013 6:22 pm
by Datal
1. Stations are now identified when they come into LRS range (previously they had to be on the viewscreen). This allows you to explore in Map view.
This should be very helpful, thanks :D

Re: 1.2 Beta 4

Posted: Sat Oct 12, 2013 7:59 pm
by pixelfck
Thanks!

Re: 1.2 Beta 4

Posted: Sun Oct 13, 2013 1:30 am
by PKodon
Thanks for all that,

I had hoped that one other change would have been included, that being that the color for the LRS (also the system map and the indicators for the Visual Display Enhancement ROM) for derelict enemy stations were no longer red, but the darker green that the station's defenders that become derelicts, have (thus, when looking for enemies to avoid or attack, you aren't fooled into thinking a dead station is a threat when you take a quick glance at the LRS or are using the moving dots at the edge of the screen to navigate by).

At any rate, will be checking this new version out.

PK

Re: 1.2 Beta 4

Posted: Sun Oct 13, 2013 3:59 am
by Song
I can confirm that this version fixes the proxy/firewall bug and allows multiverse connections through Avast.


However, I did encounter an unexpected error when registering a new multiverse account (since it's been nearly 2 years, I don't have my old details so I figured I'd just start again). Debug log transcript below:

Code: Select all

10/13/2013 16:55:22	Start logging session
10/13/2013 16:55:24	Transcendence 1.2 Beta 4
10/13/2013 16:55:26	Create singleton painter UNID = 00000041: 0daf6c88
10/13/2013 16:55:36	Create singleton painter UNID = 00000040: 0daf6a20
10/13/2013 16:56:34	Loading user collection.
10/13/2013 16:56:36	/api/downloadCatalogEntryFile: Invalid response from server at multiverse.kronosaur.com: Value expected in object.
10/13/2013 16:56:40	Create singleton painter UNID = 00000041: 14aaf940
10/13/2013 16:57:22	Create singleton painter UNID = 00000040: 14aaf730
10/13/2013 16:57:53	End logging session
This does not appear to be an important bug at this stage, since it doesn't break the game or anything, but it's still something multiverse probably shouldn't be doing.

Edit: New possible issue: Volcanic asteroids in early-game system allow for massive profits from relatively small scale mining. I mined two asteroids (with the help of some miners trying to shoot at me) of xenotite, and ended up with something like 30,000 credits worth of ore (when I sold it to the nearest metropolis, at a corporate dealer it'd be worth far more). While I like that mining is more viable than it was, xenotite could do with having reduced quantities mined from asteroids in the early game. Currently it drops more like titanium. Maybe make helium regolith far more common as well to keep mining an option (currently it doesn't drop nearly enough to be worth much as a trade good, since you never have a chance to mine it to the buying-capacity of any station).

Edit2: Correection to the above: it seems to have been a random number fluke, however the effect of such possible outcomes needs to be considered. From my testing (limited, since I'm running vanilla and thus can't just make a weapon that mines the whole sector to see what's around the place), it seems that ore in volcanic asteroid fields in the early game is rare, but when you do get it, it's obscenely valuable. Seems acceptable enough, but might need some tweaking in time. I'll see what else I can find.

Re: 1.2 Beta 4

Posted: Sun Oct 13, 2013 9:58 am
by pixelfck
Could we maybe also have a new TransData ??

~Pixelfck

Re: 1.2 Beta 4

Posted: Sun Oct 13, 2013 2:38 pm
by george moromisato
pixelfck wrote:Could we maybe also have a new TransData ??

~Pixelfck
Doh--sorry. Yes, here is a new one: http://kronosaur.com/downloads/TransData.zip

Re: 1.2 Beta 4

Posted: Sun Oct 13, 2013 3:57 pm
by CFG
A huge number of bugfixes. Good work!

But I already found a new one :D

If a defense turret (eg. outlaw mining base defense turret) gets destroyed (say disabled here) and later destroyed - the object itself destroyed by the player or an explosion - the smoke effect stays without the turret being there any longer.
So there is no more defense turret but the smoke effect is still being displayed.

Re: 1.2 Beta 4

Posted: Mon Oct 14, 2013 1:07 am
by PM
Break & Attack for autons is nice.

Quick question: Is it possible to add new recipes without overwriting the new-and-improved Tinkers?

Re: 1.2 Beta 4

Posted: Mon Oct 14, 2013 1:35 am
by sun1404
I think the smoke-still-coming-out-while-the-turret-is-gone thing is present for a long time, as far as the Transcendence version I've played. It's not a big problem for me, except that sometimes shots are blocked by the smoke or something in it (the turret itself was destroyed, like, shattered from spacetime, yet if I fire directly at the center of where it was, my beams are blocked.)

EDIT: Also, I can connect to the multiverse finally! Thanks George! :mrgreen:

Re: 1.2 Beta 4

Posted: Mon Oct 14, 2013 4:58 am
by george moromisato
PM wrote:Quick question: Is it possible to add new recipes without overwriting the new-and-improved Tinkers?
Yes! I need to add a function to encapsulate it, but for now all you need to do is append a recipe as follows:

Code: Select all

(typSetData &svTinkers; 'Recipes (append (typGetData &svTinkers; 'Recipes) { new recipe }))
Where {new recipe} is a struct that has all the fields listed for a Recipe in Tinkers.xml:

item
enhancement
components
extraCost

Re: 1.2 Beta 4

Posted: Mon Oct 14, 2013 10:42 am
by Mist
I'm really looking forward to mapping stations using the LRS. Now not having a targeting ROM will no longer be a reason to start-scum. I'll be able to figure out if that station can destroy me without it. Thanks!

Re: 1.2 Beta 4

Posted: Mon Oct 14, 2013 7:47 pm
by Vachtra
Love to the tinkers! I also like that the map automatically updates when you get near a station. You used to have to be out of the map for it to update with targeting.

Re: 1.2 Beta 4

Posted: Wed Oct 16, 2013 4:33 pm
by EditorRUS
Does it have new items?