StarMade Pre-Release v0.199.491

    alterintel

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    Looking forward to the testing...
    The two big ones for me:
    1) Bobby AI turned on and off via logic
    2) Rails sending False signals when a docked entity has moved on

    Thanks :schema: :^D
     
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    Liking the AI logic improvement. This opens up many new possibilities. Finally I can manage my turrets depending on power (example: deactivate turrets, if power is below 10% to keep the main guns prioritised). Imagine having a turret with a 0.5 sector ranged weapon, and if it starts shooting at missiles, other turrets get activated after this.

    The best thing about this logic controlled turrets is, that you can now control your power output - and it reduces lag, because if some turrets are deactivated they cause no colission checks.
     

    Ithirahad

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    Logic-based AI toggling... Much like the block shape unification, this one is several years too late. But much appreciated, one way or another :D
     
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    Awwww :(
    I tested the defensive Ion effect in 472 version and in the current pre-release 492.
    In 472 Ion effect on main ship extended to all docked entities.
    In this one (492) - The Ion effect on parent entity no longer protects docked child entities - i.e. now turrets are back to being a weak spot on a ship - shooting them as opposed to shooting main ship, now drains main ship's shields at full damage.

    Edit: Putting shields & ion effect (same % effect as main ship - 60%) doesn't help. Shooting a full 60% ion defended (effect on) docked entity on a full 60% Ion defended main ship - damages main ship's shields at an unprotected rate...

    P.S. Sharing this here, because not sure if deliberate change.
     
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    AtraUnam

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    Loving the sound of those warhead and rolling fixes.
     

    Crashmaster

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    not sure if deliberate change.
    (Private): ...issue
    (Private): ...issue
    (Private): ...issue
    (Private): ...issue
    ...

    Changelog unclear, toaster stuck on previous version.
     
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    >~ Fleet Commands now include cloaking and jamming

    That's neat. Are there plans for fleet commands to activate and deactivate equipped passives as well?
     

    Criss

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    >~ Fleet Commands now include cloaking and jamming

    That's neat. Are there plans for fleet commands to activate and deactivate equipped passives as well?
    I imagine eventually we will be able to dictate which ships and when fleets will be able to use all systems in the game.
     

    StormWing0

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    Having passive and active powers like effects and the cloaker and jammer as a sort of list of checkboxes might help, less to work on for the menu. :)

    Similar things could be done with some of the other commands.
     

    Ithirahad

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    Awwww :(
    I tested the defensive Ion effect in 472 version and in the current pre-release 492.
    In 472 Ion effect on main ship extended to all docked entities.
    In this one (492) - The Ion effect on parent entity no longer protects docked child entities - i.e. now turrets are back to being a weak spot on a ship - shooting them as opposed to shooting main ship, now drains main ship's shields at full damage.

    Edit: Putting shields & ion effect (same % effect as main ship - 60%) doesn't help. Shooting a full 60% ion defended (effect on) docked entity on a full 60% Ion defended main ship - damages main ship's shields at an unprotected rate...

    P.S. Sharing this here, because not sure if deliberate change.
    If it affects the main ship's shields, then it is not a deliberate change. Report that via tracker. Firing at docked entities should do no more damage to the entire ship than firing at the main entity itself.
     
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    If it affects the main ship's shields, then it is not a deliberate change. Report that via tracker. Firing at docked entities should do no more damage to the entire ship than firing at the main entity itself.
    I agree.
    It just so happens I spent half a day yesterday (March 30) testing shields & defensive Ion with docked things on the current 472 version. So decided to re-test this on pre-release 492, since I'm at it.

    Anyways, bug report filed w bug-tracker.

    P.S. - In version selection menu, when selecting "PRE" the 492 is shown as latest. When selecting "DEV" - 491 is the latest.
     

    StormWing0

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    Yes, but the game isn't. To have activating/deactivating turrets you need wireless that doesn't break all the time.
    So much this, but we also need fleets retaining their orders after logout, and back in. Gets rather annoying and time consuming to have to reset their orders each time.
     
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    Excellent.

    ~ Considerable improvement of network load sending logic activations, and improving overall performance of logic

    ~ Optimization of display blocks, making their drawing speed multiple times faster

    ~ Bobby AI can now be activated via logic

    Most excellent. I'm always excited about improvements and optimizations. It mostly gets better every time, mostly. The Bobby AI being logic toggleable is cool.