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    StarMade Pre-Release v0.199.491

    Discussion in 'Game News' started by schema, Mar 31, 2017.

    1. schema

      schema Cat God

      Joined:
      Feb 17, 2012
      Messages:
      1,532
      Hello players,

      As announced last time we are going to release pre builds from now on. This will allow us to do a lot more quality assurance.

      Here is the news post:

      StarMade News - StarMade Pre-Release 0.199.491

      Thank you for playing StarMade,
      - schema and the Schine Team
       
      • Like Like x 14
      • Funny Funny x 1
    2. DukeofRealms

      DukeofRealms Count Duku

      Joined:
      Sep 4, 2013
      Messages:
      1,287
      Good stuff :)

      Time for me to go to sleep.
       
      • Like Like x 1
      • Agree Agree x 1
    3. Amadeus

      Joined:
      May 8, 2015
      Messages:
      122
      This is great progress!
       
    4. alterintel

      alterintel Moderator

      Joined:
      May 24, 2015
      Messages:
      809
      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
       
    5. JinM

      Joined:
      Jun 11, 2016
      Messages:
      666
      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.
       
      • Agree Agree x 2
    6. Ithirahad

      Ithirahad Arana'Aethi
      Community Mentor

      Joined:
      Nov 14, 2013
      Messages:
      3,991
      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
       
      #6 Ithirahad, Mar 31, 2017
      Last edited: Mar 31, 2017
    7. Vvolodymyr

      Joined:
      Jan 2, 2016
      Messages:
      50
      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.
       
      #7 Vvolodymyr, Mar 31, 2017
      Last edited: Mar 31, 2017
      • Informative Informative x 3
      • Agree Agree x 1
    8. AtraUnam

      AtraUnam Maiden of crashes

      Joined:
      Oct 15, 2013
      Messages:
      1,093
      Loving the sound of those warhead and rolling fixes.
       
    9. Crashmaster

      Crashmaster I got N64 problems but a bitch ain't one

      Joined:
      Oct 18, 2013
      Messages:
      326
      (Private): ...issue
      (Private): ...issue
      (Private): ...issue
      (Private): ...issue
      ...

      Changelog unclear, toaster stuck on previous version.
       
      • Funny Funny x 1
      • Informative Informative x 1
    10. BDLS

      BDLS うちゅうトイレ

      Joined:
      Mar 30, 2013
      Messages:
      717
      >~ Fleet Commands now include cloaking and jamming

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

      Criss Social Media Director

      Joined:
      Jun 25, 2013
      Messages:
      2,160
      I imagine eventually we will be able to dictate which ships and when fleets will be able to use all systems in the game.
       
      • Like Like x 2
    12. StormWing0

      StormWing0 Leads the Storm

      Joined:
      Jun 26, 2015
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      2,015
      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.
       
      • Agree Agree x 1
    13. Scypio

      Joined:
      Sep 18, 2014
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      402
    14. Ithirahad

      Ithirahad Arana'Aethi
      Community Mentor

      Joined:
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      3,991
      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.
       
      • Agree Agree x 1
    15. Vvolodymyr

      Joined:
      Jan 2, 2016
      Messages:
      50
      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.
       
    16. Crimson-Artist

      Crimson-Artist Wiki Administrator

      Joined:
      Sep 10, 2013
      Messages:
      1,479
      Are you guys ready for battle mode animations!?
       
      • Like Like x 1
    17. Ithirahad

      Ithirahad Arana'Aethi
      Community Mentor

      Joined:
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      3,991
      Yes, but the game isn't. To have activating/deactivating turrets you need wireless that doesn't break all the time.
       
      • Agree Agree x 2
    18. StormWing0

      StormWing0 Leads the Storm

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      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.
       
      • Agree Agree x 2
    19. Zekester81

      Joined:
      Oct 22, 2014
      Messages:
      313
      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.
       
      • Agree Agree x 2
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