- Engineering
and Comm screens have been removed.
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Planet screen moved from F5 to F3.
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Shipyards Implimented: All ships above the basic ships now require
an amount of three resources (Metal, Heavy Metals, Hydrogen)
to be constructed with a shipyard.
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New Fighters and Platforms delayed until 1.482
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F4,F5,F6 windows are now movable and resizable.
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Fleet Wars are planned after the new patch! (Yay!)
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New Device: Wormhole Device (Station Device which allows a station
to open some type of rift allowing a fleet to travel with the
station for an unknown distance.) It is unknown if this is going
to make it to the patch.
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All planets now rotate (Making solar generators HARD to place)
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Limits on amount of bombs that can be launched implimented
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Number of beams on defense bases decreased (Goes with the bomb
limit)
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ECCM/ECM now greatly affects wether or not you can see enemy
projectiles (fighters, bombs, missiles)
-
You can now jump at any speed (You can jump at any speed you
want, only aligning is needed, and when you come out of jump
you're still going the same speed)
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Much more violent ship explosions (check out the DSC's 1.481
Beta Screenshots)
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New mission system being implimented
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UniverseServer implimented (Main feature of 1.481)
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Ground units can now be stacked. The maximum number of ground
units has been increased to 32. Additionally ground units can
be ordered:
- Attack is the default order now, the unit will seek out other
enemy units and destroy them.
- Defend orders the unit to hunker down, giving them a bonus
for defense against other ground units or orbital bombardment.
- Raze orders the unit to attack structures and installations.
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Transports are no longer shown on the contacts screen
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You can no longer camera enemy ships, planets and neutral positions.
(Fog of War!)
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Pressing the space-bar within the lobby now automatically sets
up a reply to the last received message.
-
Fixed a bug that prevented the Lobby from remembering a password
for some users, although the "Remember PW" box was
checked.
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Fixed a bug which made it not possible to post on the forums.
-
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Banned accounts can no longer login to the website. They are
displayed the reason for their ban and when the ban will end.
-
Added auto-login option. So no more need to press the login
button everytime.
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Official messages to users which are issued by moderators using
the /modsend command are now way more visible to the users.
- Scripts now execute in their own context. This means, globals
from one script will not interfere with variables in another
script.
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Improved security of the stored password for everyone who uses
the "Remember Password" option. -
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Users can now save chatlogs using custom filenames.
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Usernames within the chat-text can be clicked on to start a
private message to the user.
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Fixed the bug that didn't allow infantry on a ship to defend
the ship against enemy infantry.
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Added detailed information for the user in case a login, account
creation or namechange fails.
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Fixed a bug to fix the nebula clipping problem at long ranges.
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The MetaServer now uses multiple connections to the database
when demanded. This should drop lag in the lobby and allow the
servers to handle much larger numbers of clients.
-
GameServers now send more information about the star systems
and planets to the main servers. This will allow us to display
more information on the website concerning the current state
of the metaverse.
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Player profile changes are now done incrementally by the game
servers. This will allow admins to view recent changes to player
profiles, and roll-back changes on players who use exploits
in-game. This also allows admins to edit a players account while
they are in-game, no longer requiring them to leave the game
to modify their profile.
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ClientSetup program has been revamped to use tab controls. A
"Connection Speed" option has been added to allow
players to control their BPS rate when connecting to a server.
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Grouping feature removed.
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Added "Object" view to the editor, which shows the
entire heirarchy of a map.
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The K'Luth disruptor and it's associated mounts have become
Medium Beam. Currently the only device mountable in a Medium
Beam slot is the Disruptor. - Beam, Medium Beam, and Heavy Beam
weapons now cease their discharge cycle when their target is
destroyed rather than continuing to fire. This means that these
devices have a faster total fire rate while functioning as point
defense.
-
Profile page now includes a link for viewing overall ranking
per each catagory. -T
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Collision detection has been improved so that fast moving objects
can no longer go through small objects at high rates of speed.
-
Fixed the bug that would cause the client to exit if you changed
focus while the game was starting up.
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Beacons now work differently. Any ship hit by a beacon (friendly
or enemy) will get +20 added to it's signature, beacons accumulate,
so 2 beacons will add +40 signature to the ship, and so on.
Beacons display themselves with a red ECCM type ring, so you
will know if you have a beacon attached the hull of your ship.
Beacons will stay alive for 5 minutes, then they are removed.
Future implementations may add more signature and/or last longer.
-
Fighters will form groups when they are launched close together
and are attacking targets in the same area. - Cloaked K'Luth
ships are now visible for teammates.
-
Improved follow-mode jumping. All ships will start their jump
in exactly the same moment if they can turn as fast as the leading
ship.
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You can now target ship systems of another ship. Just like with
planets, when you target the ship, additional target indicators
will appear allowing you to target the ships subsystems.
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Implemented code to change the music between a COMBAT and AMBIENT
playlist depending on the proximity of enemy ships in-game.
The music switches only occur at the end of the current track,
in the future we may look into doing cross-fades.
-
Changed the barracks code to only train a unit up to veteran
experience, combat is the only way to gain elite units now.
Ship capture code has been re-enabled for units as well.
-
All cargo and units are transfered by drop pods. These pods
move around the speed of a build / supply drone, and can be
attacked by ship / planet beam weapons and other defenses. Additionally,
they take damage and may require multiple hits to be destroyed.
-
Added a random value to unit attack damage, making ground combat
non-deterministic. - Planets are now captured by thegreater
number of ground units on a planet. You are no longer required
to destroy ALL enemy infantry to take control of a planet.
-
Fixed the drop target / structure position bug, also called
the LUNA bug where this bug shows up most often.
-
Fixed a bug with structure / unit damage code on a planet. Previously,
any structure / unit within the radius of a bomb would take
FULL damage if inside the blast radius. Damage is now scaled
based on the distance from the center of the blast radius.
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The K'Luth bio-bomb now only kills enemy units, it no longer
causes any damage to the structures on the planet.
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Implemented limits on the number of projectiles that can be
created per device. This effectively limits mines, bombs, and
fighters to reasonable amounts preventing server crashes, lag
outs, and other problems with too many objects getting created.
-
Implemented lots of new code and changes to the GUI.
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Buttons and windows now have a more 3D look, and button highlights
are more noticeable now.
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Fixed scroll bar code, making windows scroll more akin to the
way scrolling occurs in Windows. Additionally, scroll bars are
highlighted when the mouse is over them, making it far easier
to know when you can scroll.