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               - Shipyards are now implemented 
                which allow a player to spawn or change ships at a planet with 
                a shipyard built. The player can also select a shipyard before 
                they enter the ship selection screen when joining the metaverse. 
                 
                - Implemented the UniverseServer which acts 
                as a central management server for the entire universe. This server 
                performs several major functions: 
                - Spawning new servers and load-balancing the universe by splitting 
                star systems between different servers on the fly to cut down 
                on lag and handle much larger numbers of clients. 
                - Moving ships and any other objects between 
                different servers without any noticed switching by the clients 
                in-game. 
                - Keeping the entire universe stored in the database on the 
                fly, restoring a star system with little or no loss in data if 
                a crash does occur. 
                - Keeping the players storage and profile 
                stored in the database on the fly as it is changed. 
                 
                - Added the goodness that is Sticky Topics to the forums. -S 
                & T  
                - 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. 
                - Fortify 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. 
                - Limits have been placed on mines, fighters, 
                and platforms within a star system. If the limit is reached, no 
                new objects can be created. This is done to prevent players from 
                crashing or lagging out the servers by creating massive mine fields 
                or fighter swarms.  
                - Fixed a major stall bug in the display code with the dynamic 
                vertex buffers. This fix should result in a significate increase 
                in the rendering speed.  
                - Contact buttons on the navigation screen 
                no longer show AI ships.  
                - Fixed camera view for very small objects such as fighters and 
                bombs.  
                - Changed StarPorts to allow only one per 
                planet. Added a button to the target display called "Trade" 
                which automatically targets the starport of the planet for trading. 
                 
                - 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.  
                - Fixed a bug which made it not possible to post on the forums. 
                 
                - Banned accounts can no longer login to 
                the website. They are displayed the reason for their ban and when 
                the ban will end.  
                - Made the notification for private messages more noticeable 
                with large red text. - S  
                - Added auto-login option. So no more need 
                to press the login button everytime.  
                - 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.  
                - Improved security of the stored password for everyone who 
                uses the "Remember Password" option.  
                - Users can now save chatlogs using custom 
                filenames.  
                - Usernames within the chat-text can be clicked on to start 
                a private message to the user.  
                - Fixed the bug that didn't allow infantry on a ship to defend 
                the ship against enemy infantry.  
                - Added detailed information for the user in case a login, 
                account creation or namechange fails.  
                - Fixed a bug to fix the nebula clipping 
                problem at long ranges.  
                - 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.  
                - 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.  
                - 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.  
                - Shipyards are now needed to build any ship above a frigate, 
                this includes Supply, Destroyers, Cruisers, Dreadnaughts, and 
                Stations. All other ships can be spawned by a jumpgate or shipyard 
                for 0 cost in resources.  
                - Player storage is no longer erased when 
                a players clan changes factions or they choose a different faction 
                to play in the metaverse. Instead, items obtained can only be 
                used when they are still playing the same faction. However, you 
                can still delete any items from storage reguardless of your current 
                faction.  
                - Jumpgates can now be linked in the editor by holding down 
                the Alt-Key and dragging a jumpgate to another jumpgate.  
                - Jumping no longer requires you reduce 
                your velocity to zero. You can now jump at any velocity, and you 
                will exit your jump at your previous velocity.  
                - Added "Object" view to the editor, which shows 
                the entire heirarchy of a map.  
                - 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  
                - 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.  
                - 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.  
                - 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 the greater 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. 
                 
                - Planets now rotate on their axis, keep this in mind when 
                placing solar generators on a planets surface.  
                - 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.  
                - The K'Luth bio-bomb now only kills enemy units, it no longer 
                causes any damage to the structures on the planet.  
                - 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. 
              - Buttons 
                and windows now have a more 3D look, and button highlights are 
                more noticeable now. 
                - 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. 
                - Added new code to the popup button class 
                to support upcoming changes to the user interface. 
                - Implemented a new type of list window, which will be utilized 
                by the new in-game interface.  
                - Upgraded scripting engine from Lua 4.0 
                to Lua 5.0.  
                - Rewrote DS-LUA API for more intuitive and safer usage.  
                - Added extensive tracing/debugging support 
                for scripts.  
                - Having each script run in it's own context broke various 
                functionality. Fixed.  
                - Troops can no longer capture space monsters. 
                Also troops are the only objects which can be unloaded to enemy 
                ships or planets.  
                - Improved the basic tutorial. Fixed the scouting tutorial 
                bug which prevented it from running correctly.  
                - Changed the way shield balancing works. 
                Instead of taking 10% of the current energy of each facing and 
                transferring it into another one, each keypress will now refill 
                the shield by 10%, drawing energy from the other shields based 
                on their current load.  
               - Added 2 new ranks: 
                Commodore in between Captain and 2nd Rear Admiral (bumping all 
                ranks 2nd Rear Admiral and up higher in requirements), and Grand 
                Admiral, above Fleet Admiral.  
                - Added 2 new statistics for players. "Missions 
                Completed" and "Missions Failed".  
                - Added "Influence" and "Command" statistics 
                for tracking missions created (Command) and Missions Success (Influence). 
                Influence will be used to determine the players political rank 
                in future updates.  
                - Ship explosions no longer go through 
                the planet or star when the ship impacts on the surface.  
                - Enabled 
                ability to clans to lock their recruiting. When a clan admin chooses, 
                s/he may enable a flag on the "Edit Fleet" page which 
                disallows new users from applying to join the fleet. This flag 
                must be disabled to allow anyone to join the fleet. - S, C  
                - Improved the private messenging system within the forums. There 
                are now only 10 messages shown per page by default, but this is 
                changeable. Additionally, there is a bulk-delete mode, making 
                it easier to remove many messages at once. - S  
                - Added 
                an Overall Ranking section for clans. Clicking on that link within 
                a fleet's information screen will bring you to a list comparing 
                various statistics of all clans. - S - 
               Added code that 
                will revolutionize the modern forum post deletion/archiving industry... 
                - S  
                - Intelligence 
                code has been reworked finally to work with the new distributed 
                server backend. Detection information for important objects is 
                now handled entirely by the server for that object, and relayed 
                to all clients and other servers. Local objects (asteroids, missiles, 
                etc) are handled locally by the server/client so no information 
                is sent over the network concerning their detection. This means, 
                you won't be seeing some asteroids being detected by a ship in 
                another star system, but I think we can live without that.  
                - Changed the control scheme for ship heading. You now set an 
                heading for your ship using the A/D keys, then your ship turns 
                to that exact heading and stops. This was done because the old 
                control scheme was the source of the desync between the client 
                and server. 
              - Now both 
                control schemes are now implemented, the original control method 
                is the default. You can toggle to the newer control method by 
                pressing Alt-Y to turn off yaw control and control your ship by 
                setting an absolute heading.  
                - The Hash class has been seriously optmized for speed and 
                memory usage. Tests show atleast a 2-fold performance increase 
                over the previous code.  
                - The file update now shows progress for 
                each file. Previously, the progress bar would not update until 
                the entire file had been received, which was confusing some modem 
                users and making them think their download had stalled.  
                - Loading infantry now correctly checks the cargo limits, including 
                cargo en-route by pod to the ship. Previously, you could load 
                much more than your ship could hold, thus dumping the poor infantry 
                arriving into the vacume of space. 
              - Disbanding 
                infantry now applied +1 population if the infantry is above 50% 
                health. 
              - Lower the tech level 
                of the cloaking device to 20, which should bring the required 
                tech level of all ships down as well. 
              - All meta-server 
                commands can be used in-game (i.e. /send) without have to put 
                a /meta in front. You still need to use /say to talk into your 
                current room.  
              - UGTO/ICC alliance maps 
                are now fixed and all fleet briefings have been edited. (basically, 
                I pulled out the poorly written system overviews)  
              UPDATE: Now 
                both control schemes are implemented, the original control method 
                is the default. You can toggle to the newer control method by 
                pressing Alt-Y to turn off yaw control and control your ship by 
                setting an absolute heading.  
                 
                - The Hash class has been seriously optmized for speed and 
                memory usage. Tests show atleast a 2-fold performance increase 
                over the previous code.  
                 
                - The file update now shows progress for 
                each file. Previously, the progress bar would not update until 
                the entire file had been received, which was confusing some modem 
                users and making them think their download had stalled.  
                - Build/Factory buttons are now sorted.  
                - Added several new structure types..Biosphere 
                Condenser (Farm), Quantum Generator, Variance Generator, Subspace 
                Network (Lab), Cortex Nexus (Lab), Mantle Extractor (Mine), Defense 
                Base II, Defense Base III, Fighter Base II, and Fighter Base III. 
                 
                - Planet event messages are now only displayed to players in 
                the same zone or looking at an object in a remote zone.  
                - Implemented the "Worm Hole Device" 
                which can be found on the ICC jump cruiser and all stations. This 
                replaces the jump drives on those ships, and can open a worm hole 
                for instant travel accross vast distances. The Cruiser version 
                is less powerful and the range is limited to 1.5 million gu. The 
                station version has a maximum range of 2.5 million gu. The destination 
                wormhole will appear at a random location within 500/1000gu of 
                your target position, so be sure your destination clear of any 
                planets and stars.  
                - Maximum planet units has been increased to 32, which should 
                make it much harder to capture a planet without planning and teamwork. 
                Additionally, Barracks now build ground units automatically.  
                - Added new type of ground unit, Heavy Infantry, 
                which requires a 10 technology level and 150 metals to build. 
                 
                - Changed the icons/meshes for the infantry and heavy infantry. 
                 
                 
                 
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