
Fixed problem when a player owned capship was destroyed when the owner was logged off and logging back in would send them to a station other than their home station. They weren't properly respawning there and were bounced to a different station instead. Fixed conquerable station issue when players set it as their home station. The 30 secon requirement was no longer in effect after that case. Fixed conquerable station issue when a Temp KOS player attempts to conquer the station. Players are now notified if they get Temp KOS by damaging a conquerable station defense turret. Capships can no longer be used to conquer stations by wedging it into the docking bay of the station when it is conquerable. Capship energy drain now properly persists between NPC and player controlled capships. Optimized of UI updates when mining asteroids. Once these improvements have matured a little further, we'll run some big Events and see how it all shakes out. We're instrumenting and debugging the hell out of it, but it's quite a sporadic issue. So, if you experience sudden logouts in that area of the game, please submit a ticket and let us know.
#Fallout 4 script extender 1.7.15 code
In the meantime, we are also still debugging a rare, but persistent issue in our threaded sector code that's currently running in Grayspace. I would like to see some terrifyingly large fleets of capships and escort-fighters. This is not all related to PvP performance, some of it includes the behaviour of NPCs and how well we can get them to work when scaled to really large numbers. This latest version includes some tweaks that are nearly a thousand times faster for very specific situations (but perhaps only twice as fast in common cases). Thus far, we've had a lot of success, although bigger changes are in the works. We're been doing a lot of server-side optimization, to improve performance in large battles and build towards the even more epic situations we all want to see. Private messages, guild, group, and vote actions no longer reveal online status for privacy reasons. Added more optimizations to reduce possible lag during large player battles. So, please bear with us while we evolve and improve these aspects, even when don't have the most exciting immediate gameplay impact.Īt the same time, please do show up for the Race Event! Have a great weekend, everyone. But overall, our goal for "VO 2.0" is about enhancing and drastically expanding the game in many different ways that will mesh together, including the business model and other areas. We also have a lot of game-related development in process, which will be revealed in future newsposts as we get a bit closer to each related release. But, it has become evident that some kind of hybrid "free to play" model is an expected necessity on mobile, so we're working to adapt to these markets and bring in additional players. The exact mechanics and structure of the micro-transactional system are still experimental, and will require refinement and continued feedback from the userbase. Micro-transactions will be exclusively for players coming in on Lite accounts, allowing them to push a bit beyond the current level 3 cap. Keep in mind that premium subscribers will still get everything, across all platforms, without any need for these types of optional purchases. But one thing you will start to see in the immediate future, is the availability of micro-transactional purchases on certain mobile devices. See the in-game Event system for schedule details and other information.īeyond this, we have a lot of different development going on, most of which I'm not going to announce right now. Hey everyone, we're right in the middle of some major development that is making visible updates a little fewer and further between, so I wanted to explain a little about what's going on.īut first and foremost, please consider stopping by for the developer-run Grayspace Race event on Saturday! We expect it to be a lot of fun, and a step towards the return of classic recurrent race events like the Deneb Run.
