![]() To clear things up, these are the current 3 hull damage types (not blocks): It doesn’t exactly penetrate but it can damage a wide surface area with a minimum of weapon groups. It doesn’t have a shield debuff though.Įxplosive has not changed. It did lose its armor efficiency bonus though so if you want to destroy armor, piercing is the way to go. The punch through effect blocks use the piercing damage system, making it capable of damaging blocks below armor without really destroying the armor itself first. This is also great for low damage weapons but with the drawback of doing no to low shield damage, depending on effect ratio. The piercing effect blocks are now switched over to the punch through damage system, with its double damage for blocks it would be ideal to use this system to destroy heavily armored ships. It is now equal to the piercing and explosive system in terms of block destruction per hit. It used to make the other hull damage effects more or less obsolete and is in large groups gamebreaking. The punch through damage system now has an effective penetration depth of around 7 blocks. HP of the more expensive systems, mainly weapons and support tools, has been increased by a factor of 2-3 in most cases. Shield cap and rechargers are 2 times cheaper. Ingots and crystals are 2 times cheaper to make it easier to craft advanced and crystal armor. Slower so anti missile turrets have less chance of missing buff: 2 -> 1 Radius has been nerfed to 48, with explosive you can get 58 Warheads (dis-integrators) have doubled block damage. Shield capacitors have now 2 times more shield HP, this is to make fights last longer and increase the chance of surviving high alpha damage. This will bring the max achievable EHP to 2500! The piercing defensive effect cap has been decreased but the amount of blocks you need to achieve max percentage has been decreased. They are slightly less effective compared to what they used to be but they still offer around 5 to 6 times more power regen than their onboard equivalent in pure power regen blocks. Power supply beams have been buffed to bring it back to near pre-rework levels. Standard armor now has 60 armor and 100 HP, bringing it to 250 EHP.Īdvanced armor now has 75 armor and 250 HP, bringing it to 1000 EHP. Hull blocks have been buffed in order to improve the survivability of ships: Balance changesĬalbiri, Lancake, as well as the tester team modified and gave feedback to a whole bunch of balance changes. If you are a faction leader be sure to check and adapt your roles accordingly. There are now permissions to control relationship changes (declare war, personal enemies, etc), faction news posting, taking/abandoning a homebase, and territory claiming/clearing. This new door types added by kupu adds wonderful looking new doors.Ī lot more options for customization has been added to faction roles. To edit the starter items, after the first start in this version a GameConfig.xml will appear in the starmade base directory, which should be fairly self-explanatory to edit. This includes credits, blocks, meta items, and blueprints (filled or not). Servers are now able to define their own starter gear for new players. A vast amount of hours went into analyzing and profiling, while in other areas like the network that even required to write additional modules to make analyzation even possible.Ī big thanks to servers who gave us profiling information as well as the tester team and players creating stress tests to verify and improve the changes.įor any one interested, there is a more technical explanation of methods used and designs on the end of this post.īefore/after the optimization on the same planet with the same settingsīut while we have a lot of more features in queue to come very soon, there are also some additional little features added to this version: These kind of improvements are some of the most technical ones to be made for any program. ![]() In numbers, this means an almost doubled framerate (depending on hardware), and a decrease of average network traffic to about 10% of what it was previously (profiled by stress tests on the server). To tell the results upfront, we managed to increase the performance of both graphics and network immensely. This is the whole reason we stayed with the block only system as opposed to detailed polygon graphics, as blocks present a unique set of optimizations and designs that would be lost in a conventional LoD (level of detail) polygon system. Mainly the graphics and the network code.Ī lot of this game’s choices in terms of style and design have been made to make the game as big and as scalable as possible. While we are still working on a lot of new features, we took the time to take an indepth look at several systems. ![]()
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