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Year

26

Day

175

Time

08:44:21

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Capture Reversal of Erik Rebulas
(Posted by Falcon on Year 26 Day 171)
Good day to you all,   I recently concluded an investigation into the capture of Erik Rebulas, and made the decision to reverse i...
[more]

Random asim gets trapped in fridge and eats two multis to survive!
(Posted by Chupacabra on Year 26 Day 123)
Year 26 Day 123, 1:29 Chupacabra banned player Kesabey Homes providing the following reason: Multi Ban   Year 26 Day 123, 1:28...
[more]

It's the scythe, isn't it? People always notice the scythe.
(Posted by Kodkod on Year 26 Day 91)
Asset laundering is still asset laundering even if your friend your last character sent all it's possesions to stops playing the g...
[more]

Community News

I'm back from getting milk
(Posted by Chupacabra on Year 26 Day 101)
And it's fresh! Just like this tournament! To start with the mandatory pre-tournament orientation, please click here. With that o...
[more]

Want to spend some Dooka? You're in L'uk!
(Posted by Eli Descartes on Year 26 Day 91)
Ayeta! A highly legitimate businessjawa of the clan L'uk has appeared on board Recycling I, Recycling II, Recycling III, and Recycl...
[more]

Thanks, and here's a quick update from our sponsor
(Posted by Falcon on Year 26 Day 89)
Hello everyone! I’ve got some exciting updates to share with you all about some changes on the team! First off, Thank you to Erek...
[more]

Technical News

New Sync Report Y26D174
(Posted by Clarr Solo on Year 26 Day 174)
- RNG Events. Certain actions now log the RNG output that influenced the results. The RNG output is visible in certain events by cl...
[more]

Jagannath Hunter
(Posted by Clarr Solo on Year 26 Day 168)
Greetings hunters! The quest team tells us that a Trandoshan Hunter has appeared in open-to-all zoos, zoo stations, and wildlife pr...
[more]

Sync Report Y26D167
(Posted by Clarr Solo on Year 26 Day 167)
Space Bandit Loot - Some space bandits now spawn with loot aboard. See the Space Bandit Rules Page for details. - Loot will only sp...
[more]

Posted by Clarr Solo on Year 26 Day 174 17:42 New

- RNG Events. Certain actions now log the RNG output that influenced the results. The RNG output is visible in certain events by clicking on the arrow.
- Revert capture change from space bandit loot. The change that required all bandits aboard a ship to be cleared was unintentional and has been reverted. To initiate capture of a ship you must clear the bandits in the cockpit.
- Fix Disable Timer length issue on hostile entities the first time they are disabled. Disable timer was not including doors in the calculation for hostile entities when they were first disabled. This calculation performed correctly, meaning the initial disable timer for hostile entities will be longer.
- Fix Fire delay not cleared on leaving showdowns.

 
Posted by Clarr Solo on Year 26 Day 168 8:59

Greetings hunters! The quest team tells us that a Trandoshan Hunter has appeared in open-to-all zoos, zoo stations, and wildlife preserves in every sector. If you visit him, he can teach you the ways of the Scorekeeper and induct you into the Jagannath. Under his tutelage, you can earn Jagannath Points by hunting creatures. What are Jagannath Points good for? Glory of course! Go have a chat with Anook Fess today.

 
Posted by Clarr Solo on Year 26 Day 167 15:19

Space Bandit Loot
- Some space bandits now spawn with loot aboard. See the Space Bandit Rules Page for details.
- Loot will only spawn on space bandits that are first disabled after this sync.

Character Stun Change
- Character behaviour on reaching 1 HP has been reworked.
- When characters reach 0 HP they will become unconscious instead of stunned.
- Characters can now choose when to wake up after the unconscious timer has elapsed, instead of always waking up immediately when the timer ends.
- Stimpacks will allow a character to wake up immediately, but the wake up will still have to be initiated by the character after the stimpack has been applied.
- This change is to reduce the ability to stun lock an unconscious character.
- See the life and death page for full details.

Holocron Battery
- A holocron can now be turned into a force battery allowing force users to store force points within the holocron to be used at a later date.
- See the Holocron Battery rules for full details.

Bugs
- Fix crash when performing combat in a garrison ship squad.
- Fix crash when scanning with 0 sensors from a facility.
- Fix bug where HEP was not removed from entire party.

 
(Edited by Vadik Edik on Year 26 Day 167)
Posted by Chupacabra on Year 26 Day 101 0:08

And it's fresh! Just like this tournament!

To start with the mandatory pre-tournament orientation, please click here.

With that out of the way, let me tell you things.

First, it starts on 4/11 or Y26 D137(ish). Sign ups close 4/4 or Y26 D130(ish). Yes, I could have made a 4/20 joke but I didn't. We'll have time for that later, trust me.

Secondly, here are the prizes since I know you all like free things. If you make it to a prize tier, remember that you can also choose to get a prize from any lower tier. (1st place can pick anything on the list, 2nd place can pick anything except 1st and so on).

1st:
1 x Ardent DC
1 x CR-92 DC
1 x Acclamator DC

2nd:
1 x Kom'rk Class Transport
1 x Xanadu-class Superyacht
1 x Spirit-Class MSA1
50m Credits

3rd:
1 x Tri-Mark
1 x Nu-Class Attack Shuttle
1 x ETA-class Shuttle
25m Credits

4th:
1 x YT-1210
1 x Dynamic Class Freighter
1 x JX40 Jailspeeder
10m Credits

Knockout Participants:
1 x ETA-5
1 x BARC Speeder
1 x BTL-A4 Y-wing Longprobe
5m Credits

Everyone:
1 x CK-6 Swoop Bike DC
1 x HWK-290 Light Freighter DC
1 x R0-L0

Is the prize tier list balanced? IDK man. I'm a goat pretending to be a man who is really three jawas in a trenchcoat behind a keyboard. I'm in it for lulz, not sanity.

Some other neat links

The rule updates

Definitely not this discord

This sign up sheet

The bracket

Remember to thank Noctis. If you don't, I will know and I will find you. D:<

The schedule with captain names

Also, keep a lookout for the blue flashing icon as I modify this post with more information.

Edit 1 - Chupa can't combine time and failed hard. Be sure to ping him relentlessly on discord and laugh at him for his mistake.

Edit 2 - Rules have been updated. Big changes. Be sure to read carefully. You will notice increased madness and a changed prize due to popular request. Enjoy!

Edit 3 - Sign ups are closed. I hope you remembered a towel!

Edit 4 and 5 - The schedule is posted. Also, I recommend using a tool like this one here to help you find a better time to bash rather than wait until the last minute.

 
(Edited by Chupacabra on Year 26 Day 137)
Posted by Clarr Solo on Year 26 Day 132 19:13

- Better events generated when you are ejected into an escape pod.
- Fixes for cargo squad errors due to incorrect piloting status.
- Vendors now show up on scanner with their shop name.
- Mind control combat report event grammer fix.
- Boarding screen now redirects you to scanner page instead of travel page.

 
Posted by Clarr Solo on Year 26 Day 126 7:05

Computer Spike

A new generic lockbreaker has been added, the Computer Spike. Computer Spikes are single use, the are destroyed after use with door lockbreaking.
EDIT: Computer Spike has had its weight/volume/batch size updated to the following values (respectively): 0.5kg / 0.005m³ / 32 per batch. This gives them some advantage over the ELB in that you can carry more spikes than ELBs and in some cases makes them marginally superior to the ELB.


Bugs:
- Some changes to how stun actions are stored.
- Cargo Squads: Added extra checks before starting travel
- Cargo Squads: Fixed UI bug where ordering RTB would not properly clean up squadron
- Cargo Squads: Fixed bug where aborting while loading cargo at a source would leave the squadron stuck once returned to the base
- Due to ongoing reliability issues with periodic jobs, a new status section has been added to the timer status page to show if jobs have successfully run. This will show up after each of the jobs run the next time.

 
(Edited by Falcon on Year 26 Day 127)
Posted by Noctis on Year 26 Day 119 6:46

We finally found the instructions and Holocron crafting is now available

Holocron rules are located here and the rules specifically to crafting them are here.

 

 

Something something send a message to Noctis.

 
Posted by Kolomon Seph on Year 26 Day 118 17:04

Greetings sentients!

Hot pixels fresh from the oven...

 

- Flak Jacket - New images, now including a never before seen large!

- Discril-class Attack Cruiser - New large and small images.

- Colossal-class Heavy Carrier - New large and small images.

- YV-666 Light Freighter - New bespoke cockpit!

- BTL-S3 Y-wing Starfighter, BTL-A4 Y-wing Longprobe, Y-TIE Ugly - New shared cockpit for the Y-series!

- Sentinel-class Landing Craft, Ministry-class Orbital Shuttle, Lambda-class T-4a Shuttle, Zeta-class Long-range Shuttle - New shared cockpit!

- Brayl-class Bulk Freighter, CR-20 Troop Carrier, KRS-1 Ore Hauler, Modular Conveyor - New shared cockpit!

 

Enjoy!

Kolo

 
(Edited by Kolomon Seph on Year 26 Day 118)
Posted by Vadik Edik on Year 26 Day 117 19:53

Just a bug fixes this week.  Please let Noctis know if you find any issues. 

- Directional combat issues when using the weapon targeting screen.
- Removed useless weapons from the showdown menu that could not attack.
- Fix bug that allowed the ability to use bacta tanks in non-medical rooms.
- Fixed floating point issue with sublight travel in showdowns.
- Fixed issue causing off hand to not be used in combat.
- Some backend fixes you will never see.

 
(Edited by Vadik Edik on Year 26 Day 117)
Posted by Clarr Solo on Year 26 Day 110 19:30

Weapon Firing Arcs for Space Showdowns

- Weapon Firing Arcs limit what directions a weapon can fire in.
- Ships have direction and require a new turning step to travel.
- These rules only apply to capital ships or larger, and currently only in showdowns.
- Weapon Arcs will need to be configured on ships within the showdown configuration.
- The rules are available here.


Changes

- Droid repair now searches within containers and within the room to find accessible droid parts.
- A character leaving a faction will no longer send leave events to subfactions the character was not a member of.
- Fixed an issue where ships within hyperspace abort cooldown would be invulnerable in combat due to code crash.
- Nova material count now shows in station designer.
- Added subfaction selector to change faction profile page.
- Ship weapons can be modified in space showdowns.

Edit: We forgot to add a note about the updated force training equations when using a master. The rules are available here.

 
(Edited by Vadik Edik on Year 26 Day 113)

The fearsome Mudhorn now has a script associated with it -- thanks go to Thrall Lothbrok. 

Good luck finding those easter eggs!

 
Posted by Falcon on Year 26 Day 103 2:28

[EDIT 3]
Alright, the changes should now be pretty much complete. After staring at my screen for 16 hours prepping, making, and checking these changes, I'm calling it a day. I'll be pinging the QA team shortly to verify the changes against what we expected them to be (we found 2-3 errors while making the changes and corrected them, but in case there's more we'll fix and push the changes as we find them).

Worth noting is that Super Caps are still in the process of being balanced, so while they've gotten some weapon/stat changes, they're not guaranteed to be final. We may also be making some small changes to stats as needed for balance, etc. 

Below are some helpful rules pages to view in case your curious about what any of these changes were driven by, and how they were affected.

Thank you all for your patience during this change, As previously mentioned, if you have feedback about the stat changes, please drop them in the forum thread  (QUICK LINK HERE).

Ninja edit: if you're wondering what new stats I'm talking about, clear your cache or do a hard refresh of the rules page (Ctrl + F5 on windows)

____________________________
[EDIT 2]

Howdy folks,

 

Apologies for the delay in updates with this Sim News. During the initial work done on syncing these changes, we noticed some stats were not pulled over correctly. Some OOC schedule changes, mixed with trying to find the root issue caused this to drag out until today. We're going to be re-pushing the aforementioned changes shortly (ships only) and will let you know when it's done. The rules pages may update ship stats/weapons again, but the major errors should be fixed when everything is done. We'll also be ensuring your current ships and stations have their stats updated to match the rules page.

 

Again, if you have any questions about what stats your ship/station should have, please refer to the rules page. Most stats should stay fairly close to their original value, as the main purpose of this sync was to ensure that your ships/stations go from just entities that exist with stats, to entities that have components and have their stats derived from the equipped components (which is why you see some non-whole numbers in the rules page. We call that component math), and are therefore researchable(and eventually modifiable). 

I'll include an edit when this work is complete, but check back here for a status update on what is being done, as I'll keep this post updated with where we're at:

  • Add components to ships:
    • COMPLETE
  • Update ship RMs/Stats rules pages:
    • COMPLETE
  • Mark all ships whose stats do not match the rules page as modded:
    • COMPLETE
  • Push new stats to all ships and unset modded flag(This is a long and very manual process... but this is where you will see your ship's stats match the rules page):
    • PENDING QA

___________________________________________
[EDIT 1] The following work has been done:

  • Station Rules pages have been updated with new stats/RM Requirements
  • Space Stations have received components(back end change)
  • Space Station Types have had RM/Stat changes applied
  • All currently-in-game Stations have had their stats applied
  • Ship rules pages have been updated with new stats/weapons/RM Requirements
  • Ships have received components(back end change)
  • Ship Types have had RM/Stat/Weapon changes applied
    • These are not your individual ships. These are the ship types as a whole. (If you have any confusion about the stats your ship will be at, refer to the rules page. it is correct.)
  • Currently-in-game ships have been marked for stat changes (back end change // currently in progress as of this edit)
    • NOTE: Your ships will likely show that they are modded even if they previously were not. This is a part of the marking process and is what allows us to bring all currently-in-game ships up to date with their respective rules pages.
  • Some Ships/Stations have had room type modifications(see below for changes)

Ships have not had all of their stats updated, because I've run out of time to work on this tonight. Kodkod will be taking over some of the back end changes for me while I sleep, and I will work on finishing these changes tomorrow. Some ships are now overencumbered and have surpassed their w/v caps. You will need to unload them to/below their w/v cap in order to move/load them further. 

I've posted in the former Ship Stat feedback thread, but it has been renamed to add stations to the feedback mix. Please post in that thread with feedback you have(no matter how small/silly you may think it is). (QUICK LINK HERE)

Finally, below are the room modifications:

• Golan II: 
  • -2 Medical Rooms (0 remaining)
  • Hangar Bay removed 

• Executor-class Star Destroyer:
  • -8 Medical Rooms (1 remaining)
  • Hangar Bay removed 

• Victory-class Star Destroyer:
  • -2 Medical Rooms (0 remaining)
  • Hangar Bay removed 

• MC-80 Home One-class Star Cruiser:
  • -1 Medical Room (1 remaining)
  • Hangar Bay removed

• MC-80a Star Cruiser:
  • Hangar Bay removed

• MC-80b Star Cruiser:
  • Hangar Bay removed

• Nova-class Battlecruiser:
  • -1 Medical Room (0 remaining)
  • Hangar Bay removed

• Ithorian Herdship:
  • -5 Medical Rooms (1 remaining)
  • Hangar Bay removed

• Interdictor-class Heavy Cruiser:
  • -2 Medical Rooms (0 remaining)
  • Hangar Bay removed

• Battle Dragon:
  • -2 Medical Rooms (1 remaining)
  • Hangar Bay removed

• Acclamator-class Assault Ship:
  • -2 Medical Rooms (0 remaining)
  • Hangar Bay removed
     • Hangar bay erroneously removed and re-added

• CR-92 Battle Corvette:
  • -1 Medical Room (0 remaining)

• Imperial I-class Star Destroyer:
  • -3 Medical Rooms (1 remaining)
  • Hangar Bay removed

• Prometheus-class Star Craft:
  • -1 Medical Room (1 remaining)

• Kandosii-type Dreadnaught:
  • -1 Medical Room (0 remaining)
  • Hangar Bay removed

• Zero-G Spacetrooper Armor Mark I:
  • All rooms deleted

_____________________________________

Good evening folks,

As promised, the Ship/Station component changes are going live today, and I will be starting them now. Over the next while, you will slowly see many of the ship/station stats and weapons change on the rules pages. Following that, you will then see your own ships/station stats/weapons updated to match the rules pages. Once all these changes are complete, I will edit this Sim News with an announcement that it is complete.

 

Please let me know if you have any questions in the meantime. Thank you!

 
(Edited by Falcon on Year 26 Day 107)