Bounty Hunters Guild
  2045 active members
  127 are Online

Year

25

Day

361

Time

02:49:53

Guest
Login
Sim News RSS Feed Latest NewsArchive
Player Administration

It has been [0] days since the last ban.
(Posted by Falcon on Year 25 Day 343)
1 Y25D343 7:59 Falcon banned player Elamas Ghent providing the following reason: Multi Ban - many multi accounts // permanent ban...
[more]

Loki is best asim
(Posted by Noctis on Year 25 Day 295)
Year 25 Day 295, 20:05 Noctis banned player Welck Gisk providing the following reason: Multi Ban Year 25 Day 295, 20:05 Noctis ban...
[more]

A reminder about IC/OOC Separation
(Posted by Falcon on Year 25 Day 245)
Mitth Wake has been issued a Strike 0 for IC/OOC separation. This strike will last one year from today's date or until another stri...
[more]

Community News

Ground Showdowns?
(Posted by Vadik Edik on Year 25 Day 205)
Hello everyone. I was talking to a little bird, and he reminded me how much you all enjoy CPs, so I figured I would see how true t...
[more]

Permadeath Survey
(Posted by Platypus on Year 25 Day 239)
Hello everyone, having come back from a brush with IRL permadeath, I would like to try rewarding the grim reaper by doing something...
[more]

HerdFest Teleporter Removed
(Posted by Falcon on Year 25 Day 186)
FALCON EDIT Y25 D228: This is the final update for this sim news post. Herdfest server has been archived and you may now claim item...
[more]

Technical News

Room Map Updates have begun (and are now complete)
(Posted by Falcon on Year 25 Day 348)
FINAL UPDATE -- Y25 D356: The Museum, T-6 and DX-9 have had their room maps updated, with CPs paid out. I also slightly modified t...
[more]

Room Map Update Gameplay Issues
(Posted by Clarr Solo on Year 25 Day 350)
Room maps that are changed may have caused the following issues, with the following workarounds: - In general any entity (Characte...
[more]

Sync Report Y25D349
(Posted by Clarr Solo on Year 25 Day 349)
- The Disable timer equation has been modified and is based on class. - Force Detection allows you to detect force power usage base...
[more]

Posted by Falcon on Year 25 Day 348 14:39

FINAL UPDATE -- Y25 D356:

The Museum, T-6 and DX-9 have had their room maps updated, with CPs paid out. I also slightly modified the BFF-1 changing its hangar bay from wehre a cargo container would have been to a new room in the rear(Thanks to Raptor Cardel). I will be skipping the Quasar since the creator has not responded to my messages. Pending any minor updates, this should be the final iteration of room map updates. (I lied, I the Jedi Praxeum is getting a bonus update too)

One last change I made is that I've removed multiple training rooms from every ship except the super capitals, which are capped at 2 each. Every other ship with training room capacity has been limited to 1 training room. I understand that this may anger many of you, but we do this from a point of keeping things balanced. 

Reminder that any doors deleted will be saved, and you can place down replacement doors for free that will finish instantly.

Huge thank you to everyone who participated in this update, submitting images, giving feedback, etc. I'm sorry it took over a year to actually finish, but I suppose that's in line with the spirit of Soon(tm), eh?
I'd also like to add a note again that if you still have ideas for a room map, please submit them in the Suggestions Forum, and I'll review them independently. All other issues can be sent to me via DM or PM or asked in #swc-help.

----------------------------------
UPDATE Y25 D350:

Due to infantry bays acting like docking/hangar bays where having more than one in an entity breaks things, I am removing duplicate infantry bays. I will keep infantry bays that are in the largest sized room first, and if there are multiple of the same size, I will use my best judgement to determine which one stays. 

List of affected entities:

  • Golan II
    • Removed 1x1 on floor 2
    • Removed 1x1 on floor 1
  • Victory-class Star Destroyer
    • Removed 1x1 on floor 2
  • Executor-class Star Destroyer
    • Removed 1x1 on floor 2
    • Removed 1x3 on floor 1
    • Removed western 2x2 on floor 0(Base)
  • Dreadnaught-class Heavy Cruiser
    • Removed southern 1x3 on floor 1
  • CR-90 Corvette
    • ​​​​​​​Removed western 1x1 on floor 0(Base)
  • ​​​​​​​MC-80b Star Cruiser
    • ​​​​​​​​​​​​​​Removed 1x1 on floor 2
  • ​​​​​​​Prison
    • ​​​​​​​​​​​​​​Removed 1x1 on floor 0(Base)
  • ​​​​​​​Nova-class Battle Cruiser
    • ​​​​​​​​​​​​​​Removed 1x1 on floor 2
  • ​​​​​​​Interdictor-class Heavy Cruiser
    • ​​​​​​​​​​​​​​Removed eastern 1x1 on floor 1
  • ​​​​​​​Lictor-class Dungeon Ship
    • ​​​​​​​​​​​​​​Removed 1x1 on floor 1
  • ​​​​​​​Modular Taskforce Cruiser
    • ​​​​​​​​​​​​​​Removed southern 1x1 on floor 0(Base)
  • B​​​attle Dragon
    • ​​​​​​​​​​​​​​Removed 1x3 on floor 3
    • Removed 1x1 on floor 0(Base)
  • ​​​​​​​Atlas-class Troop Transport Shuttle
    • ​​​​​​​​​​​​​​Removed southern 1x1 on floor 0(Base)
  • ​​​​​​​CR-90 Assassin-class Corvette
    • ​​​​​​​Removed western 1x1 on floor 0(Base)
  • ​​​​​​​CR-92 Battle Corvette
    • ​​​​​​​​​​​​​​Removed western 1x1 on floor 0(Base)
  • ​​​​​​​Imperial I-class Star Destroyer
    • ​​​​​​​​​​​​​​Removed 1x1 on floor 2
  • ​​​​​​​Colossal-class Heavy Carreir
    • ​​​​​​​Removed 1x1 on floor 1

All squads in these entities have been teleported to their infantry bays. Please let us know if you are experiencing issues with your squads. Just waiting on the room maps at the bottom of this news to be submitted, and we'll wrap this up! Thank you all for your patience. I'd also like to add that if you still have ideas for a room map, please submit them in the Suggestions Forum, and I'll review them independently.

----------------------------------

UPDATE Y25 D349: All ships without broken images have been updated. If you find something missing, please let me know so I can fix it. 

 

EDIT EDIT: Due to balancing concerns, I will be removing Training Rooms from all ships that are not a Capital Ship or Super Capital Ship(Stations and facilities will not be touched). We are currently discussing adding them Corvettes and/or Frigates as well, but I make no promises.
----------------------------------

As the title says, I've started updating the room maps as discussed in my last Sim News about it (it's been 2 weeks now, right?) as well as in the forum thread for it

 

The ones I have maps for will be done today, and I will reach out to the individuals whose links have disappeared from the thread. Expect CPs to be paid out as ships are updated (today in one large batch and then individually as I receive ship maps again). 

 

This post will receive an update when I am done today, as well as when all room maps have finished with updates. 

 

The following entities have had a room map update:

  • Lucrehulk-class Battleship
  • BFF-1 Bulk Freighter
  • Kettifree Air mover
  • Lictor-class Dungeon Ship
  • Imperial I-class Star Destroyer
  • Interdictor-class Heavy Cruiser
  • Victory I-class Star Destroyer
  • Executor-class Star Destroyer
  • Fury-class Imperial Interceptor
  • Stadium
  • CR-92 Battle Corvette
  • CR-20 Troop Carrier
  • Large Palace
  • Golan II
  • CR-70 Corvette
  • MC-80 Home One
  • CR-90 Assassin-class Corvette
  • Raider-class Missile Corvette
  • Training Academy
  • Prison
  • YT-2000
  • MC-80b
  • Labour Camp
  • Kandosii-type Dreadnaught
  • Starport
  • CR-90 Corvette
  • MC-80a
  • Modular Taskforce Cruiser
  • Research Center
  • Colossal-class heavy Cruiser
  • Zoo
  • Command Centre
  • T-6 Shuttle
  • Ithorian Herdship
  • GRZ-6B Wrecker
  • Museum
  • Spacecrawler
  • Trading II
  • Dreadnaught-class Heavy Cruiser
  • DX-9 Dropship
  • T-6 Shuttle
  • Museum

BONUS UPDATES:

  • Nova-class Battlecruiser
  • Battle Dragon
  • Atlas-class Troop Transport Shuttle

 

The following Entities still need a room map(waiting on non-broken images):

  • Quasar Fire-class Bulk Cruiser (Creator Unresponsive -- skipping)

 

CPs are being paid out shortly after this edit. Also, to help qualm any fears you have, yes we are aware that the stretchy room images are still there. There is a sync coming in the next few days that will fix it. Please be patient. Fixed! Thank you!

 
(Edited by Falcon on Year 25 Day 356)
Posted by Clarr Solo on Year 25 Day 350 17:16

Room maps that are changed may have caused the following issues, with the following workarounds:

- In general any entity (Character, NPC, Droid, Creature, Item) within a changed room will have been teleported to the entrance room.

- Doors that were between deleted rooms may have been removed. Any door that was removed will be able to be reinstalled instantly. You can see if your ship has any deleted doors available on the locks page.

- Sentry droids that were deployed in a modified room will now be deployed in the Entrance room. You can undeploy and redeploy it in a new room if needed.

- Garrison troops that were inside an infantry bay may have been moved. These have been moved into the new infantry bay location.

- Guard posts that were deployed across deleted rooms have been cancelled. The guard NPC may have been moved to the entrance. You will need to recreate the guard post in the desired location. If your guard post was cancelled, you will have received an event.

 
Posted by Clarr Solo on Year 25 Day 349 16:11

- The Disable timer equation has been modified and is based on class.
- Force Detection allows you to detect force power usage based on perception and countered with stealth.
- Any doors deleted with the room map changes have been recorded. If you install a new door, it will instantly reinstall one of the deleted doors, if available. The locks page shows if an entity has any deleted doors.

- Fixed an issue with instanced entities showing up when controlling garrison squad.
- Fixed an issue with infantry garrison parties not showing up as such on scanner.
- Fixed an issue where garrison squads were double counted.
- Fixed stretched room images.
- Fixed an issue with city inventory location sorting.
- Fixed a crash when unpowering a facility under construction.

 

 
Posted by Falcon on Year 25 Day 348 13:26

Deathmatch has been advanced, moving into the semifinal round! 

As a result, Grudge Matches have also been advanced! Time to find out which faction modules are the most sought after, whether we should kill deathmatchers, and which disney show you hated the most!

 

Enjoy, and we'll see you in the next 3 years for the next update!

 
Posted by Falcon on Year 25 Day 348 13:20

All plants should now be deployable. Feel free to set up your HerdFest Heritage Room knowing that nobody will knick your plants from under your nose!

 

Deployment rules can be found on the Rules Page but as a general reminder:

The rules to deploy or undeploy an item are as follows:

  1. Item can not be deployed to something that is NPC owned.
  2. Must be owner or commander of entity in which you are attempting to deploy the item.
  3. Must meet one of the conditions for undeploying the item.
    • Must be owner or commander of entity in which you are attempting to undeploy the item.
    • Must be owner or commander of item which you are attempting to undeploy.
 
Posted by Clarr Solo on Year 25 Day 343 8:54

We are investigating a bug with missing NPC Cargo Transport actions. If you have a missing cargo action please don't touch the ships involved, they will be restored soon.

Edit: Missing actions are restored.

 
(Edited by Clarr Solo on Year 25 Day 343)
Posted by Clarr Solo on Year 25 Day 338 21:44

Hyperspace entry protection tweaks:
- Protection is now removed from a ship by starting sublight travel.
- Sensors are disabled while in entry protection.
- Docking, tractoring removes protection.

Ground showdown tools tweaks:
- Fixed bug allowing hidden races, items and NPCs to be used.
- Updated the force meter to respect system modifiers.
- Enabled random Races types to be used and set as the default.
- Allowed binoculars and multiple sensor pack to be used.
- Updated medical actions to respect system time and xp combat modifiers.
- Added Ground coordinator link to players setting page to match Space coordinator access.

 
Posted by Mador Anami on Year 25 Day 328 21:18

The moment you've all been waiting for is here. No it's not global combat. No it's not R&D. Ok, maybe it's a moment just a few of you have been waiting for.

T3A1YWi.gif

That right. Everyone loved the new lightsaber crafting so much, we decided to double it. Using the crafting kit, you now have the option to craft double bladed lightsabers.

  • You need double the parts and kyber and/or pearls
  • Make sure you have all the pieces in items on your character
  • It will cost FP for both sets of crystals you use

I hear you saying, "This is crazy, getting 1 set of pearls is annoying enough." Don't worry. You can also now rip apart your old sabers to get the crystals back using the crafting kit.

  • We aren't heartless. When you take apart the sabers, the crystals you get back remain attuned to character who destroys the saber.
  • But because we are kinda heartless, you only have a chance to get the rest of the pieces back, depending on how crafty you are.
  • Except hilts. They are always destroyed in the process. Screw hilts.

Big thanks to Thresh Elykson for all the scripting, Vadik Edik for all the math and force answers, and QA for testing everything.

 
Posted by Clarr Solo on Year 25 Day 316 17:42

- Squares containing wrecks will show up with grey IFF on the scanner maps.
- Fixed an issue where some docked loading targets did not show up in material load locations list.
- When Recycling completes, all piles are merged (this matches how asteroid mining works).
- Fixed bug with field repairs showing incorrect actions not at your location.
- Updated Bandit Fitout Rules Page to now show showdown fitouts separately from the rest, as well as better hiding for hidden loadouts.
- Bandits should no longer spawn with showdown-only fitouts.

 
(Edited by Falcon on Year 25 Day 316)
Posted by Kolomon Seph on Year 25 Day 298 14:45

Greetings sentients!

The Clothing item has gotten an update! It can now be worn in the Belt/Waist fitout slot. Feel free to apply all your lower body apparel customs to Clothing now. The Belt item rules will remain as is currently, where you can apply apparel that has visible pockets or storage as well.

Thanks to Falcon for making the change!
Enjoy your pants!

Kolo

 
Posted by Clarr Solo on Year 25 Day 294 17:08

- Added Hyperspace Exit Protection Icon to scanners.
- Fixed event sent when faction loses planetary government status.
- Fixed event during bounty target cleanup.
- Fixed crash when production finishing and commander not set properly.
- NPC hiring page allows hiring via multi faction membership.
- Added break dance examples to locks rules page.
- Fixed FP reset during space showdown teleport.

 
Posted by Kolomon Seph on Year 25 Day 281 11:42

Greetings fellow sentients!

Today's update is a little different, we have a (nearly) entire category revamped!

Medical Items - All new rules images for all medical items except the Cloning Vat and Frosty Patch (both are more recent additions). The Bacta Tank comes complete with a "cockpit" image, seen when submerged, and new identifiers for the various levels of added bacta.

BR-23 Courier - New rules images

Defender-class Light Corvette - New rules images including a bespoke cockpit image

As always, enjoy!

Kolo