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Discovery 5.1 Dev Diary #1- Announcement of the Rheinland Update - Printable Version

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Discovery 5.1 Dev Diary #1- Announcement of the Rheinland Update - Antonio - 02-28-2024

Discovery 5.1 Dev Diary #1- Announcement of the Rheinland Update


Art by @CuteyCAI


Hello and welcome to the #1 Dev Diary for the upcoming Rheinland Update.



Overview


The primary focus of the update will be Rheinland and the Sigmas, with attention given to bordering regions such as Omegas and Omicrons as well. The goal is to enhance the quality of these regions by addressing bugs, improving visuals, introducing new gameplay features, and enhancing the overall experience with elements like wrecks, NPC patrol paths, and hazards. Additionally, the story will undergo a re-visit to address inconsistencies, fill gaps, and create a unified and logically-explained timeline. This dev diary will primarily announce some of the system changes coming in the update.



Thuringia


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A cataclysmic event struck Thuringia

Kicking off with Thuringia, the systems team has addressed numerous bugs, slightly changed visuals, improved NPCs and wrecks, added gameplay aspects such as hazards and mazes, and paid higher attention to detail. Notably, patrol paths have been designed to add flavor and guide explorers to otherwise daring locations. Thuringia's connections have been altered, now bordering two Rheinland systems, an Omega, and an Omicron.

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Hohenfeld

The system has undergone an overhaul driven by impactful story elements, to be announced by @jammi . The Suhl has become larger and more dangerous, leading to Thuringia connecting to Earhart due to a cataclysmic event. Additionally, this change helps break the exclusivity Liberty enjoyed in 5.0 for easy Earhart access without using a Jump Drive.



Omega-58


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Omega-58 Pulsar

Another spotlight system of the update, Omega-58 is coming back. The story has been revamped, made cohesive and logistically backed. It will have a Pulsar as its central stellar object of the system, which the Nomads very much appreciate. Kaarst Drydock is back along with the system, in its original home. Can the surrounding forces break the fortress-in-construction with a limitless energy potential, or will the Omega Wild forces rise to power again and start terrorizing the surrounding regions?

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Kaarst Drydock

The system is a post-cataclysmic hellhole full of hazards. Treat it as a Kepler v2, though with more visual indicators and not as harsh punishment for the tiniest error. Who knows, maybe that will lead people into a false sense of security. The most bold and skillful explorers may discover some exceptionally lucrative loot inside places no one would dare venture to.



Patrol paths


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Sigma-17 Patrol Paths

The update introduces or improves various system quality concepts, with a focus on patrol paths in this dev diary. Bringing back one of the more memorable parts for true Freelancer explorers, we're fleshing out, improving or in some cases adding patrol paths to the game. Those who explored jumpholes, bases or wrecks in Vanilla will hopefully rejoice, as the main purpose of improving patrol paths is to make the game more immersive and memorable through NPC interaction.

Let's take Sigma-17 as an example. It has zero patrol paths on the live server at the moment. We are adding trade paths supporting the logistics behind supply routes as well as patrol paths defending or harassing hostiles doing said routes. Don't be surprised to see an occasional Core or Order transport vessel in the Sigmas hauling goods into the civilization. Similarly, certain patrol paths can lead to places of interest that are not bases or jumpholes, such as a wreck. Or perhaps they will lead you into a trap, never to return again? Only one way to find out.

Keep in mind this is still a work in progress. As anyone with systems development knowledge can attest, working with patrol paths is ungrateful and time consuming. Every small error leads to a crash and there is no automation in the process due to the variety in each patrol path. We are trying to cover all systems in Rheinland and the Sigmas to get the same level of quality as the ones that are done already such as Sigma-17 or Thuringia.



Conclusion


Starting off lightly, this will hopefully be one of several Dev Diaries to follow, aiming to make the community more familiar with upcoming changes. As a systems developer, I shed light on a couple of changes from the systems' point of view, though there is enough content to create several of these for the systems department alone.

As always, feel free to provide any feedback and suggestions for changes.



RE: Discovery 5.1 Dev Diary #1- Announcement of the Rheinland Update - Czechmate - 02-28-2024

Thank you for sharing- no matter how it turns out, this approach of focusing on one region intensely, bringing in quality and consistency is the right one


RE: Discovery 5.1 Dev Diary #1- Announcement of the Rheinland Update - TheKusari - 02-28-2024

More goodies for me to fly around and explore, hooray!

Thanks for the efforts, guys Smile


RE: Discovery 5.1 Dev Diary #1- Announcement of the Rheinland Update - Czechmate - 02-28-2024

I beg you - let caps pass the thuringia Omicron jump hole


RE: Discovery 5.1 Dev Diary #1- Announcement of the Rheinland Update - Haste - 02-28-2024

We're working on making unstable jumpholes work a little differently, with them instead checking for the ship jumping through having a certain amount of cargo on it (under 650, for example). This would make every jumphole in the game let every ship through, as long as they're not actively trading (in a ship larger than a Freighter), and makes them all behave the same way. With the one exception being the Earhart ones, anyways.


RE: Discovery 5.1 Dev Diary #1- Announcement of the Rheinland Update - Antonio - 02-28-2024

(02-28-2024, 10:28 PM)Czechmate Wrote: I beg you - let caps pass the thuringia Omicron jump hole

They will. All unstable jumpholes will permit all ships through next update, but with cargo limitations. Aingar's magic is 95% done.


RE: Discovery 5.1 Dev Diary #1- Announcement of the Rheinland Update - TheKusari - 02-28-2024

(02-28-2024, 10:42 PM)Antonio Wrote: Aingar's magic is 95% done.

I wonder what Aingar's magic at 100% will accomplish. Complete black magic wizardry he's capable of.


RE: Discovery 5.1 Dev Diary #1- Announcement of the Rheinland Update - BobMacaroni - 02-28-2024

Got a couple questions;

"We are adding trade paths supporting the logistics behind supply routes as well as patrol paths defending or harassing hostiles doing said routes. Don't be surprised to see an occasional Core or Order transport vessel in the Sigmas hauling goods into the civilization."

Does this mean said supply route NPC transports have loot that can be taken off them, or is it more like the old Shikoku prison convoy pathway, without the codename drops?

I also hear a lot about wrecks. Does that mean the average wrecks are becoming more profitable/worthwhile? or is it just a few with valuable loot?

Overall - pretty good change. New systems are always my favorite thing to see added, and it looks like Thuringia will be pretty cool as well. Hopefully NPC changes will work well, because yes, that is a very big part of the game, that I feel like disco has neglected for too long


RE: Discovery 5.1 Dev Diary #1- Announcement of the Rheinland Update - jammi - 02-28-2024

(02-28-2024, 10:53 PM)BobMacaroni Wrote: "We are adding trade paths supporting the logistics behind supply routes as well as patrol paths defending or harassing hostiles doing said routes. Don't be surprised to see an occasional Core or Order transport vessel in the Sigmas hauling goods into the civilization."

I'm currently working on NPC trade loot, yes. Currently very experimental, I'll probably be able to go into more detail in the near future.

Improving the NPC experience - including providing factions with an expanded roster of mod-added ships that can spawn - is one of the objectives for this patch.


RE: Discovery 5.1 Dev Diary #1- Announcement of the Rheinland Update - Dragomar - 02-28-2024

(02-28-2024, 10:32 PM)Haste Wrote: We're working on making unstable jumpholes work a little differently, with them instead checking for the ship jumping through having a certain amount of cargo on it (under 650, for example). This would make every jumphole in the game let every ship through, as long as they're not actively trading (in a ship larger than a Freighter), and makes them all behave the same way. With the one exception being the Earhart ones, anyways.

Best change

Outcast raids to burgundy are back on the menu!