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  Discovery Gaming Community Discovery General News and Announcements Patch Notes
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5.2.1.1

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5.2.1.1
Offline monmarfori
11-18-2024, 01:22 AM,
#11
Son of Malta
Posts: 2,161
Threads: 288
Joined: Jan 2010

Patch is now live.
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Offline IFIGHTDRAGONS
11-18-2024, 01:45 AM,
#12
Member
Posts: 3
Threads: 1
Joined: Nov 2022

(11-17-2024, 06:07 PM)Antonio Wrote: - Fixed: Junker gunboat turrets now sell on Invergordon properly.

Awesome, was waiting for this one. Thank you for fixing! Much appreciated.
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Offline SeaFalcon
11-18-2024, 02:39 AM, (This post was last modified: 11-18-2024, 02:39 AM by SeaFalcon.)
#13
Member
Posts: 3,044
Threads: 101
Joined: Aug 2009

(11-17-2024, 06:07 PM)Antonio Wrote: - Changed: Increased snub missile ammo counts by 50%

An Increase of 50% on 800 missiles shouldn't result into 570 missiles.
I assume it should have said that it was decreased to around 40% to 50%?

I'm glad it was a decrease at least, since having 1200 missiles would've been something Big Grin
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Offline Alex.
11-18-2024, 03:45 AM,
#14
Developer
Posts: 3,798
Threads: 144
Joined: Aug 2009
Staff roles: Server Manager
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Moderator

(11-17-2024, 08:21 PM)TheSauron Wrote: Is the next patch going to be called 5.2.1.1.1?

It's funny but we actually ran into problems calling it 5.2.1.1 in the game files - turns out FL drops the third number when building the version strings used in e.g. the FLServer window title and the error log, so it became 5.2.0.4 instead.

Speaking of which, 5.2.0.5 is now out, consisting of an emergency fix from @Aingar that should stop ships with cloaks from crashing on undock.

FLHook suggestions
All other dev queries
Please only PM me through the forums for things that need to be private like anticheat etc.
[Image: dI8iG0a.png]
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Offline NOVA-5
11-18-2024, 04:47 AM,
#15
Smegger
Posts: 1,389
Threads: 63
Joined: Jan 2009

(11-18-2024, 03:45 AM)Alex. Wrote: Speaking of which, 5.2.0.5 is now out, consisting of an emergency fix from @Aingar that should stop ships with cloaks from crashing on undock.

And stop it did.
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Offline Chronicron
11-18-2024, 12:23 PM, (This post was last modified: 11-18-2024, 12:40 PM by Chronicron.)
#16
Assuming direct control
Posts: 1,450
Threads: 131
Joined: Aug 2017

(11-17-2024, 06:07 PM)Antonio Wrote: Increased hitpoints of gold asteroid lootcrate from 5,000 to 25,000.
>:(

at least LM has some sort of purpose now, yippee

upd: is there a reason the overall HP pool of the asteroids wasn't buffed? because none of them can survive the full yield mining with LM and sunwreath combo, while prior to this change they had at least 50k hp left after all the crates were depleted

[Image: uXIwfFB.png]
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Offline jammi
11-18-2024, 12:55 PM,
#17
Badger Pilot
Posts: 6,544
Threads: 360
Joined: Aug 2007
Staff roles:
Story Dev
Economy Dev

The lootcrates are the dropped loot in space, not the nodes on the asteroids. This is purely to allow people to premine ore for transports to collect in space without worrying about accidentally destroying it with a stay shot or mine.

[Image: redon.gif]
[Image: f0D5b.png][Image: O2Zu5.png][Image: IlS2I.png][Image: yNeaK.png][Image: 9zbjr.png][Image: D7RGg.png]
News article library, feedback and content requests.
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Offline Chronicron
11-18-2024, 12:58 PM,
#18
Assuming direct control
Posts: 1,450
Threads: 131
Joined: Aug 2017

ah. sorry for confusion then.

[Image: uXIwfFB.png]
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Offline Vendetta
11-20-2024, 04:59 AM, (This post was last modified: 11-20-2024, 06:01 AM by Vendetta.)
#19
Technocrat Overlord
Posts: 2,689
Threads: 230
Joined: Sep 2013

(11-17-2024, 06:07 PM)Antonio Wrote: - Changed: Cruiser Primary Turrets' dispersion angle reduced by 10%; power usage reduced by 10%.

After testing this pre 10% and currently with the 10% reduction I have to ask:

Who thought this was a good idea, and why?

Like if the goal was to make people rely on flaks less, you did the opposite lmao. I'd now rather use flaks on my cruisers than touch the current prims, because they feel overtuned and useless. I didn't use flaks often prior to the changes. Found the prims did just fine and I could hit things pretty reliably.

Now I don't want to touch either. They feel like hot garbage. The dispersion is way too high, and the speed doesn't really make up for it with how little power is behind the punch, and how quickly they'll drain your core even while managing your power with shutting shields down.

That dispersion needs to be tuned WAY down. The speed doesn't mean anything if it takes more than 70% of my core to deshield a fighter within 500m range. You get eaten alive. I'd even ditch the speed if it means I could hit something.
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Offline Lord Caedus
11-20-2024, 05:56 AM,
#20
Malta's Bane
Posts: 634
Threads: 57
Joined: Jun 2013

Yeah I'm not seeing the point in cruisers even having primaries if this is what the dev team thinks proper balance of them is. When you can't hit a stationary target at 500m enough to reliably deshield I can only assume that no actual testing was done and these numbers were just made up on the fly.

[Image: eHPLi2z.gif]
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