Entropy

Entropy

View Stats:
Entropy > General Discussions > Topic Details
This topic has been locked
Bridger  [developer] Jun 4, 2014 @ 4:12am
Entropy Release Notes - 4 June 2014
HIGHLIGHTS
  • Abilities - new abilities and a new type of consumable drone have been added, and many abilities have received updated visual effects
  • GUI - many new and improved features, including trade and combat logs, friends list, chat improvements and a visual update for the HUD
  • Containers - create a temporary container in space that can be used in various ways, including for trading items and Credits between players
  • Targeting - it's now easier to manually select targets (default hotkey [R]) and the range at which 'select nearest hostile' and 'select nearest friendly' will function has been increased

ABILITIES
  • New ability Gravity Link allows a ship to connect its mass to that of a hostile target, behaving as if the ships are connected by a 'tether'
  • A new type of Interceptor drone has been added - as with other consumables, having an Interceptor drone in cargo grants the ability to launch it
  • Interceptor drones must be launched at a hostile target, and will pursue and attack that target for 60 seconds, until they run out of power and automatically self-destruct (if an Interceptor drone's target is destroyed or gets too far away while the drone still has power, it will automatically switch to attack another nearby hostile target)
  • Interceptor drones are armed with small railguns that have half the damage output of a standard starship railgun
  • The Mark I Interceptor has a single railgun, the Mark II has twin railguns and the Mark III has three railguns
  • The Shield Sink ability will no longer deal damage over time to the target's shields, but now reduces the target's shield regen more significantly than before
  • The System Reboot ability will now break all target locks on the ship and remove all duration effects every time it is used
  • The Energy Cost and Cooldown of System Reboot have been adjusted to reflect these changes
  • The Lock Breaker ability has been removed from sale pending a future revision - Pilots who have already learned the ability can continue to use it, and any existing Lock Breaker ability CHIPs can still be used to learn it
  • The visual effects of the following abilities have been updated: Charged Hull, Damage Control, Missile Jammer, Plasma Ignition, Sensor Jammer, Sensor Pulse, Shield Modulation, Shield Pulse, Shield Sink, System Reboot, Target Designator, Missile Decoy and Repair Pack

GUI
  • The location indicators on the System Map have been improved
  • Several new windows and other GUI elements have been added:

Assets
  • A new Assets window has been added, which can be opened via the 'safe' icon in the Personal section of the Station interface
  • The Assets window lists the locations of your ships and any items stored in Warehouses or Market Warehouses at each Station, and can be sorted by location or alphabetically by item name
  • Items in the Assets window can be examined by right-clicking on them

Trade Log
  • A new Trade Log window has been added, which can be opened via a button on the Market window
  • The Trade Log shows a list of that last 100 Market transactions a Pilot has been involved in

Combat Log
  • The Combat Log channel has been revised and returned to the game - it can be viewed via the 'Log' channel in the Chat window
  • The Combat Log now automatically collates multiple events that occur in a short period of time, to avoid the performance issues that led to the previous version being removed

Social
  • A new Social window has been added, which can be opened via a button on the Station Interface or in the upper-right of the HUD (it's the button that was previously labelled 'Friends')
  • The Social window has three sections:
  • The Friends section shows a list of all Pilots you have added as a friend, whether or not they are online and some basic information about them
  • At the end of each Friend's entry are three icons that be used to decide whether to show the friend your current location, to send a direct chat message to the friend (a 'whisper' or 'tell'), or to remove the friend, respectively
  • You can send a friend invite to another Pilot by right-clicking on their name in any channel in the Chat window or by targeting their ship and right-clicking on the target info panel in the upper-centre of the HUD
  • The Requests section shows a list of all friend requests you have received, and allows you to accept or reject them
  • When you have one or more friend requests pending, the Social window icon on the HUD will change colour and flash
  • The Ignore section shows a list of all Pilots you have chosen to ignore, and allows you to unignore them if you wish

Chat
  • All the basic chat channels are now 'game wide', and the System-specific channels have been removed
  • By default, when entering a message in the General tab, it will be broadcast to the new Global channel
  • Several 'slash commands' have been added that can be used in the Chat window
  • /help will list all slash commands
  • /w "<character name>" <message text> will send <message text> directly to the named player (note that the quotes around the name are required)
  • /f <message text> will send <message text> to your current Faction channel, regardless of the chat channel you currently have selected
  • /c <message text> will send <message text> to your current Cartel channel, regardless of the chat channel you currently have selected
  • /g <message text> will send <message text> to your current Group channel, regardless of the chat channel you currently have selected
  • The currently selected Chat channel should now be persistent when moving between Sectors, the System Map and Stations

Item Context Menu
  • New options have been added to the item context menu that can be opened by right-clicking on items
  • When docked at a Station, all saleable items now have a 'Sell on Market' option, which will open a Sell Order creation window for the item
  • When docked at a Station, Modules now have an 'Install' option if your current ship has a free module slot of the appropriate type
  • When in a Sector, items in Cargo and Secure cargo now have an 'eject' option - see the Containers section, below, for full details of how this option functions

HUD
  • The appearance of several HUD elements has been revised, and the colour scheme has been updated to incorporate light blue as a contrast to the orange

CONTAINERS
  • When in a Sector, it is now possible for Pilots to create a temporary stationary cargo container that behaves much like a 'loot' container
  • To create a container, right-click on an item in your ship's hold and select the 'Eject' option - this will eject the item or stack and place it in a container close to your ship
  • Once placed, a container can be opened by targeting it, and items can be freely exchanged between the container and a ship's hold
  • Containers have no limit on their capacity, and once created can be emptied without destroying the container
  • Containers are temporary, and will automatically self-destruct 10 minutes after being created - any items in a container when it self-destructs will be lost
  • A Pilot can only have one container active at any given time - ejecting another item or stack when you already have a container active will automatically self-destruct the previous container, destroying its contents (if any)
  • Containers have no security systems and any nearby player can open them and add or remove items

CREDIT CHIPS
  • Credit CHIPs are the nearest equivalent to 'cash' in the Confederation
  • A Credit CHIP is an item that contains a fixed number of Credits - using the CHIP will add the Credits it contains to your account balance
  • CHIP’s can be used only at station, but created anywhere
  • It is now possible to create Credit CHIPs of any amount up to your current account balance via the Wallet window
  • When created, Credit CHIPs are automatically placed in the secure cargo hold of the current ship
  • Credit CHIPs can be ejected or placed into an existing container (see Containers, above) just like any other item
  • Note that if a Credit CHIP is destroyed, all Credits it contained are lost

WEAPONS
  • The base Damage of Laser Cannons and High Power Laser Cannons has been slightly reduced (from 3.6/4.8 to 3.3/4.5 respectively)

TARGETING
  • Manual target selection (default hotkey [R]) will now target the closest object that is within the crosshair circle, making it easier to manually select distant targets (previously the exact centre of the crosshair cursor had to be over the object for it to be targeted)
  • The range at which a ship's targeting system can automatically select hostile or friendly targets (default hotkeys [TAB] and [T], respectively) has been increased to from 10x Sensors to 15 x Sensors

SECTORS
  • Salvageable derelicts should now be more common
  • The models of salvageable derelicts have been updated and should be slightly easier to spot from a distance

CHARACTER CREATION
  • Added two new 'eyepit' Avatar options
  • Fixed a bug with display of Makeup Avatar options

FAULTS
  • It is now possible to repair all Faults on all a ship's installed modules from the Modules window
  • If an item cannot be traded on the Market because it has been 'used' (suffering from a Fault or having Condition < 100), this will be indicated in the lower-right of the item's listing in the cargo hold or warehouse windows

BUG FIXES
  • Missile Decoys should now function correctly, having a chance to decoy the nearest incoming missile when used
  • CODE Offence Power Level should now correctly effect cannon damage
  • Fixed a bug that could cause the game to get stuck at 'Connecting to lobby'
  • Fixed an issue that could cause players to be unable to continue at the end of Avatar creation (please let us know if you continue to experience this problem)
  • Fixed a bug that could prevent a player from being able to delete a character
  • Fixed a bug that allowed Modules to be installed/removed and Faults to be repaired when not docked at a Station
  • Fixed several issues that could cause Modules to apply their stat changes multiple times, or to multiple ships
  • Fixed a bug that could cause Cartel members to be invisible in the Cartel window
  • Members of the same Cartel are now correctly be regarded as 'friendly' to each other in Wilderness ('red') Systems
  • Fixed several issues with Faults
  • Fixed an error with the reporting of mission goals
  • Fixed several minor bugs with missions
  • Fixed several minor bugs with the Market and Orders windows
  • Fixed an error that could occur when using [TAB] when a loot object was selected
  • Fixed a bug that could cause active Interception Sectors to become invisible
  • Fixed several visual errors with shields on ships and Station emplacements
  • The icons for several Resources have been switched to better match the appearance of the asteroids that contain the Resource

Last edited by Bridger; Jun 4, 2014 @ 4:24am
< >
Showing 1-15 of 53 comments
Einherjar Jun 4, 2014 @ 4:23am 
Hi Bridger - the list of issues raised in latest patch 20 May - is there a list of those items - and which have been reviewed - fixed - not possible - future pending etc - I listed a number of issues and I do not want to duplicate items from the last patch if these are in the pipeline

Keep up the great work & I hop we get loads of "old" pilots trying out the new patch updates and staying around
Bridger  [developer] Jun 4, 2014 @ 4:27am 
Hi Einherjar - anything you reported in the last release notes thread should have been added to our task list, so you shouldn't need to report them again unless they've changed in some way.

We are working on a public issue tracker where players can report issues and we'll update them when they're fixed, but I'm afraid it's not quite ready yet.
ursa Jun 4, 2014 @ 4:41am 
areyh station cannot be entered red lights lead to station outcrop. no entry dock at all!
yes can dock but not easy at all in a bulk. need to rotate sideways . please change this. though it has added amusement.lol
Last edited by ursa; Jun 4, 2014 @ 6:42am
Einherjar Jun 4, 2014 @ 4:56am 
Bridger - [Dev] Thank you for update about future list/issues

MARKETPLACE - Issue with sorting columns - does not function on any column - latest patch has donloaded and check verify local content - does not sort either on supply or demand columns

ASSET - any possibility for this to be formatted in a simillar way to marketplace - ideally I would like option of organising by either by modules-offense-items - list of all [railguns] held showing quantity in each station, or allow you to list by station and expand then into the marketplace style list for the assets.

it is great this is in the game - if in future you can also add a list of ships at the station & contents in ship - equipment & cargo etc, great developments - sorry to ask for more.

2D Map - Chase mode camera location and navigation direction markers still not functioning - some are even missing when entering sector - could not see selected gate or local station indicator when I entered sector

FLIGHT - Great update on HUD - like the change to a better plasma injection motion - however you have removed the centre indicator - can we have a menu selector choice of hud centre - I prefer cross or centre point + small circle - if there are 2 or 3 choices and colours - together with show/do not show option in the menu

AREYH STATION - Entry is possible - BUT the redrawing of the station is faulty - locate the normal route - rotate to slide vertically towards the port between the righthand side pair of spines blocking the port - you will stick but then fly towards port and you go in as normal (Heyerdahl - Bulkherder both work)

MARKETPLACE - This appears to be broken at present - I have 2 previous [sell orders] listed - before patch added a 3rd (though it was my only one as nothing listed from me) but it does not appear in the supply section either when filtered for materials or when all available supplies are listed, only found I had 3 when accessed [my orders]

Is this a change to who you can sell too? some only to factory because as yet player builds are not possible or a bug in the marketplace implementation in this patch?

Update - others can see my sales I cannot - developent or bug?

TRADE LOG - Is this a text entry in local files - can we create a text output for records ot is it dynamic server based for this game instance and reset next time log into server?

WINDOWS - Can we modifiy the log windows and the chat - they now have a minimum height set - I woul dlike the log to be visible but very narrow - as you cannot overlap the edge of screen anymore - the window if too muddled - while trading I have Market, Chat, Hold, Log, Warehouse - this needs a greater size/shape options and also a minimise option to "roll up/down" active windows without shutting, as they always appear in the wrong same place.

Can we have the size/position remembered by the layout options?

TRADE LOG - this is not updating - it is only a static snapshot - you need to close it to see anything ordered/sold etc since it was opened - can this be dynamic in the same way the [chat] window is?

LEVELS - You can see your level in the "waiting lobby" but it has been removed from the charachter profile in game - I think you can only see it in 2d or 3d now.

Thanks to Mr Crispy for updating and merging comments
Last edited by Einherjar; Jun 4, 2014 @ 7:46am
ursa Jun 4, 2014 @ 5:07am 
no news ticker..
news ticker back
Last edited by ursa; Jun 4, 2014 @ 6:40am
ursa Jun 4, 2014 @ 7:37am 
before patch at arenev Xeta had 1000 comps for sale at 5625.. I then placed over 1200 for sale at 5625.. after patch mine had All sold. but Xeta had 333 left!.. WHY? he placed his first! at same price!
we spoke in game after patch he had not been there since patch!
Last edited by ursa; Jun 4, 2014 @ 7:40am
Randall Jun 4, 2014 @ 7:51am 
need to add the weight to the inspect of the Interceptor drones.
Bridger  [developer] Jun 4, 2014 @ 8:56am 
Thanks for the feedback - I'll make sure we look into the issues that have been raised.

A few things that might need some clarification:

Originally posted by Einherjar:
ASSET - any possibility for this to be formatted in a simillar way to marketplace - ideally I would like option of organising by either by modules-offense-items - list of all [railguns] held showing quantity in each station, or allow you to list by station and expand then into the marketplace style list for the assets.

it is great this is in the game - if in future you can also add a list of ships at the station & contents in ship - equipment & cargo etc, great developments - sorry to ask for more.
Yes, this is an initial version of the Assets window with the basic functionality. We already have a few improvements we want to make, and we'll discuss better sorting options. The idea of using a similar format to the Marketplace is an interesting one, I'll give it some thought.

FLIGHT - Great update on HUD - like the change to a better plasma injection motion - however you have removed the centre indicator - can we have a menu selector choice of hud centre - I prefer cross or centre point + small circle - if there are 2 or 3 choices and colours - together with show/do not show option in the menu
The 'dead zone indicator' is still available in the options, we just switched it so that it defaults to 'off'. Let us know if you think it would be better to go back to having it default to 'on'.

Choice of crosshair cursors is a good suggestion and I'll be sure to add it to the list for the future.

MARKETPLACE - This appears to be broken at present - I have 2 previous [sell orders] listed - before patch added a 3rd (though it was my only one as nothing listed from me) but it does not appear in the supply section either when filtered for materials or when all available supplies are listed, only found I had 3 when accessed [my orders]

Is this a change to who you can sell too? some only to factory because as yet player builds are not possible or a bug in the marketplace implementation in this patch?
I'm not sure I'm fully understanding the issue, but you don't see your own orders in the Market window at the moment (on the basis that there's no need to buy or sell to yourself).

We'd be happy to change this if players would prefer to see their own orders - let us know what you think.

TRADE LOG - Is this a text entry in local files - can we create a text output for records ot is it dynamic server based for this game instance and reset next time log into server?
At the moment I believe it's generated and stored on the server side, but I will ask the programmers about the possibility of being able to export it locally as a text file.

WINDOWS - Can we modifiy the log windows and the chat - they now have a minimum height set - I woul dlike the log to be visible but very narrow - as you cannot overlap the edge of screen anymore - the window if too muddled - while trading I have Market, Chat, Hold, Log, Warehouse - this needs a greater size/shape options and also a minimise option to "roll up/down" active windows without shutting, as they always appear in the wrong same place.

Can we have the size/position remembered by the layout options?
Yes, we've been meaning to do this for a while but didn't get a chance for this Update. I'll try to make sure it gets prioritised for the next one.

Thanks for the other feedback and suggestions - we'll bear them in mind.

TRADE LOG - this is not updating - it is only a static snapshot - you need to close it to see anything ordered/sold etc since it was opened - can this be dynamic in the same way the [chat] window is?
It can and it should, so we'll make sure it does. Apologies for it only updating when closed and reopened at the moment - the result of some internal miscommunication on my part.

Thanks again, hope this helps.
Einherjar Jun 4, 2014 @ 10:52am 
Thanks Bridger for the quick comments - Re: Marketplace

MARKETPLACE - This appears to be broken at present - I have 2 previous [sell orders] listed - before patch added a 3rd (though it was my only one as nothing listed from me) but it does not appear in the supply section either when filtered for materials or when all available supplies are listed, only found I had 3 when accessed [my orders]

Is this a change to who you can sell too? some only to factory because as yet player builds are not possible or a bug in the marketplace implementation in this patch?

[Dev] Comment: I'm not sure I'm fully understanding the issue, but you don't see your own orders in the Market window at the moment (on the basis that there's no need to buy or sell to yourself).

We'd be happy to change this if players would prefer to see their own orders - let us know what you think.


Thoughts - It is just this is how I saw my orders before patch [4th June] as the window layout gets so complex it is easier to see it by sorting the supply view to show [supplier] and count/see what is outstanding - it has changed in this patch - I now need to open an additional window.

If we want to keep this separate can we add something to the [Asset] view developing the marketplace idea I suggested [or something for this function] that not only lists assets by product type/item/location has section labelled ships with future update showing equipment/cargo/secure cargo but also has a list of buy/sell orders sorted by station or item. So you can see what is going on - this should be [imho] separate to personal assets as these are either items for sale or outstanding demands and may be best to list separately.

Many Thanks - Vingolf EU
Last edited by Einherjar; Jun 4, 2014 @ 10:54am
Einherjar Jun 4, 2014 @ 1:57pm 
Asset Window - this always seems to open with half the window blank and the scroll bar very low in window
ursa Jun 4, 2014 @ 10:26pm 
i can no longer swap between mining beams and salvage beams in space. THIS IS BAD. You should be able to change beams in space depending on what available! for me this takes alot of fun out of EXPLORING! and takes away from the gameplay
ursa Jun 5, 2014 @ 3:39am 
major bug in market order payment. i had 749 rare organics up at Hetol they all sold. then 748 units sold then 747 so on thus i think i made about 70mill profit!
http://cloud-3.steampowered.com/ugc/776056837405915905/D0C6F3BB9E07430B3CDAE9059F2075B85866A4ED/
Last edited by ursa; Jun 5, 2014 @ 3:43am
Bridger  [developer] Jun 5, 2014 @ 4:00am 
Originally posted by ursa:
i can no longer swap between mining beams and salvage beams in space. THIS IS BAD. You should be able to change beams in space depending on what available! for me this takes alot of fun out of EXPLORING! and takes away from the gameplay
Sorry you feel this way, but it was never intended for players to be able to swap modules while in space. As I think I've mentioned in the past, there was a bug that allowed it which we didn't fix right away, as it was helpful for testing, but we decided it was time with this update to sort it out.

Bridger  [developer] Jun 5, 2014 @ 4:00am 
Originally posted by ursa:
major bug in market order payment. i had 749 rare organics up at Hetol they all sold. then 748 units sold then 747 so on thus i think i made about 70mill profit!
http://cloud-3.steampowered.com/ugc/776056837405915905/D0C6F3BB9E07430B3CDAE9059F2075B85866A4ED/
Thanks for the heads up, Ursa. We're looking into this now.
ursa Jun 5, 2014 @ 5:09am 
Originally posted by Bridger:
Originally posted by ursa:
i can no longer swap between mining beams and salvage beams in space. THIS IS BAD. You should be able to change beams in space depending on what available! for me this takes alot of fun out of EXPLORING! and takes away from the gameplay
Sorry you feel this way, but it was never intended for players to be able to swap modules while in space. As I think I've mentioned in the past, there was a bug that allowed it which we didn't fix right away, as it was helpful for testing, but we decided it was time with this update to sort it out.

ok please add in crafting and allow me to build a ship with 3 mining and 3 salvage beams installed at once.lol. i can learn to live with it until then!
< >
Showing 1-15 of 53 comments
Per page: 15 30 50

Entropy > General Discussions > Topic Details
Date Posted: Jun 4, 2014 @ 4:12am
Posts: 53