Entropy > General Discussions > Topic Details
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Bridger  [developer] May 20, 2014 @ 2:22am
Entropy Release Notes - 20 May 2014
HIGHLIGHTS
  • New player experience - tutorial improvements and new Pilot Manual to teach you the basics
  • 3D gameplay - revised and expanded Sectors to explore
  • CODE Power Management - revised CODE system and GUI makes it easier to adjust your ship's performance on the fly
  • Faults - ships and modules can now develop problems and system failures through damage and defeat
  • Plus many bug fixes, improvements and balance adjustments!

NEW PLAYER EXPERIENCE
  • A new 'Pilot Manual' window has been added, and can be accessed by clicking on the 'manual' icon on the HUD or the Station Interface (in the Personal section)
  • The Pilot Manual consists of pages that explain various aspects of the game and how to achieve them
  • Performing the action or experiencing the aspect of the game explained by a page grants a small reward and unlocks another page of the manual
  • The Pilot Manual will continue to grow and expand in future Updates
  • Improved various aspects of the initial tutorial mission
  • Removed the 'Vaccines' and 'Salvage' missions that previously followed the initial tutorial mission, as these aspects of the game are now covered by the Pilot Manual

SECTORS
  • Uncharted ('dynamic') Sectors have been heavily revised and expanded, in order to provide more extensive 3D gameplay
  • Charted ('static') Sectors that do not contain Stations or other 'points of interest' have been removed
  • Uncharted Sectors have been increased in size and now contain a mix of asteroids, NPCs and derelicts
  • There are two basic types of Uncharted Sector - 'mining' Sectors with more mineable asteroids than NPCs, and 'combat' Sectors with more NPCs than mineable asteroids
  • Derelicts that can be salvaged can be found in both types of Uncharted Sector and are rarer than before, but contain greater quantities of salvage
  • The contents of Uncharted Sectors do not 'respawn' - when the majority of a Sector's contents have been consumed, the Sector itself will 'despawn' when all players leave, and a new Sector will be spawned elsewhere in the star system
  • Each star system has limits on how many Sectors it will spawn in a given time period, and so it is possible for star systems to become temporarily 'farmed out' of Sectors

CODE POWER MANAGEMENT
  • The CODE power management system featured on non-starter ships has been revised and the GUI has been updated
  • The basic principle remains the same - the CODE controls allow Pilots to allocate power from a ship's reactor between its four 'active' subsystems, Command, Offence, Defence and Engines
  • Each active subsystem now has three possible 'power levels' - minimal, normal and overcharged
  • Pilots now have three power levels to assign between the four subsystems - allowing three subsystems at normal power and one at minimal power, or one subsystem to be overcharged, one at normal power and two at minimal power
  • The effects of power level vary by subsystem, as follows:

Command Subsystem
  • The power level of the Command (C) subsystem affects the recharge rate of a ship's Energy Bank and the effectiveness of its Sensors and Electronic Countermeasures (ECM)
  • At minimal Command power, a ship's Energy Bank will not recharge and its Sensors and ECM stats are reduced
  • At normal Command power, a ship's Energy Bank recharges at the normal rate and its Sensor and ECM stats are unaffected
  • When the Command subsystem is overcharged, a ship's Energy Bank recharges at double the normal rate and its Sensors and ECM stats are increased

Offence Subsystem
  • The power level of the Offence (O) subsystem affects the operation and damage of cannons and the reload rate of launchers
  • At minimal Offence power, laser cannons do not receive enough power and cannot fire, railguns and plasma blasters have their damage reduced, and launchers take longer to reload
  • At normal Offence power, all weapons behave normally
  • When the Offence subsystem is overcharged, the damage of all cannons is increased and the reload of all launchers is reduced

Defence Subsystem
  • The power level of the Defence (D) subsystem affects the recharge rate of a ship's shields
  • At minimal Defence power, a ship's shields will not recharge
  • At normal Defence power, a ship's shields recharge normally
  • When the Defence subsystem is overcharged, a ship's shields recharge at double the normal rate

Engines Subsystem
  • The power level of the Engines (E) subsystem affects a ship's maximum forward and lateral speeds and thrust
  • At minimal Engine power, maximum forward and lateral speeds and thrust are reduced
  • At normal Engine power, a ship's engines behave normally
  • When the Engines subsystem is overcharged, a ship's maximum forward and lateral speeds and thrust are increased

CODE Effects
  • When a ship stat is reduced due to a subsystem being at minimal power, by it is reduced to 75% of the normal value
  • When a ship stat is increased due to a subsystem being overcharged (maximum power), it is increased to 125% of the normal value
  • These values can be affected by modules and innate ship bonuses

CODE Control
  • As before, the CODE system can be controlled via the keyboard, with default bindings on the function keys - four CODE presets can be selected with [F1] to [F4], or the power levels can be manually adjusted with [F5] to [F8]
  • The [F5] to [F8] keys increase the power level of the Command, Offence, Defence and Engines subsystems, respectively
  • When a subsystem's power level is increased, the power level of the next subsystem to the right is reduced, 'looping' around from Engines (E) to Command (C)
  • For example, if the current power levels are 1/2/0/0 (Command at normal power, Offence overcharged, Defence and Engines at minimal power), and [F7] is pressed to increase the Defence power level, there are no power levels in Engines and so the Command power level will be reduced, resulting in 0/2/1/0 power levels
  • Via the new CODE GUI, the power levels can also be controlled manually by clicking on the CODE panel

Related Changes
  • A ship's Energy Bank is now used solely to power abilities
  • The Energy cost for manually engaging thrusters with [W][A][S][D] has been removed. Instead, maximum forward speed and thrust are slightly reduced while the thrusters are engaged
  • The main engine Overcharger control action (previously bound to [SPACE] by default) has been removed - the same effect can be gained by allocating maximum power to Engines via CODE
  • Laser cannons no longer consume Energy, but are powered directly from the Offence subsystem. Due to their high power demands, laser cannons are disabled and cannot fire when the Offence subsystem is at minimal power
  • The delay after CODE levels are changed, before they take effect, has been reduced and is now indicated by the CODE panel displaying 'rerouting'

FAULTS
  • A Fault is a specific penalty that applies to a ship or module until it is repaired at a Station
  • Player ships and modules develop Faults through suffering hull damage and being defeated

Module Faults
  • Modules develop Faults from Critical Hits
  • Ships now have a hidden 'Critical Threshold' - each time the total hull damage a ship has suffered reaches this threshold, the ship will suffer a Critical Hit and one of its installed modules will develop a Fault (if no modules are installed, the ship will develop a Fault instead)
  • A ship's Critical Threshold is based on its maximum Hull Points (the more Hull Points, the higher the threshold) and the number of modules installed (the more modules installed, the lower the threshold)
  • Modules that have developed one or more Faults display a fault indicator (XXXXX) on their icons in all windows where modules can be placed

Ship Faults
  • Ships develop Faults when defeated
  • Ships that have developed one or more Faults display a fault indicator on their icons in the Hangar window

Repairing Faults
  • Module Faults can be repaired while docked at a Station by right-clicking on the module and selecting 'Repair' from the context menu, which will open the Repair window for the module
  • Ship Faults can be repaired while docked at a Station by opening the Hangar window, selecting the ship and then clicking the 'Repair' button at the bottom of the window, which will open the Repair window for the ship
  • The Repair window displays a list of the Faults a module or ship is currently suffering from - click the 'Repair' button next to Fault to repair it, or click the 'Repair All' button at the bottom of the window to repair all current Faults the ship or module is suffering

Condition and Repair Cost
  • The cost to repair a Fault is based on the value of the module or ship being repaired, and its Condition
  • All modules and Ships now have a Condition value - brand new ships and modules generally start with a Condition of 100
  • Each time a Fault is repaired, the Condition of the module or ship is permanently reduced. As its Condition falls, the cost to repair the module or ship increases
  • Modules that have become too expensive to continue to repair can be scrapped by selling them to the Junk Merchant as normal (right-click the module and select 'Sell to Junk Merchant')
  • Ships that have become too expensive to continue to repair can be scrapped from the Hangar window by selecting the ship and clicking the 'Scrap' button at the bottom of the window
  • The price offered by the Junk Merchant for a module or ship depends on its Condition and how many unrepaired Faults it has (the worse the state of the module or ship, the less the Junk Merchant will pay)
  • Note that 'starter' ships, the bonus ships from the Founders package, the SpearTech R7 Railgun module and the Stakhovskiy Drive Coils module can develop Faults as normal, but do not suffer Condition loss (and so the cost to repair them remains constant)

Faults, Condition and the Market
  • Modules that have Faults or Condition loss from the repair of previous Faults cannot be sold via the Market at this time - only 'as new' (maximum Condition, no Faults) modules can be put up for sale

TARGETING
  • The targeting controls while in a Sector have been revised
  • Targets can be manually selected in Flight mode by moving the crosshair over them and pressing the Select Target control (default binding [R]), or by left-clicking on them in Cursor mode
  • Note that Select Target (default binding [R]) will now only target objects under the crosshair
  • Cycle Enemy Target (default binding [TAB]) will select the closest threat (a target that can attack and be attacked by the player) if no threat is selected, or cycle to the next furthest threat if a threat is already selected
  • Cycle Friendly Target (default binding [T]) will select the closest allied target if no allied target is selected, or cycle to the next furthest allied target if an allied target is already selected
  • Cycle Enemy Target and Cycle Friendly Target now only function within a range of 10x your ship's current Sensors stat
  • Manual targeting has no range limitation - if you can see a target, you can select it manually
  • Loot objects must now be manually targeted to collect them, but their locations are now automatically indicated on the HUD (as in the tutorial mission)

WEAPONS
  • Weapon ranges and damage output have been revised
  • In general, cannons have had their damage output reduced but their ranges increased, and missiles have had their damage output increased slightly
  • The Optimal/Max Ranges of Railguns have been increased to 1000/1500
  • The Optimal/Max Ranges of R7 Railguns have been increased to 900/1500
  • The Optimal/Max Ranges of Rapid Fire Railguns have been increased to 750/1250
  • The base damage of Railgun Clip munitions has been reduced to 15
  • The base damage of Railgun Tracer Clip munitions has been reduced to 15 (the ECM debuff effect of Tracer slugs is unchanged)
  • The Optimal/Max Ranges of Plasma Blasters have been increased to 750/1000
  • The Optimal/Max Ranges of Rapid Fire Plasma Blasters have been increased to 500/750
  • The base damage of Plasma Cell munitions has been reduced to 24.75
  • The base damage of Plasma Fusion Cell munitions has been reduced to 22.5, and their damage over time effect has been reduce to 1 damage per second for 5 seconds
  • The Optimal/Max Ranges of Laser Cannons have been increased to 500/1250 and their damage reduced to 3.6
  • The Optimal/Max Ranges of High Power Laser Cannons have been increased to 750/1500 and their damage reduced to 4.8
  • Laser cannons no longer consume Energy when firing, but cannot fire when the Offence subsystem power level is set to minimum via the CODE power management system
  • Note that all cannons, including lasers, receive a 25% damage increased when the Offence subsystem power level is set to overcharged (maximum power) via the CODE power management system
  • The Max Range of Homing Missile Launchers has been increased to 1500
  • Homing Missile damage has been increased to 190
  • EMP Homing Missile damage has been increased to 228 (shields only)
  • Guided Missile damage has been increased to 205
  • EMP Guided Missile damage has been increased to 246 (shields only)

SHIPS
  • The costs of all ships have been halved (note that this is an interim change, and further adjustments to ship prices will come in future Updates)
  • The base Max Speed of the Warlock Interceptor has been reduced from 120 to 110, but it now features an innate bonus to the speed and thrust increases when its Engines subsystem is overcharged (set to maximum power) via the CODE controls, and an innate penalty to the speed and thrust reductions when its Engines subsystem is set to minimal power via CODE
  • As such, the Warlock retains its place as the fastest ship available, but only when its high performance engines are given the power they require to operate at peak efficiency, and the ship becomes sluggish at minimum engine power
  • Note that similar unique bonuses and penalties will be introduced to other ships in future Updates
  • The Hull Points of all non-starter ships have been revised
  • In general, the smaller ships now have slightly weaker hulls, medium ships are about the same or slightly stronger, and larger ships are tougher than before
  • Hull Point Regen of all ships has been adjusted to match the new Hull Point values, and slightly increased across all ships
  • The Shields and Shield Recharge of all non-starter ships have been revised
  • Patrol ships now have weaker shields that recharge quickly
  • Explorer ships now have moderate shields that recharge at an average rate
  • Merchant ships now have strong shields that recharge slowly
  • The Fuel capacity of all non-starter ships has been significantly increased
  • The Fore Shield Recharge and Aft Shield Recharge stats have been combined into a single Shield Recharge stat that applies to both shields (for example, if a ship has a Shield Recharge of 5, both its fore and aft shield will recharge at a rate of 5 shields/sec)
  • The Fore Shield Reset and Aft Shield Reset stats have been combined into a single Shield Reset stat that applies to both shields (for example, if a ship has a Shield Reset of 10, both its fore and aft shield will take 10 seconds to start recharging again after being knocked down)

SKILLS
  • Efficient Flight (Piloting Skill) has been changed to Thruster Efficiency, and now reduces the loss of main engine speed and acceleration when thrusters are engaged
  • Overcharger Tuning (Engineering Skill) now increases the additional speed and acceleration gained when a ships' Engines subsystem power level is set to overcharged (maximum power) via the CODE power management system (note that this skill now only has any effect when flying a ship with manual CODE controls)

MODULES
  • The Efficient Engine Couplings module has been changed to Efficient Thruster Couplings, and now reduces the loss of main engine speed and acceleration when thrusters are engaged
  • The Overcharger Upgrade module now increases the additional speed and acceleration gained when a ships' Engine subsystem power level is set to overcharged (maximum power) via the CODE power management system, but also slightly increases the penalty when Engine power level is set to minimum (note that this module now only functions when installed on a ship with manual CODE controls)
  • The Efficient Laser Couplings module now increases the Optimal Range of all laser cannons installed on a ship, instead of reducing their Energy Cost (as lasers no longer drain the Energy Bank when fired)
  • The range of the Mining Beam and Salvage Beam modules has been increased to 1000

GUI
  • Implemented a new GUI system - in this update, this is primarily a 'behind the scenes' change, but it should also improve performance for some players (depending on your hardware specifications). It will also allow us to revise, expand and improve the GUI much more quickly and easily in future Updates
  • All GUI windows that feature sortable columns can now be switched between ascending and descending sort order by clicking on the column heading
  • All windows that can be opened with a hotkey should now close when the hotkey is pressed again
  • All quantity input fields (such as when fulfilling an existing market order or creating a new order) now support mouse scrolling to increase and decrease the value, and any increase/decrease quantity buttons can be clicked and held down to autorepeat
  • Using the mouse to scroll a window or right-click on a GUI element in System Map mode will no longer change the speed or heading of your ship

CHARACTER CREATION
  • Added several new avatar options

GRAPHICS
  • Several graphical improvements have been made to various aspects of the game, including the lighting of Stations

SOUND
  • Added new 'advertising drones' with sound
  • Added more sound effects for various game actions and events

OPTIONS
  • The default binding for the Engine Kill control action has been changed from [C] to [SPACE] for players who have not changed any bindings (the binding will not change for players already using customised bindings)
  • Increased the LOD (Level Of Detail) bias for Fantastic and Beautiful graphics settings (objects will be displayed at full detail level further away than before)
  • Added Optimise Memory Footprint toggle to Options > General
  • With Optimise Memory Footprint toggled on, Entropy will make more efficient use of available memory, but loading and scene transition times may be increased
  • We strongly recommend that Mac players use the default 'On' setting, as turning off Optimise Memory Footprint may cause the game to become unstable (if this happens, restart the game and make sure that Optimise Memory Footprint is switched on in the Options window while on the Character Select screen)
  • Players using Windows should try playing with Optimise Memory Footprint switched off, as it will generally result in faster loading times and scene transitions than the default, depending on the hardware specifications of the PC (if the game becomes unstable with Optimise Memory Footprint off, switch it back on while on the Character Select screen)

PILOT & CARTEL NAMES
  • Pilot and Cartel names are now limited to using characters a-z, A-Z, 0-9, _ (underscore) and ' (apostrophe)
  • Names must be at least four characters, and must begin and end with a letter or number
  • When creating a Cartel, the Cartel window will now prompt you if the chosen Cartel name already exists

BUG FIXES
  • Fixed several bugs related to memory management in the Mac client (also see the 'Options' section, above)
  • Fixed a bug that was significantly reducing frame rates for many players (depending on the exact specification of their hardware)
  • Fixed a bug that caused custom bindings to be lost when the default key bindings were added or revised during an Update
  • Fixed a bug that prevented players from being able to rebind keyboard controls
  • Fixed a bug that could cause items in the Market Warehouse not to save correctly and be lost to the player
  • Fixed a bug when splitting stacks of items with [SHIFT] + left-click and drag that would result in the stack being 1 unit less than selected
  • Fixed a bug that caused all CHIP items of the same type to be consumed when one was used
Last edited by Bridger; May 20, 2014 @ 2:22am
Showing 1-15 of 45 comments
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ursa May 20, 2014 @ 3:44am 
no news ticker anymore?
!
Last edited by ursa; May 20, 2014 @ 4:40am
Bridger  [developer] May 20, 2014 @ 3:47am 
It wasn't removed intentionally. It will only show up when there's news, so it may take a while after an update before something triggers it.

In the meantime, I'll ask the programmers to check that nothing's gone wrong with it.
Gatsu427 May 20, 2014 @ 4:14am 
well done
ursa May 20, 2014 @ 4:40am 
when i sell goods in zeav (i renon) the news ticker comes up saying Rising Tension in zeav even though the tension has gone down

orange news ticker has just come back
Last edited by ursa; May 20, 2014 @ 4:41am
Randall May 20, 2014 @ 6:50am 
The main engine Overcharger control action (previously bound to [SPACE] by default) has been removed - the same effect can be gained by allocating maximum power to Engines via CODE

its not working this way.

increasing E takes 5 seconds to take effect. it is not an instant boost. And thrusters used to be additive.

The only instant boost left in the game is Plasma Ignition which costs (if I recall correctly) 225,000cr, so is unlikely to be obtainable by new players with limited funds. Also, Plasma Ignition does NOT increase speed to 100% as the old [space] thrusters did.

Overall, top speed has been nerfed (for good or bad). and instant acceleration lost.

I suggest one 'fix' for this is to lower the cost for the plasma ignition chip to be very affordable and that the use of plasma ignition be modified (as the devs said it would in a previous post) to instantly set speed to 100%.

Last edited by Randall; May 20, 2014 @ 6:54am
Bridger  [developer] May 20, 2014 @ 7:07am 
Originally posted by Randall:
increasing E takes 5 seconds to take effect.
Hmm, that's not right. The delay when switching CODE settings should have been reduced from 3 seconds to 1 second in the Update.

I'll look into it and make sure any problems get sorted out.

The only instant boost left in the game is Plasma Ignition which costs (if I recall correctly) 225,000cr, so is unlikely to be obtainable by new players with limited funds. Also, Plasma Ignition does NOT increase speed to 100% as the old [space] thrusters did.

Overall, top speed has been nerfed (for good or bad). and instant acceleration lost.

I suggest one 'fix' for this is to lower the cost for the plasma ignition chip to be very affordable and that the use of plasma ignition be modified (as the devs said it would in a previous post) to instantly set speed to 100%.
Yup, I'm hoping to be able to spend some time on Abilities in the near future, and I haven't forgotten about making Plasma Ignition set throttle to 100%.

Randall May 20, 2014 @ 8:14am 
Originally posted by Bridger:
Originally posted by Randall:
increasing E takes 5 seconds to take effect.
Hmm, that's not right. The delay when switching CODE settings should have been reduced from 3 seconds to 1 second in the Update.

Yes , that appears to be correct. about a 1 second delay. I just looked at it more closely, it seemed longer when npc furies were attacking.

Instead of 1 action to get you to 100% plus a boost using thrusters, one has to

a) spin the mouse wheel forward to get 100%
b) hit F4 to set E=max (less than before) with a 1 second delay if not already set that way.
c) boost using Plasma Ignition

Randall May 20, 2014 @ 8:47am 
The costs of all ships have been halved (note that this is an interim change, and further adjustments to ship prices will come in future Updates)

sounds like a SALE before the new models are introduced (???)
Randall May 20, 2014 @ 9:14am 
bulkherder with 3 cargo exp modules and max cargo and security skills. cargo capacity and secure Crago capacity now display as increased by 0.1 more than before (less the trailing digits which look like they've been rounded up).

However, I can not place the amount of cargo in either that the display says. Only 0.1 less (ie, same as before).
Randall May 20, 2014 @ 10:55am 
NEW PLAYER EXPERIENCE
A new 'Pilot Manual' window ...
Performing the action or experiencing the aspect of the game explained by a page grants a small reward

What is the 'small reward' please? its not obvious. I think perhaps xp, but am not sure, there's nothing in the log.

Thanks for the improvements to the new player learning experience.

Last edited by Randall; May 20, 2014 @ 10:56am
Bridger  [developer] May 20, 2014 @ 10:55am 
Yup, it looks like the rounding isn't being done right for the display of 'capacity' stats. I'll make sure it gets fixed.
Bridger  [developer] May 20, 2014 @ 10:56am 
Originally posted by Randall:
NEW PLAYER EXPERIENCE
A new 'Pilot Manual' window ...
Performing the action or experiencing the aspect of the game explained by a page grants a small reward

What is the 'small reward' please? its not obvious.

Thanks for the improvements to the new player learning experience.
I believe there are XP rewards for 'completing' a page. I'll check, as it wasn't a system I was directly involved with.
therealbasstard May 20, 2014 @ 11:51am 
yeah!
Und3rSc0re May 20, 2014 @ 12:27pm 
amazing patch, really good work.
Einherjar May 20, 2014 @ 12:32pm 
Can I just ask about the Economy changes.

Issue - Selling cargo - new format sell box - there is an [Sell item] pop up - there is a new entry [available] - this is ok for the [Buy item] pop up but should be [demand] for the [Sell item] - This number can be clicked on to automatically fill the sell/buy quantity with this value - I would like an adjustment - can we have the available [buy] & demand [sell] with a [MAX] button next to it - clicking on this button will automatically insert, either all the station is demanding or all the station has too sell.

sorry if my description is not clear enough.
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Entropy > General Discussions > Topic Details
Date Posted: May 20, 2014 @ 2:22am
Posts: 45