Written by Jack
Friday, 30 January 2009 20:59
So, as you might of noticed (or not) we just pushed beta to release, but the heading "synchronization fixes" in the dev log leaves a lot to be desired. But rest assured, we've gone over quite a bit of code and removed some old calls and functions that not only weren't needed anymore, but have been causing some very naughty things to happen in the game. There was also quite a major bug that was causing NULL data to be removed from the client (which shouldn't happen unless required, its not needed), this would cause objects in the game to change order in the client, and bork future updates to that item. This has been fixed.
Along with various synchronization fixes (yay!), we've also tweaked the ELF beam slightly. Unfortunate for K'Luth, but fortunate for the Humans, the ELF Beam has had its "Unloading Weapons" effect removed. This was never hugely intended, but was left in purely 'because'. Since the re-tweak, we've factored in ELF's energy drain potential, and it was causing double the energy loss, and the enemy ship to be disabled for long periods of time if the enemy pilot was skilled enough to abuse it. Rest assured, if ELF feels too weak, we'll tweak it until its sitting as close to being a fine weapon as possible.
Also, pilots who find themselves flying close to Energy Entities will now discover that their energy doesn't instantly drop out. This should ease some of the tension of battle when one of these pesky buggers appears.
That's all for now!