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Weekend update

Revamped weapon set (first approximation of long planned overhaul).

Fixed broken feature relating to ammunition: for non-missile weapons, you now have to actually have a gun of the appropriate type before ammunition can be purchased.

Ammunition made extremely plentiful for testing purposes. Levels will be reduced tomorrow now that I remembered to make each ammo pack have multiple rounds :-/.

Keys changed in MPL/units.csv — new savegames reccommended for anyone pulling newest SVN.

Images of initial upgrades now appear properly.

Added workaround for bug where purchase of additional sensors would make the previous upgrade appear broken. Root cause likely remains, but should probably be ignored. Entire upgrade system will need to be reimplemented after next release anyway.

Began cleanup of ship variants available for sale. Separated noextension (equipped military) and .milspec (for sale, from military). Likewise separated .blank (explicitly referenced by game engine, assumed to be BLANK SLATE) and .stock (most basic ship variant for sale). This should eventually both ameliorate some of the problems historically caused when using milspecs and allow greater flexibility in the variants available (making .blanks immediately flyable at purchase has unfortunate consequences for all other variants. No longer having this restriction (leaving that task to the .stock variants) frees one to make more interesting variants.)

Noted that some upgrades are reported as upgrading columns for which they have no entries. Initial investigation showed the generated upgrade unit having non-default values for the reported fields. I will look into this further tomorrow.

Upgrade re-sizing and sanity checking of prices still pending. Will switch over to said tasks if above mentioned bughunt does not seem promising.

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