Welcome to Keen Software House Forums! Log in or Sign up to interact with the KSH community.
  1. You are currently browsing our forum as a guest. Create your own forum account to access all forum functionality.

Update 01.095 - Rebalancing of systems and components, Tutorial scenario

Discussion in 'Change Log' started by Drui, Aug 13, 2015.

  1. Drui Keen Update Guy KeenSWH Developer

    Joined:
    Jan 20, 2014
    Messages:
    1,126
    Trophy Points:
    347
    Summary
    We have applied multiple changes regarding game-play balance. Main changes were in block and component costs, energy consumption and reactor outputs. Most of the basic blocks that you need early in the game now require only Fe, Si and Ni. More advanced blocks such as large ship blocks and weapons can additionally require Ag, Co, Mg. Moreover, the most expensive blocks will cost some U, Au and Pt.
    Additionally, a new tutorial has been added that offers instruction on how to fly a ship and use the three ship tools. You must use each ship to navigate through several chambers that demonstrate how to grind, weld and drill as well as how to stock a weld ship’s cargo and how to dock with connectors.
    Check out the latest Developers Notes where we share some info about the game’s development progress: http://forum.keenswh.com/threads/7366068/
    We would also like to know your opinion/thoughts about the new changes that we are applying to the gameplay attributes and also about the tutorials. For that reason, we have created a new sub-forum where you can post your comments and send us your feedback: http://forum.keenswh.com/forums/feedback.423142/
    Steam Discussions:
    - Balancing: http://steamcommunity.com/app/244850/discussions/11/
    - Tutorial: http://steamcommunity.com/app/244850/discussions/12/



    Features
    - rebalancing of systems and components
    - new tutorial scenario “Ship Flight & Tools”
    - added ON/OFF option as an action for button panel

    Fixes
    - fixed crash when loading world in edit mode
    - fixed wheel friction setting is reverted to 0 after reload
    - fixed LCD resetting when merging two ships together
    - fixed numbers in toolbar config filter triggers hotkeys
    - fixed crash when using jump drive
    - fixed jump drive is failing to jump attached grids
    - fixed client can't weld/grind when not in view of host
    - fixed small conveyor sorter has too small volume
    - fixed oxygen indicator missing in cockpit

    Balance changes
    - Batteries and Solar panels are now a good early game source of energy - be wary of darkness though!
    - Large ship thruster maximum thrust has been increased 3x
    - Power consumption has been increased 6x for all thrusters
    - Heavy armor is more expensive and tougher
    - Rounded armor component costs are more consistent with their volume
    - Power output has been increased 3x for all reactor variants
    - Increased maximum configurable friction on wheels - 100% is now 4x stronger
    - Wheel suspension-rotor torque has been changed to achieve better stability
    - Metal Grid is now an alloy made of Iron, Cobalt and Nickel
    - Gravity components now require 10 gold and 5 silver to be assembled
    - Detector components no longer require platinum to be assembled
    - Motors now only need Nickel and Iron to be assembled
    - Construction components now take 4 seconds to be assembled
    - Displays no longer require gold to be assembled
    - Computers now only require silicon and iron to be assembled
    - Jumpdrives now require Power Cells, Thruster Components and more Computers to be assembled

    EDIT 08/14/2015:
    Update 01.095.012

    - fixed crash when turret is aiming
    - fixed crash in hangar door
    - fixed thruster overload on small ships
    - fixed modded thrusters not working properly
    - fixed catwalk block being too expensive (removed metal grid component)
     
    Last edited by a moderator: Aug 14, 2015
    • Like Like x 1
  2. joemorin73

    Joined:
    Oct 23, 2014
    Messages:
    951
    Trophy Points:
    147
  3. zDeveloper10

    Joined:
    Dec 30, 2014
    Messages:
    699
    Trophy Points:
    117
  4. Checkmate371

    Joined:
    Aug 6, 2015
    Messages:
    3
    Trophy Points:
    12
  5. Lrj52

    Joined:
    Jan 31, 2014
    Messages:
    246
    Trophy Points:
    102
    The rebalancing looks great!
     
  6. Gooplux6

    Joined:
    Apr 30, 2014
    Messages:
    161
    Trophy Points:
    87
  7. Fly Sniper

    Joined:
    Mar 28, 2015
    Messages:
    50
    Trophy Points:
    52
    Good Changes. I may just start playing right now. :D
     
  8. Eikester

    Joined:
    Jul 19, 2014
    Messages:
    356
    Trophy Points:
    137
    is the merge/unmerge ctd fixed that happened when using MyAdvancedDoor?
     
  9. Aracus

    Joined:
    Nov 19, 2014
    Messages:
    1,890
    Trophy Points:
    177
    Are preparations for this patch the origin of the bug which emptied my entire stock of all kinds of ores and refined metals, including ice, and surprisingly air bottles, but left all other components alone... And somehow removed EVERYTHING, even recipies from the assembler?
     
  10. KingdomBragg

    Joined:
    Jul 27, 2014
    Messages:
    501
    Trophy Points:
    102
    Looks good, thanks :)
     
  11. eldarstorm

    Joined:
    Jun 9, 2014
    Messages:
    725
    Trophy Points:
    117
    Nice, love the fact that balance issues are being addressed already. :D
     
  12. Dax23333

    Joined:
    May 11, 2015
    Messages:
    408
    Trophy Points:
    82
    Nice balance changes, good to have some bugfixes too. I wondered why oxygen wasn't showing in my cockpit anymore. Heavy armor being tougher is very nice, as is the more powerful thrusters. I like having my large ships go faster, some current designs are going to be real speed machines now!

    4 seconds per constuction component though, wow. An improvement on 10 seconds though. :D
     
  13. CanOmer

    Joined:
    Feb 27, 2015
    Messages:
    652
    Trophy Points:
    97
    Nice update, thanks!

    Small ship thursters as well?
     
  14. Commander Rotal

    Joined:
    Apr 25, 2014
    Messages:
    4,612
    Trophy Points:
    247
    My body is ready!

    My body wasn't ready! Hell my Galaxy might actually fly by itself now! (need to check the damage area though)
     
  15. Thomas_Jefferson

    Joined:
    Feb 12, 2015
    Messages:
    307
    Trophy Points:
    102
    I like the balances and bug fixes. It's also nice to see some kind of idea of the order of the next major updates! I don't like, however, the thruster modifications. 3x thrust is not worth 6x energy consumption.
     
    • Disagree Disagree x 1
  16. eldarstorm

    Joined:
    Jun 9, 2014
    Messages:
    725
    Trophy Points:
    117
    Problem with the new Feedback Forum Section
     
  17. eldarstorm

    Joined:
    Jun 9, 2014
    Messages:
    725
    Trophy Points:
    117
    And (since I cant edit my previous post still)
     
  18. Thomas_Jefferson

    Joined:
    Feb 12, 2015
    Messages:
    307
    Trophy Points:
    102
    I know you aren't a fan of mods, but why don't you make your own mod to adjust the thrusters and damage area? Doing it yourself means you have complete control, and you don't even need to publish the mod to get it to work.

    I discovered serious efficiency losses in Keen's original values. I haven't checked the new values, but I'm sure I will be adjusting my own mod to compensate.
     
    • Disagree Disagree x 1
  19. Faziri

    Joined:
    Oct 23, 2013
    Messages:
    131
    Trophy Points:
    82
    Does this make small reactors on small ships useful again? They were completely useless before since you needed way too many to power even a light ship, and they have only 1 hatch so you'd need a jumpstarter if you wanted to hook them up to the conveyor system. We've been using large reactors instead because they have 2 hatches and we only ever need one per ship.
     
  20. wd56

    Joined:
    Nov 25, 2014
    Messages:
    145
    Trophy Points:
    92
    So what happens to the stations and blocks that you have already created. Do the blocks gets the new values and characteristics or do they stay the same and only new items have these changes.
     
  21. Sadjuuk

    Joined:
    May 28, 2015
    Messages:
    213
    Trophy Points:
    62
    All of it is great nice job !
     
  22. Faziri

    Joined:
    Oct 23, 2013
    Messages:
    131
    Trophy Points:
    82
    And wait, small ship thrusters use even more power without more thrust? So we still need a dozen in every direction to get a flyable ship? Damn...
     
  23. Kalkross

    Joined:
    Jan 4, 2014
    Messages:
    4
    Trophy Points:
    16
    Awesome I sense the build up to planets, pumping out all the necessary features and upgrades to make it really worthy of such an update. As usual I applaude you all! I would love for you to add the ability to assign input axis' for ship flight controls so I can use my twin joystick setup for flying, I'd by the game for all my friends if you did that!
     
  24. Commander Rotal

    Joined:
    Apr 25, 2014
    Messages:
    4,612
    Trophy Points:
    247
    Because i'm a player of video games, not a programmer. I wouldn't know where to start and how to maintain it and have no interest in finding out either. I'd also like to point out yet again that i don't dislike mods but have a problem with them impacting the development progress negatively. I mean look at what you just said: you basically told me to finish the game myself. Why are you making Amidala sad, Tom? Tell you why: because of mods and open source during Alpha. I did try to follow a 3d modelling tutorial once but abandoned that problem when i was incapable of producing a cube.
     
  25. Sadjuuk

    Joined:
    May 28, 2015
    Messages:
    213
    Trophy Points:
    62
    My ship do 0 to 100m/s in 8.5s only ! Instead of 26s before ! Oh I love it.
     
  26. LetTheWookieeWin

    Joined:
    Sep 8, 2014
    Messages:
    144
    Trophy Points:
    67
    Nice update. Should be interesting to start a fresh game and see how the new balancing works.
     
  27. stewievader

    Joined:
    Dec 30, 2014
    Messages:
    2
    Trophy Points:
    1
    my thoughts exactly, increasing the relative thruster power consumption without changing thrust on small ships was a horrible idea, hope this is fixed next week, or someone makes a mod to fix it.
     
  28. iN5URG3NT

    Joined:
    Mar 17, 2015
    Messages:
    1,127
    Trophy Points:
    197
    If thrusters need 6 x the power and reactors supply 3 x the power, have they effectively doubled the power consumption of thrusters? Bloody hell, and I thought squeezing a Jumpdrive in was hard!
     
  29. Commander Rotal

    Joined:
    Apr 25, 2014
    Messages:
    4,612
    Trophy Points:
    247
    Oh, i like this new Thruster output. Doesn't make her dance but she's.... suggestively swaying her hips, so to speak, i don't know, the metaphor got a bit jumbled along the way.
     
  30. Sadjuuk

    Joined:
    May 28, 2015
    Messages:
    213
    Trophy Points:
    62
    I just see a gyroscope weight is not anymore 18 472 kg but 12 817 kg ! A heavy armor block, 3300kg instead of 3000.