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Post by rob on Apr 16, 2014 12:48:21 GMT -5
Hello Brave Testers!
Tim and I just pushed build 94. Changes include:
* Remove crystal splinters and power crystals * Remove some outdated /help info * Remove total fortress kills leaderboard * Lower minimum item price to .00001 coins * Restrict prices to maximum 3 significant digits * Replace all module recipes with simpler versions * Remove recipes for housings, generators, regulators * Rename cosmolyte to masstek * Rename metacrux to betadyne * Add new icons for uncommon and elite materials * Sort items more logically in inventory and store screen
We finally ditched crystal splinters; the crafting system will supplant them. Tim's working on some interesting new craftable consumables for next week.
We haven't recorded the total fortress kills info for a few months, which is why the leaderboard wasn't updating. We decided to just throw it out.
I spent a little time today cleaning up prices, limiting them to 3 significant digits. You'll no longer be able to type in prices like 1.0000001. If you want to outbid a 1.0 buy offer, you'll need to offer 1.01.
We decided that the module recipes were way too complex and required too much space. The new recipes are build directly from materials (no housings or modulators) and each requires only 2 different types (one common, one noncommon). Module recipes now require 7 to 10 slots total. In an attempt to help with clarity I also renamed a couple of materials and changed some icons to reinforce the rarity relationships.
We are hoping that this week's simplification plus next week's new consumables will bring the crafting system into a more useful state. We really appreciate the feedback. Thanks for the help!
Rob & Tim Jetbolt Games
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Post by Crunch on Apr 16, 2014 13:20:56 GMT -5
Is there a plan for existing housings, generators, etc? I really only ask because I would rather have the storage space than dead-end items. Otherwise, I think that this is a good direction. Although, I'm sad to see the loss of the kills leaderboard...
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Jufda
Gallant Tester
Ninja
Posts: 64
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Post by Jufda on Apr 16, 2014 13:23:41 GMT -5
The item price restriction is good. The crafting system still needs a lot of work, but it's going towards better.
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Post by rob on Apr 16, 2014 14:01:31 GMT -5
There was a report in IRC that someone's hotkeys were nuked by this update. Anyone else see that?
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Build 94
Apr 16, 2014 14:07:30 GMT -5
via mobile
Post by Justin on Apr 16, 2014 14:07:30 GMT -5
RIP fortress leaderboard Very excited for fuel (or whatever it will be named). I'm hoping temporary boosts will help make playing alone/in small groups feel less tedious. Also expecting an improved 'potion' system if negative healing is added. Now about the simplified crafting: can't check for awhile but I'm really hoping you stuck with the "elite material is required to make any module" idea. And although it's less complicated, it shouldn't be easier to make modules in terms of time rather than higher storage = easy peasy. So higher level requirements should compensate.
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Jufda
Gallant Tester
Ninja
Posts: 64
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Post by Jufda on Apr 16, 2014 14:44:12 GMT -5
There was a report in IRC that someone's hotkeys were nuked by this update. Anyone else see that? My hotkeys and other settings are fine. Maybe he had removed the LSO.
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Will
Intrepid Tester
(n/2)(n)(100) is the equation for how much exp your tank has when "n" = tank level.
Posts: 129
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Post by Will on Apr 16, 2014 20:22:33 GMT -5
minefield tank Description drops a series of mines over say 5 seconds
can poop them in a pile
or lay them in the path of a convoy
I'd like to have a tank that poops Rob. PLS. We need a pooping tank in this game so badly.
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trapped
Courageous Tester
"kek"
Posts: 44
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Post by trapped on Apr 17, 2014 7:34:39 GMT -5
There was a report in IRC that someone's hotkeys were nuked by this update. Anyone else see that? Katagonit couldn't get his browser to refresh the flash cache and load the new build, so he cleared the cache manually (which deleted any eventual clientside bindings). He was disappointed of losing his keybindings, and someone said they should be saved serverside as well.
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rolnd
Brave Tester
Posts: 3
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Post by rolnd on Apr 17, 2014 14:42:57 GMT -5
The prices for mods are much better now, very excited for what you guys come up with in the future in terms of fuel and that sort of thing.
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Post by amitp on Apr 17, 2014 23:01:21 GMT -5
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Post by Crunch on Apr 18, 2014 0:40:33 GMT -5
Amit, at this stage of crafting, a pedigree model would work best, organizationally. It's very similar to the final attempt on your page, but it cuts out the extraneous arrows redundantly linking the two "parents". Graphviz seems to support clusters and the linking between clusters/individual nodes. That could be one avenue to explore. However, this could still get really ugly, depending on future additions to the crafting system. It seems like it will need to be an iterative process to find the best models for the data. Also, I can't follow any of the links posted on that page. I'm getting the default nginx 404 page on them all.
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trapped
Courageous Tester
"kek"
Posts: 44
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Post by trapped on Apr 18, 2014 3:42:49 GMT -5
Amit, at this stage of crafting, a pedigree model would work best, organizationally. It's very similar to the final attempt on your page, but it cuts out the extraneous arrows redundantly linking the two "parents". Graphviz seems to support clusters and the linking between clusters/individual nodes. That could be one avenue to explore. However, this could still get really ugly, depending on future additions to the crafting system. It seems like it will need to be an iterative process to find the best models for the data. Also, I can't follow any of the links posted on that page. I'm getting the default nginx 404 page on them all. The links are broken; the original target is appended to the viewer's URL. In that case, what it should have linked to is this page.
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Post by rob on Apr 18, 2014 6:39:10 GMT -5
Amit, nice job figuring out the recipe tables. As specified now, each recipe has just one product. We are planning to make more recipes for next week fuel/powercell/energypod or whatever we end up calling them.
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Post by Crunch on Apr 18, 2014 10:17:07 GMT -5
trapped, thank you! It's so obvious... I really should have at least glanced at the URL. So much for being solution oriented, on my part... lol amitp, now that I see you were going for exactly what I suggested, my only thought would be to link all the mod nodes to a single invisible node, in the case of redundant recipes. It seems that your algorithm is producing a separate intermediate node for every mod node, regardless of duplication, causing clutter.
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Post by amitp on Apr 18, 2014 11:55:22 GMT -5
Thanks Crunch! Yes, sorry, the links are broken. Something is wrong with the software I'm using to generate the page. I have the correct links in the original. I'll debug.
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