From f9e01dfccf56c66fb93e8dbaf1c46a22084ff98a Mon Sep 17 00:00:00 2001 From: Loymdayddaud <145969603+TheGiraffe3@users.noreply.github.com> Date: Mon, 8 Jul 2024 10:54:29 +0300 Subject: [PATCH] typo: Fix typos in the 0.10.7 blog post (#47) --- _posts/2024-05-25-unstable-release-0.10.7.md | 8 ++++---- 1 file changed, 4 insertions(+), 4 deletions(-) diff --git a/_posts/2024-05-25-unstable-release-0.10.7.md b/_posts/2024-05-25-unstable-release-0.10.7.md index 3a98518..c0aa4b7 100644 --- a/_posts/2024-05-25-unstable-release-0.10.7.md +++ b/_posts/2024-05-25-unstable-release-0.10.7.md @@ -12,9 +12,9 @@ Have you ever wondered why cloaking paints your ship dark red, and all of a sudd -While we're talking about new settings, Koranir has also introduced a new "Dynamic Camera Acceleration" setting that makes flying feel a bit more dynamic, with the camera panning away from your ship based on its acceleration. This is currently defaulted to on, but it can also be turned off in the settings. We may change it to default to off based on feedback. +While we're talking about new settings, Koranir has also introduced a new "Dynamic Camera Acceleration" setting that makes flying feel a bit more dynamic, with the camera panning away from your ship based on its acceleration. This is currently defaulted to on, but it can also be turned off in the settings. We may change the default to off based on feedback. -A neat new mechanic turrets can now be given is a "firing arc", where you can define the start and end angles that a turret hardpoint can rotate, as well as what direction it faces. This can be useful for if you want to make turrets that don't shoot through large structures on a ship model, or to give a ship blindspots that it can't fire turrets from 1010todd and oo13. +A neat new mechanic turrets can now be given is a "firing arc," where you can define the start and end angles that a turret hardpoint can rotate, as well as what direction it faces. This can be useful for if you want to make turrets that don't shoot through large structures on a ship model, or to give a ship blindspots that it can't fire turrets from, thanks to 1010todd and oo13. On the content side, missions can now "mark" systems of importance without the player being required to visit them, as well as leave them marked after being visited. Not only that, but mission triggers and conversations can do various new things such as play music, give the player debt, and perform events immediately instead of having to wait at least one day, thanks to Amazinite. @@ -22,13 +22,13 @@ Around human space, if you keep your eyes peeled, you will find a few more plane -If you're itching for more missions, DoomKorath has also introduced a short mission series for the Wanderers involving an interaction with the Mereti. What for, you'll have to see for yourself! There are a few other new short mission chains coming with this update aside from this one, so a decent amount of new short story content to get involved with, with the help bene-dictator, spearsdane, Saugia, and several others. +If you're itching for more missions, DoomKorath has also introduced a short mission series for the Wanderers involving an interaction with the Mereti. What for, you'll have to see for yourself! There are a few other new short mission chains coming with this update aside from this one, so a decent amount of new short story content to get involved with, with the help of bene-dictator, Speardane, Saugia, and several others. Now getting into the balance side of things. Replacing fighters can be a bit of a chore because they can be destroyed easily in a larger fight, especially when they get tagged with random shots. To alleviate this, in the new update, disabled fighters can no longer be hit by stray projectiles and must be targeted first, so any fighters disabled out of the way won't die as easily anymore. However, blast damages and proximity-triggered weapons will still damage them, so be sure not to destroy that heavy warship right on top of your favorite fighter! -Speaking of projectiles, a few updates ago we changed missiles so that they had lower acceleration and drag. While this made them easier to dodge, it also made it much harder for the player to use them. Often times missiles will overshoot their target and fly just barely past them. We've decided to revert these changes, done by Anarchist, along with few adjustments to carrying capacities. We'll be keeping our eye on missiles, and especially missile pods, as we move forward. +Speaking of projectiles, a few updates ago we changed missiles so that they had lower acceleration and drag. While this made them easier to dodge, it also made it much harder for the player to use them. Often times missiles will overshoot their target and fly just barely past them. We've decided to revert these changes, done by Anarchist2, along with few adjustments to carrying capacities. We'll be keeping our eye on missiles, and especially missile pods, as we move forward. Along with a plethora of balance adjustments including the above, there is one big one. Something we've talked about a lot over the years is the speed of ships in-game. Often times these discussions bring up how some larger ships, commonly Heavy Warships, can be exceptionally fast for their size compared to smaller ones such as Interceptors, or that some smaller ships aren't fast enough on their own right. With that said, the masses of all ships across the board have been adjusted to have more variation between smaller and larger ships. The smallest ships are faster, and the largest ships are slower. As part of this change, thrust, reverse thrust, turn, and afterburner thrust have been given a flat 50% buff. Thanks again to DoomKorath for putting a lot of effort in calculating all of this.