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Dev Post: [January] Ammunition re-loading and other minor changes from Five 0

December 13, 2017

Hey,

We in Team Five 0 have worked on a bunch of fixes and smaller changes for the January release, and we would love if you could help us with testing them on Singularity!

Changes to loading and unloading of ammunition

The code for loading and unloading of ammunition (and other charges) has been rewritten in an effort to fix a bunch of long-standing bugs with it (like the dreaded “lost charges when jumping while a reload was ongoing”).

These were mostly just code changes, but we made also a few minor player-facing changes for this:

– All inventory operations (moving of ammunition) are now done at the beginning of reloading and the reload timer is behaving like a reactivation timer on the module.

– After the inventory operations have completed the reloading will no longer be interrupted by anything (but other things can be blocked until the timer has finished).

– Cloaking after reloading will no longer interfere with reloading (but a cloaked ship can still not start to reload ammunition) – we are aware that this is a minor buff for probing. :smiley:

– It is no longer possible to group or ungroup weapons, while the weapons are reloading.
A whole bunch of minor bugs around reloading ammunition have been fixed.

The duration of the reload timer should have not changed, but several issues where the default reload timer was not handled correctly have already been identified and fixed- please send bug reports if you find any modules where the reload timer changed in comparison to TQ.

We have already completed internal testing and fixed a bunch of new bugs and edge cases, but as these changes were quite extensive we would really appreciate it if you could help us out by testing this yourself. If you find any bugs with it, then please write a bug report through the client (F12 – Report Bug). Please reply to this post, if anything is unclear or if anything changed, where you think that this might be not an intentional change.

Vulnerability settings for Upwell Structures

In preparation for the upcoming changes to Upwell Structure vulnerability (still scheduled for Q1 2018) we are adding the ability to set the preferred hour and day for your structures to finish their reinforcement when attacked. While this setting will do nothing in this release, it is important that it works so your structures can transition correctly to the new system. This setting can be found in the right click menu of a structure in the structure browser, and is available to corp members with the station manager role.

Full support for setting the home station remotely for Upwell structures

Several fixes have been made to make sure that the feature of setting the home station remotely (which has a cooldown timer of one year) is properly supported for structures.

Potential bug fix for missing “Warp-to” option for structures

We made a potential fix for a bug which caused the “Warp-to” option to be missing from Upwell structures in some cases after a session change (and other options like “Dock” did not work properly). Unfortunately we could never reproduce this bug reliably (though it happened to us in the past), so we are not 100% sure if the fix worked. It would be great, if you could keep your eyes open if you are on Singularity.

CCP Lebowski and CCP Habakuk for Team Five 0
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