Site icon Steambirds Alliance

Zippy Zealous Zygodactyl

Hi folks! This update has some pretty major changes in it that we’re excited to finally roll out, starting with:

Shared Cargo

Today’s build includes a substantial rework of plane cargo. The old system had some long-standing problems:

So we are trying out a new and hopefully simpler system. Now all planes share a single cargo container. When you switch planes, the cargo container is detached from the old plane and automatically bolted onto the new plane. Our feathered engineers assure us this is perfectly safe. Here’s how this plays out in practice:

What happens to current players who have items spread across multiple planes?

We really didn’t want to wipe your collected items in the middle of this beta test. So instead, there’s a one-time migration process that will occur in which items are incrementally filtered out of old plane cargo and into the new shared cargo. It is a little weird, and might have some odd edge cases that we haven’t identified, but we figured it was better than simply doing a wipe.

  1. First, all of the items currently stored in all your various plane cargo holds will be temporarily transferred into a hidden list. These items are not deleted! You just can’t see them.
  2. Next, when you log on, we then take the first items from the hidden list and put them into your shared cargo until it is completely full.
  3. At this point, you can move the items from your plane cargo to storage if you want to keep them.
  4. If you drop items, or otherwise empty out your plane cargo, the next time you log in or switch planes, we will magically fill up any empty cargo space with more items from the hidden list. This process will continue until your hidden list is empty.
  5. You’ll know your hidden list is empty when you login or switch to a plane in the hangar and there is at least one empty slot. From that point on you’ll never need to worry about the hidden list again!
  6. After a few weeks, we’ll remove the hidden list system from the game in order to eliminate unnecessary edge cases that could hinder future development, since the hidden list serves no purpose other than to help us avoid a wipe in this one and only situation.

Difficulty Scaling Experiment

Another long-standing issue we’ve had in the game is that bosses become almost trivial if you have a very large group of players. When large group hits a boss, it previously would die so quickly that many players were not even able to qualify for loot. That feels bad. So in this update we’re also experimenting with some dynamic scaling, where a boss will become a little more difficult with more players.

Our goal is that more players will always be better, but you should never be able to mindlessly steamroll a boss. Right now the system scales difficulty along a curve; if you have 10 players instead of just 1, the boss might have just 50% more health. Not 10x health, because we always want you to be happy that you have your friends around. The scaling is dynamic and will adjust automatically if players join or leave the boss fight.

We’re still playing with these numbers, and for now we’re testing this only on Meowza. Our suspicion is that difficulty scaling will be especially important near launch when the servers will be a lot busier. Let us know if you think this scaling works well, we’re eager to get some feedback!

Art

There’s a totally cool trailer happening behind the scenes, the bird rebels are looking their coolest, we can’t wait to show it to you. Not so behind the scenes, the raceboss has new art and quest enemies are getting shined up as well!

Content

Polish and Bugfixes

Other

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