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Planned Features - Alpha
- Dynamic event system.
- Missions.
1.700 - Beta
- GCQL
- Profanity filter is now client-side, and uses word replacement.

Web
- Profanity filter now uses word replacement.
- Significantly improved fleet level interface.
- Level 2 fleet upgrade now immediately creates a forum regardless of member count, and allows access to fleet-wide emails.

Subscription Changes
- Subscribers now receive some additional perks in DarkSpace:
* Their icon in the lobby now shows them wearing pants.
* They now have 12 ship slots instead of 8.
* They can use the /nameship command in-game to change the name of their ship.
* A badge is displayed next to their ship name in-game.

General Game Changes
- Refitted gadgets now keep their hotkeys.
- Fighters can now be issued a new target. Shift+hotkey (default N) with no target selected will return all fighters to your ship, whereas Shift+hotkey will issue all fighters a new target that they will immediately go for.
- The game will now display a red warning message for 10 seconds warning the user they won't gain any prestige in a rank locked server/constellation.
- Detailed gadget information has been added to Drives, Reactors, Armor, Shields, Beams and Projectile-based weapons.
- Beams set to PD can no longer be used when firing at ships (no more accidentally using beams you want to use for PD in combat).
- Mines now have a new mechanic. Instead of sitting there until a ship runs into them, they will detonate a few seconds after being deployed, damaging everything in a large blast radius... including the ship that dropped them, if it's not moving fast enough.
- Rejiggered the Buy Enhancement button to the left of the Remove button for a more consistent UI experience.
- Players now have faction independant ship storage.
- Weapons with multiple projectiles no longer wait for the last projectile to fire before reloading.
- Weapon and defense rebalance.

UGTO Changes
- New models:
* Elite Assault Dreadnought
* Command Dreadnought
* Command Cruiser
* Standard Cruiser
* Missile Cruiser
- New QST hit effect.

ICC Changes
- New models:
* Assault Dreadnought
* Combat Dreadnought
* Command Carrier
* Standard Cruiser
* Type 2 Cruiser
* Type 3 Cruiser
* Strike Cruiser

K'LuthChanges
- New models:
* Siphon
- New SI hit effect.

Fixes
- Jumps are now aborted if the client disconnects from the server.
- Beam's no-longer render when they do no damage (out of range and/or firing arc).
- All ships of each class on all factions share the exact hitbox dimensions now.
- Asteroids can no longer break galactic speed records, and have had their top speed limited to 25 gu/s.
- Planets with an interdictor will no longer lock player's Jump Drives when captured.
- Supply Platforms have read "How to supply for dummies", and will now stop derping when friendly ships need repair in the vicinity.
- Fixed exploit with planet import/export controls.
- Ships will no longer carry out their previous command after logging off. This was the cause of ships hitting planets when spawning.
- Players can no longer unload enhancements onto planets.
- A few shaders got compile issues fixed.
- No more triangles in hit effects.
1.692 - Release
- Client crash dumps now include the version & build number in the dump name.
- Fixed server crash that would occur when spawning with ally ships.
- The ICC Interdictor ship has had its jump disruptor device removed.
- Released: October 13th, 2012
- Fixed bug where window could not be moved to a monitor left of the primary display.
- Fixed issue with AI ships lining up behind each other unable to orbit a planet.
- Fixed race condition in reference counting which can cause a rare crash on the client & server.
- Fixed an infinite loop bug in the network code which can cause a client or server freeze.
- Released: October 19th, 2012
- Fixed reported server & client crashes.
- Released: December 17th, 2012.
- Fixed player disconnect issue with the meta-server.
- Released: December 23rd, 2012
1.691 - Release
- Fixed hitch when selecting planets on a different server.
- Optimized asset loading.
- Fixed client freeze.
- The cloaking device is now automatically disabled when it is destroyed (100% damage).
- Released: September 24th, 2012
1.690 - Release
- General Game Changes
- Cloak no longer takes its damage into consideration when it tries to mask the ship model and effects.
- Fixed a logic error which means gadgets no longer repair at 1 hp a second and will repair themselves over a 5 minute period as intended.
- Fixed planet population exponential growth.
- Fixed planetary import/export functions.
- Re-factored network layer to use no threads and asynchronous sockets.


UGTO Changes
- EMP Torps now have the correct description and effects.

ICC Changes
- Skirmish shields can now be upgrade to from Reflective shields.

K'luth Changes
- Chitin armor now has the correct mass penalty applied to it and will now scale the signature penalty depending on how much health the armor has.

Released: September 2nd, 2012
1.680 - Release
- GCQL
- Fixed /clan promote and recruit commands.


General Game Changes
- New backend falloff system. Falloff should be based around the same levels as in release when compared to a cruiser (significant falloff changes to follow).
- Armor and shields have had their stats heavily modified and skirmish shields are now back in the game.
- Engines have had their stats changed to bring them more in line with each other.
- Non-Elite AI ships have the same drop rates as player ships now.
- Your in-game profile now shows a percentage to next rank
- K'Luth, Pirate & MI factions have been given their own Infantry Icons.
- MI get faction-specific infantry: Automatons. Those are some dangerous infantry/security bots!
- AI will no longer give planets with a shipyard more consideration when selecting a possible target.
- Damage Control and AHR now repair at half the rate they used to if the ship is in combat.
- Planets can now stop resource import and export from AI transports via the starport.
- Improved missile tracking.
- Players will now receive a message if their cargo successfully landed on the target.
- Grouping has been tweaked so that all allies now get 10% of your prestige awarded as Bonus Prestige. The following stats are not shared: Kamikazi, Self Destucts, Planet Collisions, negative Constructon (scrapping structures), Bonus Prestige, Jumps, Kills, and Killed.
- AI Engineers will no longer build on locked planets or include them in their list of possible build targets.
- Armor and Shields no longer reflect EMP damage.
- Engineer ships can now only scrap as long as they are in the same system. All other ships can only scrap if they are in orbit.
- For every percent of control you lose on a planet, you lose an extra percent of prestige for scrapping a structure.
- Stations no longer contribute to capturing a planet.
- Planetary population now grows faster the higher the planet's existing population is. Population will always grow by at least 1 per cycle.
- Minor improvements to the tutorial.


Interdictor Changes
- The Interdictor class ship is undergoing a significant role change. Ship-based interdictors are no more. Interdictor ships will now carry an aura device which will effect enemy ships in the area with debuffs, currently these auras are:
* Interdictor : reduces jump drive recharge of enemy ships by 10% within 1000gu radius.
* Gravity Well Generator : reduces enemy ship speed, turn rate, and thrust by 8% within 1000gu radius.
* Targetting Computer Jammer : reduces enemy ship damage by 8% within 1000gu radius.
(these effects and ranges may change before release)


UGTO Changes
- Can now replace their Proton Torpedoes with Flux Torpedoes, which--along with the Flux Wave and Flux Beams--will inflict extra EMP damage when they hit hull.
- Extended Range Laser, a long-range anti-fighter weapon is now a replacement option for Chemical Lasers.
- EMP Cannons and EMP Mines will inflict immediate system damage, even if armor or shields are still intact.


ICC Changes
- The trusty SABOT Rocket is back, this time as a potential replacement for Fusion Torpedoes. SABOT Rockets have been rebalanced to perform in a torpedo role.


K'luth Changes
- Can now replace their Antimatter Torpedoes with ELF Torpedoes, which don't do any damage but launch 3 torpedoes at once and require no ammo to operate. Once they hit the target, all energy sucked from the enemy ship is transferred to you!
- The Cloak gadget will no longer mask less signature depending on the damage it has taken, and will instead increase the total cloaking time.

Released: August 23rd, 2012
1.673 - Release
- General Game Changes


* Targetable ECM/ECCM will no longer deactiviate if the target cloaks.
* Electronic Warfare enhancements have been added:
--Signal Amplifiers increase the strength of device
--Signal Modulators increase the range of the device
--Signal Dynamos decrease the energy drain of the device
* Missiles now attempt to find a new target within 500gu if the current target is no longer valid (dead, cloaked, undetectable, etc).
* Missile tracking has been improved.
* You can now zoom out further on smaller ships.
* Infantry units now have more ranks. Units proceed up the ranks as follows:
-- Conscript (starting rank)
-- Recruit
-- Rookie
-- Trained (maximum level units can be trained to by planetary barracks)
-- Skilled
-- Experienced
-- Hardened
-- Elite
-- Heroic
-- Legendary


ICC Changes

* The explosion effect of frigates, destroyers, and cruisers have been improved.


Pirate Changes

* Added in the new pirate special weapon(DropPod). The Drop Pod places a hostile pirate infantry on your ship that is proficient in ship capturing! Be wary when fighting pirates lest you become their booty, as some of their larger ships carry more then one of these!
* Added a new weapon for pirates, the Wibble Cannon. They're extremely close range and rapid firing cannons that do a dangerous amount of damage to unsuspecting ships.
* Pirate ships have been overhauled and are now much more dangerous to everybody, including themself.


Released: April 29th, 2012
- Fixed issue with some players being unable to enter the server when selecting certain enhancements in their storage.
- Released: June 17th, 2012
1.672 - Release
- Web/Lobby Client Changes/Fixes

* Added in two new GCQL commands for /clan. /clan recruit allows a fleet admin to recruit people into the clan that are awaiting fleet admin approval. /clan promote allows a fleet admin to promote a member to fleet admin in the clan.
* Fixed issue with lobby client resizing window when viewing player profiles or clicking any of the help links. As a result, GCQL will now remember its last window state rather than opening in its last un-maximised/minimised position.


Game Fixes

* Fixed issue where the source wormhole wouldn't be created/displayed on the client that initiated the device.
* Interdictor fields have been reverted back to landmark objects from local, meaning all clients will know where one is at all times instead of only when within 5,000 gu of one. This will solve the issues where some clients would jump some way into the fields before being stopped.
* Fixed client lag/hitching issues caused by assets getting loaded in the foreground thread.
* Fixed issue with the beam weapons jittering on low-frame rate machines.
* Ship trails are no longer visible past 500 gu. This was done to stop a exploit.
* Fixes to the client asset cache.
* Shroud Missiles no longer have a base technology cost of 1. This was causing the K'luth Hive to require 101 techology to spawn.


General Game Changes

* Added in /lock command. Players can now lock any planet they can govern at any rank below their own using this command. Players can specify the rank number or use the two letter shorthand (MS, EN, 2L, 1L, LC, CO, CP, 2A, 1A, VA, AD, FA, GA, MA, CM).
* The Interdictor device has had its mass increased. This mass doubles when the field is active. The device also consumes 65% more energy whilst running.
* Structures can no longer be paused unless they take a resource that has a shortage (Workers,Food,Power). Planets runs a check every 60 seconds to see if structures can be put back on given that the planet has no more shortages of the type they drain.
* AI ship names are a bit more flavorful.
* Enhancements may be scrapped instead of removed, which costs zero credits but the enhancement is destroyed.
* AI will now dodge incoming fire.
* Ship descriptions in the ship selection screen are now less verbose.
* Beam weapons now target a random subsystem on enemy ships
* Added out of combat mechanic. Taking or inflicting damage will reset the combat timer to 30 seconds, which will then count down to 0. A white armor/shield ring will display around your ship when you are out of combat. When out of combat, ship repairs will be increased by 50% from external sources.
* New ECM/ECCM variants:
-- Narrowband ECM/ECCM : A single target lock with enhanced signature bonus/penalty.
-- Longwave ECM/ECCM : Standard ECM/ECCM with increased AOE range at the cost of less signature bonus/penalty.
-- FocusedECM/ECCM : A single target lock with great range and signature bonus/penalty. Consums a larger amount of energy and has a higher cooldown.
* AI home planets cannot be captured anymore to stop exploitation of the auto revolt feature.
* Structures are now linearly efficient if the tech level drops lower then what they require.
* Current solar system and constellation(server) are now displayed in the top right infobox.
* All Dreadnoughts and Super Dreadnoughts have had their base mass increased by 1 (less than 5% increase).
* Planets now have Allegiance levels. The planet will slowly progress to the next level (can be seen through the engineering screen). Allegiance gives the following bonuses to planets:
-- 10% bonus to planet damage per allegiance level.
-- 10% bonus to resource output per allegiance level.
-- 10% bonus to allied infantry control per allegiance level.
-- 10% bonus to control level
* Times to hit Allegiance levels are as follows:
-- Level 1: 4 hours
-- Level 2: 8 hours after Level 1, 12 hours after planet begins leveling
-- Level 3: 16 hours after Level 2, 1 day 4 hours after planet begins leveling
-- Level 4: 32 hours after Level 3, 2 days 12 hours after planet begins leveling
-- Level 5: 64 hours after Level 4, 5 days 4 hours after planet begins leveling
-- Level 6: 128 hours after Level 5, 10 days 12 hours after planet begins leveling
-- Level 7: 256 hours after Level 6, 21 days 4 hours after planet begins leveling
-- Level 8: 512 hours after Level 7, 42 days 12 hours after planet begins leveling
-- Level 9: 1024 hours after Level 8, 85 days 4 hours after planet begins leveling
-- Level 10: 2048 hours after Level 9, 170 days 12 hours after planet begins leveling
* Players can no longer send orders to non-ally AI.


General Balance Changes

* The repair rate on device in repair queue is capped now.
* All weapon damage (minus missiles and fighters) have had their damage reduced by 10%. Falloff on cannons has not been reduced by 10%, so as a result, UGTO and K'Luth cannons will not be as effective at long ranges.


ICC

* Gauss Cannon projectile speed increased significantly.
* Defence Mode removed.
* Active Shields: 5% hp increase.
* Reactive Shields : 5% regen increase.
* Shield regen increased by 400% when out of combat.


K'Luth

* Mining beams will now deactivate when cloaked.
* Implemented new cloaking system -- Cloaked ships can no longer be detected with ECM/ECCM pinging, instead cloak energy usage is based on the amount of signature being masked by the cloaking device. Additionally, if the cloaking device is engaged and energy level reaches zero the ship will begin taking internal damage to the device.
* Cloak energy cost decreased by 25% when out of combat.


UGTO

* Standard Armor: 5% hp reduction.
* Ablative Armor: 7.5% hp reduction.
* Improvements have been made to the death animations of Frigates, Destroyers, Cruisers, and Dreadnoughts.


Released: March 5th, 2012


------- Hotfix -------

Web/Lobby Client Changes/Fixes

* Faction-wide forum posts are now working again.


General Balance Changes

* All player-based ECCM strength increased by 10%.
* Beacons now add 10 signature per beacon (max of 3).


K'Luth

* Cloak now takes damage over 60 seconds when out of energy.
* Beacons don't disable cloak anymore.
* Fighters are returned to your ship when initiating cloak.


Released: March 13th, 2012
1.671 - Release
- Changed jumpgate links in Sagittaurius, added a new map, "Dres-kona" by _SRM_Kenny @198686
- Rogen's Rift is now accessible from Sag instead of U.Minor
- Modified fighter AI. They will now try to stay out of the point-defense range of their target, making teamwork vital to shooting them down. All fighters and their weapons have been adjusted accordingly.
- Standard Armor and Ablative Armor HP has been reduced by 2.5%.
- ELF Beam cooldown lowered by 40%.
- The Krill has been demoted from an Assault Dreadnought to a normal Dreadnought. Due to this, it has had 4 of its SI's removed.
- AHR ammo capacity increased by 50%.
- Fixed issue with resources being taken when building a platform that ended up not being built.
- Players and planets can no longer spam distress calls (of any type) more than once every 5 and 60 seconds respectively.
- The Cloak cooldown timer has been changed to 5 seconds for all ships due to the following cloak changes.
- Changed how the game handles cloaking and decloaking. All ships now have their cloak defined by a timer based on their base level. Combat ships generally cloak slow and decloak fast, support ships decloak slow and cloak fast and stations both cloak and decloak slowly.

ECM will reduce the cloak timer by 0.5 seconds up to a minimum of 1 second, and ECCM increases cloak timer by 1.0 seconds. Strength is based on range from ECM/ECCM effects. Values for all ships are expressed in the following table:

ShipBase sigcloak timedecloak time
Scout1.02 sec0.1 sec
Frigate2.03 sec0.5 sec
Destroyer3.04 sec0.5 sec
Cruiser5.05 sec0.5 sec
Dreadnought10.06 sec0.5 sec
Heavy Dread12.07 sec0.5 sec
Station20.010 sec5 sec
Engineer3.01 sec3 sec
Supply2.51 sec3 sec
Transport3.01 sec3 sec
- Fusion Torpedo damage reduction reverted (+10%).
- Railgun damage increased by 5%.
- Reduced ECM signature strength by 50%.
- Increased ECM range by 100%.
- Added a new map, "Tetra" by JAZZAMAN @194098, which will eventually replace Luyten in the metaverse
- Made asteroids more rock, less paper. Scissors untouched, despite inevitable claims to the contrary.
- Cloaking or initiating a jump will now cancel the docking sequence with a planet.
- Planets will now become blockaded at 50% control, rather than 20%.
- Planets will now inflict damage to ships and platforms up to 750 gu away.
- The cloak timer is now increased by 2 seconds per beacon attatched to the ship. This does not affect uncloak rate.
1.670 - Release
- Halved the damage and doubled the fire rate of all core weapons (Stellar Incinerator, QST, Ion Cannon) - effectively reduces single volley damage while keeping the overall DPS of these weapons. Ammo has been adjusted where applicable.
- New Cruiser layouts!
- Torpedo changes:
* Anti-Matter:
* 10% damage increase.
* Range: 480 gu.
* Speed: 60 gu/s.
* Splash: 10 gu.
* Proton:
* 10% damage increase.
* Range: 560 gu.
* Speed: 65 gu/s.
* Splash: 30 gu.
* Fusion:
* 10% damage increase.
* Range: 640 gu.
* Speed: 80 gu/s.
* Splash: 10 gu.
- [GCQL] Mutes can no longer be removed by reconnecting or changing channels.
- Muted players can no longer talk in-game via global channels (/yell, /team, and /faction).
- Added new drive flare effect for missiles - only available at medium or high detail setting
- New Utility Ship layouts (Transports, Engineers & Supplies)!
- Flux Wave now only affects enemies.
- Pulse Wave now only affects the enemy's projectiles and has a 65% chance of destroying each projectile it hits.
- All damage-orientated beams have had their damage and energy efficiency improved. Second tier beams have had their damage vastly improved.
- Stations have had their max speed lowered by about 45%.
- Missiles are more likely to aim for your ship now, rather than your shapely behind.
- New Dreadnought layouts!
- Fixed an exploit wherein you could initiate a jump and cloak.
- Fixed the issues with an Interdictor going through a Jump Gate and keeping ships dictored. Also fixed an issue with going through a gate to escape an Interdictor causing you to get stuck.
- Cloak will no longer display a faux cooldown when activated.
- Including %t in a message in-game will replace %t with whatever you are targetting.
- Reduced energy drain of Tier 2 and Tier 3 missiles, also increased AoE radius of Tier 1 missiles by ~90%, Tier 2 missiles by ~35%, and Tier 3 missiles by ~5%
- Armor rings now are colored depending on if you have shields or armor on the ship. Shields on defensive mode have an extra layer of white to indicate an arc in defensive mode (purely cosmetic)
- Swapped out old K'Luth psi/shredder missiles for new Psionic Missile and Shroud Missile.
* Psionic Missile: high energy drain - medium-high damage - payload scales with ship class - no ammo usage
* Shroud Missile: medium energy drain - medium damage - payload scales with ship class - uses ammo - high negative signature
- Fixed a bug with Ablative armor giving beam energy damage resistance, instead of kinetic energy.
- Tweaked energy drain values of the Psi Cannon and the Stellar Incinerator.
- Significantly increased the energy drain of all core weapons.
- Increased Planetary Siege Missile damage output significantly.
- Shield rotation will now charge shields at a rate of 20%, up from 10%.
- Reactive shields now have 20% resistance to all damage types except ELF and EMP, which have -20% resistance.
- Tweaked AHR to repair all ships' hull to full over 10 minutes. AHR gadget repair rate also changed to now require 5 minutes to fully repair all gadgets (not counting the ship's automatic single-gadget repair feature).
- Increased Ablative Armor's weakness to energy-based weapons.
- New layouts for all player-faction Stations!
- Planetary depots will now repair all ships within 500 gu, and have a 1-per-panet limit.
- Team chat is now coloured teal instead of gold.
- Supply Stations now have a repair field device similar to how depots function.
- Bump mapping has been applied to all ICC, UGTO and K'Luth ships.
- Medusa can now do Specular Hightlighting via shaders. This has been enabled in DarkSpace.
- Stations have lost one reload which has been replaced by an AHR-esque gadget named "Damage Control". This will repair the station and it's gadgets when the station is damaged.
- Planetary damage has been increased on all non-pd based defence bases.
- AHR and the new Damage Control can now only be reloaded by planets, depots, and platforms.
- HCL's and AD's cannot be used for PD now.
- Released: July 23rd, 2011
- HOTFIX: AHR and DC now repair armor, and costs ammo to do so. K'Luth Organic Armor regeneration rate lowered to compensate.
- HOTFIX: K'Luth stations have had their DC's replaced for a couple of weapons each.
- HOTFIX: Players getting their jumps aborted has been fixed.
- HOTFIX: UGTO Standard and Ablative armor increased by 20%; Reflective increased by 25%.
- HOTFIX: All UGTO weapons have had a 10% damage increase.
- HOTFIX: All ICC weapons have had a 10% damage reduction.
- HOTFIX: K'Luth Carrier (transport) Fixed.
- HOTFIX: Fighters now use launch vectors.
- Released: August 1st, 2011


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