Welcome aboard Visitor...

Daily Screenshot

Latest Topics

- Marshal's and CM's
- Too many big ships aka DreadStation Space
- Dev Meeting Briefs: Feb 7, 2010
- K'luth Supply Ships
- DarkSpace 1.521 Torrent Seeds Needed
- Sgt Doran's Lonely Hearts Club Giveaway II
- Unofficial DS movie Event.(First stage)
- pointing out something
- Kluth battle tactics
- account bezahlen

Upcoming Events

- Player Rankings Update...
02/16/10 +6.7 Days
- Player Rankings Update...
02/23/10 +13.7 Days
- Player Rankings Update...
03/02/10 +20.7 Days
- Private Developer Meeting
03/07/10 +26.3 Days
- Player Rankings Update...
03/09/10 +27.7 Days

Network

DarkSpace
DarkSpace - Beta
DarkSpace Assault
Palestar

Search

 

Anniversaries

No anniversaries today.
1.999 - Alpha
- Added missions which allow players to gain bonus prestige, enhancements, and other rewards for doing missions.
- Added grouping system which allows players to form groups within their faction in-game. Grouped players share stat gains in all stats categories based on the rank of the player.

1.527 - Beta
1.526 - Release
- And the Doran saw the DevTalk, that it spammeth those not with it, He spaketh unto the DevTalk, and the DevTalk changeth it's ways...
- Mine aoe reduced.
- Overall Dreadnaught and Station hull values increased.
1.525 - Release
- Shield damage reduction against energy weapons reduced 10% to 15%.
- More adjustments to mass and thrust calculations. Each factions ships now have distinct handling characteristics which are a combined property of both their drives and ship mass. Armor is also factored into mass; the more armor a ship has, the less responsive it will be to helm commands.
- Damage reduction for armor and shields reworked to accomodate for multiple damage types.
- Organic and Chitinous Armor's now have a 25% resistance to Psi Damage.
- Armor and Shields should now have the correct damage multipliers for combination damage types (IE Psi AND Energy Damage, or Kinetic AND Psi). Previously only one type of damage was being checked, often negating the resistance for the other type.
- Mine devices now drop a series of mines per activation, instead of just one.
- Using /clan join when already in a fleet will require a player to leave their current fleet now.
- /send clanadmin will send an official message to your fleet if you are a fleet admin.
- [GCQL] Fixed Idle Timer.
- [GCQL] Re-Enabled Auto-Away Code.
- [GCQL] Reduced default Auto-Away time to 15 minutes.
- [GCQL] Fixed "Manual Online" option in the Help Menu.
- [GCQL] Added "F.A.Q.s" option to the Help Menu.
- [GCQL] Added "Support" option to the Help Menu.
- [GCQL] Fixed browser buttons.
1.524 - Release
- Shields now have a 25% resistance to energy damage.
- Corrected issue with Plasma Cannons having damage falloff.
- Pulse Shield now recharges faster and has increased range.
- [Resourcer] FBX importing implemented - ImportFBX should support importing of FBX, OBJ, DAE, MAX, and DXF 3D file formats directly into Resourcer.
- Improved Chitinous Armor self repair rate by +30% and increased Kinetic damage deflection for this armor from 30% to 50%.
- Infantry set to RAZE will no longer attack friendly structures. Another potential exploit was also addressed.
- New Scout and Corvette layouts implemented for ICC, K'luth and UGTO.
- Now factoring total mass and engine thrust into yaw for all ships... different drives now alter the steering characteristics of your ship as well as velocity and acceleration.
- /tell is now an available command; it is identical in usage and effect to /send.
- Fixed issue where ship mass was not being correctly factored into acceleration.
1.523 - Release
- Players will now need to confirm when they are going to remove a ship or cargo item from their storage in the ship select screen.
- Internal damage code picks one internal device and applies damage to that device rather than applying damage to all devices.
- Renamed shield enhancements to defense enhancements to reflect their effect on a ship.
- Advanced Enhancements now require a subscription.
- Prestige loss from death reduced by 20%.
- Increased EMP cannon damage.
- Fixed a bug regarding Enhanced and Advanced Weapon Enhancements.
- Fixed taskbar message notification.
- Redesigned all MV maps to have fewer planets and less AI. Having fewer planets means the ones left are more important due to restricted resources, and there won't be as much space to fight over, concentrating combat. The number of AI were lowered in response to higher player numbers and player feedback. Numbers remain higher in home servers and numbers still scale - by player number for monsters and NPCs and inversely for factional AI.
1.522 - Release
- Fixed Kluth build gadget to include the proper Anti-Ship Defense Base II.
- Fixed the icon on the Hybrid Defense Base II.
- Fixed an issue where models would not be drawn at certain distances (not camera angle bug).
- Changed shield enhancements to increase the recharge rate of both shield and armour.
- Fixed some interface crashes based on reported bugs.
- Added a try/catch to the MP3 playback. Some clients were crashing when trying to play custom MP3's.
- Fixed an old bug wherein all models would stop displaying at a certain camera angle.
1.521 - Release
- Armor Enhancements are now called Defense Enhancements and affect shields and armor equally.
- Fixed the bug with ship speed and acceleration Enhancements that was causing them to provide less of a boost than expected.
- Cut down the ECM on the Advanced Worker to 2.
- Fixed the Advanced Drone so that it spawns properly now.
- Reduced the strength of the EMP cannon.
- AI ships & cargo items will no longer display in the navigational contacts display.
- Trail Enhancements now have a very small chance of dropping from Dreads and Stations instead of just from Elite AI.
- Changed defense bases. All factions now have six bases:
• PD I and II are geared toward shooting down bombs and are heavy on beams but weak on all else.
• Defense I and II are a mixed type with some beams and some anti-ship armaments.
• Offense I and II have a beam or two but focus most of their energies on deterring or damaging approaching ships.
* Note: Building names vary by faction.
- Removed orbit speeds.
- Free play now enabled - All players can rank up to 1st rear admiral. In order to gain higher ranks, players will need to subscribe.
- HOTFIX: Fixed crash bug that could occur during background loading of assets.
- HOTFIX: Fixed a server-side crash that could occur when auditing ships.
- HOTFIX: Fixed crash that would occur when selecting the "Advanced Drone" K'Luth ship.
- HOTFIX: FIxed a crash that would occur when switching views in-game.
- HOTFIX: FIxed a divide-by-zero error.
1.520 - Release
- Heavy Transports from all factions now spawn with 4 infantry.
- Changed a few ECCMs on K'Luth to ECM, since K'Luth usually aren't interested in making themselves more visible.
- Increased gadget hitpoints.
- Increased Enhancement drop rates and made high-level Enhancements more likely to drop from Dreads and Stations.
- Tweaked resource limits on the various planet classes.
- Renamed the "Minor Build Computer" to make it more clear that there aren't more advanced Build Computer Enhancements that just aren't dropping.
- Fixed missing Pirate logo on Pirate cruiser
- Fixed a bug where the client/server would not fall back to the TCP connection correctly if UDP was getting blocked.
- Client can now disable the use of UDP using setup.
- ECM, ECCM, Cloak, ELF & Scanner devices no longer turn off when out of energy or destroyed. Instead, their effective range is reduced when damaged and they just fail to work when there is not enough energy.
- Fixed an issue where a ship position could become invalid.
- Units that can't be built by a barracks should no longer be selectable by the user.
- Fixed several bugs where the users mouse would become hidden and they are forced to terminate the game.
- Improved the AI capture planet code.
- HOTFIX: Fixed exploit where a friendly player could load items from your ship.
1.519 - Release
- Fixed jump disruptor message spam.
- HOTFIX: Fixed jumpgate links.
- HOTFIX: Fixed WH device issue with players going back to their starting position when using a WH.
- HOTFIX: When using a jump gate device the target radius is now taken into account when creating the destination wormhole. Previously, it wasn't which would cause a high number of failures when using a planet as a target.


Copyright ©2000-2010 by Palestar, All rights reserved worldwide.
Terms of use - DarkSpace is a Registered Trademark of PALESTAR