We're aware that there are currently some recaptcha issues preventing people from registering accounts for the Holocron. Selatos will try to resolve the problem later this week.
It's that time of... decade?... again! New CP ships, vehicles, and droids have been released. Go see your local Starport, Landing Pad, Garage, Hangar... etc. to get your new shiny toy. Special shout out on the ships for Combine players who helped design them. Some awesome ideas out there and we got to input our own creations unique to SWCombine! A lot of cool ones out there for you guys. Stats are similar or better than some old CP ships even!
|You might notice CP Vehicles have an error right now. Should be fixed within the next hour or so.
LINK TO SHIPS - Verpine and KR-4B had slight stat changes. Trooper transport renamed. Some room map changes.
LINK TO VEHICLES - Scanner icons fixed!
LINK TO DROID
|(Edited by Baugrems on Year 19 Day 136)|
After a brief absense, Lightsaber crafting has returned. A quest has been released to take you through the steps. Not force sensitive? This Quest won't respond to you but you can always 'collect' by other means. Force sensitive? Don't read that last bit. Get your new weapons! You'll need supplies, weapons, and guts to finish this one.
The Force Forum FAQ will be updated later this week. Expect answers to questions like "What about current shards?" and "How long should this take?"
Start location and exact details won't be released until a good chunk of people have gone through it. Additional changes will come in the future. We may contact you during this first few run throughs to make sure all is going smoothly. |Any questions or hint requests can be sent via DM to Mikel
Edit: Small issue was solved for one member and others might find a similar bug. If the Ancient Hilt does not respond to you please DM Baugrems the ID of your ancient hilt item.
Edit 2.0: Thanks to the initial test subjects for doing some runs through the quest so far. Due to feedback and observation we've made a few changes that'll likely increase difficulty in some areas. Those who went through before and helped us see a live run won't have to redo anything.
|(Edited by Baugrems on Year 19 Day 132)|
Combine updated to revision 9aae4464c8f3de1ef6d573ca03ecdfa256d7bdc3
-creature gender handling for future breeding ability
-Adding shield generator startup action timer to members menu
-Add parameter to SectorUtil::getAllSectors to only show sectors with visible systems
-ShieldUtil::providesShields now takes Entity instead of Facility
-Add an option to fill all roads from roads modification screen
-travelDirection in scanner XML will now return "Stationary" for non-moving entities
-travelDirDescription removed from scan XML, duplicate of travelDirection
-full mines should pause instead of stop mining
-bulk item movement should handle >100 selected items faster now
-added city last updated stamp to ctool
-shuffled bandit array so they don't appear grouped by race anymore
-updated Vision rules to clarify you can share sensors with droids when you have a sensor pack equipped
-moving NPC shop item indicators into a property
-added faction type to status tool
-added admin tool to revert a government
-asteroid hideouts no longer prevent spawns
-added HQ planet to faction opening GNS flash event
-Added parameter to account settings page to force online time update every pageload
-Change how dragging works on production interface, should fix issue where start button is unavailable on mobile devices (#4872)
-entities could be recycled when characters were in bacta tanks inside the target
-remove MasterTemplate::NewSetup (#4867)
-remove mastertemplate handleError and override var (#4867)
-Added look and feel option to disable top left clock ticking (#4866)
-Change how browser notification permissions are handled, browser notifications will simply prompt the user via browser instead of posting a flash message (#4850)
-fixed JS in admin room map tool preventing room movement
-page crashed when trying to use jetpack with non-character/NPC in your party
-Jetpacks and Force Speed used different distance calculations
-Production was unable to combine droids/items and ships/vehicles (4669)
-Protection would create an invalid ID link to the asset being protected (unreported)
-protected NPCs could be fired
-can't see cross terrain abort button when crossing in some vehicles
-duplicate handles in DM send box could send the same message multiple times (#4849)
-kickPassenger would error when trying to kick a character
-creatures will now give a less insane event when attacking from out of range
-combat event incorrectly implied you hit an already-dead target, will now say targeted instead of hit
-moving pause events over into the full interrupt
-Custom Images use EntityType for owner instead of OwnerType
-Force probability not recalculated when given enough XP to skip a recalc level (4820)
-Inventory powered filter wonky when facils unpowered before jobsdaily ran, no longer (#4831)
-Fixed minor bug with spacing of logout button with long handles, added option to force less compilation server wide, removed unused old globalstyle css file
-Fix FI code not calculating power correctly for facilities that do not need power (#4828)
-crash when hiring npcs for faction while freelance (#4841)
-Add an extra confirm field needed for dropping characters (#4836)
-Fix xss on faction accept page
-Revert government not working correctly (#4835)
-Fix a minor dev related bug where finishing an action early would append time for the next run instead of resetting it (#4744)
-Repair UI minor fix
-Repair ticks sometimes crash if no materials are used (#4744)
-Crash in character creation can cause future attempts at creation to fail with sql integrity issues (#4843)
-removed ability to force heal IFF-enemies
-Medical items will now trigger the "Use An Item" Achievement
-ships would not appear in list of repairable entities if repairing entity has a combined hangar and docking bay
-added get-passenger-count to check current # of passengers
-added ability to get surface location and terrain type name
-added optional slot to put-item
-added get-hp-max (all), get-force-points and get-force-points-max (admin)
-made holding-item? available to all, added entity var and RM admin functions
Creatures currently have a gender listed on the Inventory but until we sync again these genders are not final. We will be adding the ability to select the gender of your current creatures, while creatures that are hatched after the next sync will be assigned a gender randomly, as the Creator intended.
|(Edited by Mikel von Bianchi on Year 19 Day 126)|
Greetings, Combiners! A happy start to Q2 of the year and a happy Easter to those of you who celebrate it.
We the administration team wanted to reach out today to announce some exciting new features for the Combine, and somewhat of a change of direction in the development of the game to capture recent trends in online videogaming.
First, thanks to the hard work of Baugrems and Kay Dallben, we have released Season 1 of our new "loot crate" system. Many players have bemoaned the large number of credits in the game, as well as the difficulty of acquiring rare items that were given out over a decade ago to a select, lucky few players. This system is designed to tackle both of these issues at once, by providing the opportunity to acquire these rare or unique items for a small credit fee.
Located anywhere an NPC for the previous "Science Feud" event could be found (civic centers and starports) as well as many space stations, a new quest NPC now allows players to pay a small fee and be guaranteed to win from a selection of loot - from common items all the way up to rare Mandalorian armor! The intent is to provide players with a sense of pride and accomplishment for unlocking different items. As for cost: among other things, we’re looking at average per-player credit earn rates on a daily basis, and our team will continue to make changes and monitor community feedback and update everyone as soon and as often as we can. This feature is live today.
Second, and more expansive, is our intent to capture the mood of the current climate of popular online games. Star Wars Combine will soon become SWCombine: Royale, a battle royale-style simulation game that blends the best aspects of popular games such as PLAYERUNKNOWN'S BATTLEGROUNDS and Fortnite as well as the proven aspects of the Combine into a compelling, adventurous online battle royale game set in the Star Wars universe.
Aspects of the Combine, such as the time delays, lack of player-vs-player combat, and construction permissions will be blended with successful aspects of this genre of games, such as team battles, a robust loot system, and on-the-fly obstacle building to combine into a truly one-of-a-kind experience. We look forward to these changes being made within the next week.
As always, thank you for playing SWCombine!
New set of people to vote for this week. Go forth and bring death... or something.
CLICK ME TO GO VOTE
Grudge Sign up appears bugged... working that out but feel free to try!
|(Edited by Baugrems on Year 19 Day 108)|
Some changes this sync to hopefully run FI successfully, if not we'll keep working on it. Special thanks to Clarr, Ted, Selatos and everyone out there who reports bugs instead of exploiting them.
- Define permission inheritance for permissions that rely on a lower permission to function properly
- Add missing tokeninfo route
- Granting of permissions will now properly reflect current, previously granted and no longer granted permissions
- Remove *_all permissions
- Can find whether hidden planets remain or not via galaxy/planet resource without learning any details about the hidden planet
- Can find hidden entities presence and name via types/entity/class resource
- Changed wording on escape pod page from enabled/disabled to available/unavailable to avoid confusion
- added list of non-recyclable entities to recycling page with explanation
- Drugs can now be made in Medical Factory Stations
- fixed error in access caused by missing rules category
- fixed a random check being slightly too inclusive
- Fixing a bug where travel counter could cause a post request to be executed again e.g. causing repeat uses of items or similar (#4574)
- added more checking around destroying Force characters
- added Planet link to a bunch of tax events that were missing it
- characters/NPCs arrested by a faction will be released when the faction dissolves (3434)
- can load materials into wrecked entities (4704)
- removed old code from Equipment page (4709)
- kicked party ships in hyper didn't check for suns (4723)
- removed ability to modify ship party while in hyperspace (4363)
- rounding error with how capacity was shown on the show stats page (4735)
- hiring NPCs and recycling now properly send taxes to planet owner
- Added ability to claim custom images which you had submitted but the owner faction had dissolved
- custom images with deleted owners should provide a more graceful error (4750)
- dropping character before selecting starting location would crash (4760)
- Medical Factory Stations didn't have a View Datacard link in the inventory
- updating how HP gets recalculated for lost souls upon creation
- ugly error when attempting to launch escape pods while in hyperspace (4779)
- City construction incorrectly catching exceptions and posting them as events (#4792)
- Making inventory faster, maybe this might cause duplicate entries to show up, if this happens please bugbase the situation
- Readded sort by location to inventory (#4791)
- Lack of consistency between WS client registration and edit image uploads
- Undefined array index in WS client edit image upload
- limit purge inactive players daily job to deleting 50 players a day (#4788)
- error handler sometimes misses out of memory errors because it runs out of memory itself; added some reserve memory for it to use just in case (#4788)
- fixing more bugs with inventory filters and squads (#4787)
- galaxy map search not working for some inputs, removed advanced system search (#4743)
- Disallow factions and character from sharing the same name (#4780)
- Add more information to jobs runner to help diagnose misbehaving jobs (#4772)
- More FI fixes, fi taxes aborting if associated fi run is too old (#4777), asim fi runner not rolling back if timeout (#4774), main fincome query internally partitioned by system to avoid large sort times (#4775), modified mysql lock timeouts for web requests (#4771)
- Squad inventory IFF crash when you had no permissions over many of the squad members (#4758)
- Fix hull, ionic, shield inventory filters (#4761)
EDIT: NPC Populations have been reset for hiring. Have fun.
Hotfix Y19 D80:
* FI: Shard preloading by planet too, since it now seems to be timing out on main (#4713)
* Tweaks: Added text to hyperspace finish event to indicate asteroid field
* Tweaks: Shield overlay no longer displayed on prospecting map
* Bugs: Inventory menu performance improvements (#4815)
* Bugs: Fix mining action test to use static random generator
* Bugs: Added two properties to control fix for tick clearing cache (#4819)
* Bugs: Handle action crash better when subsequent action uses same entities (#4819)
* Bugs: Fix typo in levelup event causing crash (#4818)
* Bugs: Fix issue where disband squad of NPCs while in hyperspace could eject NPCs into the cold harsh nothingness (#4812)
* Bugs: Fixing RM inventory filter by container, fixing city tree view by name,empty (#4807)
* Bugs: priv crash on fincome history page (#4806)
* Bugs: fixing admin menu, fixing calls to old method of assistant checking
* Bugs: fixing error on deleted custom image owner
* Bugs: Custom Item images unintentionally appear in Customs List.
* Bugs: Custom Item submissions may crash if large is missing.
Edit: Facility Income ran! Did it twice to make up for missed times. So enjoy your double scoop and but don't expect it again!
|(Edited by Baugrems on Year 19 Day 81)|
|For IRC users, the irc.swc-irc.com domain is no longer operational. Please transition to irc.swcombine.com if you haven't already done so. The irc.swc-irc.com domain may be restored within a couple days, but we will always support irc.swcombine.com. As before, open ports are 1080, 5000, 5555, 6660-6670, 8080. |
It's that time of year again it would seem. The first year of temporary ASIM terms has gone by with decent success and the baton is being passed once more.
Here are the rules:
Remember that current asims are allowed to re-apply and may be re-selected.
Applications should be submitted via Darkness Message to Selatos, Arjuna, and Erek. Please answer the following questions in your application.
Newly hired asims are not required to irrevocably drop their character. Instead, their characters are suspended for the duration of being an asim.
Asims have no IC activity related to their character while working for the administration.
Asims will have a defined period of service of six months after which a new group of asims will be hired. There is no limit on the number of terms if reselected.
Applications will be in January and July, with asims working from February through the end of July and then August through January of next year.
Compensation in the form of Combine Points will be provided for asims who remain active and effective throughout their service period.
Asims are required to use IRC and must be active in staff channels as that is how the majority of decisions are made.
Asims duties center around helping players affected by bugs, handling support tickets, and dealing with rules violations. There will be opportunities for asims to assist in designing RP opportunities for SWC at large, along with participating in discussion on game features before they are announced or implemented.
What is your Combine handle?
How long have you played SWC?
What have you done IC so far (including previous characters)? What are you working on currently, and what is your position with your faction?
Why do you want to become an asim?
Are you involved in any other online games or RPGs of a similar nature? If so please describe your position and responsibilities
Please provide three references of SWC members who are not on the administration team that have been in the game for at least two years.
Applications will be open until January 24th with new asims starting their term on February 1st.
Edit: Applications are closed and the Asims are being selected by the mighty Selatos. Stay tuned.
Final Edit: Thank you to everyone that applied. At this time we decided not to add any new asims, but will revisist this in the future as workload and situations change. Also a big thanks to Klinger and Sid who will return to their mortal bodies soon.
Where do you live?
How old are you?
What is your occupation?
How much time would you like to volunteer per week on improving SWC?
Have you performed administrative duties in the past or organized groups/events?
Is a hot dog a sandwich? Explain why or why not.
|(Edited by Baugrems on Year 19 Day 65)|
Feature: Squad inventory, allows managing entities in squads and parties via inventory. Accessible via regular inventory, link on entities that are squad members or squad leaders in the options column.
Tweaks: Faction logo, banners can now be uploaded to swc (#4640)|
Tweaks: add more buildings to asim findStartBuilding tool (#4628)
Tweaks: Ability to hire NPCs spawning outside facility (#4690)
Tweaks: Rewrite rules galaxy map search (#3218)
Tweaks: Added QA team to teams page
Rules: Fix typo regarding civ level for station construction, civ level when building in deep space is 0, not 1
Bugs: Enable stricter database settings to avoid bugs relating to large inventory events/large forum posts/etc, this change may cause unexpected issues for things that generate large events, sorry! (#4693)
Bugs: Fixing droid capturing when droid is in fire delay and a member of another party, (note capturing when droid is leader is still broken on Derra) (#4686)
Bugs: Fixed a bug where sunning yourself in a squad does not work (#4009)
Bugs: Modify how insufficient credit errors are handled (affects various mining bugs) (#4689)
Bugs: Issues with character creation and extra whitespace in handles (#4681)
Bugs: Reduced chance of captured bandit droids being deleted when you leave the square it came from (#4686)
Bugs: Fixed bug where XP incorrectly granted from squadon travel when not piloting squadron (#4683)
Bugs: Added more timers to members menu (production, recycling, mining, prospecting, separate fire delays), attempt number two (#4627)
Bugs: construction in hidden cities causing too many events generated, not very hidden (#4644)
Bugs: Alazhi processing abort causes crash on dev (#4285)
Bugs: Stop alazhi processing frame jumping to new window (#4285)
Bugs: Fixing posts being double counted when using mod tools (#4625)
Bugs: Numeric input boxes set sensible default width for unsupported browsers (#4654)
Bugs: Avoid switchable menus crashing when logged out
Bugs: Tool to debug utf8 database tables for internationalization (#4651)
Bugs: Bandit fitouts do not correctly calculate armour, Adding rules page showing available bandit fitouts (#4649, #4647)
Bugs: Added tool to fix invalid owners/assigned datacards (#4632)
Bugs: Fix inventory export crash where entity is unplaced or has no container, fix export consistency issue where commander/pilot is None (#3322, #4630)
Bugs: Fix for various inventory filter bugs, including double None entries for pilot/commander and None filter not returning all entries for city/planet/system/sector filters (#3322, #4103)
Bugs: Add ability for asim to teleport into particular room with move tool (#4673)
Bugs: Added script to clean up bad pilot/commander fields, Script to fix buggy split parties
Bugs: Destination not showing when descending in cockpit (Suggestions forum)
Bugs: Added tool to dump raw entity info for asims
Bugs: Added cm field to ships admin ctool
Bugs: Make error when page generation times out better Bugs: Privileges required to change entity open setting can be subverted (#4714)
Bugs: Fix allowing commander of entity to set new commander; now commander can only remove themself and set pilot, (similarly for pilots) (#4247)
Bugs: Fix a bug with partying (#4236)
Bugs: Fix crash when tag not found on fitout page (#4612)
Bugs: Make handling SQL deadlocks better (#4712)
Bugs: Fix error handler crash when LISP generates large stack (#4694)
Bugs: Added ctool to help debug (#4554)
Bugs: Make notifier flashers disappear quicker when leaving/joining faction (#4633)
Bugs: Remove unused/unsafe ws documentation calls (#4707)
Bugs: More fixes for inventory filtering when pesky squads are involved (#4655)
Bugs: Removing unused and dangerous inventory action (#4699)
Bugs: Another fix for purgeInactivePlayers (#4464)
Bugs: Fix sim news edit screen bug (#4564)
Bugs: Missing way to undock wrecks from ships without docking bays (#4704)
Bugs: Fix for transformEntity crash with parties (this was causing gov upgrade and downgrade issues) (#4661)
Bugs: Fixed a bug where invalid entities could be set as commander or pilot of assignable entities (#4581)
Bugs: Fix checkbox toggle on asim timer page
Bugs: Inventory events crash when player without character accesses them (#4691)
Bugs: Some attempts to fix FI memory issues, tools to profile fincome monthly run (#4713)
Bugs: Fix issue where some crated items on market having wrong price (#4563)
Bugs: Fix createEntity tool not able to create hostile owner Bugs: Fixed a regression (not sure if existed on main) where destroying leader of a squad failed to set new leader properly (#4732)
Bugs: Incorrect HP calculation after cybernetic install (for anyone affected, it fixes itself after a skill point is added, or a level up) (#4721)
Bugs: Code that recalculates HPmax when levelling up didn't account for faulty cybernetics correctly (#4721)
Bugs: Fix bug causing inventory filters on facility class to not work (#4719)
Bugs: Fixed an issue where people can set really long passwords, but cant type them in because login form had a html max password length of 50 chars (#4724)
Bugs: Fix issue with specific tree list inputs (#4182)
Bugs: deleted sent messages missing from dialog message view (#4726)
Bugs: Keycard crafting blocks combat (#4620)
Bugs: Keycard crafting blocking escape pod usage (#4620) Note: Some may notice issues with construction, factions, or character creation while we run some tests and run FI. Should be over soon.
Edit: All done things should be back to normal.
[Mikel edit - some more fixes here]
Bugs: Entities on market which finish auctions with no bids are not finishing correctly (#4737)
Bugs: Lock install now interrupted when parent container (e.g. ship, vehicle, facility) is attacked or destroyed (#4416)
Bugs: construction event not showing ID correctly, replaced with direct inventory link (#4729)
Bug fix for tax rate of 0 crashing mining Bugs: fix crash when production kick option is set and entity is produced in deep space (#4747)
Bugs: better error handling for actions throwing fatal errors (#4737)
Bugs: exploit where production could finish early by forcing timer recalculations (#4710)
Bugs: lost soul HP doesn't recalculate based on new skills (4738)
Bugs: removed ability for NPCowner, hostileowner, or admin owned entities to be kicked using kick passenger (4250)
Bugs: removed RMs from being considered when calculating asset protection % since they can't be protected (4667) (note: protection % is still wrong because the code for protection and capital use 2 different methods)
Bugs: insufficient credits to transfer RMs should now give the proper event and all other errors should be exposed (this may cause more mining crashes, please report any new mining errors to bugbase)
Bugs: Faction names incorrectly getting lowercased in select boxes
|(Edited by Mikel von Bianchi on Year 19 Day 63)|
The votes are in , tallied, sorted, recounted, and comple. Here are the winners for the first ever Competition to design your own CP ship
1. Ixzis' Einstar APOSTRO-9 - 15,000 CPs
2. Knightcrawler's Raptor-Wasp Starfighter - 10,000 CPs
3. Mishka's Spirit MSDB - 5,000 CPs
1. Squall's Decadence-class Pleasure Yacht - 15,000 CPs
2. Argon's RZ-68 Defender Troop Transport - 10,000 CPs
3. Euna's Xanadu-class Superyacht - 5,000 CPs
1. Syn's Prometheus-class Starcraft - 15,000 CPs
2. Crueya's Verpine-class Heavy Cruiser - 10,000 CPs
3. Mikel's KR-4B Luxury Star Cruiser - 5,000 CPs
Most Creative Concept:
Bentake's Spacelane Diner - 2,000 CPs
Lets congratualte all our submitters, and especially our winners! Eventually all of these will make their way into a galaxy near you.
For winners, prizes will be distributed shortly.
|(Edited by Jevon Lambright on Year 19 Day 53)|
All submissions are being reviewed and voted on currently by a panel of judges. There will be multiple rounds, and winners will be announced at the end of all judging rounds.
We may look at upvotes and downvotes for some decision making, but they are not being used in any official capacity at this time. Showing your support for designs you like though and letting us know what you all want to see in game cannot hurt.
The Combine Art team is officially hosting the first ever design your own CP ship competition in the art forum! Please head over here to read up on the rules and submission requirements:
Submissions are open until January 15, 2018. Any and all questions can be DMed to me, or head over to the #swc-art IRC channel. |
Edit: Last day to get these in. You have 24 hours!
|(Edited by Jevon Lambright on Year 19 Day 51)|