Timing is Everything - Development Log #515

As the release date of the maintenance release draws closer, Michi talks about fixing bugs, improving FX trading and more.

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Michi (molp)

The work on the upcoming maintenance release continues. You can find the release notes on the forums. I'll add more items to the release notes as I implement them.

Similarly to the speed-up of the first production order I talked about last week in devlog #514 I implemented a speed-up for the first flight. The argument is the same: We want new players to see as much as possible of the game during the first game session. The first mission in SFC will have this additional note field:

Note about flight speed-up

Over time, we have received many complaints that FX trading is too complex, given that there are two FX broker for every currency pair. For example, you can buy and sell using the CIS/AIC broker, or AIC/CIS. In the real world there is usually only one pair, with the higher ranking currency functioning as base currency. We don't have a ranking system for currencies in the game, so I decided to disable all brokers in the upper half of the FX matrix. Please note that these brokers and currency pairs are not gone, but not accessible at all from the FX command. If you want to delete existing orders or have a look at the order books, you'll have to enter the necessary commands manually.

FX pairs

Other than that I was pretty busy fixing bugs, most of them of rather technical nature. There was one bug, for example, that would prevent any player that was not part of the construction or upgrade of a gateway infrastructure from accessing the upkeep or fuel stores of a gateway if they became a contractor via a fuel or upkeep contract.

I also fixed the GTWT command. It showed an error when no gateway identifier was present. The identifier is now mandatory. Talking about gateway traffic: The counter showing the number of jumps in the last 24h didn't reset at all. This will also be fixed with the upcoming maintenance release.

Some years ago we had a player that accepted any LM ad they could get their hands on, without the intention of fulfilling any contracts at all. To counter that, we introduced a contract limit, preventing other players from doing the same in the future. Some players do run into the contract limit from time to time due to long-running loan contracts. We increased the limit in the past, but really needed a better way to limit the acceptances of LM ads. Instead, I implemented a rate limit for LM ad acceptances, effectively limiting the number of ads that can be accepted in a given time frame. To find the right rate limit, it would be interesting to hear from you how you use the LMs and what the limit should be, so your workflows will not be affected by the limit.

As always, we'd love to hear what you think: join us on Discord or the forums!

Happy trading!