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From: Kelvin M. <gt...@cl...> - 2007-11-12 04:30:05
|
Today's Updates: 11/11/07 I ended the last scenario a few hours early so I could supervise the redist. There have been some more adjustments to the process and I wanted to be there for it to happen. We\'re going to run the same map again but with a 10k victory goal. I need just a little bit longer to finish a map I\'m working on that is similar but equally weird. Fixed some more consistency stuff that came about as a result of that server crash we had a while back. Also of importance is that the drive that died in our old server is in the process of being reconstructed at a clean room. I\'m mostly interested in recovering over 100+ help files that we lost. I\'ll speak up on here if we do in fact end up getting those back, as it\'d make things a little better in-game. |
From: Kelvin M. <gt...@cl...> - 2007-11-11 04:15:17
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Today's Updates: 11/10/07 Placing new or un-factioned players when a scenario has already started has been improved. New players are placed in the faction with the least XP production within a certain range. If the two factions are close enough in XP production, the player is placed randomly. This will help prevent against a numerically inferior but skill and activity superior opponent from getting all of the new players. |
From: Kelvin M. <gt...@cl...> - 2007-11-09 19:42:02
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Today's Updates: 11/09/07 HQ towers are now armed and have AI. It\'s not wise to loiter around an enemy HQ, as their towers are also combat-safe (can\'t be damaged). |
From: Kelvin M. <gt...@cl...> - 2007-11-08 06:51:37
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Today's Updates: 11/08/07 Data Caches have their mech reward price cap raised from 8mil to 15mil, which means you can now get charges of almost all the units in the 3055 and 3058 eras. HQ hexes have been raised to allow tanks to get in/out. |
From: Kelvin M. <gt...@cl...> - 2007-11-05 04:58:15
|
Today's Updates: 11/04/07 The previous map wasn\'t working well for our activity levels at the time so we\'ve switched to a new, experimental, proof-of-concept (read: ugly) map in order to see if this kind of setup will balance well. It\'s not pretty, it\'s a pretty plain map, and it\'s completely symmetrical on both sides. I have yet to get any of the ASCII maps up (baselist, relaylist, and genlist/map), and the maps on the webpage don\'t work with non-square maps so no luck there. Small adjustments to the redist formula. Initially the balance looks good, but we\'ll see. |
From: Kelvin M. <gt...@cl...> - 2006-04-23 04:34:41
|
Today's Updates 04/23/06 The beginnings of an in-game interface to the web forums are appearing. You may now use some of the typical bb-style commands to read web forum posts. Note: This is not to be confused with the in-game boards. Here are the currently implemented commands:frread - Main forum list, similar to bbreadfrread - Lists the posts under a forum number. Only lists last 15-20 or so.frread / - Reads a certain post number under a particular forum. The setmech command has been fixed to correctly show when you\'ve selected a limited availability unit. |
From: Kelvin M. <gt...@cl...> - 2006-04-21 15:32:41
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Today's Updates 04/21/06 You will now find a forum that is restricted to your faction on the boards. This should be automatically sync\'d for everyone and will be there from now on. Make sure you login or you won\'t see the board. |
From: Kelvin M. <gt...@cl...> - 2006-04-19 21:38:41
|
Today's Updates 04/19/06 Outfits may now purchase hangars for 3,500 outfit credits. You may see your outfit\'s fund level via the census/outfit command. Outfit credits are earned by its individual members earning XP. These hangars may be used to store Limited Availability Units as an outfit, acting as a bank of sorts. Members may freely deposit/withdraw amongst themselves as needed. See the Upgrades section of the Outfit page on the documentation site for more details. |
From: Kelvin M. <gt...@cl...> - 2006-04-19 04:24:07
|
Brief Downtime There will be some brief downtime today (the 19th) so we can move the server back to its cabinet. We had to do some shuffling around last night, which required physically moving the machine, and now we need to move it back. Expect a brief (10 minutes or so max) downtime this evening or night. |
From: Kelvin M. <gt...@cl...> - 2006-04-18 02:39:46
|
Today's Updates 04/17/06 Added a channel for Linux discussion and help, creatively named Linux. Join this channel by typing: addcom li=Linux |
From: Kelvin M. <gt...@cl...> - 2006-04-13 01:45:35
|
CrystalSpace HUD Patrick Blackman has released a short video clip demonstrating the new terrain engine he\'s developing for a possible 3D HUD application. Although still in very very early development, he is making good progress and I encourage everyone to offer help in areas like texturing/modelling/skinning or anything else. And now for the fun stuff. Here is a quick flyover demo of the Hex-Style terrain system, similar to the board game and the MUX. Note that the water/lighting are in the process of being touched up, this is just a very early proof of concept. Terrain Engine Demo If you\'d like to ask questions, @mail them to Pat or ask him directly on the CHUD channel. You may add this channel by typing addcom ch=CHUD and talk by typing ch . Note: The application is in very early development. A release is a long way away, this is just a sneak peak at what\'s going on behind the scenes. |
From: Kelvin M. <gt...@cl...> - 2006-04-09 05:02:51
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Xpertmud GOTFIRST Fix Posted A more or less final solution to the Xpertmud GOTFIRST problem has been posted by Bodger. Simply download and replace the file it mentions. New players may download Xpertmud from the Downloads section as normal, where a re-packaged and fixed version awaits them. |
From: Kelvin M. <gt...@cl...> - 2006-04-05 20:05:32
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Today's Updates 04/05/06 Faction ratings are now used to calculate Incentives for each individual faction. This is an XP modifier that is shown in the upper right corner of the orders command. This basically means that if a faction pulls ahead by an excessive amount, they will earn less in combat and soon, base claims. There is a cap of +/- 10% currently, this may be adjusted in the future. |
From: Kelvin M. <gt...@cl...> - 2006-04-05 00:18:35
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Today's Updates 04/04/06 3055 era units are no longer available from Rent-A-Mech. |
From: Kelvin M. <gt...@cl...> - 2006-03-30 03:05:18
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Underground Unit Production A new mission-style event is now ready for preliminary testing a tweaking, which rewards 3055 era units. Regardless of who \"wins,\" everyone more or less walks away with something. This should be an interesting experiment. See the full details for more info. |
From: Kelvin M. <gt...@cl...> - 2006-03-21 19:13:33
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Today's Updates 03/12/06 The previously mentioned Limited Availability Units and the Salvage system are now active.3055 era units are now available in Data Caches and Rent-A-Mech. Rent-A-Mech will have 3055 units only until we devise some additional ways for players to get 3055 units.The cap on rental units has been removed since rentals are now deprecated. Salvage System The salvage system works as follows. If someone dies in a Limited Availability Unit, we check to see if it\'s repairable (the CT has to be intact, in the case of vehicles they\'re not fixable unless crew critted to death). If the unit is repairable (and a limited availability unit), the dead mech remains on the field for recovery for one hour. Someone must then grab the unit and tow it to one of their bases and type salvage while towing the unit. If the pilot or a pilot from his faction salvages the unit, the original pilot gets a charge incremented back for that unit type. It is as if they never lost it in the first place. If an enemy salvages it, they get a single charge of that unit. Note: Dead units are left on the field an hour before automatically cleaned. If you have a dead unit in tow, it will not be cleared even past that limit. Note: Dead units are set Combat Safe for now. This means that you can\'t damage them any further. We are going to see how this goes, please do not complain about it for at least a week until we can see how it plays out. I will be updating the documentation shortly to reflect these changes. Enjoy. |
From: Kelvin M. <gt...@cl...> - 2006-03-19 20:10:08
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Upcoming Eras and Limited Use Units The date of implementation for this set of changes is unknown right now, = but will hopefully be arriving in the not so distant future. Read on for = the details. The Limited Use Unit system is set to replace the current rental units so= metime soon. This will be functionally identical to the current rental sy= stem, except for a few key differences: =C2=A0 Limited Use Units may come with more "charges" than the current= rental units' 1. In other words, depending on how you get certain u= nits, you may have them for more than 1 death.If a limited use unit is ki= lled in a manner that it is repairable (fixable), it may be recovered by = either friendly or enemy units. This entails dragging the dead unit back = to a base. If a friendly unit (or yourself) recovers the unit, you get the 1 "c= harge" back since the unit is repaired and returned to operational s= tatus.If an enemy recovers the unit, they gain 1 "charge" of sa= id unit. The way this fits into the current scheme of things is that we will be ma= king units from eras above the current 3050 fall under this limited use s= ystem. You will not be able to permanently own some of the more powerful = units in the game, you will need to constantly be working to keep your su= pply of upper echelon units built up. Obtaining Higher End Units There are going to be a number of different way to obtain higher-end unit= s for your use, pretty much all requiring that you get outside and do thi= ngs. A few possibilities include: Special research/production facilities that go active periodically and re= quire a strange method of claiming. Even though one faction will ultimate= ly be the victor, pretty much any faction making an attempt will end up w= ith something. Payouts are given in charges of certain newtech units.Data= Caches will sometimes contain some of the newer units, albeit not top of= the line stuff.Special Events may reward players with higher tech units.= You will be able to trade in personal victory points (earned by winning s= cenarios) for certain units.There are also a few other possibilities bein= g mulled over presently. How will this affect me? If you don't feel like going for upper tech units, you won't no= tice any difference at all aside from being able to recover enemy units. = Rentals will just be 1 charge limited use units and all of your rentals w= ill be automatically converted. If you want to go for the higher tech uni= ts, you will need to work for them. How will this benefit the game? The benefits are many: Making upper tech units only earnable by doing things on the map has the = possibility to increase the percent of connected players in RS.The "= endgame" effect will be somewhat lessened. Sure you can get that nas= ty assault monster, but it isn't yours permanently. Especially if yo= u do suicide runs.New objectives and twists will enter the game, making t= hings a little more interesting.Since this system won't encompass al= l owned units, people won't be scared to go fight for fear of losing= all of their units. 3050 and lower eras will remain perma-own.Future goo= dies that we'll eventually spill the beans on. Misc. Notes Any unit from the eras 3050 or below will be perma-own. Your current owne= d units will not be affected.Your rentals will be converted to Limited Us= e Units, this will be functionally equivalent to your current rentals.Don= or units will be un-affected at this time, and possibly never for those w= ith techs from 3050 or below. |
From: Kelvin M. <gt...@cl...> - 2006-03-19 20:09:53
|
03.19.06 Map Updates Thanks to all the players who have given me feedback on the map. I hear the map is getting more friendly, which is what I like to hear. :) 1) Added a road between GI base and WQ bases 2) Editted warps 12 and 13 3) Added 1 more base in plains to promote more fights 4) Tau and Omicron relays have ramps that go 1 --> 3 --> 5 5) Most bridges are now 2 hexes wide. Water cities are still the same. 6) No more of those \"head-kickable\" bases hexes 7) There really should not be anymore brige base hexes Thanks again, Kwin Submitted by Kwin Underbough |
From: Kelvin M. <gt...@cl...> - 2006-03-17 03:32:19
|
Today's Updates 03/16/06 It is no longer necessary to manually use loadset to set your tics for each of your units. If you set your tics in the spawn room before hitting leavebase, your tics will automatically be scanned into your player from your unit. You may still use loadset to manually adjust things, but it is no longer necessary. |
From: Kelvin M. <gt...@cl...> - 2006-03-15 17:06:38
|
Map Updates 03.15.06 -all base hexes that were bridges should no longer be bridges -\"Turnouts\" on bridges for mechs to \"pull over\" -2 new warps 12 and 13 - SW map corner NE map corner - NE of Phi Gen north of MS Base -1 New Relay and 1 New Base - Base: Watsonville Quakers (WQ) - Relay: Chi (JJ) -Moved Gen Mu (FF) Submitted by Kwin Underbough |
From: Kelvin M. <gt...@cl...> - 2006-03-13 16:31:04
|
Today's Updates 03/13/06 Map Update MS and MD are easier to access.DC base is now tank friendly.Roads widened in the southern warp areas.Buildings easier to climb on now.Improved SCV base.Bridge cliff fixes.Added some water between bases.Courtesy of Shabui Shima. |
From: Kelvin M. <gt...@cl...> - 2006-03-12 09:25:38
|
New Map We have redisted onto KU and SS\\\\\\\'s new map, see the map page for a map file for your HUD and a generated image for your convenience. Thanks goes out to KU/SS and all those that submitted maps. We will use them all eventually. |
From: Kelvin M. <gt...@cl...> - 2006-03-12 09:25:22
|
New Map We have redisted onto KU and SS\\\\\\\'s new map, see the map page for a map file for your HUD and a generated image for your convenience. Thanks goes out to KU/SS and all those that submitted maps. We will use them all eventually. |
From: Kelvin M. <gt...@cl...> - 2006-03-08 16:32:43
|
Thud 1.3.0 Stable Released The development team of Thud, a Java-based graphical client/HUD for BattleTech MUX, are pleased to announce the release of Thud 1.3.0 to the public. This new version includes many new features such as a new status report window, armor/internal diagram display on the tactical map, loading/saving maps, auto HUD start. A large number of outstanding bugs have also been fixed. If you haven\'t tried Thud before, maybe it\'s time! You can get the latest version from https://sourceforge.net/project/showfiles.php?group_id=58787 - all you need is Java 1.5, from http://www.java.com/. If you enjoy using Thud, please join the community to stay informed! You can automatically monitor new releases of both the stable line and the beta line at the SourceForge link (just click on the little mail icon under \'Monitor\'). There is an active Thud users mailing list (http://lists.sourceforge.net/lists/listinfo/bt-thud-discussion) and also a THUD channel on Frontiers MUX (addcom thud=THUD). Thanks to all that have contributed patches, bug reports, and feature requests to help make this first stable release of Thud in almost 3 years a great one! -The Thud team Submitted by Casy Eratl |
From: Kelvin M. <gt...@cl...> - 2006-03-03 16:32:44
|
Bug Posting Policy This is a game that is open and free to all, we ask very little of our players. There is, however, one thing that we do expect everyone will comply with. This is our site Rules. You may view these by typing help agreement. Note that every single one of you have agreed to this by completing character generation and that it may change from time to time. By playing here, you must comply to the terms within that entry. One of these terms reads: You will refrain from abusing bugs and will report them immediately upon discovering them. As a player here, you are OBLIGATED to post a bug report on http://bugs.frontiermux.com or risk penalty. This means, if you find a bug, you must post it or risk termination of your account. I\\\'m sorry to have to phrase it like that but it\\\'s what we expect of our players that are all guests in our house. For those of you who can\\\'t take the time to open a browser and post an entry, we don\\\'t have time to deal with you and will promptly remove you from the game. It isn\\\'t asking very much! Also note that it is very rude to page a staffer about a bug. When we are around and unidle, we are almost always working on something and many of us really hate to be interrupted. If you post a bug, we all get an email about it and will address it as soon as humanly possible. Notice the low number of open bugs on the tracker, we fix them fast. Further elaborating on the issue, when posting a bug, include a log file if you can, any copy/paste information we can use, and anything else you think will be useful. When in doubt, include it. If you find a rules error, cite the manual/page # we can find the correct rule on and we\\\'ll check it. If your bug should only be visible to the developers (serious vunerability), select the Private checkbox. If you have any questions, direct them to the Q&A forum. |