New version available with bug fixes, balance and new content!
Fix: entering the HQ sometimes crashed the game completely. Fix: bench had no collision sound effect. Fix: minor improvements and performance tweaks, the game should be a bit lighter now. Tweak: decreased initial score time (3s to 2s) Tweak: Decreased the additional time coming from bathroom upgrades, now all upgrades only increase the time by 1s. Adjustment: It is no longer possible to keep kicking in front of red cars. Tweak: Loading screen now has detailed description of controls (move, jump, run and attack) Adjustment: Duty at the barracks door now has a note, better explaining the mechanics. Tweak: Decreased the time to show the start menu. Add: message from dev in pause menu. Add: character will pretend to be run over if he gets in front of a car. Add: new achievement for the first time you fake a hit-and-run.
After these balance tweaks, the game should feel a bit more balanced at the start. There's still a lot of content to come and nobody should have much more than 1 million at this point, hahaha.
Remembering that, as soon as the game is balanced, I will reset the scores.
I would also like to inform you that I am already developing new mechanics for the first major update of the game, which will be released by the end of June. Here's the list of what's to come:
- New upgrades for the camps: mess hall, infirmary and games room. - New missions, including: Titanic Conspiracy, Camp 18+ and Xanzão Prison Celebration Party. - New item: covid vaccine, which transforms into an alligator for a short period, with score bonus. - New weapon: Carma Isabeli's pistol. The game will turn into an FPS as if it were CS played with the arrows (instead of WASD) - New Steam achievements related to new content.
A few QOL updates -you no longer have to check the locked door to get the bucket to trigger - reading the note on the mirror will also trigger it depending on which is first.
You can no longer open the package before answer the phone - which may have caused a few issues down the road.
Mouse sensitivity and invert y-axis now work - so get all crazy with ya mice.
Some notes have been changed around, added, etc.
Expect a bigger update in a week or two - theres a lot of content that Id like to add/switch out.
And as always, please let me know if you experience any bugs! Most of the fixes here are only here because ya fellow players lemme know. if i dont know about it, i cant fix it.
This program delivers the latest news surrounding Sega’s latest popular online RPG, PSO2 NEW GENESIS (NGS)!
Hiro Arai, the official navigator for NGS, will be updating players around the world about current operations, future updates, interesting campaigns, and other related topics.
This time, we’ve got the latest info—and videos!—on new collabs and PSO2 NEW GENESIS ver.2, coming in June 2023!
Plus, get the answers to your comments and questions in the Operation Report segment!
This broadcast will be streamed on YouTube Live at 5:00 AM on 5/30/2023 (Tue) (PDT)!
Cast
Official Navigator: Hiro Arai (SEGA)
“PSO2 NEW GENESIS” Download for Free/Free-to-Play (Includes in-app Purchases) Play Now on the following platforms: Xbox One, PS4, Microsoft Store, Steam, Epic Games
Version 2.3.0 is live on the main branch! Going forward, the development branch will also see more frequent updates. See the 2.3.0 changelog below. Please report any issues on github or on the #bug-report channel on discord.
v2.3.0 - SF3 rework and performance improvements (25 May 2023) ----------------------------------------------------------------
BREAKING CHANGES: These changes may require changes to your scripts.
* Major changes to the SF3 mechanic. See the related spoiler section below for more detailed info on the changes. * The same script filename can now be ran multiple times with the same args. If running a script from another script (ns.run / ns.exec / etc), this limitation can be re-imposed with the preventDuplicates RunOption (see general section for info on RunOptions). * The same .js script will now be the same js module whether the script was ran directly or used as an import. This means top-level variables (variables defined outside of any function) are shared across all instances of the script. * The js module for a script will also be reused by any script that has the exact same compiled text, even if that script is on another server or has a different filename. This can lead to unexpected results when using top-level variables. * Some properties removed from ns.getPlayer and added to a separate function ns.getResetInfo. These are still accessible from getPlayer but will produce a warning message the first time they are accessed per game session. * hackAnalyzeThreads now returns -1, instead of 0, when no money can be hacked from the targeted server. * ns.iKnowWhatImDoing has been removed, replaced by ns.tprintRaw for printing custom react content to the terminal (limited support).
PERFORMANCE:
* Minimize impact of unavoidable memory leak when modules are created, by reusing modules as much as possible (@d0sboots) * Internal data structure changes (@d0sboots, @Snarling) * Fix memory leak when initializing large number of netscript ports (@Snarling) * Improve performance while on the Active Scripts page if many scripts are starting/ending. (@d0sboots)
NETSCRIPT GENERAL:
* Remove requirement for script args to be unique. This was also related to performance improvements. (@d0sboots) * ns.hackAnalyzeThreads no longer indicates infinity any time a single thread would hack less than $1 (@Snarling) * ns.renamePurchasedServer no longer crashes if player is connected to the server being renamed (@Snarling) * ns.hackAnalyzeThreads now return -1 (instead of 0) if no money can be hacked from the targeted server. (@d0sboots) * Fix a possible infinite atExit loop if a script killed itself. (@Snarling) * Static timestamps of last resets can be obtained via ns.getResetInfo, replacing playtimeSinceLastX from ns.getPlayer (@G4mingJon4s) * Improved support for printing react content directly to the terminal (ns.tprintRaw) or to a script log (ns.printRaw). * Added RunOptions, which can optionally replace the "threads" argument for ns.run / ns.exec / ns.spawn. (@d0sboots) * RunOptions.threads: Provide a thread count (since RunOptions can replace the threads argument) * RunOptions.temporary: Prevents the script execution from being included in the save file. * RunOptions.ramOverride: Provide a static ram cost for the script to override what is calculated by the game. Dynamic ram checking is still enforced. * RunOptions.preventDuplicates: Fail to launch the script if the args are identical to a script already running.
GENERAL / MISC:
* Fixed a bug that could cause the overview skill bars to become desynced (@d0sboots) * There is now an autoexec setting to specify a script on home to automatically run when loading the game. (@d0sboots) * Monaco script editor updated to a newer version and has more config options available now. (@Snarling) * Improve Electron's handling of external links (@Snarling) * Improved support for ANSI color codes (@d0sboots) * Improved consistency of file paths. Correct names for files no longer start with a / even if they are in a directory. (@Snarling) * All Math Expressions contract no longer accepts wrong answers (@Snarling) * Faction invites now trigger immediately when backdooring a server. (@Snarling) * Fixed issue where duplicate programs could be created. (@Minzenkatze) * UI improvements to create program page (@Minzenkatze) * Fix inconsistency in skill xp to skill level conversion (@hydroflame) * Updated blood donation counter to reflect number of confirmed blood donations. (@hydroflame) * Minor improvements to ram calculation process (@Snarling) * Improved terminal arguments detection (@Snarling) * Improved display for ls terminal command. (@Snarling) * Added more internal tests and improved test quality (@d0sboots) * Various codebase improvements (@Snarling, @d0sboots) * Documentation improvements (Many contributors) * Nerf noodle bar
SPOILER SECTIONS:
SF2:
* Corrected the "Next equipment unlock" text for member upgrades. (@LiamGeorge1999)
SF3:
* Many Corporation API changes, due to functionality changes and due to property name changes. See documentation for correct usage. * Can now have multiple divisions within the same industry. (@Mughur) * Can now sell a division or sell the entire corporation. (@Mughur) * Product quality now depends on material quality (@Mughur) * Product price can be set separately per-city (@Mughur) * Exports can be set relative to inventory or production (@Mughur) * ns.corporation.getProduct is city-specific (@Mughur) * Bulk purchasing is available from the start (@Mughur) * Can buy multiple upgrades at a time, similar to hacknet node upgrades (@Mughur) * Various UI changes (@Mughur) * Removed happiness from employees (@Mughur) * Coffee renamed to tea (@Mughur) * Training position renamed to intern (@Mughur) * More options for SmartSupply (@Mughur) * Advertising nerf (@Mughur) * Nerfed investors and reduced effectiveness of "fraud" (@Mughur) * Fixed React errors, renamed most corp object properties (@Snarling) * Various other changes (@Mughur, @Snarling)
* Failing a contract or operation now consumes the action (@Zelow79)
SF9:
* The SF9.3 bonus is also given to the player when inside of BN9. (@Zelow79) * Adjusted the SF1 bonus for hacknet costs (slight nerf), and raised the SF9 bonus to compensate. (@d0sboots) * Added option to purchase company favor using hashes. (@jeek)
SF10:
* Sleeve shock recovery now scales with intelligence. (@Tyasuh) * Sleeve kills during crimes count towards numPeopleKilled (@Zelow79) * Fix a misspelled moneySourceTracker call for sleeves (@zerbosh) * ns.sleeve.getTask return value now includes cyclesNeeded where applicable (@Snarling) * Internal type refactoring on Sleeve Work. (@Snarling)
SF12:
* Fix inconsistency in how BN12 multipliers were calculated
SF13:
* Improve performance of Stanek's gift update cycle, and rework (buff) bonus time handling. (@Snarling)
Trading Cards for Slimy Sextet have been approved! Everyone who has played the game for enough time should get their drops immediately, and cards that aren't already in your inventory should drop as you keep playing.
This update is mainly to address a major issue that causes the game to crash when using the newly added max craft button. We have also made a few AI tweaks. Minibosses will now use their 'grab and push player down' attack that was disabled temporarily. This will result in a harder AI to contend with and defeat.
FIXED - Major issue with the Max craft button that caused a crash in some circumstances, especially when crafting weapons when no room existed in your backpacks. FIXED - Max button and quantity input in the players crafting menu would remain visible in some circumstances. FIXED - Barn was too large and depending on the rotation when placing its ghost, it would either not able you to place it or would flash green/red. FIXED - A hole in the map in the south west cave.
CHANGE - Miniboss grab attack re enabled. CHANGE - Made the barn smaller in size. (about 20% smaller) Players may wanna check its placement after this adjustment.
We are moving the launch of Homeworld 3 to February 2024.
Our primary goal is to deliver a Homeworld experience that lives up to the standards set by its predecessors and is worthy of this series' incredible legacy. Homeworld 3 is shaping up to be exactly that, but in order to fully realize that vision we need more time to refine and polish the game.
We deeply appreciate your passion and dedication to this game, and we are working hard to get Homeworld 3 to you as soon as we can.
We are working to fix the above issue in a future update and appreciate your patience and understanding in the meantime.
Maintenance details
Things addressed during maintenance
We have sent an R Form May '23 Ticket as compensation to players who recycled or exchanged the R Form May '23 Ticket that they received after completing the requirements of the NGS 2nd Anniversary Story Completion Campaign before the scheduled maintenance on 5/16 (Tue) (PDT).
Along with the scheduled maintenance, the expiration of Premium Sets, Extended Storage 1-6, Material Storage, Personal Shop usage, PSO2 Personal Quarters usage, Max Orders Received Limit Expansion, and Bonus Keys will be extended by 6 hours.
*The expiration for the above items expiring before the end of this scheduled maintenance has been extended by 6 hours from the original expiration.
Characters that completed the application for Ship Transfer before the beginning of the scheduled maintenance have been transferred.
*Ship transfers during scheduled maintenance are processed in the order that they are received. There is a limit to the number of transfers that can be performed during each maintenance, and if the maximum number of applications is reached, applications will be rolled over to the next scheduled maintenance.
*For more details on Ship Transfers, such as the requirements, please check here.
When logging into PSO2 Blocks, each character’s location will be set to the Gate Area.
*Characters may be moved to the Bridge depending on their progress in the story.
Items sent to Receive Campaign Items
Summary
Receipt Period
Eligible Players
Delivered Item(s)
Apology for errors in the description of the R Form May '23 Ticket
Until 6/24/2023 (Sat) 1:00 AM (PDT)
All players (accounts)
N-Rare Drop Rate +25% (x1)
*You can obtain campaign items via the Receive Campaign Items option on the Visiphone in PSO2 Blocks or Receive Campaign Items in the System Menu in NGS Blocks.
*Rewards are distributed to the account, so please be mindful of which character you use to receive them.
*You will not be able to receive items if you do not have enough space in your inventory or if additional items exceed your maximum carrying capacity.