Fixing a few obscure, but nasty bugs October 9, 2009 cliffski I’ve found a few big bugs that people don’t seem to have spotted, or at least, not in the numbers you would assume would have spotted them. First is a bug relating to how bonuses are applied to modules. In code terms it was a fairly standard ‘doh’ mistake where you override virtual functions but forget to call the base function in the derived one. (obviously sometimes that’s legit, but here it was a mistake). The upshot of this is that for some modules which had certain bonuses, such as shield modules, the base hull bonus got skipped. It was calculated ok on the design screen, but not in the battle. As a result, there are a lot of ships that are partially missing their hull bonuses, until now… The second bug is less of a bug and more of an unintended consequence. Because of the way target priorities were calculated, they were biased in favour of targets that were just outside minimum range. because optimum range is nearer to maximum than minimum for most weapons, this meant a few sub-optimum targeting decisions were being made. The good news is I’ve rewritten that entire section of code that makes target selection decisions. The bad news is I need to do some serious testing to ensure this is an improvement, and doesn’t break everything. I suspect that for the first time, I may need a few volunteers from the beta players to install a ‘trial 1.16 beta patch to see if it’s safe to roll out to everyone else. If I do that on Monday, I can aim to release the full 1.16 update a few days later, and then we are getting very close to starting work on a demo and an actual releasable final game. Yay!