Passive cloak
Posted: Sun Aug 09, 2009 4:54 pm
For everyone's information, there has been some interesting discussion in the past (thread is here) about the Cloaking Device being too strong a weapon once acquired, practically giving a huge advantage to the player. One of the proposed solutions had been that when cloaked, any weapons fire (lasers or missiles) would cause automatic deactivation.
For quite a few SVN revisions in trunk now, this has been added. The addition is on a per-ship basis and the key to use in shipdata.plist is cloak_passive, which defaults to NO. If you add this key to any ship and set it to YES, then whenever said ship uses weapons while cloaked, will result in it decloaking. If you do not use this key, obviously things stay as they are now.
On a different note, this is one of the last new stuff additions to the trunk for 1.73. We are now entering a feature lockdown phase. There will be no more new features until 1.73 gets released. From now on, we are in bugfix mode only.
For quite a few SVN revisions in trunk now, this has been added. The addition is on a per-ship basis and the key to use in shipdata.plist is cloak_passive, which defaults to NO. If you add this key to any ship and set it to YES, then whenever said ship uses weapons while cloaked, will result in it decloaking. If you do not use this key, obviously things stay as they are now.
On a different note, this is one of the last new stuff additions to the trunk for 1.73. We are now entering a feature lockdown phase. There will be no more new features until 1.73 gets released. From now on, we are in bugfix mode only.