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  #1  
Old 10-11-2013, 12:23 PM
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Default Drox beta patch 1.028

Beta Patch 1.028 of Drox Operative is available over on the Drox Operative patch page. Changes can be read here. This patch adds Trade Pact options, greatly increases Ancients chances and power (IotA), and fixes a bunch of other minor issues.
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Old 10-11-2013, 01:06 PM
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Nice, is there any high-level explanation of how Hide Crappy Loot got improved? Or is it all low-level stuff with an algorithm or two that wasn't quite behaving as intended?
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Old 10-11-2013, 02:46 PM
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Quote:
Originally Posted by goodgimp View Post
Nice, is there any high-level explanation of how Hide Crappy Loot got improved? Or is it all low-level stuff with an algorithm or two that wasn't quite behaving as intended?
It was horribly, horribly broken for Drox. It was still assuming items were in fixed slots like DC.
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Old 10-11-2013, 03:19 PM
goodgimp goodgimp is offline
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I guess that would explain why I was having difficulty making heads or tails out of why it would hide some things and other things, haha. I'm looking forward to checking out the fixed version this evening, Drox Marathon Weekend here we come!
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Old 10-14-2013, 04:02 AM
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Thanks for the patch. I love the new difficulty, and I have to say, I am glad that I decided to take it slow, and test the shallow waters before jumping in the deep end.

I took my best level 100 ship, one that used to be comfortable at sector level 200, to sector level 130, and had to run for my life from an ancient Zarlok destroyer with 100,000 shield+armor+structure. The hit points were not the problem, the fact that it was hitting a 5,000 defense ship for 6,000 damage on non-criticals was. It was a hard fight, and I did not go back to it before I had reconfigured my ship for the first time in 30-40 sectors.

So I will try to put every single trick I know into one single ship: max command, scavenging, fighter screen, stealth, high attack, debuffing, marines for cash flow to pay for all the custom gear... and see how far it makes it. My guess is, not as far as sector level 200.
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Old 10-14-2013, 11:37 AM
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Yeah, ultimate should be a good bit harder now since there is a decent difficulty jump every 25 levels like normal.
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