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Weekly Update: May 8, 2025

(Posting a day earlier than usual because I'm out of town this weekend.)

On Sunday I posted build 21533 which addressed a few QoL type issues and aimed to fix several of the remaining "stuck" issues. These are spots where the main storyline appears to stall out. Most of these cases arise from the player doing something different from how I expected and therefore missing or not triggering the next directive.

One scenario that I've seen multiple reports for at this point is where a storyline is waiting for the player to return to Celaeno, at which point Cdre Yu will give an update and/or new assignment. So one of the new changes is to have a crew member suggest returning to Celaeno if Yu has an active "attract" conversation (i.e., a conversation that causes the Operations button to glow) for an extended period of time.

This was a bit tricky for technical reasons. When I designed the conversation system, I was not overly concerned with the performance cost of initializing and evaluating a dialogue tree: it was something that happened only at the start of a conversation, so spending 1 ms on the operation wasn't exorbitant. As I later discovered, the evaluation can leak a small amount of memory under some circumstances. But as long as this evaluation is rare, it's not a big deal.

But if I want to check if Yu has an attract conversation, I have to do this evaluation regularly.

As I've previously discussed, the mission system evaluates missions every 0.16 seconds. Even though that's somewhat infrequent, I think that's still too frequent to perform a check that costs 1ms in order to resolve a scenario that most players may not be encountering.

Fortunately, the mission system uses "short-circuit" evaluation so that if one condition fails, no later condition in the same check even happens.

So here's my solution:



By way of analogy, imagine the first lane is someone with a stopwatch who starts it when Yu's conversation button starts glowing, and resets the stopwatch when they notice it's not glowing anymore. Also, they're kind of distracted so only check every ten seconds.

The second lane is someone looking at that stopwatch. As soon as it hits twelve minutes they tell the Biomed officer to say something. A second prompt can occur after that point if the player returns to Celaeno.

Based on the game's anonymous analytics, I know that players have been triggering these prompts. But due to limitations of my analytics, I don't have a super clear picture of where they are in the game when they happen. So rather than spend a lot of time trying to add instrumentation, I'll just ask here:

If you've gotten a prompt in game to return to Celaeno, where in the game were you, what was it that Yu was waiting to tell you and did the timing seem reasonable?

FYI, I won't be responding to discussion posts or feedback for the next few days. Until next week!
- Kevin