*The beginning of the test will be delayed to 11:00 am UTC. We apologize for the inconvenience.
Hello, Engineers!
Can there ever be too many public tests?
We don’t think so.ːsteamhappyː
We’re excited to announce that there will be a public test on Thursday, February 14th, beginning at 10 am UTC and running until Monday, February 18th, 10 am UTC!
CHANGES BASED ON FEEDBACK FROM PUBLIC TEST JAN 31, 2019
New Features:
-Intro video -Main menu background videos
Gameplay Tweaks:
-Landing gear components -Basic refinery components -Inventory size updated (Character: 3x, Blocks: 1x) -New settings for custom blocks multiplier -Respawn screen help in tooltip -Ore detector dependency in progression tree -Asteroid ores balance -Minimum distance when spawning near other players -Improved space spawn ship -Early gameplay has been sped up
Bug Fixes & Improvements:
-Invisible parachutes on client -Preloading of voxels, textures and models -Voxel related fixes (holes in drilled asteroids etc.) -Ragdoll fixes (improved ragdoll in multiplayer, various bugs fixed) -Don’t delete respawn ships in scenarios -Fixed fragile spawn ships (broken in catwalk) -Performance optimization on disconnected static grids -Players should be able to disable intro video in the settings or command-line -Many other smaller bugs
CHANGES BASED ON FEEDBACK FROM PUBLIC TEST JAN 17, 2019
-Shared progression tree in the faction -Rebalanced hydrogen engine and internal hydrogen capacity increased -Progression tree improvements -New progression UI -Spawn system toggle for new features in world settings -Anti-griefing changes -Put rifle and 3 x magazines to all drop pods' cargos -Add checkbox to world settings for weapon, disable by default in survival scenarios -Weapon shot distance -Remove random distance -Make better guns shoot on better range: 400, 500, 600, 700 -Reintroduced ragdoll for space engineer -Cargo/encounter PCUs reworked with its own pool, setup in world settings -Introduced maximum grid size limit in world settings -Survival rebalance -New voxel trash removal tool for admins -Unified functional colors for all blocks (powered, not-powered etc.)
As always, we encourage everyone to try out all of the new features. Players will be able to submit their feedback on all of these features via a survey at the end of the test.
Branch code/password: nt8WuEw0kdvF
Instructions on how to access the public test:
1. Select the game from your library, right click and select properties. A dialog box with a number of tabs will appear, you’re looking for one that says "BETAS". 2. You will see 2 things now, a drop down menu and a text box to enter a beta access code. Enter the password provided here and choose playtest branch from the drop down menu.
There will be 2-4 servers for the public test; the number of servers will depend on how many engineers suit up for this test.
Are you looking for something new, fun and exciting to do?
If you answered “yes” to the aforementioned question then you should totally participate in the next Space Engineers public test!
We’re excited to announce that there will be a public test on Thursday, January 31st, beginning at 10 am UTC and running until Monday, February 4th, 10 am UTC!
For more information on what features will be included in this public test, and the changes we made to the game based on the feedback we received from our awesome community during the previous public test, please see Marek Rosa’s new blog post here: https://blog.marekrosa.org/2019/01/reflection-on-first-public-test.html
As always, we encourage everyone to try out all of the new features. Players will be able to submit their feedback on all of these features via a survey at the end of the test.
Branch code/password: nt8WuDw9kdvE
Instructions on how to access the public test:
1. Select the game from your library, right click and select properties. A dialog box with a number of tabs will appear, you’re looking for one that says "BETAS". 2. You will see 2 things now, a drop down menu and a text box to enter a beta access code. Enter the password provided here and choose playtest branch from the drop down menu.
There will be 2-4 servers for this public test; the number of servers will depend on how many engineers suit up for this test.
If you’re not able to participate in this public test, don’t worry! We’re planning to have another one soon.
Thanks for reading and see you all online!ːsteamhappyː
We’ve also updated the general use of emissive colors when players are interacting with blocks, which is designed to give engineers more feedback when they’re interacting with blocks, as well as systems.
Emissive Color Scheme:
Green = Functional, powered blocks that are ready to be used. Red = Blocks that are turned off i.e. no power. Blue = Blocks that are being used. For example, occupied cryo or the projector projecting, etc. Black = Blocks that are damaged. Yellow = Something is missing in relation to this block (no uranium, no oxygen, etc..).
Bug Fixes Changelog for this Public Test Build:
Fixed crash at MyWelder.Shoot (while welding projection) Fixed crash at Sandbox.Engine.Physics.ContactPointWrapper Fixed crash at Sandbox.Game.Entities.Cube.MyGridPhysics.BreakLogicHandler Fixed crash at Sandbox.Game.EntityComponents.MyResourceDistributorComponent.RemoveSourceLazy Fixed crash at Sandbox.Game.GameSystems.Chat.MyChatCommandSystem.CanHandle Fixed crash at Sandbox.Game.Gui.MyHudQuestlog.ModifyDetail Fixed crash at Sandbox.Game.Gui.MyTerminalFactionController.RefreshRightSideButtons Fixed crash at Sandbox.Game.SessionComponents.MySessionComponentIngameHelp.GetFinishedObjectives
Added wind definiton for Europa Fixed hidden HUD in new scenarios Fixed hydrogen engine emissivity when no fuel Fixed issue with disabled 3rd person view Fixed missing sparks and sound while welding Fixed various ragdoll issues
As some of you may have noticed, we’ve been teasing a few things for Space Engineers lately.
And we’re excited to announce that there will be a public test on Thursday, January 17th, beginning at 10 am UTC and running until Friday, January 18th, 4 pm UTC! ːsteamhappyː
We encourage everyone to try out all of the new features. Players will be able to submit their feedback on all of these features via a survey at the end of the test.
We will announce the branch code/password at the time of the test. There will be at least two servers: one for the EU, one for the US, and perhaps additional servers as well.
Branch code/password: nt7WuDw9kdvC
Instructions to access test/how to change branches:
1. Select the game from your library, right click and select properties. A dialog box with a number of tabs will appear, you’re looking for one that says "BETAS". 2. You will see 2 things now, a drop down menu and a text box to enter a beta access code. Enter the password provided here and choose playtest branch from the drop down menu.
If you’re not able to participate in this test, don’t worry! We’re planning to have more very soon.
Thanks for reading and see you all online this Thursday!
And on Wed, Jan 16, 6 pm UTC, we're going to have a stream on the Keen Community Network Twitch channel, which will cover some exciting new information! ːsteamhappyː