Welcome to stage 3 of our Road to Alpha 6.0. This time we started to add two new major gameplay elements: A revised game start, revealing of sectors and a first version of NPC traders.
While the NPC Traders are still stocking up their storefronts and therefore have been added as inactive NPCs for this release, the new game start can be reviewed right now. In order to not influence your feedback too much, we suggest to simply start a new singleplayer game on Akua and send your feedback over here after having completed Chapter I: http://empyriononline.com/threads/6-0e-feedback-new-game-start.10692/
If you are interested in details of the changes and how you can customize your game start individually or if you are all new to Empyrion or Alpha 6.0 Experimental, please read the FAQ over here: http://empyriononline.com/threads/read-first-alpha-6-0-experimental-faq.10344/ Note: The FAQ content is now also available in the In-game Knowledgebase (F1)!
Of course there is more than only two new features coming with Alpha Experimental 6.0 Part III. We also added and modified the already available features, made a lot of smaller and larger changes (AI, Weather, GUI...) and of course worked on some bugfixes (drones attacking again! ;-)
Main Features of EXPERIMENTAL Alpha 6.0 - Part III:
NEW GAME START: - Added wreckage POIs to start points on Akua, Ningues, Omicron, Masperon - Tweaked game start equipment on Akua, Omicron, Ningues and Masperon - Reduced content of Escape Pod - Added iron, copper, cobalt, silicon, magnesium to large rocks when destroyed, e.g. rock areas on Akua. This will be a new source of resource in the beginning
Some of the new wreckage POIs that will serve as your first hideout:
Feedback Questions: - Attention: you have much less equipment now and thus the game start will be much more of a survival experience. Please let us know what you think! - What kind of wreckage / starting POIs do you expect? Do you like the style of our current wreckage POIs or do you expect something less “Mad Max” style and more “The Martian” style?
SECTOR VISIBILITY: - Added revealing of playfields: when you start a game, only the neighboring sectors are visible on the sector map
TRADERS: - Added NPC traders to Trading Station Akua / Omicron (planet + orbit): for now only trader model + behavior, trader window soon to come - Added Assault Cyborg to protect Traders
As always: Experimental Part III has seen a lot of code changes. If you do not see your issue fixed below, we would like to ask you to re-test your issues and re-report if still happening.
What’s next? For Part IV we aim to smoothen the edges around all the features. Gameplay changes, rebalancings and other necessary steps to improve the usability and game experience are to be expected in this phase, before starting the final bug-fixing stage.
Now - board your escape capsule and have fun! :)
Cheers, Empyrion Dev Team
PLEASE NOTE THAT "EXPERIMENTAL ALPHA 6.0" IS NOT YET RELEASED ON THE PUBLIC BRANCH
Welcome to stage 3 of our Road to Alpha 6.0. This time we started to add two new major gameplay elements: A revised game start, revealing of sectors and a first version of NPC traders.
While the NPC Traders are still stocking up their storefronts and therefore have been added as inactive NPCs for this release, the new game start can be reviewed right now. In order to not influence your feedback too much, we suggest to simply start a new singleplayer game on Akua and send your feedback over here after having completed Chapter I: http://empyriononline.com/threads/6-0e-feedback-new-game-start.10692/
If you are interested in details of the changes and how you can customize your game start individually or if you are all new to Empyrion or Alpha 6.0 Experimental, please read the FAQ over here: http://empyriononline.com/threads/read-first-alpha-6-0-experimental-faq.10344/ Note: The FAQ content is now also available in the In-game Knowledgebase (F1)!
Of course there is more than only two new features coming with Alpha Experimental 6.0 Part III. We also added and modified the already available features, made a lot of smaller and larger changes (AI, Weather, GUI...) and of course worked on some bugfixes (drones attacking again! ;-)
Main Features of EXPERIMENTAL Alpha 6.0 - Part III:
NEW GAME START: - Added wreckage POIs to start points on Akua, Ningues, Omicron, Masperon - Tweaked game start equipment on Akua, Omicron, Ningues and Masperon - Reduced content of Escape Pod - Added iron, copper, cobalt, silicon, magnesium to large rocks when destroyed, e.g. rock areas on Akua. This will be a new source of resource in the beginning
Some of the new wreckage POIs that will serve as your first hideout:
Feedback Questions: - Attention: you have much less equipment now and thus the game start will be much more of a survival experience. Please let us know what you think! - What kind of wreckage / starting POIs do you expect? Do you like the style of our current wreckage POIs or do you expect something less “Mad Max” style and more “The Martian” style?
SECTOR VISIBILITY: - Added revealing of playfields: when you start a game, only the neighboring sectors are visible on the sector map
TRADERS: - Added NPC traders to Trading Station Akua / Omicron (planet + orbit): for now only trader model + behavior, trader window soon to come - Added Assault Cyborg to protect Traders
As always: Experimental Part III has seen a lot of code changes. If you do not see your issue fixed below, we would like to ask you to re-test your issues and re-report if still happening.
What’s next? For Part IV we aim to smoothen the edges around all the features. Gameplay changes, rebalancings and other necessary steps to improve the usability and game experience are to be expected in this phase, before starting the final bug-fixing stage.
Now - board your escape capsule and have fun! :)
Cheers, Empyrion Dev Team
PLEASE NOTE THAT "EXPERIMENTAL ALPHA 6.0" IS NOT YET RELEASED ON THE PUBLIC BRANCH
Welcome to our 2nd major iteration of Alpha Experimental 6.0: Version 6.0.2
As promised, we added new stuff and a lot of changes as we progress towards the public release version. Major additions are: Dynamic Weather, Map Markers, AI Carriers, Signal Logic Circuits and the first iteration of the scenario “Dawn of Galaxy”.
Main Features of EXPERIMENTAL Alpha 6.0 - Part II: - Dynamic Weather System: Fog on Zeyhines: A sunny day on Ningues: Rain on Oscutune: Radiated fog on Skillon:
- Map Markers:
- Added first version of RexXxus' "Dawn of Galaxy" SP scenario
As a note: We tested a lot of edge cases for the temperature/radiation/o2 system, so please retest issues you had in the previous version and re-report them if they still exist!
Thanks a lot for your dedicated support!
So, without further ado, let’s start Round#2 of Alpha Experimental 6.0, shall we? Have fun playing! :)
Yours, Empyrion Dev Team
PLEASE NOTE THAT "EXPERIMENTAL ALPHA 6.0" IS NOT YET RELEASED ON THE PUBLIC BRANCH
Welcome to our 2nd major iteration of Alpha Experimental 6.0: Version 6.0.2
As promised, we added new stuff and a lot of changes as we progress towards the public release version. Major additions are: Dynamic Weather, Map Markers, AI Carriers, Signal Logic Circuits and the first iteration of the scenario “Dawn of Galaxy”.
Main Features of EXPERIMENTAL Alpha 6.0 - Part II: - Dynamic Weather System: Fog on Zeyhines: A sunny day on Ningues: Rain on Oscutune: Radiated fog on Skillon:
- Map Markers:
- Added first version of RexXxus' "Dawn of Galaxy" SP scenario
As a note: We tested a lot of edge cases for the temperature/radiation/o2 system, so please retest issues you had in the previous version and re-report them if they still exist!
Thanks a lot for your dedicated support!
So, without further ado, let’s start Round#2 of Alpha Experimental 6.0, shall we? Have fun playing! :)
Yours, Empyrion Dev Team
PLEASE NOTE THAT "EXPERIMENTAL ALPHA 6.0" IS NOT YET RELEASED ON THE PUBLIC BRANCH
In contrast to earlier experimental releases where we released the first experimental version almost feature complete and quite stable, we decided to have a different approach this time: Given the fact that we integrated many new features, feature changes and game changers, we seek your feedback already at a very early state of the Alpha 6.0 development cycle. Thus, we released a very rough and literally “experimental” first version. Nearly all of the features are still Work-In-Progress!
NOTICE: please switch to the experimental branch only if you are willing to accept bugs, issues and un-balanced features.
Main Features of EXPERIMENTAL Alpha 6.0: - Oxygen System
These are the force fields that prevent rooms from decompressing:
We are planning to have around three major (weekly) Experimental releases before Alpha 6.0 will be pushed to the public branch. Thus, this Experimental phase will run longer than usual, as we want to catch as much of your appreciated feedback to make the new features an awesome Alpha 6.0 experience
PLEASE NOTE THAT "EXPERIMENTAL ALPHA 6.0" IS NOT YET RELEASED ON PUBLIC BRANCH
In contrast to earlier experimental releases where we released the first experimental version almost feature complete and quite stable, we decided to have a different approach this time: Given the fact that we integrated many new features, feature changes and game changers, we seek your feedback already at a very early state of the Alpha 6.0 development cycle. Thus, we released a very rough and literally “experimental” first version. Nearly all of the features are still Work-In-Progress!
NOTICE: please switch to the experimental branch only if you are willing to accept bugs, issues and un-balanced features.
Main Features of EXPERIMENTAL Alpha 6.0: - Oxygen System
These are the force fields that prevent rooms from decompressing:
We are planning to have around three major (weekly) Experimental releases before Alpha 6.0 will be pushed to the public branch. Thus, this Experimental phase will run longer than usual, as we want to catch as much of your appreciated feedback to make the new features an awesome Alpha 6.0 experience
PLEASE NOTE THAT "EXPERIMENTAL ALPHA 6.0" IS NOT YET RELEASED ON PUBLIC BRANCH
We just released a patch that incorporates some of your feedback and fixes several issues from Alpha 5.5. For example, we fixed the problem that Structural Integrity (SI) was not working anymore or the problem with cockpits that changed their colors when entering with multitool.
IMPORTANT: All bases that were built during the 24h time period between Alpha 5.5.0 and Alpha 5.5.1 unfortunately did not save their SI value and can now easily collapse. We are sorry for the inconveniences.
Changelog: Alpha 5.5.1 (Build 883)
Changes: - Tweaked Alien blocks: * if used on a player structure, the corresponding Blueprint will not be spawn-able anymore (red color in Blueprint library) * alien blocks now only placeable on BA, CV - Improved grass shader: it now adapts better to the color of the terrain - Added names of new Drone Bases to localization
Bug Fixes: - Fixed: Problem that Structural Integrity SI was not working anymore - Fixed: Problem that weapons and tools were using SI shader - Fixed: Problem that cockpits changed color when entering with multitool
------------------
Edit: March 1, 2017 (9:50PM)
Changelog: Alpha 5.5.1 (Build 884)
Bug Fixes: - Possible fix for problem that explosions sometimes turn blocks into other strange blocks
We just released a patch that incorporates some of your feedback and fixes several issues from Alpha 5.5. For example, we fixed the problem that Structural Integrity (SI) was not working anymore or the problem with cockpits that changed their colors when entering with multitool.
IMPORTANT: All bases that were built during the 24h time period between Alpha 5.5.0 and Alpha 5.5.1 unfortunately did not save their SI value and can now easily collapse. We are sorry for the inconveniences.
Changelog: Alpha 5.5.1 (Build 883)
Changes: - Tweaked Alien blocks: * if used on a player structure, the corresponding Blueprint will not be spawn-able anymore (red color in Blueprint library) * alien blocks now only placeable on BA, CV - Improved grass shader: it now adapts better to the color of the terrain - Added names of new Drone Bases to localization
Bug Fixes: - Fixed: Problem that Structural Integrity SI was not working anymore - Fixed: Problem that weapons and tools were using SI shader - Fixed: Problem that cockpits changed color when entering with multitool
------------------
Edit: March 1, 2017 (9:50PM)
Changelog: Alpha 5.5.1 (Build 884)
Bug Fixes: - Possible fix for problem that explosions sometimes turn blocks into other strange blocks
Today we are releasing the final regular update for the 5.x version branch, adding visual and performance tweaks, more than three dozen updated POIs and structures, three new drone bases, new freighter routes and more. Moreover, we have added several new truss block shapes and updated some turret models.
Finally, we integrated a first set of optimizations by activating GPU instancing for all devices (windows, containers, thrusters, deco blocks, etc). This change can potentially have a huge performance improvement in playfields with a lot of structures. More optimizations to follow (decorations and grass).
For a list of all the changes please read the full changelog and let us know if you like the changes!
Alpha 6.0 Teaser: We are working hard on Alpha 6.0, which will be one of the biggest updates since we released the game back in August 2015. Alpha 6.0 will be focused on gameplay improvements and the survival aspects of the game. We will introduce oxygenated rooms, different player armors (each with its own characteristics and upgrade possibilities), environmental hazards (heat / cold, radiation, acid rain, etc), AI controlled vessels on planets, more diversity in AI enemies and much more.
Given the content and scale of the Alpha 6.0 update, we decided to have a longer development cycle as usual. Thus, please do not expect the Alpha 6.0 release before 4-6 weeks (we are aiming for a release in the 2nd week of April - but this may be subject to change). In the meantime, enjoy Alpha 5.5 and keep an eye on the Experimental branch.
We are planning to regularly update you regarding the progress on Alpha 6.0 with a dev blog series "Road to Alpha 6.0".
Here are some screenshots from Alpha 6.0: In the harsh and toxic environment of Aitis, you should wear your new medium armor to give you enough protection against heat & radiation.
In Alpha 6.0 you will be able to oxygenate your base and walk around with your interior suit (there is a little O2 icon when the room is oxygenated)
------------------------------------------
Changelog: Alpha 5.5.0 (Build 880)
Overall Turret Model Update: - Tweaked some of the current CV turrets (minigun turret, plasma turret, artillery turret and laser turret) and made them more streamlined - Updated model of CV turrets: cannon turret, rocket turret and flak turret - Updated model of HV turrets: minigun turret, rocket turret and plasma turret - Added more emissive to turrets - Updated all turret preview icons - Default placement color of turrets is now blue metallic
Visuals: - Improved terrain shader We improved the terrain shader by introducing more color variations for terrain textures on most playfields. For example, on Akua the grass texture is not a boring green anymore but it now varies from green to brown (we are currently working on the grass shader for the grass to adapt to the color of the terrain texture). You have to start a new game or copy over the new playfield.yamls to fully take advantage of this feature - Reduced pattern on terrain textures - Updated specular texture on laser turret and drill turret - Tweaked laser tracer shots - Tweaked muzzle of minigun turrets (smaller flash)
Performance Optimizations: - Activated GPU instancing for all devices - Memory optimization for structures - Optimization regarding periodic updates on structures (block power and fuel calculation, turret target detection, plant growing) - Several other optimizations for explosions and particles
Weapons - Rebalancing and (Performance) Optimization: - Projectiles of SV and CV mounted pulse lasers are now much faster (in fact, they instant hit the target) - Removed explosion particle effects of pulse laser weapons - Reduced splash damage area of Artillery Rockets (this might alleviate the so-called "lag shot problem")
Rebalancing: - It is now easier to get Bio Fuel on Masperon (Seaweed underwater) and Ningues (NPC Oviraptor drops seaweed -> this is only a temporary solution) - Increased drop rate of crushed stone on Ningues and Masperon (however, you have to dig some layers deep before crushed stone drops) - Increased speed of laser tracers on mounted weapons (SV + CV)
Update POIs: Almost 40 structures have been updated and a few are entirely new to the game. A big “Thank You” to all the talented creators that contributed with their builds to make Empyrion awesome. For a complete list of updated structures, please refer to the changelogs of the Alpha 5.5 Experimental branch: http://empyriononline.com/threads/alpha-experimental-5-5.9955
- Added new drone bases: Thanks to Dinkelsen, Frigidman, Savinwraith - Added new Alien Orbital Base to Masperon (see first screenshot). Thanks to Maloverci - Added 2 new Orbital Trading Stations (Skillon and Zeyhines). Thanks to Arturius1967 and Gh0stZ3r0 - Updated several old POIs (dungeons and orbital stations) with armored/combat steel and new deco. Thanks to Frigidman, LiftPizzas, Captain Jack II, Arturius1967, Pantera - Updated several old drones bases with armored/combat steel and new deco. Thanks to Arturius1967, Captain Jack II, Frigidman, LiftPizzas
Changes: - Added several new truss block shapes - Added more freighters to space playfields (Zeyhines, Skillon and Trading Station) and updated freighter routes in several playfields - Added coordinates of objects in starmap when hovering over them - Hydrogen Oxygen Generator now only produces Hydrogen - Removed Flares from Blueprint-Class light count calculation (note: they still count as devices) - Obsolete turrets (very old cannon and rocket) are now forbidden (BP becomes red) - Increased hitpoints of stairs group - Increased hitpoints and mass of alien blocks to same level as Combat Steel - Added space drones to Trading Station space playfield - Tweaked freighter "Stalos-MK4" - Added server option "KickPlayerWithPing" to drop players when they have connection problems or too high ping to avoid lag-cheating - Tweaked CV Prefab Tier 1 (turrets were covering thrusters) - Added "resetcore" console command (empties the fuel tanks for debugging and testing)
Bug Fixes: - Fixed: Problem that sun and moon were visible through walls (especially at sunrise/-set) - Fixed: Problem that accessing turrets after having reloaded mounted weapons lead to ammo loss - Fixed: Problem that Hangar Doors sometimes have bitten after passing ships (when they were long) - Fixed: Explosives did not damage blocks they are attached to if aligned vertically - Fixed: Generators (terrain placeable) removed water patches if placed too close together - Fixed: Constructor using double amount of resources when only one template is ordered (MP) - Fixed: Problem with craft start timing in MP by discarding the time passed before template has been put in construction queue - Fixed: Problem that mounted weapons on the CV were working in the atmosphere of planets - Fixed: Problem that bottles sometimes disappeared from inventory of (oxygen and hydrogen) generator - Fixed: Problem that jetpack sound used only left side speaker in first person view when weapon is equipped - Fixed: Problem that blueprint factory requested more materials than it should - Fixed: Problem that one could access box content from everywhere in one playfield via registry - Fixed: Problem that turrets sometimes did no damage when aimed all the way down - Fixed: Problem that Fuel and Oxygen tanks did not drop container with their content when destroyed or salvaged - Fixed: Problem that adding more templates in MP while in production, resulted in only 50% output - Fixed: Problem that FOV of 70-90 lead to clipping issues for several turrets - Fixed: Problem that Multitool removed different amounts of HP for some devices - Fixed: Problem that "Round Corner Long Thin" had a missing face when placed against a full block - Fixed: Problem that Starmap tilted when pressing O while floating in space - Fixed: Problem that MP Faction Mission GasStation did not complete - Fixed: Flickering glasfront of warp tank when moving camera - Possible Fix: Some players did not have lakes/water while using DX11 -> for those who experienced this problem, please let us know if the issue is solved - Fixed: PDA Chapter 2 Task 4: "Harvest Crops" missing new grow-able plants - Fixed: Sides of Walkway and Walkway Slope 2 blocks could not be colored anymore - Fixed: Truss corner did not mirror correct - Possible Fix for: Ship atmosphere effects not disappearing on a client - Fixed: Alien Honey (growing plot) had only a 3-blocks view distance - Fixed: Transparency issues/speckles with Color Tool sprites and some selection glows/icon sprites - Fixed: Block position of Oxygen Station (BA / CV) - Fixed: Stone Statue deco was listed usable for CV - but cannot be used - Fixed: Typo in text for loading screenshots - Fixed: Word wrapping was missing for some lines in the dedicated.yaml - Fixed: Several internal exceptions
Today we are releasing the final regular update for the 5.x version branch, adding visual and performance tweaks, more than three dozen updated POIs and structures, three new drone bases, new freighter routes and more. Moreover, we have added several new truss block shapes and updated some turret models.
Finally, we integrated a first set of optimizations by activating GPU instancing for all devices (windows, containers, thrusters, deco blocks, etc). This change can potentially have a huge performance improvement in playfields with a lot of structures. More optimizations to follow (decorations and grass).
For a list of all the changes please read the full changelog and let us know if you like the changes!
Alpha 6.0 Teaser: We are working hard on Alpha 6.0, which will be one of the biggest updates since we released the game back in August 2015. Alpha 6.0 will be focused on gameplay improvements and the survival aspects of the game. We will introduce oxygenated rooms, different player armors (each with its own characteristics and upgrade possibilities), environmental hazards (heat / cold, radiation, acid rain, etc), AI controlled vessels on planets, more diversity in AI enemies and much more.
Given the content and scale of the Alpha 6.0 update, we decided to have a longer development cycle as usual. Thus, please do not expect the Alpha 6.0 release before 4-6 weeks (we are aiming for a release in the 2nd week of April - but this may be subject to change). In the meantime, enjoy Alpha 5.5 and keep an eye on the Experimental branch.
We are planning to regularly update you regarding the progress on Alpha 6.0 with a dev blog series "Road to Alpha 6.0".
Here are some screenshots from Alpha 6.0: In the harsh and toxic environment of Aitis, you should wear your new medium armor to give you enough protection against heat & radiation.
In Alpha 6.0 you will be able to oxygenate your base and walk around with your interior suit (there is a little O2 icon when the room is oxygenated)
------------------------------------------
Changelog: Alpha 5.5.0 (Build 880)
Overall Turret Model Update: - Tweaked some of the current CV turrets (minigun turret, plasma turret, artillery turret and laser turret) and made them more streamlined - Updated model of CV turrets: cannon turret, rocket turret and flak turret - Updated model of HV turrets: minigun turret, rocket turret and plasma turret - Added more emissive to turrets - Updated all turret preview icons - Default placement color of turrets is now blue metallic
Visuals: - Improved terrain shader We improved the terrain shader by introducing more color variations for terrain textures on most playfields. For example, on Akua the grass texture is not a boring green anymore but it now varies from green to brown (we are currently working on the grass shader for the grass to adapt to the color of the terrain texture). You have to start a new game or copy over the new playfield.yamls to fully take advantage of this feature - Reduced pattern on terrain textures - Updated specular texture on laser turret and drill turret - Tweaked laser tracer shots - Tweaked muzzle of minigun turrets (smaller flash)
Performance Optimizations: - Activated GPU instancing for all devices - Memory optimization for structures - Optimization regarding periodic updates on structures (block power and fuel calculation, turret target detection, plant growing) - Several other optimizations for explosions and particles
Weapons - Rebalancing and (Performance) Optimization: - Projectiles of SV and CV mounted pulse lasers are now much faster (in fact, they instant hit the target) - Removed explosion particle effects of pulse laser weapons - Reduced splash damage area of Artillery Rockets (this might alleviate the so-called "lag shot problem")
Rebalancing: - It is now easier to get Bio Fuel on Masperon (Seaweed underwater) and Ningues (NPC Oviraptor drops seaweed -> this is only a temporary solution) - Increased drop rate of crushed stone on Ningues and Masperon (however, you have to dig some layers deep before crushed stone drops) - Increased speed of laser tracers on mounted weapons (SV + CV)
Update POIs: Almost 40 structures have been updated and a few are entirely new to the game. A big “Thank You” to all the talented creators that contributed with their builds to make Empyrion awesome. For a complete list of updated structures, please refer to the changelogs of the Alpha 5.5 Experimental branch: http://empyriononline.com/threads/alpha-experimental-5-5.9955
- Added new drone bases: Thanks to Dinkelsen, Frigidman, Savinwraith - Added new Alien Orbital Base to Masperon (see first screenshot). Thanks to Maloverci - Added 2 new Orbital Trading Stations (Skillon and Zeyhines). Thanks to Arturius1967 and Gh0stZ3r0 - Updated several old POIs (dungeons and orbital stations) with armored/combat steel and new deco. Thanks to Frigidman, LiftPizzas, Captain Jack II, Arturius1967, Pantera - Updated several old drones bases with armored/combat steel and new deco. Thanks to Arturius1967, Captain Jack II, Frigidman, LiftPizzas
Changes: - Added several new truss block shapes - Added more freighters to space playfields (Zeyhines, Skillon and Trading Station) and updated freighter routes in several playfields - Added coordinates of objects in starmap when hovering over them - Hydrogen Oxygen Generator now only produces Hydrogen - Removed Flares from Blueprint-Class light count calculation (note: they still count as devices) - Obsolete turrets (very old cannon and rocket) are now forbidden (BP becomes red) - Increased hitpoints of stairs group - Increased hitpoints and mass of alien blocks to same level as Combat Steel - Added space drones to Trading Station space playfield - Tweaked freighter "Stalos-MK4" - Added server option "KickPlayerWithPing" to drop players when they have connection problems or too high ping to avoid lag-cheating - Tweaked CV Prefab Tier 1 (turrets were covering thrusters) - Added "resetcore" console command (empties the fuel tanks for debugging and testing)
Bug Fixes: - Fixed: Problem that sun and moon were visible through walls (especially at sunrise/-set) - Fixed: Problem that accessing turrets after having reloaded mounted weapons lead to ammo loss - Fixed: Problem that Hangar Doors sometimes have bitten after passing ships (when they were long) - Fixed: Explosives did not damage blocks they are attached to if aligned vertically - Fixed: Generators (terrain placeable) removed water patches if placed too close together - Fixed: Constructor using double amount of resources when only one template is ordered (MP) - Fixed: Problem with craft start timing in MP by discarding the time passed before template has been put in construction queue - Fixed: Problem that mounted weapons on the CV were working in the atmosphere of planets - Fixed: Problem that bottles sometimes disappeared from inventory of (oxygen and hydrogen) generator - Fixed: Problem that jetpack sound used only left side speaker in first person view when weapon is equipped - Fixed: Problem that blueprint factory requested more materials than it should - Fixed: Problem that one could access box content from everywhere in one playfield via registry - Fixed: Problem that turrets sometimes did no damage when aimed all the way down - Fixed: Problem that Fuel and Oxygen tanks did not drop container with their content when destroyed or salvaged - Fixed: Problem that adding more templates in MP while in production, resulted in only 50% output - Fixed: Problem that FOV of 70-90 lead to clipping issues for several turrets - Fixed: Problem that Multitool removed different amounts of HP for some devices - Fixed: Problem that "Round Corner Long Thin" had a missing face when placed against a full block - Fixed: Problem that Starmap tilted when pressing O while floating in space - Fixed: Problem that MP Faction Mission GasStation did not complete - Fixed: Flickering glasfront of warp tank when moving camera - Possible Fix: Some players did not have lakes/water while using DX11 -> for those who experienced this problem, please let us know if the issue is solved - Fixed: PDA Chapter 2 Task 4: "Harvest Crops" missing new grow-able plants - Fixed: Sides of Walkway and Walkway Slope 2 blocks could not be colored anymore - Fixed: Truss corner did not mirror correct - Possible Fix for: Ship atmosphere effects not disappearing on a client - Fixed: Alien Honey (growing plot) had only a 3-blocks view distance - Fixed: Transparency issues/speckles with Color Tool sprites and some selection glows/icon sprites - Fixed: Block position of Oxygen Station (BA / CV) - Fixed: Stone Statue deco was listed usable for CV - but cannot be used - Fixed: Typo in text for loading screenshots - Fixed: Word wrapping was missing for some lines in the dedicated.yaml - Fixed: Several internal exceptions