Empyrion - Galactic Survival - EmpyrionGame
Update: October 18, 2017 (Release Candidate 4)

Here is the final build. Hopefully, we can push this version to the public branch tomorrow....fingers crossed.

Changelog: Alpha Experimental 7.0.0 (Build 1299)

Updated Blueprint spawn limit:
- Blueprint spawn limit is now only active in survival mode
- Blueprint spawn now considers if the BA or CV is of your faction (+ you can spawn on an admin structure)
- Added 'GroundedStructureSpawn' to dedicated.yaml (per default true)

Added Texture + Color replace tool:
- Added "Replace Mode" for Color and Texture tool
- You can now replace textures and colors on whole structures (we will soon add the possibility to replace colors/textures on selections)

Changes:
- Client: now releasing unity assets when going back to main menu to improve memory situation
- Updated resource distribution on all playfields (using now also worm distribution)
- Increased amount of alien honey on Akua + other deco tweaks
- Activated new heightmap planets in Tutorial Scenario
- Updated: Ordering of planets in MP default scenario + Tallador is now PvE
- Updated preview pics for MP: temperate and Desert.jpg
- Added Ore Scanner to starting equipment for MP: Akua, Omicron, Tallador (easy, medium)
- Added Ore Scanner to Tutorial start equipment
- Added button click sounds to Checkboxes
- Layout adjustments to Color and Texture tools (Moved "Whole Block" and "Replace Mode" toggles)
- Updated messages in PDA > fixed problem with too small text

Bug Fixes:
- Fixed: Random error while joining internal closed test server on Akua
- Fixed: Scanner 2 only can be seen from 2 large blocks away when placed by itself.
- Fixed: Tech equipment tanks 1 & 2 glass is no longer see through & is black.
- Fixed: Tutorial map has the wrong terrain.
- Fixed: Build Settings Window Toggles being disabled in Creative after loading Survival Game
- Fixed: LCD screens color picking options have the size options that the color tool has.
- Fixed: Error in Build Settings window in some situations

=============

Update: October 17, 2017 (Release Candidate 3)

Hi Galactic Survivalists,

We just released RC3. Expect another release with final bug fixes tomorrow Wednesday

We limited the spawn of blueprints via F2: for spawning a CV you need enough place on a base, for spawning SV, HV you need enough space on a base or CV > you cannot spawn anymore a CV, SV, HV in the middle of the nature. This is the first step towards a physical shipyard for spawning blueprints. What do you think?

Changelog: Alpha Experimental 7.0.0 (Build 1297)

Changes:
- Limit spawn of blueprints via F2 to certain locations
- Added "AutoMiner Depletion" to Difficulty Settings
- Final deco tweaks on Akua, Omicron, Oscutune and some other planets (due to changed grass distribution)
- Decoration manger: added console command "deco refresh"
- Added message when weapon has reached 0 durability
- Slightly increased drop rate of Pentaxid Ore Deposit
- Removed mass display from all items where it does not matter for weight calculation

Optimizations:
- Massive Performance Optimization on Terrain
- Several other optimizations (deco, grass etc)
> less stuttering when flying over terrain

Bug Fixes:
- Fixed: Blocks remaining after being removed by the mutlitool.
- Fixed: After changing the tint with the multitool on windows they become broken.
- Fixed: Problem that creator ID for SV & HV starter blocks was already filled.
- Fixed: PDA: Tasklist vanishes for a few seconds
- Fixed: Grass did not get removed reliably when drilling
- Fixed: Constructors are showing a motor "can't be built" (red) when they can
- Fixed: Pentaxid deposits on the moon name tag shows them at 0 when they are actually full.
- Fixed: Food info has 'Current range'.
- Fixed: Preset Graphics settings do not save properly (Character Texture Resolution)
- Fixed: Problem with wrong returns on deconstructed items
- Fixed: PDA 'DeviceNamePowered' check via signals did not respect signal receiver configuration (e.g. inverter)
- Fixed: Fast gfx Preset. in some circumstances it is impossible to navigate (SSAO Set to on unless manually disabled)
- Fixed: Grass Density video setting is showing as set to High when set to low or medium after relaunching the game.
- Fixed: Problem with error messages when mining
- Fixed: Battle Royale scenario button to publish was active

=============

Hi Galactic Survivalists,

Since you work hard on the bug reports, we work hard on the bug fixes....here comes Release Candidate 2.

Please also report new and recurring bugs over here: https://empyriononline.com/threads/bug-reports-alpha-experimental-7-0.15379/

Cheers,

Empyrion Dev Team

P.S. In the last update, we integrated a new scenario: "Empyrion - Battle Royale". What do you think about this scenario? Please let us know: https://empyriononline.com/threads/a7-0-experimental-faq-feedback-battle-royale-scenario.21853/

================

Changelog: Alpha 7.0.0 (Build 1295)

Changes:
- Auto Miners in Single Player games will now deplete the resource deposits
- Added new parameters AntiGriefDistancePvE and AntiGriefDistancePvP to dedicated.yaml
- Multipayer server browser window now shows separate anti-grief distances for PvE and PvP modes
- Added Slot Information to Armor Hover Info: Shows which Boosters are in which Slots of the Armor
- Adjusted style of Tech Tree Constructor indicators
- New Offline Protection shader (no more seams on the cube)
- Increased font size of PDA HUD data headline
- Added white slimes on Ningues
- Re-added Temperate500 for scenario creators (changed deco and water level)
- Updated preview pics for Planets: Creative and Survival
- Improved visuals of Pole Colliders
- Improved visuals of a planet's atmosphere seen from space
- Updated Abandoned Factory + Abandoned Mine: Thanks to Fractalite
- Updated scenarios
- Several optimizations

Updated Templates:
- “Fuel Tank (T3)” now requires Sathium Alloy
- “Spotlight Blocks” can now also be crafted in the Survival Constructor
- “Small O2 Tank”, “Docking Pad” can now also be crafted in the Mobile Constructor

Updated MP Scenario:
- new MP only starter planet: Sienna (snow planet): Hard
- new MP only planet: Roggery (desert plant) in vicinity of Sienna
- new MP only starter planet: Tallodar (temperate planet) - Easy in vicinity of Akua
- Meteoroids Drop when main resource of planet drops below 60%. Each fills up the planet’s cache by 40% of the original amount
- Average amount of ore on each planet is 150% compared to the SP scenario

For feedback of the updated MP default setting, please visit: https://empyriononline.com/threads/a7-0-experimental-faq-feedback-new-mp-default-setting.21852/

Bug Fixes:
- Fixed: Position and name of backback did not get displayed on map and HUD
- Fixed: NPC spider getting stuck in terrain
- Fixed: Color of structure changed to grey after relauch of game & changing the color is not possible.
- Fixed: BP spawning with the wrong coloring in MP when setup as a POI.
- Fixed: Problem that sometimes grass was not removed when placing a BP
- Fixed: Performance when flying around on the moon.
- Fixed: Distorted effect with parallax mapping on textures.
- Fixed: PDA CoQ when using 'NearUnit' check without a Guiding statement
- Fixed: Visual glitch with some objects when close (z-fighting)
- Fixed: Wrong resources on NewBarren
Empyrion - Galactic Survival - EmpyrionGame
Update: October 18, 2017 (Release Candidate 4)

Here is the final build. Hopefully, we can push this version to the public branch tomorrow....fingers crossed.

Changelog: Alpha Experimental 7.0.0 (Build 1299)

Updated Blueprint spawn limit:
- Blueprint spawn limit is now only active in survival mode
- Blueprint spawn now considers if the BA or CV is of your faction (+ you can spawn on an admin structure)
- Added 'GroundedStructureSpawn' to dedicated.yaml (per default true)

Added Texture + Color replace tool:
- Added "Replace Mode" for Color and Texture tool
- You can now replace textures and colors on whole structures (we will soon add the possibility to replace colors/textures on selections)

Changes:
- Client: now releasing unity assets when going back to main menu to improve memory situation
- Updated resource distribution on all playfields (using now also worm distribution)
- Increased amount of alien honey on Akua + other deco tweaks
- Activated new heightmap planets in Tutorial Scenario
- Updated: Ordering of planets in MP default scenario + Tallador is now PvE
- Updated preview pics for MP: temperate and Desert.jpg
- Added Ore Scanner to starting equipment for MP: Akua, Omicron, Tallador (easy, medium)
- Added Ore Scanner to Tutorial start equipment
- Added button click sounds to Checkboxes
- Layout adjustments to Color and Texture tools (Moved "Whole Block" and "Replace Mode" toggles)
- Updated messages in PDA > fixed problem with too small text

Bug Fixes:
- Fixed: Random error while joining internal closed test server on Akua
- Fixed: Scanner 2 only can be seen from 2 large blocks away when placed by itself.
- Fixed: Tech equipment tanks 1 & 2 glass is no longer see through & is black.
- Fixed: Tutorial map has the wrong terrain.
- Fixed: Build Settings Window Toggles being disabled in Creative after loading Survival Game
- Fixed: LCD screens color picking options have the size options that the color tool has.
- Fixed: Error in Build Settings window in some situations

=============

Update: October 17, 2017 (Release Candidate 3)

Hi Galactic Survivalists,

We just released RC3. Expect another release with final bug fixes tomorrow Wednesday

We limited the spawn of blueprints via F2: for spawning a CV you need enough place on a base, for spawning SV, HV you need enough space on a base or CV > you cannot spawn anymore a CV, SV, HV in the middle of the nature. This is the first step towards a physical shipyard for spawning blueprints. What do you think?

Changelog: Alpha Experimental 7.0.0 (Build 1297)

Changes:
- Limit spawn of blueprints via F2 to certain locations
- Added "AutoMiner Depletion" to Difficulty Settings
- Final deco tweaks on Akua, Omicron, Oscutune and some other planets (due to changed grass distribution)
- Decoration manger: added console command "deco refresh"
- Added message when weapon has reached 0 durability
- Slightly increased drop rate of Pentaxid Ore Deposit
- Removed mass display from all items where it does not matter for weight calculation

Optimizations:
- Massive Performance Optimization on Terrain
- Several other optimizations (deco, grass etc)
> less stuttering when flying over terrain

Bug Fixes:
- Fixed: Blocks remaining after being removed by the mutlitool.
- Fixed: After changing the tint with the multitool on windows they become broken.
- Fixed: Problem that creator ID for SV & HV starter blocks was already filled.
- Fixed: PDA: Tasklist vanishes for a few seconds
- Fixed: Grass did not get removed reliably when drilling
- Fixed: Constructors are showing a motor "can't be built" (red) when they can
- Fixed: Pentaxid deposits on the moon name tag shows them at 0 when they are actually full.
- Fixed: Food info has 'Current range'.
- Fixed: Preset Graphics settings do not save properly (Character Texture Resolution)
- Fixed: Problem with wrong returns on deconstructed items
- Fixed: PDA 'DeviceNamePowered' check via signals did not respect signal receiver configuration (e.g. inverter)
- Fixed: Fast gfx Preset. in some circumstances it is impossible to navigate (SSAO Set to on unless manually disabled)
- Fixed: Grass Density video setting is showing as set to High when set to low or medium after relaunching the game.
- Fixed: Problem with error messages when mining
- Fixed: Battle Royale scenario button to publish was active

=============

Hi Galactic Survivalists,

Since you work hard on the bug reports, we work hard on the bug fixes....here comes Release Candidate 2.

Please also report new and recurring bugs over here: https://empyriononline.com/threads/bug-reports-alpha-experimental-7-0.15379/

Cheers,

Empyrion Dev Team

P.S. In the last update, we integrated a new scenario: "Empyrion - Battle Royale". What do you think about this scenario? Please let us know: https://empyriononline.com/threads/a7-0-experimental-faq-feedback-battle-royale-scenario.21853/

================

Changelog: Alpha 7.0.0 (Build 1295)

Changes:
- Auto Miners in Single Player games will now deplete the resource deposits
- Added new parameters AntiGriefDistancePvE and AntiGriefDistancePvP to dedicated.yaml
- Multipayer server browser window now shows separate anti-grief distances for PvE and PvP modes
- Added Slot Information to Armor Hover Info: Shows which Boosters are in which Slots of the Armor
- Adjusted style of Tech Tree Constructor indicators
- New Offline Protection shader (no more seams on the cube)
- Increased font size of PDA HUD data headline
- Added white slimes on Ningues
- Re-added Temperate500 for scenario creators (changed deco and water level)
- Updated preview pics for Planets: Creative and Survival
- Improved visuals of Pole Colliders
- Improved visuals of a planet's atmosphere seen from space
- Updated Abandoned Factory + Abandoned Mine: Thanks to Fractalite
- Updated scenarios
- Several optimizations

Updated Templates:
- “Fuel Tank (T3)” now requires Sathium Alloy
- “Spotlight Blocks” can now also be crafted in the Survival Constructor
- “Small O2 Tank”, “Docking Pad” can now also be crafted in the Mobile Constructor

Updated MP Scenario:
- new MP only starter planet: Sienna (snow planet): Hard
- new MP only planet: Roggery (desert plant) in vicinity of Sienna
- new MP only starter planet: Tallodar (temperate planet) - Easy in vicinity of Akua
- Meteoroids Drop when main resource of planet drops below 60%. Each fills up the planet’s cache by 40% of the original amount
- Average amount of ore on each planet is 150% compared to the SP scenario

For feedback of the updated MP default setting, please visit: https://empyriononline.com/threads/a7-0-experimental-faq-feedback-new-mp-default-setting.21852/

Bug Fixes:
- Fixed: Position and name of backback did not get displayed on map and HUD
- Fixed: NPC spider getting stuck in terrain
- Fixed: Color of structure changed to grey after relauch of game & changing the color is not possible.
- Fixed: BP spawning with the wrong coloring in MP when setup as a POI.
- Fixed: Problem that sometimes grass was not removed when placing a BP
- Fixed: Performance when flying around on the moon.
- Fixed: Distorted effect with parallax mapping on textures.
- Fixed: PDA CoQ when using 'NearUnit' check without a Guiding statement
- Fixed: Visual glitch with some objects when close (z-fighting)
- Fixed: Wrong resources on NewBarren
Empyrion - Galactic Survival - EmpyrionGame
Hi Galactic Survivalists,

Here comes Release Candidate 1 for the upcoming Alpha 7 release. We will have at least one more update before public release on Thursday.

Please also report new and recurring bugs over here: https://empyriononline.com/threads/bug-reports-alpha-experimental-7-0.15379/

Cheers,

Empyrion Dev Team

================

Changelog: Alpha 7.0.0 (Build 1294)

Optimizations:
- We made several optimizations: please let us know if you notice an improvement.
Do you still get the micro stutters?

Weapon Update:
Adapted weapon ranges of all turrets and mounted weapons to new atmo formula introduced in A7.2:
- same effective range on Akua as in Alpha 6
- better range on high density planets
- lower range in space

Gameplay:
- Improved MultiTool deconstruction mode: 1. return factor slightly increased to avoid some rounding losses, 2. deconstruction stops at base items, 3. if on lowest level due to down-rounding zero items would be returned it is rounded up to 1 item
- TechTree: Show which template can be crafted in which constructor
- Some re-arrangements of weapons in the tech tree (unlock points and unlock level)
- Removed warp drive and warp drive tank from crashed CVs and planet vessels
- Updated templates: Autominers T2 / T3 do not need lower-tier devices anymore
- Purified water now cures Bad Trip

Visuals / Sounds:
- Tweaked OP shield shader
- Tweaked shader and color for BP Preview box
- Updated preview icons for growing plots
- Updated LOD of underground resources: LOD1 activates now later

Updated Playfields:
- Finished deco for all new heightmap based planets - you can now use them for your scenarios
- Added NewAlien2, NewLava2, NewMoon and NewMoon2 to default MP
- Added Oasis biome on Omicron
- Added better underwater texture on Akua and Omicron

Changes:
- Added new Alien Textures
- Updated some metal textures (P2(1,6), P2(3,1))
- Added curved stairs - left turning
- Changed location of PDA messages to bottom-mid of screen
- Added switchable log output for PDA game events to support testers / mission designers
- Limit map rotation in 3D map view
- Earlier culling of devices
- Updated PDA for Dawn of Galaxy
- Updated Localization.csv

Added New Scenario: Battle Royal (thanks to RexXxus)
- Fight alone, in COOP or in Multiplayer on a planet full of survival adventures.
- Find guns, loot and vehicles along the way and watch out for Aliens or PvP interrupting your looting!
- Reach the Stargate to escape from this cruel Battle Royale Planet
- Thanks to: stalicZ, Savinwraith, ForgeDrake, Oldwhat'shisname, TiwBras, Morghain Saradyn, eliteace, Siren, Alaire, Korruption, Angel&Mari, midnight2six, Steph, Scyme, Maloghurst, ZoulouAlpha, Serptonius, Siege, barakoza, Fractalite
What do you think about this scenario?

PDA Update:
- Enhanced PDA to allow detection of a player being near a Resource Asteroid (which is a POI, near means distance <= 200m)
- Added new check DeviceNamePowered that works with custom device names - please change existing DevicePowered checks to this new variant (specify device names in "Names" and no longer in "Types")

Bug Fixes:

- Fixed: Furnace did not work in MP
- Fixed: Incorrect amount placed into inventory after mining deposits.
- Fixed: Problem that epic weapons did not appear in the techtree
- Fixed: Problem that sometimes the game was "hanging" in the loading screen
- Fixed: Exceptions when mining in MP when picking up the ore that appears after mining.
- Fixed: CPU usage issue.
- Fixed: Not loaded Turret removes ammo when OP is active and tries to shoot
- Fixed: When the motorbike is folded it no longer appears on the map or minimap.
- Fixed: Plants floating in air after being placed: AloeVera, Durian, Kavae
- Fixed: When planting Aloe Vera sprouts sometimes they appear floating in the air.
- Fixed: Sometimes grass flying in the air
- Fixed: MP: Meteors not appearing when Ore deposits are depleted.
- Fixed: Sound of Multitool stops after first removal
- Fixed: Problem with Tech Tree Scrolling when mouse is over an Empty Area
- Fixed: Problem that some windows did not fully fit together (there were gaps when placing eg 4 round windows to make a circle-like shape)
- Fixed: Missing Biome info on splatmap planets
- Fixed: MapMarker: Left-click select and right-click edit does not place a marker / or at the wrong place
- Fixed: Water plane doesn't render correctly
- Added "Effective Range" to Weapon Info
- Fixed: POI-related Map Marker can be only edited ONCE on planet and NEVER in space a while in-session
- Fixed: Ningues NewSnow playfield file is a Barren setup in Default MP scenario.
- Fixed: Messages and Notifications are placed into each other - should be stacked
- Fixed: Orbit Markers not updating in some instances
- Fixed: Wrong description on Masperon Moon + Planet, Ningues
- Fixed: Problem that emissives on worklight did not work
- Fixed: Wrong splatmap for tutorial planet
- Fixed: Neon grass color on Akua
- Fixed: Failed setting triangles when drilling resource rocks
- Fixed: Ningues NewSnow playfield file is a Barren setup in Default MP scenario.
- Fixed: Trying to place other blocks or devices on blocks that are just under water is not possible.
- Fixed: Problem that the portal to the Space Race mission did rarely spawn on Oscutune
- Fixed: Suit: Multibooster COLD reduction is the wrong way
- Fixed: Texture artifacts on Armor Locker (BA, CV)
- Fixed: Problem that armor stat "Cold" had the wrong Localization
- Fixed: PDA check DevicePowered does not work with On/Off status triggered via ControlPanel switches or signals
- Fixed: Coloring issues with grass
- Fixed: Building Tools: When using C&P & deleting a large selected area some blocks remain & are changed to 'container' blocks
- Fixed: Cockpit 6 does not trigger in Dawn of Galaxy scenario
- Fixed: Water plane doesn't render correctly
- Fixed: PDA check BlocksPlaces doesn't work with Motorbike
- Fixed: Constructor visual glitch.
- Fixed: START NEW GAME saying "Deposit, deposit, deposit" in lower right info for some LOCA languages
Empyrion - Galactic Survival - EmpyrionGame
Hi Galactic Survivalists,

Here comes Release Candidate 1 for the upcoming Alpha 7 release. We will have at least one more update before public release on Thursday.

Please also report new and recurring bugs over here: https://empyriononline.com/threads/bug-reports-alpha-experimental-7-0.15379/

Cheers,

Empyrion Dev Team

================

Changelog: Alpha 7.0.0 (Build 1294)

Optimizations:
- We made several optimizations: please let us know if you notice an improvement.
Do you still get the micro stutters?

Weapon Update:
Adapted weapon ranges of all turrets and mounted weapons to new atmo formula introduced in A7.2:
- same effective range on Akua as in Alpha 6
- better range on high density planets
- lower range in space

Gameplay:
- Improved MultiTool deconstruction mode: 1. return factor slightly increased to avoid some rounding losses, 2. deconstruction stops at base items, 3. if on lowest level due to down-rounding zero items would be returned it is rounded up to 1 item
- TechTree: Show which template can be crafted in which constructor
- Some re-arrangements of weapons in the tech tree (unlock points and unlock level)
- Removed warp drive and warp drive tank from crashed CVs and planet vessels
- Updated templates: Autominers T2 / T3 do not need lower-tier devices anymore
- Purified water now cures Bad Trip

Visuals / Sounds:
- Tweaked OP shield shader
- Tweaked shader and color for BP Preview box
- Updated preview icons for growing plots
- Updated LOD of underground resources: LOD1 activates now later

Updated Playfields:
- Finished deco for all new heightmap based planets - you can now use them for your scenarios
- Added NewAlien2, NewLava2, NewMoon and NewMoon2 to default MP
- Added Oasis biome on Omicron
- Added better underwater texture on Akua and Omicron

Changes:
- Added new Alien Textures
- Updated some metal textures (P2(1,6), P2(3,1))
- Added curved stairs - left turning
- Changed location of PDA messages to bottom-mid of screen
- Added switchable log output for PDA game events to support testers / mission designers
- Limit map rotation in 3D map view
- Earlier culling of devices
- Updated PDA for Dawn of Galaxy
- Updated Localization.csv

Added New Scenario: Battle Royal (thanks to RexXxus)
- Fight alone, in COOP or in Multiplayer on a planet full of survival adventures.
- Find guns, loot and vehicles along the way and watch out for Aliens or PvP interrupting your looting!
- Reach the Stargate to escape from this cruel Battle Royale Planet
- Thanks to: stalicZ, Savinwraith, ForgeDrake, Oldwhat'shisname, TiwBras, Morghain Saradyn, eliteace, Siren, Alaire, Korruption, Angel&Mari, midnight2six, Steph, Scyme, Maloghurst, ZoulouAlpha, Serptonius, Siege, barakoza, Fractalite
What do you think about this scenario?

PDA Update:
- Enhanced PDA to allow detection of a player being near a Resource Asteroid (which is a POI, near means distance <= 200m)
- Added new check DeviceNamePowered that works with custom device names - please change existing DevicePowered checks to this new variant (specify device names in "Names" and no longer in "Types")

Bug Fixes:

- Fixed: Furnace did not work in MP
- Fixed: Incorrect amount placed into inventory after mining deposits.
- Fixed: Problem that epic weapons did not appear in the techtree
- Fixed: Problem that sometimes the game was "hanging" in the loading screen
- Fixed: Exceptions when mining in MP when picking up the ore that appears after mining.
- Fixed: CPU usage issue.
- Fixed: Not loaded Turret removes ammo when OP is active and tries to shoot
- Fixed: When the motorbike is folded it no longer appears on the map or minimap.
- Fixed: Plants floating in air after being placed: AloeVera, Durian, Kavae
- Fixed: When planting Aloe Vera sprouts sometimes they appear floating in the air.
- Fixed: Sometimes grass flying in the air
- Fixed: MP: Meteors not appearing when Ore deposits are depleted.
- Fixed: Sound of Multitool stops after first removal
- Fixed: Problem with Tech Tree Scrolling when mouse is over an Empty Area
- Fixed: Problem that some windows did not fully fit together (there were gaps when placing eg 4 round windows to make a circle-like shape)
- Fixed: Missing Biome info on splatmap planets
- Fixed: MapMarker: Left-click select and right-click edit does not place a marker / or at the wrong place
- Fixed: Water plane doesn't render correctly
- Added "Effective Range" to Weapon Info
- Fixed: POI-related Map Marker can be only edited ONCE on planet and NEVER in space a while in-session
- Fixed: Ningues NewSnow playfield file is a Barren setup in Default MP scenario.
- Fixed: Messages and Notifications are placed into each other - should be stacked
- Fixed: Orbit Markers not updating in some instances
- Fixed: Wrong description on Masperon Moon + Planet, Ningues
- Fixed: Problem that emissives on worklight did not work
- Fixed: Wrong splatmap for tutorial planet
- Fixed: Neon grass color on Akua
- Fixed: Failed setting triangles when drilling resource rocks
- Fixed: Ningues NewSnow playfield file is a Barren setup in Default MP scenario.
- Fixed: Trying to place other blocks or devices on blocks that are just under water is not possible.
- Fixed: Problem that the portal to the Space Race mission did rarely spawn on Oscutune
- Fixed: Suit: Multibooster COLD reduction is the wrong way
- Fixed: Texture artifacts on Armor Locker (BA, CV)
- Fixed: Problem that armor stat "Cold" had the wrong Localization
- Fixed: PDA check DevicePowered does not work with On/Off status triggered via ControlPanel switches or signals
- Fixed: Coloring issues with grass
- Fixed: Building Tools: When using C&P & deleting a large selected area some blocks remain & are changed to 'container' blocks
- Fixed: Cockpit 6 does not trigger in Dawn of Galaxy scenario
- Fixed: Water plane doesn't render correctly
- Fixed: PDA check BlocksPlaces doesn't work with Motorbike
- Fixed: Constructor visual glitch.
- Fixed: START NEW GAME saying "Deposit, deposit, deposit" in lower right info for some LOCA languages
Empyrion - Galactic Survival - EmpyrionGame
Hi Galactic Survivalists!

Today, we are very excited to announce the release date for Alpha 7.0:

October 19, 2017

Thank you so much for all the valuable feedback and bug reports during this Experimental phase. Alpha 7.0 would not have been possible without you!

Until October 19, we will continue to work on the final touches and bugs. You can expect at least two more releases until public release. On Sunday Oct 15, we plan to release the Release Candidate 1 in which all playfields will be finalized so that all server admins and scenario creators can copy over the new playfields in preparation for the public release on Oct 19, 2017.

Last but not least, we are very happy to reveal the launch trailer for Alpha 7.0:

https://youtu.be/aFkmj3DuDgw

Yours,

Empyrion Dev Team
Empyrion - Galactic Survival - EmpyrionGame
Hi Galactic Survivalists!

Today, we are very excited to announce the release date for Alpha 7.0:

October 19, 2017

Thank you so much for all the valuable feedback and bug reports during this Experimental phase. Alpha 7.0 would not have been possible without you!

Until October 19, we will continue to work on the final touches and bugs. You can expect at least two more releases until public release. On Sunday Oct 15, we plan to release the Release Candidate 1 in which all playfields will be finalized so that all server admins and scenario creators can copy over the new playfields in preparation for the public release on Oct 19, 2017.

Last but not least, we are very happy to reveal the launch trailer for Alpha 7.0:

https://youtu.be/aFkmj3DuDgw

Yours,

Empyrion Dev Team
Empyrion - Galactic Survival - EmpyrionGame


Hi Galactic Survivalists!

Welcome to Part IV of our Alpha 7 experimental phase! This will be the final experimental version release - the next update will already be the Release Candidate.

Part IV has a lot to offer: XenoSteel as a new material to build with, a slew of updates on the scenarios, optimizations and refinements, like the Color/Texturing now working with the UNDO button in creative and the furnace now working in full-auto-mode.

As we are making good progress, we also managed to add a long wanted feature: Blueprints are now showing a preview! No guessing of front and back sides anymore ahead of placing it. ;-)

The biggest undertaking in Part IV has been the first ever rebalancing of all the handheld weapons.

Said that, the settings you experienced until now were a first attempt of how they could work but weren’t based on the limits of the game, like view distance of objects etc. Some weapons (like the T2 or Epic Pistol) had a damage output which was far over the top and not in a meaningful relation to all other weapons yet.

Our goal of this re-balance is to give each weapon a better identity and role. We want players to make a meaningful decision which tool to pick for the task they intend to do. Keep in mind that these updates do not attempt to simulate features of similar real-world weapons.

One change is the reduction of weapon ranges. Some of the prior ranges made little sense: You had long-range weapons up with 600m range - but the graphic engine currently shows spawned creatures, like wildlife, only up to 120m. You had no benefit of using a long range weapon at all unless floating in space shooting drones. A place where you are always better off sitting in a spaceship anyway.

We also intend to reduce the sitting duck problem: Some weapons allowed you take out drones before they were even able to react to you on a planet. This made taking out drones a shooting gallery without challenge. Now you must approach them with most weapons or have a proper long range weapon to get an advantage.

Please let us know what you think about these changes here:
https://empyriononline.com/threads/a7-0-experimental-faq-feedback-weapon-balancing.21724/
We are very curious about your feedback.

Please also report new and recurring bugs over here: https://empyriononline.com/threads/bug-reports-alpha-experimental-7-0.15379/

Cheers,

Empyrion Dev Team

============

CHANGELOG: Alpha Experimental 7.3.0 (Build 1287)

Major Re-balancing of Handheld Weapons:

- Range of all weapons have been reduced or equalized.
- Plasma and laser weapons now ignore atmospheric density.
- Added bullet spread except for laser weapons
- Damage of all close-range weapons has been increased.
- The damage for the shotgun has been altered so it’s devastating at very short range but much less effective at its max range
- Damage for long-range weapons have been reduced. Their range is already their benefit. The headshot multiplier for the sniper rifle has been increased.
- All weapon versions of the same kind (no matter if they are T1, T2 or epic) now have identical weapon ranges to ease up making a choice which weapon to use.
- You can build your own epic weapons by upgrading a T2 weapon with a weapon kit; you have a choice now if you want to stick with your T2 weapon, which can be repaired, or upgrade it with another kit to an epic version, which is more powerful but won’t last forever. A Large or Advanced Constructor is required for crafting it. Additionally epic weapons can still be found in ultra rare containers as usual.
- Epic weapons can no longer be repaired
- Epic weapons and weapon kits can now be recycled in the Blue Print Factory
- Changed: Instead of "Eff.Range" now display "Current Range" in Weapon HUD
- No sniper zoom with Shotguns anymore > otherwise: overpowered
- Do not display head multiplier anymore
- Removed “Ammo Type” from weapon HUD
- Reduced impact of atmo density on weapon range
For more details and feedback, see https://empyriononline.com/threads/a7-0-experimental-faq-feedback-weapon-balancing.21724/

Updated Playfields / Terrains:
- Tweaked Akua playfield: added NPC spawning on mountains, tweaked grass texture, tweaked deco + grass
- Minor update to terrain of Akua (to avoid shallow shore line)
- Added more underwater deco on Akua
- Updated Tutorial playfield with new deco distribution on Akua
- Updated deco for Omicron (NewDesert) - eg added green version of Omicron Palm for Oasis on Omicron

- Added new terrain for moon: NewMoon2
- Updated terrain for Skillon (barren planet)



Added Alien Xeno Steel:

- Added new Alien Block "Xeno Steel" that can be found on POIs
- Added new crafting component: Xeno Substrate (you need this component to craft the Xeno Steel blocks)
- Added Xeno Substrate to loot (Alien Container grey)
- Added new alien textures (more to come)


Optimizations:
- Major optimization for POM shader: on average, you should get around 10-15 FPS more inside structures when you have set POM shader to high (compared to before)

Default Scenario Updates:
- Omicron / Masperon: The atmospheric density has been increased, reducing your effective weapon range and those of drones and POI turrets to around 50% to 60% of the weapon’s full range.
- Omicron: You will start with Light Armor on all difficulty levels
- Akua: Reduced the average amount of Copper and Silicon a bit
- Moon (Akua and Omicron): The atmospheric density is now nearly non-existent like space
- Eleon anniversary cake for every new game start :)

Gameplay:
- Excluded Bio Fuel from "AutoFill" in Control Panel
- Implemented: Furnace full auto mode > auto-processing of ores into ingots
- Reduced the effect of atmospheric density; drones, turrets and handheld weaopns have a longer range as a result now
- Drone weapons shooting with plasma or laser weapons ignore atmospheric density
- Zirax equipped with Laser guns shot up to 120m now
- The Pulse Rifle and the Shotgun T2 can now be built with components available earlier in the progression
- Added proper space playfield Aestus for Default MP (with regenerating resource asteroids and POIs)
- Reactivated “Predator” mode: cut down those trees with a minigun :)

Visuals / Sounds:
- Removing now larger patches of grass when digging
- Updated model for flashlight
- Updated model for Light Lantern and Light Work 02
- Updated preview icons of new items (eg Erestrum Gel etc)
- Tweaked space nebula in Aestus and Aitis space playfields
- Multitool window (eg Updgrade) is now broader (as broad as the ammo info window below)
- Added emissive to Alien Containers and tweaked grey color
- Aloe Vera farming plant does not show wind movement anymore

PDA Update:
- Implemented: Add CHECK for spawning a Prefab Blueprint or any structure type
- Implemented: Allow InventoryEmptied to also work with NPC/looting
- PDA GameOps: Added missing ArmorBoost parameter "DegradationFac"
- Enhanced PDA InventoryContains check to also work for player inventory (use "Player" as inventory name)
- Enhanced: BlocksRemoved can now optionally check for a Structure Name

Changes:
- Show complete object when spawning Blueprint via F2


- Activate Undo/Redo also for Coloring/Texturing
- Changed "High" Quality shadows to only Manual Activation (ie they are not activated automatically anymore with Best setting)
- Updated POI Abandoned Mine + Factory: thanks to Fractalite
- Updated several POIs + added a new POI: Mining Hub
- Updated PDA languages
- Removed text that 2 players are needed for ESR mission
- Set time until dropped empty container disappears from 60s to 30s

Updated Invader vs Defender Scenario:
- Peplaced several planets with splatmap planets
- Changed starter system resource distribution to fit recent gameplay update (no magnesium, no rare resources)
- Invader & Defender starter systems are <15 AU away from next orbits (you can reach them with your SV warp drive)
- Changed starter gear
- Reworked a lot of POI distributions and add missing regenerate keys for them

Bug Fixes:
- Fixed: Prevent other players / structures activating OP in AntiGrief Area
- Fixed: NPC do not attack player anymore as soon as player enters cockpit
- Fixed: Only the 1st placed passenger seat allows free view any other passenger seats placed after do not allow free view
- Fixed: Grass not always got removed when using drill at slopes
- Fixed: Swamp golem still walking on the spot after being killed.
- Fixed: Resource meteorites aren't appearing when deposits have been depleted.
- Fixed: Flare of flashlight was shining through player in 3rd person view
- Fixed: Name tags of depleted deposits were sometimes reappearing
- Fixed: Cutout box for POI: currently the terrain cutout is sometimes very sharp for small POI
- Fixed: PDA message's ExtraText part (that part that is only shown in PDA Log) can now use loca keys
- Fixed: Large PDA notification messages: high prio variant had wrong vertical layout
- Fixed: PDA check InventoryOpened did not work with ATM, O2 and Fuel tanks
- Fixed: Lootbox disintegrating into smaller boxes when pressing F twice in a row
- Fixed: Problem that some displays/screens were still on even if a base had no power
- Possibly Fixed: NPC spider getting stuck in terrain.
- Fixed: Problems with holo screens on Media Center and Computer Table
- Fixed: Mining ore (mining an SSOR) does not give XP anymore
- Fixed: PDA log-info button switch issue
- Fixed: Ore Scanner: Resource Outline order still reversed
- Fixed: Preview selection on SVs in space sometimes wrong.
- Fixed: Tutorial scenario demanded cobalt
- Fixed: Problem with transparent grass
- Fixed: Wrong step sound and particle effect was shown for some block textures
- Fixed: Problem that "Top Gun" instance was no accessible
Empyrion - Galactic Survival - EmpyrionGame


Hi Galactic Survivalists!

Welcome to Part IV of our Alpha 7 experimental phase! This will be the final experimental version release - the next update will already be the Release Candidate.

Part IV has a lot to offer: XenoSteel as a new material to build with, a slew of updates on the scenarios, optimizations and refinements, like the Color/Texturing now working with the UNDO button in creative and the furnace now working in full-auto-mode.

As we are making good progress, we also managed to add a long wanted feature: Blueprints are now showing a preview! No guessing of front and back sides anymore ahead of placing it. ;-)

The biggest undertaking in Part IV has been the first ever rebalancing of all the handheld weapons.

Said that, the settings you experienced until now were a first attempt of how they could work but weren’t based on the limits of the game, like view distance of objects etc. Some weapons (like the T2 or Epic Pistol) had a damage output which was far over the top and not in a meaningful relation to all other weapons yet.

Our goal of this re-balance is to give each weapon a better identity and role. We want players to make a meaningful decision which tool to pick for the task they intend to do. Keep in mind that these updates do not attempt to simulate features of similar real-world weapons.

One change is the reduction of weapon ranges. Some of the prior ranges made little sense: You had long-range weapons up with 600m range - but the graphic engine currently shows spawned creatures, like wildlife, only up to 120m. You had no benefit of using a long range weapon at all unless floating in space shooting drones. A place where you are always better off sitting in a spaceship anyway.

We also intend to reduce the sitting duck problem: Some weapons allowed you take out drones before they were even able to react to you on a planet. This made taking out drones a shooting gallery without challenge. Now you must approach them with most weapons or have a proper long range weapon to get an advantage.

Please let us know what you think about these changes here:
https://empyriononline.com/threads/a7-0-experimental-faq-feedback-weapon-balancing.21724/
We are very curious about your feedback.

Please also report new and recurring bugs over here: https://empyriononline.com/threads/bug-reports-alpha-experimental-7-0.15379/

Cheers,

Empyrion Dev Team

============

CHANGELOG: Alpha Experimental 7.3.0 (Build 1287)

Major Re-balancing of Handheld Weapons:

- Range of all weapons have been reduced or equalized.
- Plasma and laser weapons now ignore atmospheric density.
- Added bullet spread except for laser weapons
- Damage of all close-range weapons has been increased.
- The damage for the shotgun has been altered so it’s devastating at very short range but much less effective at its max range
- Damage for long-range weapons have been reduced. Their range is already their benefit. The headshot multiplier for the sniper rifle has been increased.
- All weapon versions of the same kind (no matter if they are T1, T2 or epic) now have identical weapon ranges to ease up making a choice which weapon to use.
- You can build your own epic weapons by upgrading a T2 weapon with a weapon kit; you have a choice now if you want to stick with your T2 weapon, which can be repaired, or upgrade it with another kit to an epic version, which is more powerful but won’t last forever. A Large or Advanced Constructor is required for crafting it. Additionally epic weapons can still be found in ultra rare containers as usual.
- Epic weapons can no longer be repaired
- Epic weapons and weapon kits can now be recycled in the Blue Print Factory
- Changed: Instead of "Eff.Range" now display "Current Range" in Weapon HUD
- No sniper zoom with Shotguns anymore > otherwise: overpowered
- Do not display head multiplier anymore
- Removed “Ammo Type” from weapon HUD
- Reduced impact of atmo density on weapon range
For more details and feedback, see https://empyriononline.com/threads/a7-0-experimental-faq-feedback-weapon-balancing.21724/

Updated Playfields / Terrains:
- Tweaked Akua playfield: added NPC spawning on mountains, tweaked grass texture, tweaked deco + grass
- Minor update to terrain of Akua (to avoid shallow shore line)
- Added more underwater deco on Akua
- Updated Tutorial playfield with new deco distribution on Akua
- Updated deco for Omicron (NewDesert) - eg added green version of Omicron Palm for Oasis on Omicron

- Added new terrain for moon: NewMoon2
- Updated terrain for Skillon (barren planet)



Added Alien Xeno Steel:

- Added new Alien Block "Xeno Steel" that can be found on POIs
- Added new crafting component: Xeno Substrate (you need this component to craft the Xeno Steel blocks)
- Added Xeno Substrate to loot (Alien Container grey)
- Added new alien textures (more to come)


Optimizations:
- Major optimization for POM shader: on average, you should get around 10-15 FPS more inside structures when you have set POM shader to high (compared to before)

Default Scenario Updates:
- Omicron / Masperon: The atmospheric density has been increased, reducing your effective weapon range and those of drones and POI turrets to around 50% to 60% of the weapon’s full range.
- Omicron: You will start with Light Armor on all difficulty levels
- Akua: Reduced the average amount of Copper and Silicon a bit
- Moon (Akua and Omicron): The atmospheric density is now nearly non-existent like space
- Eleon anniversary cake for every new game start :)

Gameplay:
- Excluded Bio Fuel from "AutoFill" in Control Panel
- Implemented: Furnace full auto mode > auto-processing of ores into ingots
- Reduced the effect of atmospheric density; drones, turrets and handheld weaopns have a longer range as a result now
- Drone weapons shooting with plasma or laser weapons ignore atmospheric density
- Zirax equipped with Laser guns shot up to 120m now
- The Pulse Rifle and the Shotgun T2 can now be built with components available earlier in the progression
- Added proper space playfield Aestus for Default MP (with regenerating resource asteroids and POIs)
- Reactivated “Predator” mode: cut down those trees with a minigun :)

Visuals / Sounds:
- Removing now larger patches of grass when digging
- Updated model for flashlight
- Updated model for Light Lantern and Light Work 02
- Updated preview icons of new items (eg Erestrum Gel etc)
- Tweaked space nebula in Aestus and Aitis space playfields
- Multitool window (eg Updgrade) is now broader (as broad as the ammo info window below)
- Added emissive to Alien Containers and tweaked grey color
- Aloe Vera farming plant does not show wind movement anymore

PDA Update:
- Implemented: Add CHECK for spawning a Prefab Blueprint or any structure type
- Implemented: Allow InventoryEmptied to also work with NPC/looting
- PDA GameOps: Added missing ArmorBoost parameter "DegradationFac"
- Enhanced PDA InventoryContains check to also work for player inventory (use "Player" as inventory name)
- Enhanced: BlocksRemoved can now optionally check for a Structure Name

Changes:
- Show complete object when spawning Blueprint via F2


- Activate Undo/Redo also for Coloring/Texturing
- Changed "High" Quality shadows to only Manual Activation (ie they are not activated automatically anymore with Best setting)
- Updated POI Abandoned Mine + Factory: thanks to Fractalite
- Updated several POIs + added a new POI: Mining Hub
- Updated PDA languages
- Removed text that 2 players are needed for ESR mission
- Set time until dropped empty container disappears from 60s to 30s

Updated Invader vs Defender Scenario:
- Peplaced several planets with splatmap planets
- Changed starter system resource distribution to fit recent gameplay update (no magnesium, no rare resources)
- Invader & Defender starter systems are <15 AU away from next orbits (you can reach them with your SV warp drive)
- Changed starter gear
- Reworked a lot of POI distributions and add missing regenerate keys for them

Bug Fixes:
- Fixed: Prevent other players / structures activating OP in AntiGrief Area
- Fixed: NPC do not attack player anymore as soon as player enters cockpit
- Fixed: Only the 1st placed passenger seat allows free view any other passenger seats placed after do not allow free view
- Fixed: Grass not always got removed when using drill at slopes
- Fixed: Swamp golem still walking on the spot after being killed.
- Fixed: Resource meteorites aren't appearing when deposits have been depleted.
- Fixed: Flare of flashlight was shining through player in 3rd person view
- Fixed: Name tags of depleted deposits were sometimes reappearing
- Fixed: Cutout box for POI: currently the terrain cutout is sometimes very sharp for small POI
- Fixed: PDA message's ExtraText part (that part that is only shown in PDA Log) can now use loca keys
- Fixed: Large PDA notification messages: high prio variant had wrong vertical layout
- Fixed: PDA check InventoryOpened did not work with ATM, O2 and Fuel tanks
- Fixed: Lootbox disintegrating into smaller boxes when pressing F twice in a row
- Fixed: Problem that some displays/screens were still on even if a base had no power
- Possibly Fixed: NPC spider getting stuck in terrain.
- Fixed: Problems with holo screens on Media Center and Computer Table
- Fixed: Mining ore (mining an SSOR) does not give XP anymore
- Fixed: PDA log-info button switch issue
- Fixed: Ore Scanner: Resource Outline order still reversed
- Fixed: Preview selection on SVs in space sometimes wrong.
- Fixed: Tutorial scenario demanded cobalt
- Fixed: Problem with transparent grass
- Fixed: Wrong step sound and particle effect was shown for some block textures
- Fixed: Problem that "Top Gun" instance was no accessible
Empyrion - Galactic Survival - EmpyrionGame

The above screenshot shows the updated terrain for Akua

Update: Build 1277
- Fixed: Problem that rotate gizmo for selection tool was not visible

========================

Hi Galactic Survivalists!

Welcome to Part III of our Alpha 7 experimental phase! Our main topic this time: Optimization and refinement. We added more handmade terrains for you to test out and the new grass is now nicer and is eating up less performance. We also added a density setting for grass!

For our builders, testing the new features in the Building Helper menu (N): You now can rotate your copied parts!

In any case, especially if you are new to Experimental 7.0, please make sure you read through the FAQ and HELP topics before starting a new game. https://empyriononline.com/forums/experimental-features-discussion.35/

Please also report new and recurring bugs over here: https://empyriononline.com/threads/bug-reports-alpha-experimental-7-0.15379/

If you do not see your issue fixed in the current changelog, it would be of great help, if you could re-test your issue with the new version and report it again in the bug section - in case your problem is not fixed yet.

What’s next?
We are also slowly but steadily approaching the public release. We are planning to release Part IV next week and the Release Candidate the weekend after the Part IV release. Both will now concentrate more on bug fixing and optimizations. Small feature updates not ruled out, of course. ;-)

Cheers,

Empyrion Dev Team

============

CHANGELOG: Alpha Experimental 7.2.0 (Build 1276)

Important: We renamed the playfield NewSnow2 into NewSnow and removed NewSnow2: Consequence is that all save games where you have been on Ningues are not useable anymore! Sorry for the inconveniences (note: it will only affect save games that have been started during the EXP phase)

Updated / Added Planetary Terrains:
- Updated terrain of Akua: less mountains, more valleys (renamed playfield: instead of NewTemperate500 > NewTemperate)



- Added new terrain for the Moon



- Added new terrains for Aitis



- Switched terrain for Masperon moon and planet (+ added new terrain for Masperon moon - still WIP)
- Renamed NewSnow2 into NewSnow and removed NewSnow2: Consequence = all save games where you have been on Ningues are not useable anymore!!! (only affects EXP save games)

Updated Grass:
- Added new grass with more natural looks, higher render distance and better performance
- If you have a slow PC, it's now possible to modify grass density without changing the render distance > see "Grass Density" under Video Options
Note: New grass is still WIP and will improve in the next update (color, distribution, removal etc)

Selection Box Update:
- Switch between scaling and moving of selection box now via clicking on the black sphere of the gizmo
- Added possibility to rotate a selection

Changes:
- Overall optimization: reduced stuttering when flying over the terrain
- Reduced spawn rate of NPC: what do you think - how does it feel now?
- Added new texture table for alien blocks (for now only 2 textures to choose from - more to come)
- Instead of "current number of repairs" now display "number of repairs left"
- Added some default metal textures to wood texture tool on page 2
- Improved local coop connection timing if you have slow internet access
- Updated POI: abandoned factory -> thanks to Fractalite
- Updated Localization for several languages

Gameplay / Balancing:
- Slightly increased drill speed of Drill Attachment HV
- All Auto Mining Devices can now only be crafted in advanced constructor
- HV drills and drill turrets can now mine/destroy any surface-rock

Visuals / Sound:
- Updated model for Constructor Mobile
- Tweaked outline for resources of ore scanner

PDA Update:
- Enhanced PDA check 'NearUnit' to work with fixed POI's, use the spawn name (not the Blueprint name) to specify the POI
- NearUnit markers are now placed a little lower (not above the device)
- Log a warning if a playfield contains no POI's at all and a NearUnit or NearPOI check is used in PDA
- Prohibit auto-completion of PDA NearUnit actions if the specified POI and / or device cannot be found

Updated Scenario: Dawn of Galaxy
- replaced Elia, Maiy, Moons and some other planets with new splatmap terrain
- changed some resource deposits due new gameplay changes (e.g. no Magnesium on Elia)
- added promethium pellets to Ex-7 Station due new requirement for ammunition receipt
- prepared new PDA additions (e.g. spawn Drones via PDA)

Added new Instances / Missions for Default SP and MP:
1. Top Gun Mission: fight in a fast paced battle with your SV against massive space drones and capture the Enemy Base to escape
2. Elemental Space Race: a PDA driven space race through 15 checkpoints with a big reward - in case you are fast enough and get rid of your Alien followers
> thanks to RexXxus and sacredglade

Added "PerlinCol" parameter to Playfield Yaml:
- Color Variation for Grass/Deco Plants.
0 = No color change
1 = Greyscale Color Variation
2 = Full Color Variation
Default is 1 (Greyscale)

Updated internal references due to renaming of some items:
If you are using a custom TraderConfig.ecf, you need to update the following names:
Pipes > Nanotubes
ReactorCore > CobaltAlloy
Cables > OpticalFiber
MetalComponents > MechanicalComponents
AdvancedCPU > Oscillator
ControlPanel > EnergyMatrix

Bug Fixes:
- Fixed: Problem with spawning of AI Planet Vessel HQ (sometimes it spawned on top of other POIs)
- Fixed: Signal toggle in Control Panel not working in MP
- Fixed: AlienBug03 can fire through thin wall blocks & Inward round slope
- Fixed: Holoscreens show "micro tiling" when placed the first time
- Fixed: NPC spider getting stuck in terrain
- Fixed: Random resources may not appear in-game when too much deposits are already placed near POIs
- Fixed: Blocks sometimes did not vanish after being removed
- Fixed: AutoMiner can be placed below a deposit and works
- Fixed: AutoMiner creates Ore when placed AFTER a deposit reached 0%
- Fixed: Ore Scanner won't show ore if it's in the toolbar whilst sat inside a cockpit.
- Fixed: Ore scanner in inventory does not work when resuming game
- Fixed: Ore Scanner overlay sometimes stay visible
- Fixed: Ore deposit does not vanish from HUD / Map when emptied but still showing with 0%
- Fixed: Enabling Turrets is causing drones to not track or fire at player vessels
- Fixed: Auto Mining Devices sometimes didn't resume production when resuming a savegame
- Fixed: Problem that rotating a texture was not possible on blocks that were not in their default rotation
- Fixed: Problem with bullet spread of shotgun
- Fixed: Problem that emissive of some devices were not switched off when power was off
- Fixed: Distorted effected with parallax mapping on textures
- Fixed: Levels, XP and UP do not work as reward
- Fixed: Problem that one face was missing for "Hull Armored" preview icon
- Fixed: Internal error when opening the PDA
- Fixed: Problem with "Localization key 'abc' is already present"
- Fixed: BAO Dion III Player Admin spawning randomly on Omicron sometimes under terrain or on top of other POI's
- Fixed: 'File exception' when saving using the terrain editor
- Fixed: DrillT1 info for Stone Removal now correctly states that it automatically collects ores
- Fixed: Problem that Man on Moon mission could not be completed in MP
Empyrion - Galactic Survival - EmpyrionGame

The above screenshot shows the updated terrain for Akua

Update: Build 1277
- Fixed: Problem that rotate gizmo for selection tool was not visible

========================

Hi Galactic Survivalists!

Welcome to Part III of our Alpha 7 experimental phase! Our main topic this time: Optimization and refinement. We added more handmade terrains for you to test out and the new grass is now nicer and is eating up less performance. We also added a density setting for grass!

For our builders, testing the new features in the Building Helper menu (N): You now can rotate your copied parts!

In any case, especially if you are new to Experimental 7.0, please make sure you read through the FAQ and HELP topics before starting a new game. https://empyriononline.com/forums/experimental-features-discussion.35/

Please also report new and recurring bugs over here: https://empyriononline.com/threads/bug-reports-alpha-experimental-7-0.15379/

If you do not see your issue fixed in the current changelog, it would be of great help, if you could re-test your issue with the new version and report it again in the bug section - in case your problem is not fixed yet.

What’s next?
We are also slowly but steadily approaching the public release. We are planning to release Part IV next week and the Release Candidate the weekend after the Part IV release. Both will now concentrate more on bug fixing and optimizations. Small feature updates not ruled out, of course. ;-)

Cheers,

Empyrion Dev Team

============

CHANGELOG: Alpha Experimental 7.2.0 (Build 1276)

Important: We renamed the playfield NewSnow2 into NewSnow and removed NewSnow2: Consequence is that all save games where you have been on Ningues are not useable anymore! Sorry for the inconveniences (note: it will only affect save games that have been started during the EXP phase)

Updated / Added Planetary Terrains:
- Updated terrain of Akua: less mountains, more valleys (renamed playfield: instead of NewTemperate500 > NewTemperate)



- Added new terrain for the Moon



- Added new terrains for Aitis



- Switched terrain for Masperon moon and planet (+ added new terrain for Masperon moon - still WIP)
- Renamed NewSnow2 into NewSnow and removed NewSnow2: Consequence = all save games where you have been on Ningues are not useable anymore!!! (only affects EXP save games)

Updated Grass:
- Added new grass with more natural looks, higher render distance and better performance
- If you have a slow PC, it's now possible to modify grass density without changing the render distance > see "Grass Density" under Video Options
Note: New grass is still WIP and will improve in the next update (color, distribution, removal etc)

Selection Box Update:
- Switch between scaling and moving of selection box now via clicking on the black sphere of the gizmo
- Added possibility to rotate a selection

Changes:
- Overall optimization: reduced stuttering when flying over the terrain
- Reduced spawn rate of NPC: what do you think - how does it feel now?
- Added new texture table for alien blocks (for now only 2 textures to choose from - more to come)
- Instead of "current number of repairs" now display "number of repairs left"
- Added some default metal textures to wood texture tool on page 2
- Improved local coop connection timing if you have slow internet access
- Updated POI: abandoned factory -> thanks to Fractalite
- Updated Localization for several languages

Gameplay / Balancing:
- Slightly increased drill speed of Drill Attachment HV
- All Auto Mining Devices can now only be crafted in advanced constructor
- HV drills and drill turrets can now mine/destroy any surface-rock

Visuals / Sound:
- Updated model for Constructor Mobile
- Tweaked outline for resources of ore scanner

PDA Update:
- Enhanced PDA check 'NearUnit' to work with fixed POI's, use the spawn name (not the Blueprint name) to specify the POI
- NearUnit markers are now placed a little lower (not above the device)
- Log a warning if a playfield contains no POI's at all and a NearUnit or NearPOI check is used in PDA
- Prohibit auto-completion of PDA NearUnit actions if the specified POI and / or device cannot be found

Updated Scenario: Dawn of Galaxy
- replaced Elia, Maiy, Moons and some other planets with new splatmap terrain
- changed some resource deposits due new gameplay changes (e.g. no Magnesium on Elia)
- added promethium pellets to Ex-7 Station due new requirement for ammunition receipt
- prepared new PDA additions (e.g. spawn Drones via PDA)

Added new Instances / Missions for Default SP and MP:
1. Top Gun Mission: fight in a fast paced battle with your SV against massive space drones and capture the Enemy Base to escape
2. Elemental Space Race: a PDA driven space race through 15 checkpoints with a big reward - in case you are fast enough and get rid of your Alien followers
> thanks to RexXxus and sacredglade

Added "PerlinCol" parameter to Playfield Yaml:
- Color Variation for Grass/Deco Plants.
0 = No color change
1 = Greyscale Color Variation
2 = Full Color Variation
Default is 1 (Greyscale)

Updated internal references due to renaming of some items:
If you are using a custom TraderConfig.ecf, you need to update the following names:
Pipes > Nanotubes
ReactorCore > CobaltAlloy
Cables > OpticalFiber
MetalComponents > MechanicalComponents
AdvancedCPU > Oscillator
ControlPanel > EnergyMatrix

Bug Fixes:
- Fixed: Problem with spawning of AI Planet Vessel HQ (sometimes it spawned on top of other POIs)
- Fixed: Signal toggle in Control Panel not working in MP
- Fixed: AlienBug03 can fire through thin wall blocks & Inward round slope
- Fixed: Holoscreens show "micro tiling" when placed the first time
- Fixed: NPC spider getting stuck in terrain
- Fixed: Random resources may not appear in-game when too much deposits are already placed near POIs
- Fixed: Blocks sometimes did not vanish after being removed
- Fixed: AutoMiner can be placed below a deposit and works
- Fixed: AutoMiner creates Ore when placed AFTER a deposit reached 0%
- Fixed: Ore Scanner won't show ore if it's in the toolbar whilst sat inside a cockpit.
- Fixed: Ore scanner in inventory does not work when resuming game
- Fixed: Ore Scanner overlay sometimes stay visible
- Fixed: Ore deposit does not vanish from HUD / Map when emptied but still showing with 0%
- Fixed: Enabling Turrets is causing drones to not track or fire at player vessels
- Fixed: Auto Mining Devices sometimes didn't resume production when resuming a savegame
- Fixed: Problem that rotating a texture was not possible on blocks that were not in their default rotation
- Fixed: Problem with bullet spread of shotgun
- Fixed: Problem that emissive of some devices were not switched off when power was off
- Fixed: Distorted effected with parallax mapping on textures
- Fixed: Levels, XP and UP do not work as reward
- Fixed: Problem that one face was missing for "Hull Armored" preview icon
- Fixed: Internal error when opening the PDA
- Fixed: Problem with "Localization key 'abc' is already present"
- Fixed: BAO Dion III Player Admin spawning randomly on Omicron sometimes under terrain or on top of other POI's
- Fixed: 'File exception' when saving using the terrain editor
- Fixed: DrillT1 info for Stone Removal now correctly states that it automatically collects ores
- Fixed: Problem that Man on Moon mission could not be completed in MP
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