Hotfix: October 29, 2017 - Alpha 7.0.4 (Build 1309)
Client-side only update!
Bug Fixes: - Fixed: Problem with invisible walls and sudden teleporation of vessels when leaving cockpit
------------------
Hotfix: October 25, 2017 - Alpha 7.0.4 (Build 1308)
Changes: - Updated MP default scenario: * Tweaked space playfields of starter planets so that they now have same type of resources as SP default setting * Added own space playfield for Sienna starter planet - Tweaked template of Flak Turret CV (reduced amount of Zascosium Alloy)
Bug Fixes: - Fixed: Several internal errors reported on support email and found in logs - Fixed: Problem that some seeds could cause an error when starting a new game
------------------
Hi Galactic Survivalists,
We released another patch for Alpha 7 where we added the possibility to change the placement of a blueprint via Page Up/Down and Home/End keys. Moreover, we integrated a snap-to-surface mechanism for CV placed on a BA and for HV/SV placed on a BA or CV. Finally, we increased the Auto Miner operation depth from 50m to 100m and we fixed several bugs.
Changes: - Allow to change distance (HOME/END keys) and height (PAGE UP/DOWN keys) of the blueprint spawn box relative to the player - Add a “snap to surface” for CV placed on a BA and for HV/SV placed on a BA or CV. - Increased Auto Miner operation depth from 50m to 100m - Tweaked deco on Omicron Oasis: reduced density of some plants - Updated EAH Server Tool
Bug Fixes: - Fixed: Auto Miner did not work on indestructible terrain - Fixed: Ore deposits still appeared for 2nd player when another player has fully mined a deposit. - Fixed: Problem that sometimes it was impossible to connect to a playfield on a dedicated server - Fixed: Internal errors when AI turrets fired on AI vessels in certain use cases - Fixed: Several internal exceptions (eg exceptions that might cause severe problems on pf servers) - Fixed: Wrong starting positions for Creative "empty" modes - Fixed: Error reported in support email "Build 1304 #00000" - Fixed: Error reported in support email "Build 1304 #4D97D"
Hotfix: October 24, 2017 - Alpha 7.0.3(Build 1307)
We just released a small client-side update to fix the problem with HV drills that could not mine the underground resources.
===========
For your convenience, we copied the update notes for the other patches we did in the last days from the bottom of the Alpha 7 announcement to this thread:
------------------
Hotfix: October 21, 2017 - Alpha 7.0.2 (Build 1304)
Client-side only update
Regarding the problem when spawning a large CV, we increased the max allowed distance between structures (e.g BA and CV) from 1.25 to 3.5m. This workaround should facilitate the BP placement. However, we will properly fix it in Alpha 7.1.
Bug Fixes: - Fixed: Problem with spawning large CVs on a BA platform - Fixed: Exception email contains different hash codes for same exception
------------------------------------
Hotfix: October 20, 2017 - Alpha 7.0.2 (Build 1303)
We have read about your reports regarding the texture resolution for PCs with low RAM and consequently we now force half-resolution textures only if your RAM is below 8GB (before RAM < 10GB). 8GM of RAM is the minimum system requirement stated on our Steam store page.
Please note that the game can easily crash if you do not have enough RAM and the texture resolution is set too high. For example, starting a New Game on Akua Creative already allocates 4.6 GB of RAM. If you fly around a bit, the RAM consumption rises to 5.5GB. In this case, you can get in trouble quite easily if you have other programs running in the background .
Nevertheless, in Alpha 7.1, we will add the possibility to overrule - on your own risk - the texture restriction when you have less than 8GB of RAM.
Changes: - Force half-resolution textures only if RAM < 8GB (before RAM < 10GB) - Show emissive of textures in texture tool preview - Later culling of underground resource rocks
Bug Fixes: - Fixed: Several random errors that appeared quite frequently (reported on support email and found in logs) - Fixed: Problem that HV drills (mounted + turret) did not remove surface rocks > we now added a special drill mode similar to hand-held drill to remove these rocks
------------------------------------
Hotfix: October 19, 2017 - Alpha 7.0.1 (Build 1302)
Bug Fixes: - Fixed: Problem that "Change & Rotate" icon appeared over the ammo counter for weapons & tools. - Fixed: Problem that HV failed to stabilize (roll/yaw) when firing weapons and instead locked the current angle - Fixed: Problem with CV starter block (it had only a core) - Fixed: Problem when a server was using EAH Tool - Fixed: Problem with health bar of a structure in CP (was gone as soon as structure got damaged)
Changes: - Added arrow to SV and HV starter blocks to better indicate main flying direction
Hotfix: October 29, 2017 - Alpha 7.0.4 (Build 1309)
Client-side only update!
Bug Fixes: - Fixed: Problem with invisible walls and sudden teleporation of vessels when leaving cockpit
------------------
Hotfix: October 25, 2017 - Alpha 7.0.4 (Build 1308)
Changes: - Updated MP default scenario: * Tweaked space playfields of starter planets so that they now have same type of resources as SP default setting * Added own space playfield for Sienna starter planet - Tweaked template of Flak Turret CV (reduced amount of Zascosium Alloy)
Bug Fixes: - Fixed: Several internal errors reported on support email and found in logs - Fixed: Problem that some seeds could cause an error when starting a new game
------------------
Hi Galactic Survivalists,
We released another patch for Alpha 7 where we added the possibility to change the placement of a blueprint via Page Up/Down and Home/End keys. Moreover, we integrated a snap-to-surface mechanism for CV placed on a BA and for HV/SV placed on a BA or CV. Finally, we increased the Auto Miner operation depth from 50m to 100m and we fixed several bugs.
Changes: - Allow to change distance (HOME/END keys) and height (PAGE UP/DOWN keys) of the blueprint spawn box relative to the player - Add a “snap to surface” for CV placed on a BA and for HV/SV placed on a BA or CV. - Increased Auto Miner operation depth from 50m to 100m - Tweaked deco on Omicron Oasis: reduced density of some plants - Updated EAH Server Tool
Bug Fixes: - Fixed: Auto Miner did not work on indestructible terrain - Fixed: Ore deposits still appeared for 2nd player when another player has fully mined a deposit. - Fixed: Problem that sometimes it was impossible to connect to a playfield on a dedicated server - Fixed: Internal errors when AI turrets fired on AI vessels in certain use cases - Fixed: Several internal exceptions (eg exceptions that might cause severe problems on pf servers) - Fixed: Wrong starting positions for Creative "empty" modes - Fixed: Error reported in support email "Build 1304 #00000" - Fixed: Error reported in support email "Build 1304 #4D97D"
Hotfix: October 24, 2017 - Alpha 7.0.3(Build 1307)
We just released a small client-side update to fix the problem with HV drills that could not mine the underground resources.
===========
For your convenience, we copied the update notes for the other patches we did in the last days from the bottom of the Alpha 7 announcement to this thread:
------------------
Hotfix: October 21, 2017 - Alpha 7.0.2 (Build 1304)
Client-side only update
Regarding the problem when spawning a large CV, we increased the max allowed distance between structures (e.g BA and CV) from 1.25 to 3.5m. This workaround should facilitate the BP placement. However, we will properly fix it in Alpha 7.1.
Bug Fixes: - Fixed: Problem with spawning large CVs on a BA platform - Fixed: Exception email contains different hash codes for same exception
------------------------------------
Hotfix: October 20, 2017 - Alpha 7.0.2 (Build 1303)
We have read about your reports regarding the texture resolution for PCs with low RAM and consequently we now force half-resolution textures only if your RAM is below 8GB (before RAM < 10GB). 8GM of RAM is the minimum system requirement stated on our Steam store page.
Please note that the game can easily crash if you do not have enough RAM and the texture resolution is set too high. For example, starting a New Game on Akua Creative already allocates 4.6 GB of RAM. If you fly around a bit, the RAM consumption rises to 5.5GB. In this case, you can get in trouble quite easily if you have other programs running in the background .
Nevertheless, in Alpha 7.1, we will add the possibility to overrule - on your own risk - the texture restriction when you have less than 8GB of RAM.
Changes: - Force half-resolution textures only if RAM < 8GB (before RAM < 10GB) - Show emissive of textures in texture tool preview - Later culling of underground resource rocks
Bug Fixes: - Fixed: Several random errors that appeared quite frequently (reported on support email and found in logs) - Fixed: Problem that HV drills (mounted + turret) did not remove surface rocks > we now added a special drill mode similar to hand-held drill to remove these rocks
------------------------------------
Hotfix: October 19, 2017 - Alpha 7.0.1 (Build 1302)
Bug Fixes: - Fixed: Problem that "Change & Rotate" icon appeared over the ammo counter for weapons & tools. - Fixed: Problem that HV failed to stabilize (roll/yaw) when firing weapons and instead locked the current angle - Fixed: Problem with CV starter block (it had only a core) - Fixed: Problem when a server was using EAH Tool - Fixed: Problem with health bar of a structure in CP (was gone as soon as structure got damaged)
Changes: - Added arrow to SV and HV starter blocks to better indicate main flying direction
What’s better than an anniversary? A feature-rich version update, celebrating an anniversary...and cake! Happy 2nd birthday to Empyrion! :)
Although we are 2 months late for the anniversary update, we believe that it has been worth the wait: While Alpha 6 made fundamental changes to environmental effects and game mechanics, Alpha 7 will add even deeper rooted changes for the game itself: All new planet creation tech, beefed up building tools, full rebalancing of templates, weapons, ammo and game start, new mining mechanic, loads of textures in high definition, Parallax Occlusion Mapping for virtual 3D surfaces, new missions, completely new scenarios and much more.
As with every major update, we suggest the following 4-stepped approach for NEW and current players: 1. Read the changelog below 2. Read all the FAQ & FEEDBACK threads for more information (super important!): https://empyriononline.com/forums/feedback.25/ 3. Start a NEW fresh game in Singleplayer and try the new building tools in Creative. 4. Post your feedback to the dedicated Alpha 7 FEEDBACK topics: https://empyriononline.com/forums/feedback.25/
Now have fun playing... and while you are at it, do not forget to let your player avatar taste our delicious Anniversary Cake!
While you are waiting for the download to complete, enjoy our new Alpha 7 launch trailer: https://youtu.be/aFkmj3DuDgw
Cheers, Empyrion Dev team
PS: You can continue to use Alpha 6 until you're ready to update. Go to your Steam Library, right-click on Empyrion, then click Properties. Now open the Betas tab and use the drop-down menu to select the alpha6 version. Restart Steam to force an update.
------------------------------------
MAIN FEATURES
1. New Planetary Terrains: - Added more realistic handmade terrains (based on heightmaps and splatmaps) - Extended terrain height to 500m. This applies for both handmade and procedural playfields - Added a simple Texture Editor to easily change textures on a heightmap planet (accessible via console cmd "terraineditor" or "te") - Better visuals for 3d map:
2. New Mining Mechanic: The new heightmaps technology required to switch from voxel based mining to placing 3D objects into the ground. We introduced the Ore Scanner item (it is active when you have the drill equipped and the Ore Scanner in your inventory) to make finding the 3D objects easier when digging. Mining asteroids in planet’s orbits still use the voxel based technology.
3. Better Creative / Building Tools: - Added selection box as building tools (N window): Copy, Paste, Cut, Delete whole areas - Added possibility to replace textures and colors on whole structures. - Added possibility to color and texture large areas at once instead of block-by-block - Added possibility to save and display Blueprint parts - Added possibility to rotate block textures - Separated building and debug tools in N window - Symmetry plane can now positioned on a half block basis - Changed “Build Settings” window to toggle mode (instead of holding down "N" to keep open) - Activated Undo/Redo also for Coloring/Texturing
4. Major Texture Update for Building Blocks: - Added 45 new textures (19 Metal, 15 Concrete, 7 Alien, 4 Wood) - Added several new interchangeable textures on Page 2 for Concrete (+additional metal textures) and Wood (+additional metal & concrete textures) - Updated most of existing textures
5. Parallax Occlusion Mapping (POM) Shader for Building Blocks: With this new shader all block textures have a 3D look.
6.1 Template Balancing We felt that the game is currently very front loaded with things you can build right from the start, giving you little motivation to explore the galaxy and visit other planets. We thus looked at the current content of the game and spread it out a bit more to avoid that you are basically done and got more than you ever need once you leave your first planet.
Some highlights of the new game start and rebalancing: - Updates to all crafting templates - Make Biofuel from Rotten Food and use it an alternative energy resource for your base and ship - Some objects are available later in the tech-tree for you to make them more valuable as loot earlier - Short-distance Warp Drive for Small Vessels - Metal plates are the basic material for everything metal related - Added armored concrete block
6.2 Resource Balancing The SP and MP scenarios have a new ore distribution to reflect the new template recipes. See the FAQ of the Template & Resource Balancing thread for more details.
6.3 Handheld Weapon Balancing For the first time, we are balancing the hand weapons in the game. The settings you experienced so far 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 had a damage output which was far over the top and not in a meaningful relation to all other weapons.
Some highlights of the new game start and rebalancing: - Range of all weapons have been reduced or equalized. - Plasma and laser weapons now ignore atmospheric density - Added "bullet spread" to most weapons (except for laser weapons), bullet spread can be significantly reduced by using a sniper scope - Damage of all close-range weapons has been increased. - Damage for the shotgun has been altered so it’s devastating at very short range but much less effective at its max range; no sniper zoom with Shotguns anymore though - otherwise it would be overpowered - Damage for long-range weapons have been reduced. Their range is already their benefit. The headshot multiplier for the sniper rifle has been increased. - Nearly 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.
Epic Weapons: We were also unhappy about the role of epic weapons in the current game. Once you got you preferred weapon as an epic version, there was basically no looking back to other weapon options and finding more epic weapons wasn’t very rewarding at all. Epic versions should act as temporary better versions of T2 weapons only - like a buff you can enjoy for a short time. - You can build your own “Enhanced” (formerly knowns as “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 “enhanced” version, which is more powerful but won’t last forever as it can’t be repaired. Additionally Enhanced Weapons can still be found in ultra rare containers as usual. - Enhanced weapons and weapon kits can now be recycled in the Blue Print Factory - T2 weapons no longer need a weapon kit to be crafted
6.4. Updated Templates for Ammunition: - Updated templates for ammo: using Promethium pellets instead of Magnesium so you have to worry about less different ores in the Early game - Replaced Energy Cells requirements for ammo with Promethium Pellets - Changed some Steel requirements for late game ammo
6.5. Separated Constructor SV & HV: - The constructor for the HV and the constructor for the SV are two independent objects now. - If you prefer a more nomadic lifestyle before you leave the planet you have the option to build a small constructor on a HV with materials found on the starter planet now. - The small constructor SV and the small constructor HV can build the exact same items and objects at this point. - The SV version requires resources found in the the starter planet orbit or moon to build it though (at least in the default setting)
7. Limit Spawn of Blueprints to Certain Locations: - We limited the spawning 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. - Blueprint spawn limit is only active in survival mode and can be de-activated via dedicated.yaml on servers (see 'GroundedStructureSpawn' in dedicated.yaml)
8. Improved Offline Protection: - Added delay before OP is active ("ProtectDelay" defined in dedicated.yaml) - Turrets continue shooting but do not use ammo when OP is active - Increased distance at which offline protection shield can be seen from 150m to 400m - Prevent other players / structures activating OP in AntiGrief Area - Added new parameters AntiGriefDistancePvE and AntiGriefDistancePvP to dedicated.yaml - Improved visuals of offline protection shield - Multipayer server browser window now shows separate anti-grief distances for PvE and PvP modes - In Godmode invisible you are now able to place blocks within an OP protected area
9. Improved Autominers: - Autominers are able deplete deposits now - Deposit-depleting Autominer calculates its efficiency via the remaining deposit size - Autominers can be configured in dedicated.yaml or Difficulty Settings whether they deplete the resource deposit or not
Hotfix 3: October 21, 2017 - Alpha 7.0.2 (Build 1304)
Client-side only update
Regarding the problem when spawning a large CV, we increased the max allowed distance between structures (e.g BA and CV) from 1.25 to 3.5m. This workaround should facilitate the BP placement. However, we will properly fix it in Alpha 7.1.
Bug Fixes: - Fixed: Problem with spawning large CVs on a BA platform - Fixed: Exception email contains different hash codes for same exception
------------------------------------
Hotfix 2: October 20, 2017 - Alpha 7.0.2 (Build 1303)
We have read about your reports regarding the texture resolution for PCs with low RAM and consequently we now force half-resolution textures only if your RAM is below 8GB (before RAM < 10GB). 8GM of RAM is the minimum system requirement stated on our Steam store page.
Please note that the game can easily crash if you do not have enough RAM and the texture resolution is set too high. For example, starting a New Game on Akua Creative already allocates 4.6 GB of RAM. If you fly around a bit, the RAM consumption rises to 5.5GB. In this case, you can get in trouble quite easily if you have other programs running in the background .
Nevertheless, in Alpha 7.1, we will add the possibility to overrule - on your own risk - the texture restriction when you have less than 8GB of RAM.
Changes: - Force half-resolution textures only if RAM < 8GB (before RAM < 10GB) - Show emissive of textures in texture tool preview - Later culling of underground resource rocks
Bug Fixes: - Fixed: Several random errors that appeared quite frequently (reported on support email and found in logs) - Fixed: Problem that HV drills (mounted + turret) did not remove surface rocks > we now added a special drill mode similar to hand-held drill to remove these rocks
------------------------------------
Hotfix: October 19, 2017 - Alpha 7.0.1 (Build 1302)
Bug Fixes: - Fixed: Problem that "Change & Rotate" icon appeared over the ammo counter for weapons & tools. - Fixed: Problem that HV failed to stabilize (roll/yaw) when firing weapons and instead locked the current angle - Fixed: Problem with CV starter block (it had only a core) - Fixed: Problem when a server was using EAH Tool - Fixed: Problem with health bar of a structure in CP (was gone as soon as structure got damaged)
Changes: - Added arrow to SV and HV starter blocks to better indicate main flying direction
What’s better than an anniversary? A feature-rich version update, celebrating an anniversary...and cake! Happy 2nd birthday to Empyrion! :)
Although we are 2 months late for the anniversary update, we believe that it has been worth the wait: While Alpha 6 made fundamental changes to environmental effects and game mechanics, Alpha 7 will add even deeper rooted changes for the game itself: All new planet creation tech, beefed up building tools, full rebalancing of templates, weapons, ammo and game start, new mining mechanic, loads of textures in high definition, Parallax Occlusion Mapping for virtual 3D surfaces, new missions, completely new scenarios and much more.
As with every major update, we suggest the following 4-stepped approach for NEW and current players: 1. Read the changelog below 2. Read all the FAQ & FEEDBACK threads for more information (super important!): https://empyriononline.com/forums/feedback.25/ 3. Start a NEW fresh game in Singleplayer and try the new building tools in Creative. 4. Post your feedback to the dedicated Alpha 7 FEEDBACK topics: https://empyriononline.com/forums/feedback.25/
Now have fun playing... and while you are at it, do not forget to let your player avatar taste our delicious Anniversary Cake!
While you are waiting for the download to complete, enjoy our new Alpha 7 launch trailer: https://youtu.be/aFkmj3DuDgw
Cheers, Empyrion Dev team
PS: You can continue to use Alpha 6 until you're ready to update. Go to your Steam Library, right-click on Empyrion, then click Properties. Now open the Betas tab and use the drop-down menu to select the alpha6 version. Restart Steam to force an update.
------------------------------------
MAIN FEATURES
1. New Planetary Terrains: - Added more realistic handmade terrains (based on heightmaps and splatmaps) - Extended terrain height to 500m. This applies for both handmade and procedural playfields - Added a simple Texture Editor to easily change textures on a heightmap planet (accessible via console cmd "terraineditor" or "te") - Better visuals for 3d map:
2. New Mining Mechanic: The new heightmaps technology required to switch from voxel based mining to placing 3D objects into the ground. We introduced the Ore Scanner item (it is active when you have the drill equipped and the Ore Scanner in your inventory) to make finding the 3D objects easier when digging. Mining asteroids in planet’s orbits still use the voxel based technology.
3. Better Creative / Building Tools: - Added selection box as building tools (N window): Copy, Paste, Cut, Delete whole areas - Added possibility to replace textures and colors on whole structures. - Added possibility to color and texture large areas at once instead of block-by-block - Added possibility to save and display Blueprint parts - Added possibility to rotate block textures - Separated building and debug tools in N window - Symmetry plane can now positioned on a half block basis - Changed “Build Settings” window to toggle mode (instead of holding down "N" to keep open) - Activated Undo/Redo also for Coloring/Texturing
4. Major Texture Update for Building Blocks: - Added 45 new textures (19 Metal, 15 Concrete, 7 Alien, 4 Wood) - Added several new interchangeable textures on Page 2 for Concrete (+additional metal textures) and Wood (+additional metal & concrete textures) - Updated most of existing textures
5. Parallax Occlusion Mapping (POM) Shader for Building Blocks: With this new shader all block textures have a 3D look.
6.1 Template Balancing We felt that the game is currently very front loaded with things you can build right from the start, giving you little motivation to explore the galaxy and visit other planets. We thus looked at the current content of the game and spread it out a bit more to avoid that you are basically done and got more than you ever need once you leave your first planet.
Some highlights of the new game start and rebalancing: - Updates to all crafting templates - Make Biofuel from Rotten Food and use it an alternative energy resource for your base and ship - Some objects are available later in the tech-tree for you to make them more valuable as loot earlier - Short-distance Warp Drive for Small Vessels - Metal plates are the basic material for everything metal related - Added armored concrete block
6.2 Resource Balancing The SP and MP scenarios have a new ore distribution to reflect the new template recipes. See the FAQ of the Template & Resource Balancing thread for more details.
6.3 Handheld Weapon Balancing For the first time, we are balancing the hand weapons in the game. The settings you experienced so far 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 had a damage output which was far over the top and not in a meaningful relation to all other weapons.
Some highlights of the new game start and rebalancing: - Range of all weapons have been reduced or equalized. - Plasma and laser weapons now ignore atmospheric density - Added "bullet spread" to most weapons (except for laser weapons), bullet spread can be significantly reduced by using a sniper scope - Damage of all close-range weapons has been increased. - Damage for the shotgun has been altered so it’s devastating at very short range but much less effective at its max range; no sniper zoom with Shotguns anymore though - otherwise it would be overpowered - Damage for long-range weapons have been reduced. Their range is already their benefit. The headshot multiplier for the sniper rifle has been increased. - Nearly 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.
Epic Weapons: We were also unhappy about the role of epic weapons in the current game. Once you got you preferred weapon as an epic version, there was basically no looking back to other weapon options and finding more epic weapons wasn’t very rewarding at all. Epic versions should act as temporary better versions of T2 weapons only - like a buff you can enjoy for a short time. - You can build your own “Enhanced” (formerly knowns as “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 “enhanced” version, which is more powerful but won’t last forever as it can’t be repaired. Additionally Enhanced Weapons can still be found in ultra rare containers as usual. - Enhanced weapons and weapon kits can now be recycled in the Blue Print Factory - T2 weapons no longer need a weapon kit to be crafted
6.4. Updated Templates for Ammunition: - Updated templates for ammo: using Promethium pellets instead of Magnesium so you have to worry about less different ores in the Early game - Replaced Energy Cells requirements for ammo with Promethium Pellets - Changed some Steel requirements for late game ammo
6.5. Separated Constructor SV & HV: - The constructor for the HV and the constructor for the SV are two independent objects now. - If you prefer a more nomadic lifestyle before you leave the planet you have the option to build a small constructor on a HV with materials found on the starter planet now. - The small constructor SV and the small constructor HV can build the exact same items and objects at this point. - The SV version requires resources found in the the starter planet orbit or moon to build it though (at least in the default setting)
7. Limit Spawn of Blueprints to Certain Locations: - We limited the spawning 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. - Blueprint spawn limit is only active in survival mode and can be de-activated via dedicated.yaml on servers (see 'GroundedStructureSpawn' in dedicated.yaml)
8. Improved Offline Protection: - Added delay before OP is active ("ProtectDelay" defined in dedicated.yaml) - Turrets continue shooting but do not use ammo when OP is active - Increased distance at which offline protection shield can be seen from 150m to 400m - Prevent other players / structures activating OP in AntiGrief Area - Added new parameters AntiGriefDistancePvE and AntiGriefDistancePvP to dedicated.yaml - Improved visuals of offline protection shield - Multipayer server browser window now shows separate anti-grief distances for PvE and PvP modes - In Godmode invisible you are now able to place blocks within an OP protected area
9. Improved Autominers: - Autominers are able deplete deposits now - Deposit-depleting Autominer calculates its efficiency via the remaining deposit size - Autominers can be configured in dedicated.yaml or Difficulty Settings whether they deplete the resource deposit or not
Hotfix 3: October 21, 2017 - Alpha 7.0.2 (Build 1304)
Client-side only update
Regarding the problem when spawning a large CV, we increased the max allowed distance between structures (e.g BA and CV) from 1.25 to 3.5m. This workaround should facilitate the BP placement. However, we will properly fix it in Alpha 7.1.
Bug Fixes: - Fixed: Problem with spawning large CVs on a BA platform - Fixed: Exception email contains different hash codes for same exception
------------------------------------
Hotfix 2: October 20, 2017 - Alpha 7.0.2 (Build 1303)
We have read about your reports regarding the texture resolution for PCs with low RAM and consequently we now force half-resolution textures only if your RAM is below 8GB (before RAM < 10GB). 8GM of RAM is the minimum system requirement stated on our Steam store page.
Please note that the game can easily crash if you do not have enough RAM and the texture resolution is set too high. For example, starting a New Game on Akua Creative already allocates 4.6 GB of RAM. If you fly around a bit, the RAM consumption rises to 5.5GB. In this case, you can get in trouble quite easily if you have other programs running in the background .
Nevertheless, in Alpha 7.1, we will add the possibility to overrule - on your own risk - the texture restriction when you have less than 8GB of RAM.
Changes: - Force half-resolution textures only if RAM < 8GB (before RAM < 10GB) - Show emissive of textures in texture tool preview - Later culling of underground resource rocks
Bug Fixes: - Fixed: Several random errors that appeared quite frequently (reported on support email and found in logs) - Fixed: Problem that HV drills (mounted + turret) did not remove surface rocks > we now added a special drill mode similar to hand-held drill to remove these rocks
------------------------------------
Hotfix: October 19, 2017 - Alpha 7.0.1 (Build 1302)
Bug Fixes: - Fixed: Problem that "Change & Rotate" icon appeared over the ammo counter for weapons & tools. - Fixed: Problem that HV failed to stabilize (roll/yaw) when firing weapons and instead locked the current angle - Fixed: Problem with CV starter block (it had only a core) - Fixed: Problem when a server was using EAH Tool - Fixed: Problem with health bar of a structure in CP (was gone as soon as structure got damaged)
Changes: - Added arrow to SV and HV starter blocks to better indicate main flying direction
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.
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
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
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.
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
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
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
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
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:
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: