Bug Fixes: - Fixed: Problem that cockpit was detached from SV when spawning blueprint on a server - Fixed: NPC's not firing at avatar when close to them. - Fixed: Control Panel: Tabs in GENERALS column do not update if SIGNAL is used - Fixed: Problem that security guards were sinking into ground. - Fixed: Problem that security guard alien had mouth open - Fixed: Wrong particle effect is played when alien NPC is killed - Fixed: Problem that on barren planet immediately the rock layer was seen when removing sand with drill
=======================
Update: November 15. 2017: Build 1355
Changes: - Increased range of HV Drill Turret + HV Drill Attachment - Updated Tutorial: Tweaked Bases to "close" some alternative routes - Added particle effect when rocks and other deco stuff gets destroyed - Tweaked particle effect on some rock-like deco plants (before: wood, now: rock) - Added more Pentaxid on NewMoon & NewMoon2 in SP / MP default setting - Added moons to all starter planets in MP Default setting - Improved handling of manipulated files of managed Blueprints (factory and produced) - Updated model for MoundzTree - Less smoke particles when a block falls because of SI - Better setting for Screen Space Reflection SSR - Updated: Localization
Updated NPC Deco Crew: - Updated several existing NPCs - Added new NPCs: 2 security guards human, 1 security guard alien, alien commander - Added NPC crew to trader "PaxPurgatory" for hiring - Improved animations on NPCs standing
Bug Fixes: - Potential Fix: Factions set to public and other issues caused when a playfield server is loading a world with an exception - Fixed: BP Class increases when blocks of vessel got damaged - Fixed: EnableMaxBlockCount not working in pre 7.3 MP save files. - Fixed: Custom toggles not updated correctly on first open of CP - Fixed: Exception with empty Blueprint directory - Fixed: Drill dust particles blocked Ore Scanner view - Fixed: Problem that emissives (eg monitor) on some NPC blocks did not work - Fixed: Several exceptions found in logs and reported on support email
=======================
Hi Galactic Survivalists!
In Alpha 7.0, we rebalanced large parts of the game start, moving resources, changing templates and more. Some of these changes, like the new SSOR mining, were direct results of new technical necessities that came with some of the new major game code changes (like handmade planets). Others, like the changed templates, are of course a natural part of the ‘release-feedback-adjust’ Alpha-stage development loop and will be changed, improved and refined as we add more features, materials, templates etc. ;-)
In the meantime, we have gathered a lot of feedback on the major and minor elements of rebalancing and, as a result, added some adjustments for Alpha EXP 7.3 that will smoothen (in particular) the game start and add a few more options to your very personal game setup. Based on your very detailed discussions, other feature updates will be revisited as well, but changes will take more time than we could afford for the current intermediate version release.
For now, we removed, e.g. Cobalt from the growing plots and the O2 Stations and added the possibility to configure the max-block count (allowing you to use as many weapons per structure as you want) or the blueprint-spawn limit (allowing you to again spawn vessel blueprints wherever you want) in the game start menu.
However, this does not mean that we dropped our plans to add, e.g., real Shipyards, but we want to give you choices wherever this is possible in terms of a single feature or adjustments that can basically work as a ‘choice’ on its own.
Please find all the changes in the changelog below.
Speaking of non-mandatory features: in Alpha 7.3, we also added a very early version of “Crew NPCs”. These merely consist of the NPC deco you already know from the Trading Stations and Civil Settlements - but you can now buy them from a trader and also use them in your blueprints to decorate your bases and capital vessels. Besides that, they are static and only have a basic animation. They will not (yet) react to you and they currently won’t die or fight with you or against others. This is a more global topic and will be addressed in a future major update. Of course, we are eager to read your ideas about NPC Crews right now! :)
Rebalancing: - Removed cobalt requirement for Growing Plots Concrete and Wood so that they can be crafted on starter planets again + added back Fiber to template of Growing Plots - Removed cobalt requirement for Oxygen Stations (SV + BA) so that they can be crafted on starter planets again - Tweaked several stock prefab Bases so that the low tier bases can be spawned on starter planets (no cobalt needed). Re-arranged several stock prefabs - Tweaked stock prefab HV Tier 2 so that it is spawnable on starter planets - Tweaked several stock prefab SV so that the low tier SVs can be spawned on starter planets (no cobalt needed). Re-arranged several stock prefabs - Replaced stock prefab SV Tier 1c - Removed cobalt requirement for Turret Radar (deco block)
More Start Options for Single Player: - Added "Block Limit for Certain Devices" to Difficulty Settings: you can now enable/disable block limits for certain devices (e.g. weapon limit per vessel) - Added "Blueprint Spawn Limit" to Difficulty Settings: you can now enable/disable whether blueprints must be placed on a BA / CV when being spawned
Added NPCs as Crew (only deco, no functionality yet): - Added several human-style NPCs as deco blocks (2 Commanding Officer, Engineer, Tactical Officer, Pilot, Security Guard). If you like it, we will add more. - Added 2 new block groups: HumanNPCBlocks and AlienNPCBlocks - In Creative mode, you can now place the HumanNPCBlocks and AlienNPCBlocks on your bases and capital vessels and in Survival you can "hire" (buy) them from traders
Changes: - Added new stock prefab Base Tier 2a: Thanks to Cute demon https://steamcommunity.com/workshop/filedetails/?id=1193745073 - Updated Tutorial (minor logic adjustments, updated prefabs to take into account fiber requirement for growing plots) - Updated deco on Akua: more Pentaxid in deeper lakes - Tweaked NPC deco prefabs (better colliders) - Removed "Max Block Count" from Local Dedi setup window (now in Difficulty Settings) - ModAPI Notification: Game event, PDA Chapter activated / deactivated / completed event
Visuals/Sounds: - Added jetpack animation - Updated water colors for map view for some planets - Better color difference for Growing Plot Concrete and Wood - Removed lerping of selection box as a test, i.e. selection box now moves instant. What do you prefer: instant moving or smooth moving?
Bug Fixes: - Fixed: After copy & pasting a selection of a BA onto another part or terrain Structural Integrity SI is not updating when pasted - Fixed: Ship keeps spinning uncontrollably after removing RCS - Fixed: Error in SP games when a POI regenerated - Fixed: Problem that NPCs did not shoot at player when s/he was shot out of cockpit - Fixed: NPC Trader over-stack sales does not get recognized - Fixed: Problem with font that is was not aligned horizontally - Fixed: Displaced ground plane of block preview wireframe when pressing ESC - Fixed: ModAPI interface: fixed core type always being 0
Bug Fixes: - Fixed: Problem that cockpit was detached from SV when spawning blueprint on a server - Fixed: NPC's not firing at avatar when close to them. - Fixed: Control Panel: Tabs in GENERALS column do not update if SIGNAL is used - Fixed: Problem that security guards were sinking into ground. - Fixed: Problem that security guard alien had mouth open - Fixed: Wrong particle effect is played when alien NPC is killed - Fixed: Problem that on barren planet immediately the rock layer was seen when removing sand with drill
=======================
Update: November 15. 2017: Build 1355
Changes: - Increased range of HV Drill Turret + HV Drill Attachment - Updated Tutorial: Tweaked Bases to "close" some alternative routes - Added particle effect when rocks and other deco stuff gets destroyed - Tweaked particle effect on some rock-like deco plants (before: wood, now: rock) - Added more Pentaxid on NewMoon & NewMoon2 in SP / MP default setting - Added moons to all starter planets in MP Default setting - Improved handling of manipulated files of managed Blueprints (factory and produced) - Updated model for MoundzTree - Less smoke particles when a block falls because of SI - Better setting for Screen Space Reflection SSR - Updated: Localization
Updated NPC Deco Crew: - Updated several existing NPCs - Added new NPCs: 2 security guards human, 1 security guard alien, alien commander - Added NPC crew to trader "PaxPurgatory" for hiring - Improved animations on NPCs standing
Bug Fixes: - Potential Fix: Factions set to public and other issues caused when a playfield server is loading a world with an exception - Fixed: BP Class increases when blocks of vessel got damaged - Fixed: EnableMaxBlockCount not working in pre 7.3 MP save files. - Fixed: Custom toggles not updated correctly on first open of CP - Fixed: Exception with empty Blueprint directory - Fixed: Drill dust particles blocked Ore Scanner view - Fixed: Problem that emissives (eg monitor) on some NPC blocks did not work - Fixed: Several exceptions found in logs and reported on support email
=======================
Hi Galactic Survivalists!
In Alpha 7.0, we rebalanced large parts of the game start, moving resources, changing templates and more. Some of these changes, like the new SSOR mining, were direct results of new technical necessities that came with some of the new major game code changes (like handmade planets). Others, like the changed templates, are of course a natural part of the ‘release-feedback-adjust’ Alpha-stage development loop and will be changed, improved and refined as we add more features, materials, templates etc. ;-)
In the meantime, we have gathered a lot of feedback on the major and minor elements of rebalancing and, as a result, added some adjustments for Alpha EXP 7.3 that will smoothen (in particular) the game start and add a few more options to your very personal game setup. Based on your very detailed discussions, other feature updates will be revisited as well, but changes will take more time than we could afford for the current intermediate version release.
For now, we removed, e.g. Cobalt from the growing plots and the O2 Stations and added the possibility to configure the max-block count (allowing you to use as many weapons per structure as you want) or the blueprint-spawn limit (allowing you to again spawn vessel blueprints wherever you want) in the game start menu.
However, this does not mean that we dropped our plans to add, e.g., real Shipyards, but we want to give you choices wherever this is possible in terms of a single feature or adjustments that can basically work as a ‘choice’ on its own.
Please find all the changes in the changelog below.
Speaking of non-mandatory features: in Alpha 7.3, we also added a very early version of “Crew NPCs”. These merely consist of the NPC deco you already know from the Trading Stations and Civil Settlements - but you can now buy them from a trader and also use them in your blueprints to decorate your bases and capital vessels. Besides that, they are static and only have a basic animation. They will not (yet) react to you and they currently won’t die or fight with you or against others. This is a more global topic and will be addressed in a future major update. Of course, we are eager to read your ideas about NPC Crews right now! :)
Rebalancing: - Removed cobalt requirement for Growing Plots Concrete and Wood so that they can be crafted on starter planets again + added back Fiber to template of Growing Plots - Removed cobalt requirement for Oxygen Stations (SV + BA) so that they can be crafted on starter planets again - Tweaked several stock prefab Bases so that the low tier bases can be spawned on starter planets (no cobalt needed). Re-arranged several stock prefabs - Tweaked stock prefab HV Tier 2 so that it is spawnable on starter planets - Tweaked several stock prefab SV so that the low tier SVs can be spawned on starter planets (no cobalt needed). Re-arranged several stock prefabs - Replaced stock prefab SV Tier 1c - Removed cobalt requirement for Turret Radar (deco block)
More Start Options for Single Player: - Added "Block Limit for Certain Devices" to Difficulty Settings: you can now enable/disable block limits for certain devices (e.g. weapon limit per vessel) - Added "Blueprint Spawn Limit" to Difficulty Settings: you can now enable/disable whether blueprints must be placed on a BA / CV when being spawned
Added NPCs as Crew (only deco, no functionality yet): - Added several human-style NPCs as deco blocks (2 Commanding Officer, Engineer, Tactical Officer, Pilot, Security Guard). If you like it, we will add more. - Added 2 new block groups: HumanNPCBlocks and AlienNPCBlocks - In Creative mode, you can now place the HumanNPCBlocks and AlienNPCBlocks on your bases and capital vessels and in Survival you can "hire" (buy) them from traders
Changes: - Added new stock prefab Base Tier 2a: Thanks to Cute demon https://steamcommunity.com/workshop/filedetails/?id=1193745073 - Updated Tutorial (minor logic adjustments, updated prefabs to take into account fiber requirement for growing plots) - Updated deco on Akua: more Pentaxid in deeper lakes - Tweaked NPC deco prefabs (better colliders) - Removed "Max Block Count" from Local Dedi setup window (now in Difficulty Settings) - ModAPI Notification: Game event, PDA Chapter activated / deactivated / completed event
Visuals/Sounds: - Added jetpack animation - Updated water colors for map view for some planets - Better color difference for Growing Plot Concrete and Wood - Removed lerping of selection box as a test, i.e. selection box now moves instant. What do you prefer: instant moving or smooth moving?
Bug Fixes: - Fixed: After copy & pasting a selection of a BA onto another part or terrain Structural Integrity SI is not updating when pasted - Fixed: Ship keeps spinning uncontrollably after removing RCS - Fixed: Error in SP games when a POI regenerated - Fixed: Problem that NPCs did not shoot at player when s/he was shot out of cockpit - Fixed: NPC Trader over-stack sales does not get recognized - Fixed: Problem with font that is was not aligned horizontally - Fixed: Displaced ground plane of block preview wireframe when pressing ESC - Fixed: ModAPI interface: fixed core type always being 0
Updated Tutorial: - Grammar / spelling checks (Thanks to Cleff) - Changed intro to better match the story
Bug Fixes: - Fixed: Problem that sometimes a dedicated server could kick all players and then was not responsive anymore until restart of server - Fixed: Problem with playfield servers not closing down correctly and keeping a high RAM usage - Fixed: Game was hanging for 2-3sec after orbit - planet transition - Fixed: When Auto miner depletion was enabled the AMD's aren't depleting deposits. - Fixed: Several internal exceptions
===============
Update: November 11, 2017 (Build 1344) - Client only - Fixed: CV spinning around if something is dismantled from docked SV / HV (fix for SP)
===============
Update: November 12, 2017 (Build 1344) - Server - Fixed: CV spinning around if something is dismantled from docked SV / HV (fix for MP)
Updated Tutorial: - Grammar / spelling checks (Thanks to Cleff) - Changed intro to better match the story
Bug Fixes: - Fixed: Problem that sometimes a dedicated server could kick all players and then was not responsive anymore until restart of server - Fixed: Problem with playfield servers not closing down correctly and keeping a high RAM usage - Fixed: Game was hanging for 2-3sec after orbit - planet transition - Fixed: When Auto miner depletion was enabled the AMD's aren't depleting deposits. - Fixed: Several internal exceptions
===============
Update: November 11, 2017 (Build 1344) - Client only - Fixed: CV spinning around if something is dismantled from docked SV / HV (fix for SP)
===============
Update: November 12, 2017 (Build 1344) - Server - Fixed: CV spinning around if something is dismantled from docked SV / HV (fix for MP)
We just released a small patch that should fix several problems from Alpha 7.2. In addition, we already integrated some of your feedback and updated the tutorial.
Updated Tutorial: - Improved Chapter 'Helping Hand' * Added more dedicated actions to better check progress in Constructor tasks * Added extra step in the damaged Greenhouse to drop off unneeded stuff in order to free up space in the inventory for the following chapters. - Changed minor spelling issues - Changed info given in some messages - Spelling/Grammar updates. Thanks a lot to all contributors! - Minor text formatting adjustments - Exchanged Rocket Launcher T2 with T1 - Added info on how to split stacks and drop items from a stack - Updated map for Earth in Tutorial
Changes: - Updated deco on Tallador
Bug Fixes: - Fixed: Mirror tool broken when switching between save games - Fixed: Problem that game did not start anymore when using EAC - Fixed: AI ignoring player when upside down in space POI's via the jetpack (MP only) - Fixed: Drone bases spawning on top of each other. - Fixed: When mining with the 'Drill Turret' nothing is placed into the harvest box. - Fixed: Problem that autominers did not work anymore and caused errors - Fixed: PDA sending signals were only set for the scenario of the first game played (returning to main menu and playing another scenario breaks them) - Fixed: Error reported on Support email (Build 1337 #9CB37)
We just released a small patch that should fix several problems from Alpha 7.2. In addition, we already integrated some of your feedback and updated the tutorial.
Updated Tutorial: - Improved Chapter 'Helping Hand' * Added more dedicated actions to better check progress in Constructor tasks * Added extra step in the damaged Greenhouse to drop off unneeded stuff in order to free up space in the inventory for the following chapters. - Changed minor spelling issues - Changed info given in some messages - Spelling/Grammar updates. Thanks a lot to all contributors! - Minor text formatting adjustments - Exchanged Rocket Launcher T2 with T1 - Added info on how to split stacks and drop items from a stack - Updated map for Earth in Tutorial
Changes: - Updated deco on Tallador
Bug Fixes: - Fixed: Mirror tool broken when switching between save games - Fixed: Problem that game did not start anymore when using EAC - Fixed: AI ignoring player when upside down in space POI's via the jetpack (MP only) - Fixed: Drone bases spawning on top of each other. - Fixed: When mining with the 'Drill Turret' nothing is placed into the harvest box. - Fixed: Problem that autominers did not work anymore and caused errors - Fixed: PDA sending signals were only set for the scenario of the first game played (returning to main menu and playing another scenario breaks them) - Fixed: Error reported on Support email (Build 1337 #9CB37)
With Alpha 7.2 we updated to a new game engine version (Unity 2017) and we made major adjustments in the new tutorial. The latter should solve a lot of issues with the game progress.
Concerning the Tutorial: It currently ends “in space”. This is intentional, but rest assured we will continue and expand the tutorial in the next major update. Until then, please, even if you are an experienced player, review the tutorial and write us your feedback! Have a closer look if we need to add or adjust information given, like tips, key combos and stuff. Furthermore, thanks to all the contributors, helping with the grammar and spelling checks so far. If the Alpha 7.2 version of the tutorial passes your review, we will lock down the text and start to integrate all the other languages over the next weeks.
Of course, as with each update, we also added several refinements, changes and additions to gameplay, features and handling and even new blueprint prefabs, an EAH update and more.
Thanks a lot for your awesome support! :) Empyrion dev team
========
Changelog: Alpha 7.2.0 (Build 1337)
Updated Game Engine to Unity 2017: - Since it is a major update of the game engine, please let us know if you find any problems
Updated Tutorial: - Adjusted display times of messages - Added additional tasks for better explanation - Adjusted info and messages - Corrected writing, grammar and spelling errors (Thanks to all the contributors!) - Changed Alien NPCs (except of one) to Human "Scientist NPCs" on Apollon Station and Mining Hub to better fit the plot. - Disabled "Hints" while in Tutorial Mode - Updated map for planet view from space: now it resembles planet Earth - thanks to Needleship
Gameplay: - Added possibility to pickup devices / weapons directly to toolbar (eg all weapons, motorbike, survival constructor, o2 emergency generator etc) - Increased range of MT Turret HV from 24m to 28m - Multiturret (deconstruct, disassemble) will not longer remove blocks of the vessel they are attached to in order to avoid self destruction - Antigrief zone on terrain is now also considered when firing rockets from a ship
Visuals / Sounds: - Better sync of walking animations - Updated model for plant that yields Textured Plant Protein - Added better screens to deco NPCs - Improved LOD quality on Fiber Plants and Corn Plant - Updated model for Kavae plant
PDA Update: - Added PDA check 'WindowClosed' - works as WindowOpened - Added PDA Check 'DeviceUsed <block-name>' to allow checking if a player used an 'functional' block - Added PDA check 'InventoryClosed' - works comparable to InventoryOpened Updated Tallador (MP Default starter planet): - Tweaked deco and fog on Tallador planet to better reflect the radiation on this planet - All Asteroids and POIs in Tallador space playfield regenerate now
Changes: - Added new human-like NPCs for POIs (used in new Tutorial) - Adapted Pentaxid and rock distribution on NewMoon playfield - Playfield server optimizations - Updated deco NPCs (better collider, added deco devices etc) - Mod Interface changes: added docked ships, more entity types, player set origin/faction - Updated Localization.csv
Empyrion Admin Helper (EAH) Update: - Added: Alpha 7.2 ready - Added: New Items - Added: Separate CSW Log - Added: API Changes for A 7.2 - Added: Config: Intruder only for PVP - Fixed: Few log Message bugfixes
Bug Fixes: - Fixed: Problem that Planet Vessel and Planet Vessel Base were not spawning anymore - Fixed: Possible to fly through freighters, Carrier and PVs with CV and SV (implemented better method to fix this problem) - Fixed: Regenerate flagged POIs do not regenerate in MP properly - Fixed: Dropping a BP then picking it & placing it into the toolbar causes an error loop - Fixed: Max texture resolution not saving on below spec machines - Fixed: Mining resource gain messages visible to other players. - Fixed: PDA Message "Blinking" and timing out too early - Fixed: Tooltips are still layered behind PDA messages / mixed into each other - Fixed: There is no more FAST Gfx Preset - Fixed: Placement problem with grass: GrassLowGreen01 and GrassLowBrown01 - Fixed: PDA messages should not pile up but should be discarded - Fixed: Desync with doors appearing closed. - Fixed: Rename of BP Parts did not work any more - Fixed: Problem with sorting of drone smoke and ground fog - Fixed: Problem that no Pentaxid could be found on Tallador MP Default starter planet (now we added Pentaxid Asteroids to space playfield) - Fixed: Pole barriers in Fast GFX preset have visually problems - Fixed: AI ignoring character when upside down in space POI's via the jetpack - Fixed: Depth of Fix triggering too often when player is controlling a turret - Fixed: Exception with empty Blueprint folder - Fixed: Selection 'Fill' does not allow to 'Undo' immediately as button does not get activated - Fixed: PDA: PDA log cannot be scrolled with mouse wheel - Fixed: Error with Console command "Deco" "r", "on", "off" - Fixed: New PDA checks not working: DeviceUsed, InventoryClosed and WindowClosed - Fixed: Problem that In-game Hints reactivated after each game restart again - Fixed: Replace mode was accidentally appearing on texture tool in survival mode after 1st load from the desktop until switch to another tool - Fixed: Remoteex function (via Mod) not working properly - Fixed: MOD Request_Blueprint_Resources: Replacing items get converted to ingots - Fixed: Wrong type for enemy drones for Mod Interface (was always 14) - Fixed: Some more missing Localization strings - Fixed: Support Email B1325 #00000 - Fixed: Many internal exceptions reported on support email
KNOWN ISSUES: - Mirror tool is only working when entering the first game, it is not working when you resume a second game (you have to exit to desktop to make it work)
With Alpha 7.2 we updated to a new game engine version (Unity 2017) and we made major adjustments in the new tutorial. The latter should solve a lot of issues with the game progress.
Concerning the Tutorial: It currently ends “in space”. This is intentional, but rest assured we will continue and expand the tutorial in the next major update. Until then, please, even if you are an experienced player, review the tutorial and write us your feedback! Have a closer look if we need to add or adjust information given, like tips, key combos and stuff. Furthermore, thanks to all the contributors, helping with the grammar and spelling checks so far. If the Alpha 7.2 version of the tutorial passes your review, we will lock down the text and start to integrate all the other languages over the next weeks.
Of course, as with each update, we also added several refinements, changes and additions to gameplay, features and handling and even new blueprint prefabs, an EAH update and more.
Thanks a lot for your awesome support! :) Empyrion dev team
========
Changelog: Alpha 7.2.0 (Build 1337)
Updated Game Engine to Unity 2017: - Since it is a major update of the game engine, please let us know if you find any problems
Updated Tutorial: - Adjusted display times of messages - Added additional tasks for better explanation - Adjusted info and messages - Corrected writing, grammar and spelling errors (Thanks to all the contributors!) - Changed Alien NPCs (except of one) to Human "Scientist NPCs" on Apollon Station and Mining Hub to better fit the plot. - Disabled "Hints" while in Tutorial Mode - Updated map for planet view from space: now it resembles planet Earth - thanks to Needleship
Gameplay: - Added possibility to pickup devices / weapons directly to toolbar (eg all weapons, motorbike, survival constructor, o2 emergency generator etc) - Increased range of MT Turret HV from 24m to 28m - Multiturret (deconstruct, disassemble) will not longer remove blocks of the vessel they are attached to in order to avoid self destruction - Antigrief zone on terrain is now also considered when firing rockets from a ship
Visuals / Sounds: - Better sync of walking animations - Updated model for plant that yields Textured Plant Protein - Added better screens to deco NPCs - Improved LOD quality on Fiber Plants and Corn Plant - Updated model for Kavae plant
PDA Update: - Added PDA check 'WindowClosed' - works as WindowOpened - Added PDA Check 'DeviceUsed <block-name>' to allow checking if a player used an 'functional' block - Added PDA check 'InventoryClosed' - works comparable to InventoryOpened Updated Tallador (MP Default starter planet): - Tweaked deco and fog on Tallador planet to better reflect the radiation on this planet - All Asteroids and POIs in Tallador space playfield regenerate now
Changes: - Added new human-like NPCs for POIs (used in new Tutorial) - Adapted Pentaxid and rock distribution on NewMoon playfield - Playfield server optimizations - Updated deco NPCs (better collider, added deco devices etc) - Mod Interface changes: added docked ships, more entity types, player set origin/faction - Updated Localization.csv
Empyrion Admin Helper (EAH) Update: - Added: Alpha 7.2 ready - Added: New Items - Added: Separate CSW Log - Added: API Changes for A 7.2 - Added: Config: Intruder only for PVP - Fixed: Few log Message bugfixes
Bug Fixes: - Fixed: Problem that Planet Vessel and Planet Vessel Base were not spawning anymore - Fixed: Possible to fly through freighters, Carrier and PVs with CV and SV (implemented better method to fix this problem) - Fixed: Regenerate flagged POIs do not regenerate in MP properly - Fixed: Dropping a BP then picking it & placing it into the toolbar causes an error loop - Fixed: Max texture resolution not saving on below spec machines - Fixed: Mining resource gain messages visible to other players. - Fixed: PDA Message "Blinking" and timing out too early - Fixed: Tooltips are still layered behind PDA messages / mixed into each other - Fixed: There is no more FAST Gfx Preset - Fixed: Placement problem with grass: GrassLowGreen01 and GrassLowBrown01 - Fixed: PDA messages should not pile up but should be discarded - Fixed: Desync with doors appearing closed. - Fixed: Rename of BP Parts did not work any more - Fixed: Problem with sorting of drone smoke and ground fog - Fixed: Problem that no Pentaxid could be found on Tallador MP Default starter planet (now we added Pentaxid Asteroids to space playfield) - Fixed: Pole barriers in Fast GFX preset have visually problems - Fixed: AI ignoring character when upside down in space POI's via the jetpack - Fixed: Depth of Fix triggering too often when player is controlling a turret - Fixed: Exception with empty Blueprint folder - Fixed: Selection 'Fill' does not allow to 'Undo' immediately as button does not get activated - Fixed: PDA: PDA log cannot be scrolled with mouse wheel - Fixed: Error with Console command "Deco" "r", "on", "off" - Fixed: New PDA checks not working: DeviceUsed, InventoryClosed and WindowClosed - Fixed: Problem that In-game Hints reactivated after each game restart again - Fixed: Replace mode was accidentally appearing on texture tool in survival mode after 1st load from the desktop until switch to another tool - Fixed: Remoteex function (via Mod) not working properly - Fixed: MOD Request_Blueprint_Resources: Replacing items get converted to ingots - Fixed: Wrong type for enemy drones for Mod Interface (was always 14) - Fixed: Some more missing Localization strings - Fixed: Support Email B1325 #00000 - Fixed: Many internal exceptions reported on support email
KNOWN ISSUES: - Mirror tool is only working when entering the first game, it is not working when you resume a second game (you have to exit to desktop to make it work)
Update: November 7, 2017 (Build 1337): RELEASE CANDIDATE
Changes: - Updated Tutorial - Antigrief zone on terrain is now also considered when firing rockets from a ship - All Asteroids and POIs in Tallador space playfield (MP Default) regenerate now - Updated deco NPCs (better collider, added deco devices etc) - Added better screens to deco NPCs
Bug Fixes: - Fixed: Problem that no Planet Vessel and Planet Vessel Base was spawning anymore - Fixed: Problem that on Tallador MP Default starter planet was no Pentaxid (now we added Pentaxid Asteroids to space playfield) - Fixed: Sorting of Drone Smoke and Ground Fog - Fixed: Pole barriers in FAST gfx preset are glitched - Fixed: INGAME HINTS reactivates after each game restart again - Fixed: Rename of BP Parts does not work any more - Fixed: SSOR Mining does not work anymore - Fixed: PDA Message "Blinking" and timing out too early - Fixed: remoteex function (via Mod) not working properly --------------------------
Update: November 6, 2017 (Build 1335)
Updated Tutorial - Adjusted display times of messages - Added additional tasks for better explanation - Adjusted info and messages - Corrected writing, grammar and spelling errors (Thanks to all the contributors!) - Changed Alien NPCs (except of one) to Human "Scientist NPCs" on Apollon Station and Mining Hub to better fit the plot. - Updated map for planet view from space: now it resembles planet Earth
Changes: - Added possibility to pickup devices / weapons directly to toolbar (eg all weapons, motorbike, survival constructor, o2 emergency generator etc) - Tweaked deco and fog on Tallador (MP Default starter planet) to better reflect the radiation on this planet - Added new stock prefab: CV Tier 5a. Thanks to Pyston https://steamcommunity.com/sharedfiles/filedetails/?id=1131815404 - Improved LOD quality on Fiber Plants and Corn Plant - Disabled "Hints" while in Tutorial Mode - Changed Pentaxid and rock distribution on NewMoon - Updated model for Kavae plant
Bug Fixes: - Fixed: Dropping a BP then picking it & placing it into the toolbar causes a CoQ loop - Fixed: Max texture resolution not saving on below spec machines - Fixed: AI ignoring character when upside down in space POI's via the jetpack - Fixed: Splatmap blending is ignored in certain terrain elevations - Fixed: Depth of Fix triggering too often when player is controlling a turret - Fixed: Build 1325 CL2 exception with empty Blueprint folder - Fixed: Support Email B1325 #00000 - Fixed: Several internal exceptions --------------------------
Update: November 5, 2017 (Build 1333)
Changes: - Added new human like NPC deco blocks for POIs (no preview pics yet) - Increased range of MT Turret HV from 24m to 28m - Playfield server optimizations - Updated Localization.csv
Bug Fixes: - Fixed: New PDA checks not working: DeviceUsed, InventoryClosed and WindowClosed - Fixed: Some more missing Localization Strings - Fixed wrong type for enemy drones for Mod Interface (was always 14)
--------------------------
Hi Galactic Survivalists,
We just released Alpha EXPERIMENTAL 7.2.0 - a relatively modest update for our standards. We updated the game engine to Unity 2017 (major update of the game engine) and thus wanted to ask for your feedback regarding performance and possible problems linked to the game engine update.
Changes: - Upgraded game engine to Unity 2017: please let us know if you find any problems - Multiturret (deconstruct, disassemble) will not longer remove blocks of the vessel they are attached to - Better sync of walking animations - Updated model for plant that yields Textured Plant Protein - Mod Interface changes: added docked ships, more entity types, player set origin/faction
PDA Update: - Added PDA check 'WindowClosed' - works as WindowOpened - Added PDA Check 'DeviceUsed <block-name>' to allow checking if a player used an 'functional' block - Added PDA check 'InventoryClosed' - works comparable to InventoryOpened
Bug Fixes: - Fixed: Possible to fly through freighters, Carrier and PVs with CV and SV (implemented better method to fix this problem) - Fixed: Regenerate flagged POIs do not regenerate in MP properly - Fixed: Selection 'Fill' does not allow to 'Undo' immediately as button does not get activated - Fixed: PDA: PDA log cannot be scrolled with mouse wheel - Fixed: Replace mode appearing on texture tool in survival mode (please note that replacing textures and color has a very high performance impact and can lead to crashes in complex scenes, therefore we have limited it to Creative mode) - Fixed: Tooltips are still layered behind PDA messages / mixed into each other - Fixed: There is no more FAST Gfx Preset - Fixed: Desync with doors appearing closed. - Fixed: PDA messages should not pile up but should be discarded - Fixed: Mining resource gain messages visible to other players. - Fixed: MOD Request_Blueprint_Resources: Replacing items get converted to ingots - Fixed: Error with Console command "Deco" "r", "on", "off" - Fixed: Many internal exceptions reported on support email
Update: November 7, 2017 (Build 1337): RELEASE CANDIDATE
Changes: - Updated Tutorial - Antigrief zone on terrain is now also considered when firing rockets from a ship - All Asteroids and POIs in Tallador space playfield (MP Default) regenerate now - Updated deco NPCs (better collider, added deco devices etc) - Added better screens to deco NPCs
Bug Fixes: - Fixed: Problem that no Planet Vessel and Planet Vessel Base was spawning anymore - Fixed: Problem that on Tallador MP Default starter planet was no Pentaxid (now we added Pentaxid Asteroids to space playfield) - Fixed: Sorting of Drone Smoke and Ground Fog - Fixed: Pole barriers in FAST gfx preset are glitched - Fixed: INGAME HINTS reactivates after each game restart again - Fixed: Rename of BP Parts does not work any more - Fixed: SSOR Mining does not work anymore - Fixed: PDA Message "Blinking" and timing out too early - Fixed: remoteex function (via Mod) not working properly --------------------------
Update: November 6, 2017 (Build 1335)
Updated Tutorial - Adjusted display times of messages - Added additional tasks for better explanation - Adjusted info and messages - Corrected writing, grammar and spelling errors (Thanks to all the contributors!) - Changed Alien NPCs (except of one) to Human "Scientist NPCs" on Apollon Station and Mining Hub to better fit the plot. - Updated map for planet view from space: now it resembles planet Earth
Changes: - Added possibility to pickup devices / weapons directly to toolbar (eg all weapons, motorbike, survival constructor, o2 emergency generator etc) - Tweaked deco and fog on Tallador (MP Default starter planet) to better reflect the radiation on this planet - Added new stock prefab: CV Tier 5a. Thanks to Pyston https://steamcommunity.com/sharedfiles/filedetails/?id=1131815404 - Improved LOD quality on Fiber Plants and Corn Plant - Disabled "Hints" while in Tutorial Mode - Changed Pentaxid and rock distribution on NewMoon - Updated model for Kavae plant
Bug Fixes: - Fixed: Dropping a BP then picking it & placing it into the toolbar causes a CoQ loop - Fixed: Max texture resolution not saving on below spec machines - Fixed: AI ignoring character when upside down in space POI's via the jetpack - Fixed: Splatmap blending is ignored in certain terrain elevations - Fixed: Depth of Fix triggering too often when player is controlling a turret - Fixed: Build 1325 CL2 exception with empty Blueprint folder - Fixed: Support Email B1325 #00000 - Fixed: Several internal exceptions --------------------------
Update: November 5, 2017 (Build 1333)
Changes: - Added new human like NPC deco blocks for POIs (no preview pics yet) - Increased range of MT Turret HV from 24m to 28m - Playfield server optimizations - Updated Localization.csv
Bug Fixes: - Fixed: New PDA checks not working: DeviceUsed, InventoryClosed and WindowClosed - Fixed: Some more missing Localization Strings - Fixed wrong type for enemy drones for Mod Interface (was always 14)
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Hi Galactic Survivalists,
We just released Alpha EXPERIMENTAL 7.2.0 - a relatively modest update for our standards. We updated the game engine to Unity 2017 (major update of the game engine) and thus wanted to ask for your feedback regarding performance and possible problems linked to the game engine update.
Changes: - Upgraded game engine to Unity 2017: please let us know if you find any problems - Multiturret (deconstruct, disassemble) will not longer remove blocks of the vessel they are attached to - Better sync of walking animations - Updated model for plant that yields Textured Plant Protein - Mod Interface changes: added docked ships, more entity types, player set origin/faction
PDA Update: - Added PDA check 'WindowClosed' - works as WindowOpened - Added PDA Check 'DeviceUsed <block-name>' to allow checking if a player used an 'functional' block - Added PDA check 'InventoryClosed' - works comparable to InventoryOpened
Bug Fixes: - Fixed: Possible to fly through freighters, Carrier and PVs with CV and SV (implemented better method to fix this problem) - Fixed: Regenerate flagged POIs do not regenerate in MP properly - Fixed: Selection 'Fill' does not allow to 'Undo' immediately as button does not get activated - Fixed: PDA: PDA log cannot be scrolled with mouse wheel - Fixed: Replace mode appearing on texture tool in survival mode (please note that replacing textures and color has a very high performance impact and can lead to crashes in complex scenes, therefore we have limited it to Creative mode) - Fixed: Tooltips are still layered behind PDA messages / mixed into each other - Fixed: There is no more FAST Gfx Preset - Fixed: Desync with doors appearing closed. - Fixed: PDA messages should not pile up but should be discarded - Fixed: Mining resource gain messages visible to other players. - Fixed: MOD Request_Blueprint_Resources: Replacing items get converted to ingots - Fixed: Error with Console command "Deco" "r", "on", "off" - Fixed: Many internal exceptions reported on support email