Empyrion - Galactic Survival - EmpyrionGame
Hi Galactic Survivalists!

Release is around the corner. If everything goes well, this will be the version that will be released tomorrow Tuesday June 12 to the public. Fingers crossed!

Bug Reports: Alpha 8 EXP Release Candidate 2/3
https://empyriononline.com/threads/bug-reports-alpha-8-0-release-candidate-2.38083/

Bug Reports: Solar System Generator
https://empyriononline.com/threads/bug-reports-solar-system-generator.37387/

Bug Reports: Controller and Keymapping https://empyriononline.com/threads/bug-reports-controller-and-keymapping.37450/

All feature discussion threads pinned: https://empyriononline.com/forums/experimental-features-discussion.35/

Thanks a lot for your help

Empyrion Dev Team

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

CHANGELOG: Alpha 8.0.0 (Build 1706)

Gameplay:
- Zirax shotgun is approaching the player, the rest of Zirax will keep distance
- Further reduced CameraShake on weapons
- 3D Planet Map: Icon size and zoom range now depends on the planet size
- Added copper deposits on more planets (Desert, Snow, Moon, MoonDesert)
- Removed sentry guns from Planet Vessels
- Warp target position is now about 12000 units from center of sector to avoid being too close to big planets
- Medic Station HV: Status Effect is now visible in Block Info

Visuals:
- Reactivated 'dirt under POI' texture + updated underground texture for POIs on all playfields

- Stronger atmosphere fog on some playfields (Barren, Lava, Desert)

- Updated model of space station and asteroid field in 3d sector map

Optimizations:
- Tweaked terrain shader: less blending quality but better performance
- Async loading of asteroid fields to improve planet -> orbit performance
- Improved performance/memory usage on orbit-planet transition

Other Changes:
- Renamed version to "Alpha 8.0.0"
- Planet Update: Fixed some blending issues with textures
- Akua-Omicron: ensuring that moons are placed sufficiently far away from planet
- Console command 'sector <playfield>' will now position you at 0, 0, -12000 (old: 0, 0, -4000)
- Created updated version of commented gameoptions.yaml incl. default values in both default scenarios
- Updated info in Config.ecf on how to create an item for free in constructor

PDA Update:
- Adjusted some entries (text, typos, order)
- Added new preview pics for Explorer Journal to make NPCs, animals and creatures identifiable.
- Added Mission background info to Robinson Protocol
- Adjusted Intro text to give a hint about the Empyriopedia

PDA Update: Empyriopedia
- Added chapter '10 Tips for GETTING STARTED'
- Added Engineers Handbook (work in progress)

Bug Fixes:
- Fixed: HV reacts to plants even though they have no collider
- Fixed: Problem that the wood log gets catapulted away when cutting down a tree
- Fixed: Wrong text was displayed for some Status Effects
- Fixed: Trading Outpost was shown as Asteroid Field in Akua-Omicron scenario
- Fixed: Holding a weapon with scope creates an endless stream of 'Game Events' as long as a menu window is open
- Fixed: Several Zirax problems (Dead body rotation, Dead zirax making idle animations, Zirax ignoring visible player)
- Fixed: Several Internal exceptions reported on support email
- Fixed: SSG: Fix exception when starting in steam build.
- Fixed: ReplaceID cannot select some Terrain IDs in certain situations
- Fixed: Double-entries in Dynamic Tooltips on some occasions
- Fixed: Distant Fog not showing in some cases
- Fixed: PDA: Briefing window is shown twice on chapter start
- Fixed: PDA: first task delay is ignored
- Fixed: PDA: CoQ for faction members not participating in a Faction mission that is completed by another faction member
- Fixed: PDA: Rewarded chapters of a Faction Mission not rewarded to not participating faction members
Empyrion - Galactic Survival - EmpyrionGame
Hi Galactic Survivalists!

We have another small update for you with more bug fixes. We will release the last update tomorrow Monday before the big Alpha 8 release on Tuesday.

Bug Reports: Alpha 8 EXP Release Candidate 2
https://empyriononline.com/threads/bug-reports-alpha-8-0-release-candidate-2.38083/

Bug Reports: Solar System Generator
https://empyriononline.com/threads/bug-reports-solar-system-generator.37387/

Bug Reports: Controller and Keymapping https://empyriononline.com/threads/bug-reports-controller-and-keymapping.37450/

All feature discussion threads pinned: https://empyriononline.com/forums/experimental-features-discussion.35/

Thanks a lot for your help

Empyrion Dev Team

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

CHANGELOG: Alpha Experimental 8.0.8 (Build 1702)

Gameplay:
- Removed sentries from Turret targeting
- Removed camera shake from escape pod
- Updated story POI on starter planet

Changes:
- Set Deco options to Medium on "Best" preset > this should have a considerable performance boost in Best setting
- Added very detailed comments and explanations to dynamic.yaml in ExamplePlanet
- Removed comments from all playfield_dynamic.yaml
- Added new stock prefab SV Tier 2a: Thanks to jrandall
https://steamcommunity.com/sharedfiles/filedetails/?id=1400275796
- Renamed some biome names to be different from PlanetType names (eg Lava, Barren, Snow etc)
- Exporting new params to Config.ecf: AboveTerrainCheck, TurretTargetIgnore
- Added heap output to console command 'stats'

Visuals / Sounds / GUI:
- Added ambient sounds back to all biomes
- Less fog on desert planet
- Updated some loading screenshots
- Updated SpotlightSlope and SpotlightSlopeHorizontal Icons

Updated PDA Missions:
- Updated Singleplayer missions; Removed those that do not work in the new setting anymore
- Updated Faction/Team missions; Removed those that do not work in the new setting anymore

Bug Fixes:
- Fixed: Compatibility issue with terrain when savegame was older than build 1685
- Fixed: Item vanish in portable (survival) constructor after pickup it
- Fixed: Problem that sometimes trees disappeared
- Fixed: Loot: Same item should not be drawn twice for the same container
- Fixed: Controls sometimes stop working after using ingame chat in Multiplayer
- Fixed: Spider and other small NPCs got stuck easily in certain rooms
- Fixed: PDA Actions panel not showing correctly when switching tabs
- Fixed: AI ship fighter : Drone spawning on ship with wrong face direction
- Fixed: Mouse / Keyboard not working after you open console during loading a game
- Fixed: PDA 'HideTasks' feature not working in MP
- Fixed: AI Vessel stop moving is some cases
- Fixed: Broken check in Coop for PDA
- Fixed: Internal exception on playfield servers
- Fixed some PDA issues:
* manually activated chapters with a briefing window armed the actions of the first task already when the briefing window is displayed
* console cmd chapter reward changed wrong chapter
* the briefing window re-activated a chapter when manually displayed via the PDA window
Empyrion - Galactic Survival - EmpyrionGame


Update: Hotfix (Build 1694)

Bug Fixes:
- Fixed: Broken terrain on clients: deactivated transfer of stamp database to clients
- Fixed: Added medium armor to starter equipment in Shadow of Startlight scenario

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

Hi Galactic Survivalists!

Alpha 8.0 public version is only a few days away - so let’s not waste time and directly dive into the Release Candidate 2, shall we? :)

Please note that we made some additional changes, especially to the soldier AI for the Zirax. Please have a close look at those and report back your observations in the feedback thread over here: https://empyriononline.com/threads/alpha-8-0-exp-zirax-soldier-ai-update.38082/

As usual, for a proper testing procedure and bug reporting, we recommend the following preparations and workflows:

1. Go to your steam library and VERIFY your game files!
Steam > Library > Right-click Empyrion in the list > Properties > Local Files > Verify Locale Data

2. Make sure you are NOT using a custom config!
Go to this folder and check if only three files are there: Config_Example.ecf, EGroupsConfig.ecf and TraderNPCConfig.ecf: ..Empyrion - Galactic Survival\Content\Configuration
Remove or delete any other file as long as testing with the release candidates!

3. Avoid resuming any pre-Release Candidate savegame!
There is a chance that changes we made do not translate to older savegames. Especially for bugs concerning terrain, loot and other playfield configs.
Best practice: if you run into an issue with a savegame that was started BEFORE a RC has been released, please re-test the issue in a fresh new RC savegame again!

4. Additional Routine: Delete the GAME CACHE when trying to reproduce a bug!
The game cache saves some presets and may be source of a false positive reports or even be part of the problem. To make sure we have all the infos, please check the following folder when trying to reproduce a but and make a note in your report if the bug still happens AFTER clearing the cache: ..\Empyrion - Galactic Survival\Saves\Cache

5. When running into a ‘Continue or Quit’ (CoQ) message,
5a. Please go to the LOGS folder ( ...\Empyrion - Galactic Survival\Logs ) , then find the folder with the HIGHEST number, pick the most recent .log file and attach the logs to your report!
5b. Add a description of what you did the last minute BEFORE the CoQ happens. Sometimes a Screenshot sent in with the CoQ is helpful as well!
5c. If you are playing on a server, do the same, but we might also need the full LOG files form the server.

Most important threads for now:

Bug Reports: Alpha 8 EXP Release Candidate 2
https://empyriononline.com/threads/bug-reports-alpha-8-0-release-candidate-2.38083/

Bug Reports: Solar System Generator
https://empyriononline.com/threads/bug-reports-solar-system-generator.37387/

Bug Reports: Controller and Keymapping https://empyriononline.com/threads/bug-reports-controller-and-keymapping.37450/

All feature discussion threads pinned: https://empyriononline.com/forums/experimental-features-discussion.35/

Thanks a lot for all your dedicated help! :)

Empyrion Dev Team

=====

CHANGELOG: Alpha Experimental 8.0.7 (Build 1692)

Updated Zirax Behavior:
- calm: wanders with random idle animations (new use of layers in animation system)
- alerted: attacks player with random movement between shots (aim transition)
- hit reaction: 4 hit animations (also uses animation layer)
- search action: uses approximate target position. It is used for example when the Zirax heard you but did not see you. He will know where you are only approximately and search for you there.
- better target selection
- different idle animations when alerted and when calm
Feedback Thread: https://empyriononline.com/threads/alpha-8-0-exp-zirax-soldier-ai-update.38082/


You will see, the Zirax behaves now much more naturally

Surface Wipe Options for MP:
- Added surface wipe options for MP
- Ingame console command: wipe 'playfield name' <options>
> Options: deposit, terrain, poi, player, all
> You can have multiple options with a space separated.

Example:
'wipe Akua terrain deposit'
- This will wipe all terrain except around POIs and player structures (Bases) and all resource deposits.
- You can also use the EAH tool and configure your wipes in the Timetable.
- The set wipe process will be executed as soon as the playfield loads the next time.

Gameplay:
- Added Camera Shake to some handheld weapons and some turrets

When shooting eg a rocket launcher, you will now notice a camera shake

- Added slight Camera Shake to Escape Pod > do you think it feels good?
- CameraShake is exported to Config.ecf
- Exiting a ship: less sensitive to rotation of the ship in order to allow the player to get easier out.
- Added more checks to have better exit positions for cockpits in HV/SV
- Exposed "Return Factor" in block info (eg Multitool, Survival Tool)
- Changed: Deposit size Map/HUD display changed to an indication of size and remaining ore

Very Small: Radius < 4 = ca. 160 ores
Small: Radius < 7 = ca. 850 ores
Medium: Radius < 10 = ca. 2500 ores
Large: Radius < 13 = ca. 5500 ores
Very Large: Radius > 13


- Added 110 additional unlock points
- Now showing SV and HV Constructor Template Icons separately in Tech Tree
- Disabled "Depth-of-View" when zooming with weapons
- Show "Planet Size" on "New Game" and "Choose Starter Planet" windows

Planet Generation:
- Better randomized ground shape of base terrain > now the base terrain will vary much more

- Renamed several biome names to reduce complexity
- StampDatabase files are now copied into the save game and transferred from the server to clients so that changes to the original DB do not break savegames
- Stamp database is now loaded on generation of planets and not on startup to prepare putting it into the savegame folder
- Updated/added stamps

Updated Scenarios to A8:
- Updated Shadows of Starlight scenario
- Updated Dawn Of Galaxy scenario
- Updated Invader vs Defender Scenario
> Please test and check if everything still works

Additions:
- Added DesertMoon


- Updated Barren and Alien playfields
- Added new model for XXL thruster jet

Optimizations:
- Reduced global density of deco to have better performance

Visuals:
- Stars now visible in daytime with low Atmospheric Density (eg Moon playfields)


> if AtmosphereDensity < 1.2, stars will be visible during day (the lower the density the stronger the visibility of the stars)

- Using new Tooltip Style for Tech Tree and Block Shape Selection tooltips
- Updated sun flares on moon playfields
- Slightly reduced size of Terrain Placeables (Portable Constructor, Heater, O2 Generator) and colored them all grey
- Removed 3d model of scopes from Shotguns (since the scope is inactive for these weapons)
- Updated several preview icons.

POI Update:
- Added new Orbital Vessel "Rados OPV: Cruiser" (model: ojimaflip, modified by: fractalite)
- Updated AdvSpaceport POI: added TurretRobotNew
- Updated Crashed Ships (Swapped Personal Container with Cargoboxes)
- Unknown Artifact Armed (Floating Base) updated (by Faith)
- Changed some of the story-relevant POI to Alien Admin Core so they do not get destroyed or captured by accident (All defense and turrets devices are set to remain "destructible")
>> Please feedback on that change. Thx!

Playfield.yaml Changes:
- Adapted MaxHeigt of SpecialEffectsLocal > it is now relative to terrain surface and not absolute anymore (please adapt your playfields accordingly)
- Removed parameters from static.yamls: FogIntensity and FogStartDistance (since they have no functionality)
- Asteroid Fields must now be defined first in space_dynamic.yaml (please adapt your yaml accordingly)
- Removed comments from static.yamls
- Added better comments to static ExamplePlanet playfield
- Correct display of GravityMinMax in playfield_dynamic.yamls (first lower value, then higher value)

Console Cmd Update:
- Added parameter to console command 'map fow' to permanently uncover map
- Added shortcuts for console cmd setposition and changemode
- Console command aimanager : improve the console command "aim adb" to spawn a drone base

PDA Update:
- Added Robinson Protocol COOP mission for small groups (to be found in the Faction Mission tab in the PDA > F1).
Please note that, as Faction Missions progress do not save between sessions and there is a Leader and Supporters-mechanic, the Story-Mission has been split into digestible chunks. The current downside: For now you need to manually activate the follow-up chapters.
>> This is a test, so please have a closer look if everything works, both the mechanic, but also the 'size' of the story chunks. Thanks a lot!
- Added preview pics to Biologists Guide to allow identification of collectibles and plants + changed internal plant names to display names
- Moved some info-messages to more appropriate timings

Empyriopedia Update:
- Added Chapter 'Faction Report'
- Added Info about UCH to 'Faction Report' (Others will stay unrevealed for now; will be updated in future versions)
- Renamed "Knowledgebase" into "Empyriopedia"

Status Effect Update:
- OpenWound: significantly reduced Temperature Loss to -1 per 20 seconds
- Infected Wound: reduced Temperature Loss, slightly reduced health loss
- BadTrip: reduced Temperature loss
- All Status Effects: adjusted/reduced health loss to reduce chances to die from health loss from full health, before Status Effect even progresses to next stage, especially for multi-trigger Status Effects (Consistency change) >> Please retest! Thx to everyone for the recommends!

Other Changes:
- Displaying additional loading information now in an extra line
- Trader.ecf: Swapped Kavae Coffee with Hot Beverage
- Added Iron Asteroid to starter orbits
- Updated EAC to release 18-04-18
- Removed Target Temperature display from Mobile AirCon
- Added new weather: BmFogRadiationPurple for special radiated biome on starter planet
- More diverse weather on lava planets

SSG Update:
- Added solar system config editor/generator

Controller Update:
- Adjusted sensitivity curve for analog gamepad input to make speed increase more gradual.
- Lowered max soft cursor speed a bit to make the acceleration a little less drastic.

Bug Fixes:
- Fixed: AI Vessels do not have colliders sometimes
- Fixed: Weather effect could stay after respawning in different location
- Fixed: After changing playfields the weather is not displayed in the HUD or showing visually until a reload is done
- Fixed: Problem that sometimes POIs were spawning inside asteroids in space playfields (Important: Asteroid Fields must now be defined first in space_dynamic.yaml)
- Fixed: NPC with several Status-Effect chances can trigger multiple of them when attacking player
- Fixed: Pressing left shift will dig out terrain when placing a survival tent
- Fixed: Problem that randomly selected start planet was not really random in random generated survival games
- Fixed: Problem that Berry Bush "exploded" when being harvested
- Fixed: SP/MP: Meteorites drop although deposits are not touched
- Fixed: Items vanish from quickbar after split and move
- Fixed: Respawn in CloneChamber in HV gets player stuck in the roof above the clone chamber
- Fixed: Exception when opening the starmap with a user created scenario.
- Fixed: Warp lines sometimes missing in sector map.
- Fixed: Problem that sometimes starter biome was below water level
- Fixed: Exception in dedicated server when a player connected before a playfield server was started up fully
- Fixed: Firing a Drill- or Multitool-turret on a HV in SPACE results in the wrong info message
- Fixed: Terrain collectables & rocks deco disappearing after being picked up
- Fixed: Only voxel deposits spawned and no other resource deposits
- Fixed: Constructor: queued item changes mini-icon to the item last hovered over
- Fixed: PDA description not showing on first click
- Fixed: BP Factory: Shift-Click move broken when switching to player inventory and back.
- Fixed: No drone wrecks after the destruction of the drones
- Fixed: Duplicate Resource Names in MP Startscreen
- Fixed: Problem that new DroneSpawner block did not work
- Fixed: Exception when opening the tech tree Misc, tools or weapons.
- Fixed: Problem with Console command aimanager when command "aim asf X" is typed without a drone base
- Fixed: Controller D pad left & right binds resetting with every reload of the game.
- Fixed: Input config versioning issue that was making it necessary to manually reset to defaults when version changed.
- Fixed: Problem that Base was under terrain in Creative mode Akua-Omicron
- Fixed: Exception if teleporting in orbit with shift+rmb
- Possible fix: Cannot close Console and Debug options with click on the X
- Fixed: Scaling problem with Alien Thorn plant
- Fixed: AIPV vessels should use their BP Spawn Name instead of their filename
- Fixed: Bug in side texture calculation for splat maps

EAH Tool Update:
Patch notes - 1.41.0.8
Please make sure to change the Version to Alpha 8 in the Config! Remember to stop the server, start the tool and then start the server to apply the Update
This Version will be available over steam with the Alpha 8.0 Version
- Added: Player file changes
- Added: Removed POI-List and functions
- Added: New Timetable entries: Wipe Deposit; Wipe Ground; Wipe POI; Wipe Player structures; Wipe all;
- Added: Slave tool loads origins from master
- Added: Config: Discord:Token Changed Password to Token
- Added: Config: Wipe Savegame
- Fixed: Connection issues
- Fixed: Discord issues- Fixed: Gameoptions.yaml saving wrong/missing parameter- Fixed: Master Slave connection broken when player has Alpha 6 or lower game version.
- Fixed: Fixed dedicated.yaml GameSubMode empty (from last HotFix)
Empyrion - Galactic Survival - EmpyrionGame
CHANGELOG: Alpha Experimental 8.0.6 (Build 1681)

Bug Fixes:
- Fixed: Not able to join a server with more than one starter planet
- Fixed: Problem that sometimes billboards of deco were visible instead of 3d model from close distance
- Fixed: Problem that deco disappeared sometimes
- Fixed: Terrain deco vanishing on game resume or coming back to a site
- Fixed: When "reclaiming" a landing pad on HV, you got SV blocks back
- Fixed: Problem that up-to-date SV Constructors displayed as "old - please replace"
- Fixed: Hitting sand did not play impact sound
- Fixed: Problem that some old stock HV used SV landing pads
- Fixed: Containers with a power switch (e.g. fridges) didn't always show the correct power state
- Fixed: Problem that preview images of starter planets did not appear properly in new game window.

Changes:
- Improved flickering in Sky/Clouds on planet and in Nebula in space when flying around
- Update particles and flares on all thrusters to better fit their size
- Updated colliders on several bushes to facilitate cutting down with chainsaw
- Tweaked new SV jet thruster positions so they fit better to hull blocks
- Implemented: New Playfield Ops "DeviceUnlockMulti" and "DevicePowerMulti" which operate on all matching devices in all matching structures
- Updated gameoptions.yaml with note that some parameters are taken from UI in local Coop
- Added missing Neodymium Asteroids to random space playfields
- Added regeneration to all asteroids in playfield TradingStation
- Added regeneration to Sathium Asteroids in space playfield SpaceOrbit
- Sector Map: Adjusted map selection frames. Adjusted placement and scale of moons in sector map. Added Toggle orbit lines button
- Removed drone spawning info from drone base in playfield.yamls (it is now only given in POI itself)
- Tweaked size of Survival Constructor (no scaling anymore)
- Updated snow planet: better mountain cliff
- Updated Localization.csv
- Texture update to new format: Holo screen 01, 04
- Removed log outputs on planet generation
Empyrion - Galactic Survival - EmpyrionGame

Hi Galactic Survivalists!

After six weeks of intense Experimental updates, we are almost there!

While we are working hard on the next Release Candidate, we are very excited to reveal the planned date for the upcoming public release of Alpha 8.0:

June 12, 2018

Thank you so much for all the valuable feedback and bug reports during this Experimental phase. Alpha 8.0 would not have been possible without you!

For the remaining days until June 12, we will continue to work on polishing features and squashing more bugs. As indicated above, and depending on how fast we progress, there will be at least one more Release Candidate, which is planned to hit mid of next week, incorporating your latest bug reports and feature feedback.

Please check back and have a look by then!

Empyrion Dev Team

PS: A Hotfix that addresses several issues in the current RC1 (like not being able to select different starter planets in Multiplayer), will be released soon - latest tomorrow.
PPS: As a side note for those who asked concerning the upcoming public version update: we will keep Alpha 7 AND Alpha 6 available in the Steam library!
Empyrion - Galactic Survival - EmpyrionGame


Hi Galactic Survivalists!

We are on the home stretch for Alpha 8.0! :)

As of todays release of ‘Release Candidate 1’ (RC1) - bugfixes and polishing aside - no big changes will be made to the game as it stands now. Larger feature additions and changes will be a topic in the post-public release phase.

For the upcoming Release Candidates, testing, searching and hunting down major bugs and issues is now getting even more important. So every time you run into an issue, make a note and report it right away. Also retest older issues again.

For a proper testing procedure and bug reporting, we recommend the following preparations and workflows:

1. Go to your steam library and VERIFY your game files!
Steam > Library > Right-click Empyrion in the list > Properties > Local Files > Verify Locale Data

2. Make sure you are NOT using a custom config!
Go to this folder and check if only three files are there: Config_Example.ecf, EGroupsConfig.ecf and TraderNPCConfig.ecf: ..Empyrion - Galactic Survival\Content\Configuration
Remove or delete any other file as long as testing with the release candidates!

3. Avoid resuming any pre-Release Candidate savegame!
There is a chance that changes we made do not translate to older savegames. Especially for bugs concerning terrain, loot and other playfield configs.
Best practice: if you run into an issue with a savegame that was started BEFORE a RC has been released, please re-test the issue in a fresh new RC savegame again!

4. Additional Routine: Delete the GAME CACHE when trying to reproduce a bug!
The game cache saves some presets and may be source of a false positive reports or even be part of the problem. To make sure we have all the infos, please check the following folder when trying to reproduce a but and make a note in your report if the bug still happens AFTER clearing the cache: ..\Empyrion - Galactic Survival\Saves\Cache

5. When running into a ‘Continue or Quit’ (CoQ) message,
5a. Please go to the LOGS folder ( ...\Empyrion - Galactic Survival\Logs ) , then find the folder with the HIGHEST number, pick the most recent .log file and attach the logs to your report!
5b. Add a description of what you did the last minute BEFORE the CoQ happens. Sometimes a Screenshot sent in with the CoQ is helpful as well!
5c. If you are playing on a server, do the same, but we might also need the full LOG files form the server.

Most important threads for now:

Bug Reports: Alpha 8 EXP Release Candidate 1
https://empyriononline.com/threads/bug-reports-alpha-8-0-release-candidate-1.37987/

Bug Reports: Solar System Generator
https://empyriononline.com/threads/bug-reports-solar-system-generator.37387/

Bug Reports: Controller and Keymapping https://empyriononline.com/threads/bug-reports-controller-and-keymapping.37450/

All feature discussion threads pinned: https://empyriononline.com/forums/experimental-features-discussion.35/

Thanks a lot to everyone providing tons and tons of feedback on all the new features, helping to shape Alpha 8.0 and making it an even better game experience than before!

On behalf of the whole team: YOU ARE AWESOME!!

Now please enjoy RC1! :)
Empyrion Dev Team

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

CHANGELOG: Alpha Experimental 8.0.5 (Build 1666)

Gameplay:
- When sleeping also the ticks are now advanced, resulting in regrowing of plants and constructors continuing working

- Added transparent FoW when planet has been entered from space (otherwise keep current opaque FoW)

- Supporting now gameoptions.yaml value FOWTransparency with values 0 (fully opaque) to 100 (fully transparent, FOW switched off)
- Allow to randomly place POIs (and resources) also under water or on water - on water only for POIs (floating bases)

(under water POIs)


(floating POIs on water)
- Added FridgeBlocks to Portable Constructor
- Added emergency booster to all HV if they are stuck in water

Planet Update:
- Added MoonLava and MoonLava2 (Activated all new moons in random presets and also in Akua-Omicron scenario)


- Starter Planet: Added some crashed ships under water + added floating alien artifacts on water
- Major update of Alien planet: NPC spawning, terrain, stamps biomes, textures, lightning etc
- Updated MoonIce, Snow, Barren, Temperate and Lava Planets
- AkuaOmicron scenario: updated starter planet
- Updated snow planet: NPC spawning update, removed unnecessary biomes
- Added safe zones around Trading Stations
- Increased PlanetAxis for several playfields

Additions / Model Updates:
- Integrated new XL+XXL jet thrusters (set is now complete)


- Tweaked jet thrusters: V2 versions have now ring
- Updated model for Cloning station HV + medic station HV

Visuals:
- Exchanged model for Detector: now using an antenna (size: 1x3x1)
- Shortened S thruster nozzle to fit within 1 block space
- Increased size of Palm tree
- Reduced transparency of blood effect
- More accurate underground digout box for POIs
- Updated several thruster preview icons
- Texture Update to New Standard: warp drive, water generator, Dining bench, bathroom vanity, kitchen counter, rounded table, Turret robot, windows thick, RepairBay, BunkBed2 and Solar Panels, Elevator, Stairs, Shutter Windows, Railing Blocks, holographic screens, Antennas, Capacitor, SpyingTurret and ConsoleMS01 + removed weathering from Cockpit05 window frames to get rid of splotches

POI Update:
- Separated alien artifacts group into floating/non-floating.
- Updated Junk & Ruins POI: Removed personal cargo boxes as those are not used for those POI group anymore (and are not defined in .yaml so they cannot be opened)
- Updated AlienWatchTower: Added windows so player is not targeted

PDA Update: Story Mission
- Fixed Lever positions in Radar Station Main to prevent accidental destruction in combat
- Made Log Download position in Mainframe a bit more obvious
- Added more tasks for the final phase of the Radar Station / Mainframe storyline to allow a better progression

PDA Update: Knowledgebase
- Added first iteration of EXPLORERS JOURNAL to "Knowledgebase" PDA chapter, containing all creatures and some very rough information. Task Pictures not yet updated.
- Added DOCTORS JOURNAL to "Knowledgebase" PDA chapter, containing all Status Effects and their cures/remedies
- Added first iteration of BIOLOGISTS GUIDE, adding info of ingredients and drops + tips for farming and more. No Pictures added yet

Status Effect Update:
- Energy Drink, Energy Pills, Adrenaline Shot and Natural Stimulant now removes "Stunned" effect
- Vegetable Juice removes Hangover

Optimizations:
- Optimized deco system
- Optimized AI Spawner performance
- Optimized for Recursive Constructor bulk crafting: please test extensively

How to test Recursive Constructor bulk crafting:
- put only a known number of ores in the constructor and queue up a larger number of items (maybe in the range 20..200) that need to be recursively crafted
- for the first time stay at the constructor and let it craft "normally", i.e. item by item incl. sub-queue crafting
- write down (or better: make a screenshot) of how many ores were used and what left over items (from sub-crafting) are new in the input grid
- remove all produced items, left over items and restore the ore counts - to restart the test with same conditions
- start crafting again but now quickly go far away so that the constructor is internally set in kind of an "offline" mode (or sleep during night)
- after some time go back and see if crafting continued as expected and if ore consumption and left over items are the same
- if not all is crafted yet you may wait for the rest at the constructor or go away again for some time

Other Changes:
- Major update of deco system
- On loading a progress is shown now
- Updated Jet Thruster tech levels and added templates for V2 versions
- Set playfield seeds to 0 in Creative mode + added base back to Creative start on Akua
- Added console cmd to get drone wave state: use "aim wavestate" or "aim ws" command to have a feedback
- AI Vessel: move controller add new system of destination reached detection
- AI Space Vessel: Yaml max speed "FixedMaxSpeed" is now taken correctly into account
- AI Drone: add the new rotation controller on planet
- Added new red gas emitter for lava planet
- Enhanced console command 'deco' with parameter 'debug' to toggle 'debug boxes' to show deco removal areas
- RepairBay Console + Block now have 500 HP
- Add “Wait” timer before scanning lockout when adding Ingots to R2T Window
- Removed obsolete NPCs from spawners and spawn menu
- Improved 'stats' command: some reformatting and added global playtime
- Updated stock HV with new HV constructor (replaced old one)
- Old constructor is now marked as obsolete
- Improved: FPS drops in deep forest.
- Added better error outputs in repair bay

Sector Map Update:
- Improved sector selection frames.
- Simplified map sprites. Reset 'Iso' text to 'XYZ'.
- Adjust sector map views to frame only visible sectors
- Increase size of station collider to make selection easier in map.
- Sector map warpline tweaks.

Loca Update:
- Dutch (partially)
- Added Vietnamese translation (partially,Thanks to Tam)

Controller Update:
- Changed default belt slot buttons to d-pad left and right to avoid conflict with rolling
- Fixed rolling not working in spacesuit flight
- Fixed controller menu shortkeys not working in cursor mode

Bug Fixes:
- Fixed: Problem that repair bay did not drop content in MP when destroyed + problem that it could not be opened by another player in MP
- Fixed: FoW discovery progress is not saved in backups
- Fixed: Exploit that R2T protector can be abused as a shield: all damage to the repair shield is now forwarded to the repair bay
- Fixed: A vessel docked to a CV causes the message 'Required repair area for this template is blocked' when trying to use the repair bay
- Fixed: Problem that AI Planet vessel did not attack reliable and had sometimes wrong altitude
- Fixed: Problem that AI planet vessel sometimes felt on the ground bug
- Fixed: AI planet vessel sometimes stopped moving when it is visible to the player.
- Fixed: Fog surrounding planets can disappear & reappear.
- Fixed: Problem that extended resource + POI radar was not indicating over the planet green wall.
- Fixed: Exception in edit/creative when teleporting in 3d map
- Fixed: Promethium node spawned empty
- Fixed: Possible to duplicate multiple motorbikes after opening & closing the player inventory
- Fixed: BA attack drones are not spawning or not approaching any bases.
- Fixed: Non-stackable items cannot be stacked even in Creative mode
- Fixed: NightTemperature was used wrong on MoonIce and Alien planet
- Fixed: Plants pickup: possible improvement for problem that plants did not regrow sometimes.
- Fixed: Troop Transport does not/cannot land + behavior improvement
- Fixed: Wrong display name of some copper asteroids in space (read "iron", should be "copper")
- Fixed: Wrong savegame gameoptions.yaml file created in local coop mode
- Fixed: Chapter description does not scroll on first load
- Fixed: Problem that FOW were showing lava emission under FOW tiles
- Fixed: Random POIs and resources count is doubled on size class 2 planets
- Fixed: Last character getting cut off in console window when horizontal scrolling is needed.
- Fixed: Constructor SV is obtained when "retrieving" constructor HV with multitool
- Fixed: Problem that FixedPlayerStart was not considered correctly in MP Creative games.
- Fixed: Problem that Starter planets were not correctly filtered via Creative/Survival in MP games.
- Fixed: R2T: Ship Type Cannot be repaired (player base)
- Fixed: Issue where input device tabs in control options screen would frequently not appear until scrolling.
- Fixed: Console spam with "entity spawner" ID not found (renamed several AI back to old names)
- Fixed: One of the POI JunkT1 was not buried enough in ground
- Fixed: Resources showing double on New Game window

Updated EAH Tool:
Patch notes - 1.41.0.5
- Added: CB:FW Whisper to faction
- Added: Eventmanager: First testable version (for more infos see full patch notes)
- Added: Gameoptions.yaml changes
- Added: Dedicated.yaml changes
- Added: Player file changes
- Fixed: Playfield Orbit set as Planet and vice versa
- Fix Dedicated.yaml GameSubMode empty
https://empyriononline.com/threads/tool-emp-admin-helper-eah-free-v1-41-05.5771/page-42#post-244716
Empyrion - Galactic Survival - EmpyrionGame
Hi Galactic Survivalists

Thanks a lot for your feedback about the Fog-of-War (FoW). Regarding the opacity of the FoW, it seems that a part of you favors the current approach with a semi-transparent FoW, while the other part would prefer a fully opaque FoW.

The pro "semi-transparent FoW" group argues that it is more realistic to see the shape of the planetary terrain since the escape pod has dropped from space and thus the player should have a basic understanding of the terrain. The pro "opaque FoW" group argues that the "mystery of exploration" is lost with a transparent FoW since you already know more-or-less how the whole planet looks like. We understand the arguments of both groups.

In this test update, we want to give the group who favors a fully opaque FoW the possibility to experience this "mystery of exploration" on a planet where you do not know what lies ahead:


Let us know what you think in the comments below

We could also combine both approaches: when you approach a planet from space and then land on it, the FoW can be semi-transparent, while the FoW is fully opaque on the starter planet and planets you reached via teleportation.

Finally, we adapted the reveal distance of FoW based on your feedback. It is now fixed to 500m, which is equal to the discovery distance of deposits/POIs.

We are looking forward to your feedback.

Yours,
Empyrion Dev Team

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

CHANGELOG: Alpha Experimental 8.0.4 (Build 1649)

Changes:
- Tweaked Fog-of-War shader: fully opaque, added gridlines
- Fog-of-War reveal distance is now always 500m independent of detector range

Here is a teaser for the next EXP release:


Empyrion - Galactic Survival - EmpyrionGame



Update May 25, 2018: Hotfix (Build 1648)

Hi everyone,

We just wanted to clarify our below statement regarding the A8 release: we are planning to announce the Release Date of Alpha 8 next week - we are not planning to release Alpha 8 next week! :)

We have read your feedback about the Fog-of-War with a lot of interest - especially your comments regarding a completely opaque Fog-of-War (to keep the mystery for exploration). We might give it a try in the next update to get your feedback (actually we already had a complete opaque Fog-of-War in the first place).

Thanks a lot for all your feedback!

CHANGELOG: Alpha Experimental 8.0.4 (Build 1648)

Bug Fixes:
- Fixed: Existing mobile constructors (in spawned HV's and SV's) are not accessible. Unfortunately, save games loaded with EXP 8 - Part VI cannot be fixed, you have to remove and replace the constructor
- Fixed: Problem that Laser Drill Module CV did not work

Changes:
- Removed Wing Blocks from HV Constructor
- Added alternative crafting recipes for biochemical compounds: ConfettiMossScrapings, FiremossScrapings, AlienParts01-03, AlienThorn
> What do you think?

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

Hi Galactic Survivalists,

Public release is coming closer! Before we start the Release Candidate phase, we are releasing a final Experimental version today.

All base features for Alpha 8.0 are now implemented, although some will see future refinements in the Release Candidates and beyond.

The latest major feature we added is a Fog-of-War (FoW). The goal is to allow you to track ‘where you have already been’ - which is quite helpful as we think. While the Detector (added in Phase V) gives you a rough direction, the Fog-of-War, or better: the removal of the ‘fogged’ areas, will add an indicator where you should go next or have already looked for POIs or deposits. We are looking for your feedback right here: https://empyriononline.com/threads/alpha-8-0-exp-fog-of-war.37875/

We also made some changes on the playfield threat layout. While Phase 5 added the possibility to let any spawnable NPC patrol around a POI or deposits, we iterated on this new feature a bit more. So expect more troops of the glory Zirax Empire strolling around their bases ;)

Beyond FoW and threat updates, we of course added a ton of other additions, balances and bugfixes. Please find all the changes listed in the changelog below!

One last question to answer: when will Alpha 8.0 hit the public branch?

Answer: This is now more an announcement of an announcement, but depending on how the last Experimental update performs, we plan to announce the release of Alpha 8.0 anytime next week.

Now, enjoy the new features of Phase 6 - and as always: First Play. Then Feedback!

All feature discussion threads pinned: https://empyriononline.com/forums/experimental-features-discussion.35/

Note: If you are NEW to Alpha 8.0 please read the individual feedback thread starters as they contain valuable information of the new gameplay mechanics!
Please report all bugs over here:

Bug Reports: Alpha 8 EXP Phase 6
https://empyriononline.com/threads/bug-reports-alpha-8-0-exp-phase-6.37876/

Bug Reports: Solar System Generator
https://empyriononline.com/threads/bug-reports-solar-system-generator.37387/

Bug Reports: Controller and Keymapping https://empyriononline.com/threads/bug-reports-controller-and-keymapping.37450/

Cheers,
Empyrion Dev Team

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

CHANGELOG: Alpha Experimental 8.0.4 (Build 1647)

Fog-Of-War:
- Added Fog-of-War (FoW)

In the current implementation, the goal is to allow you to track ‘where you have already been’ and consequently, the shape of the terrain of the not yet visited area is still slightly visible. Would you prefer that the terrain of the not yet visited area is not visible at all (ie the greyed out area is completely opaque)?

Additions:
- Added Zirax Patrols

- Added mixed groups with eg Zirax Laser and Mechanoids (or Zirax and Crawlers etc):

- Added Zirax Sniper
- Added/updated SV thrusters (some large jet thrusters are not yet final)




- Added Medic Station (no re-spawning just healing) and Clone Chamber to HV - placeholder models
- Added Drill Laser Module for CV
- Added new Group: FridgeBlocks (TechTree Level 0) + added large Fridge Box from LabDeco to new Fridge Group (incl. Cooling feature)
- Activated TurretRobotV2 (note: you cannot use TurretRobotNew anymore, it is now called TurretRobotV2)
- Added HoverEngine as deco blocks for POIs (under alien devices)
- Added RadarSuitDebug with 2500m range

Planet Update:
- Added Ice Moon (WIP)




- Updated desert planet + stamps


- Updated snow planet + stamps (WIP)


Updated Starter Planet:
- Starter planet is now a bit warmer and height has less impact on temperature
- Tweaked weather on starter planet: in the beginning much longer nice weather
- Added Zirax Patrols around some Xenu POIs
- Added more NPC groups - see playfield_static.yaml of Starter Planet
- Increased amount of Firemoss und Confetimoss drops on starter planet
- Added AlienBugs04 to Savanna/Sand on starter planet
- Slightly tweaked colors of terrain textures on starter planet

Balancing:
- Reduced amount of spider spawns around Promethium Deposits
- MedicStation BA and CV now heal 500 HP at once (MedicStation HV heals 250 HP at once)
- Changed range in which plants grow outdoor from 20-30°C to 15-35°C
- Increased HP of TroopTransport to 14000
- Reduced impact of temperature for several weather types
- Moved FoodProcessor To Level 3

Separated Templates of SV and HV Mobile Constructors:
- Adapted several templates (eg Wings only craftable in SV, Hover Engines only in HV etc)
- Removed from HoverConstructor (HV) : CrystalWarp
- Added to HoverConstructor (HV): Bases Starter
- Removed from SmallConstructor (SV): Cement, ConcreteBlocks, WoodBlocks, LandinggearBlocksHeavySV

Gameplay:
- AI Creatures: new target selection mechanics - based on threat level, parasaur animation desynch - less robotic look
- First version of recursive Constructor / Food Processor that doesn't stop crafting when far away, added bulk crafting of sub-queue items
- More consistent faction assignment for enemy NPC creatures (eg Crawlers, Overseer, TotalHorror are now in Alien faction)
- No respawn of ZiraxPatrols and other NPCs for SpawnZones, exclude Mountain Biomes for spawning
- Ignore PvP playfield.yaml parameter in SP > in SP always set PvP: True
- Updated size of RadarVesselT1 to 2x1x2 (instead of 3x2x3)
- Updated freighter with drone spawn points
- Updated loot: Slight adjustments on Alien Container loot to improve diversity of items
- Hot Beverage removes Hangover & Bad Trip

POI Update:
- JunkT1 update: Removed non-intentional personal cargo box and added standard cargo container instead
- Xenu Mainframe update: Build was not saved with damaged effect
- Added Epsilon OPV (model: A Big Bag of Earwax, modified by fFractalite)
- Added Xenu OPV (model: Zerbarus, modified by Fractalite)
- Added Ghost Rider OPV (by rainyday)
- Tribal Villages: Updated Alien Loot Containers
- Graveyard: Added CV_Destroyed5 (by Runningwithhamster)
- Freighter: Some of the freighters did not have their turrets activated when spawned
- Crusald Orbital: some smaller detail updates (thx to Pantera)
- Updated wreckage POIs T2: now they cutoutlevel the ground so that the personal container is never underground
- Added POI Unknown Floating Artifact (thanks to jmcburn)
- Added POI Unknown Armed Artifact (model: Faith, modified by Fractalite)
- Added Talon Temple (Dungeon by Ramachandra) - not yet activated in scenario

Playfield.yaml / Sectors.yaml Update:
- Added new dynamic yaml parameters: WaterProb and PvPProb. Adapted these parameters for all playfields
- Allow for designation of starter playfields by game mode (Survival/Creative) in sectors.yaml
- Correct setup of space graveyard in space_dynamic.yaml
- For now only 1 moon for each planet in RandomDefault scenario
- Updated Akua-Omicron sectors so that planets are on a disc/plane

Visuals / GUI:
- Only show max 5 elements in pickup window
- Added Info message to show Resources cannot be added while scanning or repairing (R2T Window)
- Sector Map: Ignore several entries of same resource
- Tweaked Map Windows: Ensure Orbit playfields are sorted before main sector playfields, Disabled "PvP" Labels in SP, Disabled Difficulty Labels
- Adjusted sector map labels to be better positioned above objects. Make locked selection reticle orange (from red)
- Tweak to prevent 3d sector map zooming when scrolling through planet list
- Disabled "Reduced Time" message in Repair Bay
- Separate string of Status Effects
- Sorted randomly generated sector file playfields to match new sorting requirement. Minor 3d map refactoring.
- Repair protection shield is now green
- Extended far clipping plane for sector map camera to allow for visibility of larger (distance-wise) systems
- Tweak orbit map hover label so not obstructed by cursor and dimmed 3d sector map light by ~30%

Texture Update to New Format:
- The following blocks/devices have been updated: Fridge, Fuel tank, Generator, Gravity generator, Landing gear, ArmorLocker small, WarpDriveTank, Core Block, Cargo Box, Constructor, HoverBooster, HoverEngine, GeneratorSV, emergency oxygen generator, Food processor, Forcefield emitter, Consoles, Ventilator, Landing gear light/heavy Medical/Clone stations, Oxygen station, mobile air con, Oxygen tank, Passenger seat SV, RCS, repair station, Saw attachment, drill attachment, Sentry gun, sentry gun alien, solar capacitor, Spotlights

SSG Update:
- Eliminated possibility of dead-end sectors due to path intersection with sun.
- Better checks and warnings when users move/delete content directories between sessions
- Allow for randomly assigning asteroid fields to moons. Remove roman numeral from moon names when only 1 moon present.

PDA Update:
- For NearUnit Guiding the visible distance of the marker can be configured (also to be not visible at all)
- Added new game event "PlayfieldTypeEntered" aside from "PlayfieldEntered" to also allow PDA missions to use this information (and to not change the meaning of an existing event)

Changes:
- Added Creative setting for Akua Orbit and added orbital base - thanks to Tamarak7777: https://steamcommunity.com/sharedfiles/filedetails/?id=1201183357
- Implemented Lockout Timer check in R2T Window and moved "Repair in Progress" to status info label
- Adapted exit transforms on all SV/HV cockpits + passenger seats > please re-test
- Removed "BaseItem" tag from several ore types in Templates
- Loca update: "Pickup blocks" now 'Retrieve Blocks'
- Stack size increased from 5 to 6 (for better use with symmetry plane)
- Added TurretEnemyRocket and TurretEnemyArtilery to Alien Devices
- If structure contains no blocks any more, it will be now removed within a few seconds
- Do not export ZiraxMale to Config.ecf anymore
- Cleanup of playfields (removed test moons: +DesertMoon, +TemperateMoon)
- Console Command: added new sub command 'addtrooptransport' or 'att' to command 'aimanager' to spawn a troop transport in new frame work
- Console Command: added new command "aim tttoggleforcedetection" or "tttfd" to force the troop transport to target the player.
- Avoiding CoQ and adding error message when a spawner spawns an entity that is not in the config file any more.
- Controller Update: Made analog slider control less choppy (still needs a bit of tweaking)
- RepairBay block cannot be rotated anymore (to prevent misuse)
- Renamed MarkerBlock into DroneSpawner and changed model (it is now placed flat on a block).
- DroneSpawner blocks now appear in Control Panel so "Show on HUD" can be activated
- Renamed "Carrier" into "OrbitalPatrolVessel" OPV > please adapt your custom playfields

Bug Fixes:
- Fixed: Memory Leak
- Fixed: RadarSuitT1 not working in toolbar
- Fixed: Do random distribution of POIs / resources depending on playfield seed if given (before: all POIs/resources were distributed almost equally based on main seed)
- Fixed: R2T console is accepting any item put into it (Now only accepts "Base Items" like Ingots, Plastic Material etc)
- Fixed: R2T: Repair Blocks breaks Repair bay progress and info and does not finish repair
- Fixed: R2T: Repairbay gets stuck in 'Receiving Repair Data'
- Fixed: R2T: Ship is pushed UP when repair is ready
- Fixed: R2T: Vessel is being placed inside of the BA after R2T is finished.
- Fixed: R2T: Iron ingots duplicated and vanish when repairing in repairbay
- Fixed: R2T: CoQ when placing Ores that do not have a Template into R2T Window
- Fixed: After moving far away from a vessel & returning to it you can no longer open the CP when standing by it & aiming at it.
- Fixed: Instability of recursive constructor's crafting algorithm after having been far away for a while (sometimes left extra items in inventory)
- Fixed: Troop Transport stuck at dronebase
- Fixed: Waypoints on the other side of green wall are not shown correctly on RADAR map
- Fixed: Dropdown menus to close with 'UICancel' (Escape or B on controller) without closing the menu.
- Fixed: HV: Medbay is not added to STATISTICS page
- Fixed: Some line drawing problems in TechTress by re-arranging some devices
- Fixed: Text under “Upgrade” should be in white font
- Fixed: Temperature info and position differs between planet and sector view
- Fixed: Exception when approaching carriers
- Fixed: Carriers are not spawning any space drones
- Fixed: Ships don't have repair shield sometimes
- Fixed: Closing trapdoors did not work anymore in PDA Mission
- Fixed: Survival constructor can be made to not use ingredients from the quick access bar
- Fixed: SV landing gear (docking pad) does not give components after salvage
- Fixed: Closed cockpit and passenger seats have wrong exit points (stuck in vessel) > we fixed more use cases
- Fixed: Warp: Lock Target button and Warplines Toggle inconsistencies; Add view buttons to sector map; other tweaks
- Fixed: Multi tool 'Salvage' mode returns too much items in certain cases
- Fixed: Water Generator puts out heat when unpowered (removed heat from several terrain placeables)
- Fixed: Exception when going to orbit in DefaultRandom Scenario
- Fixed: Broken display of clone chamber and medic station
- Fixed: Problem that Entity Spawner was spawning "ZiraxMale" per default (Note: renamed ZiraxMale into ZiraxMinigun)
- Fixed: LOD issues with several grow-able plants (disappeared too early)
- Fixed: 'Jump' in the sky & nebula when moving fast on terrain and in orbit
- Fixed: Terrain Editor TE window: when using “Reset” the DominantLayer property is removed
- Fixed: HUD name tag of structure still on screen after being disassembled & is being repositioned constantly.
- Fixed: Admin/Alien Admin Stations: Ship Type Cannot be repaired
- Fixed exception in debug mode (load pf from main menu) when opening CP
- Fixed: Sound when consuming Energy Drink (now Drinking instead of eating)
- Fixed: Missing grass in Oasis biome on Desert planet
- Fixed bug SSG orbit map when no moon in orbit in certain cases.
- Fixed: ESC menu can get stuck on screen
- Fixed: Problem that RadarVesselT1 did not show up in Constructor
- Fixed: Mouse cursor jumps to screen center when joystick is plugged in
- Fixed: Double radiation info given for player armor
- Fixed: InputContextManager messages.
Empyrion - Galactic Survival - EmpyrionGame
Update May 19, 2018: Hotfix (Build 1636)

Bug Fixes:
- Fixed: Problem that RadarVesselT1 did not show up in Constructor
- Fixed: Portable Constructor could be sometimes stuck in crafting an ingot
- Fixed: Removed hotspot spawn zone around Junk T2
- Fixed: When exiting from open SV cockpit\passenger seat the player can get stuck in the ship
- Fixed: Exit points of Open Cockpit show strange requirement for free block spaces
- Fixed: Random exception when moving on terrain (Support Email: #EE8C4)

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


Hi Galactic Survivalists!

Alpha Experimental 8.0 is progressing nicely thanks to your dedicated and wholehearted feedback!

In Phase 5 we not only squashed more bugs, but also added a first iteration what will address one remaining challenge that came with the up to 64x increased playfield sizes: How do you find a Ore deposit or a POI with so much space in between? With a Radar!

The Radar that will be available with this update is pretty much NOT a device that will pinpoint the exact location. It is also not a ‘track-all-your-foes-in-a-distance’ device - it is explicitly only tracking ore deposits (SSOR and Voxel) and POI. The current T1 Radar will give you an approximate direction and a hint how many contacts you can expect when walking into this direction, serving as the most-requested helper for ‘getting a direction where you could run into something interesting’.

For feedback on this brand new and still ‘work-in-progress’ feature, please join the thread over here for more info and discussions: https://empyriononline.com/threads/alpha-8-0-exp-radar-t1.37772/

Beyond that, we again added new POIs, new game parameters, made a lot of fine tuning, for example on the new status effect system and the occasions where you can run into those, loot tables, weapon and NPC balancing, as well as on smaller and larger changes on planets, playfields and other major features like Repair-2-Template and AI.

Check out all the changes and additions below and please make sure that you are using the available discussion threads for the main topics and contribute your feedback!

As always: First play, then Feedback! :)

All feature discussion threads pinned: https://empyriononline.com/forums/experimental-features-discussion.35/

Note: If you are NEW to Alpha 8.0 please read the individual feedback thread starters as they contain valuable information of the new gameplay mechanics!

Please report all bugs over here:

Bug Reports: Alpha 8 EXP Phase 5
https://empyriononline.com/threads/bug-reports-alpha-8-0-exp-phase-5.37771/

Bug Reports: Solar System Generator
https://empyriononline.com/threads/bug-reports-solar-system-generator.37387/

Bug Reports: Controller and Keymapping https://empyriononline.com/threads/bug-reports-controller-and-keymapping.37450/

Enjoy Phase 5!

Cheers,
Empyrion Dev Team

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

CHANGELOG: Alpha Experimental 8.0.3 (Build 1634)

Added Directional Radar:
- First draft of resource/POI directional radar on planets
- Added RadarVesselT1 for HVs (2500m range) and handheld device RadarSuitT1 (1000m range) - must be in toolbar or player inventory

In the above screenshot, you should go into southern direction, where you can expect to find several POIs and/or resource deposits.

The OUTER segment is showing you WHERE to go. The radar has 4 segments, one in each direction. The INNER sub-segments (when highlighted!) will tell you, how many contacts you can expect when going into this direction. Any main directional segment has up to 4 sub-segments:
]

Gameplay:
- Added possibility for generating and placing compound POIs via space_dynamic.yaml files
For an example of a space graveyard, see starter orbit in Random Scenario (Thanks to the creators who provided us with the prefabs: rainyday, Runningwithhamster)

- Re-enabled possibility to have large stacks in Creative mode (eg 999 Generators)
- Updated POI distribution on desert, alien, snow, lava planets
- Added ability to define SpawnZones and SpawnRateZones, example in TemperateStarter/playfield_static.yaml
- First implementation of penalty for entering wrong code to all lock codes (wait timeout of 1 minute after third wrong entry, 2 minutes after fourth)
- Added new SpiderBAI01 to some PDA missions (should now trigger either for the old and the new Spider01)
- RespiratorCharge can also now be used to fill O2 tanks
- Removed Small Oxygen Bottle as reference from Missions (swapped with Respirator Charge instead)

Starter Planet Update:
- Increased NPC spawning
- Better stamp for radiated biomes
- Deco update
- Xenu Mainframe is now spawned above Radiated Biome (removed Trading Station)

- Added Xenu Shrine - floating (thanks to Fractalite)


- Updated Xenu Supply Station (thanks to Kieve)
- New group names for Xenu POIs and better distribution on starter planet > see playfield_static of TemperateStarter
- More plants on starter planet are now harvestable
- Starter planet: Configured SpawnRateZones and SpawnZones to create hotspots (around promethium deposits and Large Junk POI) and safe zones (around start position)


AI Update:
- AI reacts to SH, HV etc. - noise generation by turrets, visibility includes vehicles
- Triceratops and Parasaur have new sounds for special occasions (eg roaring before attacking etc)
- AI Planet vessel: you dont need a planet vessel base anymore, ie vessel base is optional
(we removed PlanetVesselBase from several playfields)

Repair-2-Template Update:
- New layout for R2T Window

- Several fixes and improvements
- Only take away resources when repair was successful
- Only show Lock Code Dialog in CP while in MP Game
- RepairBay now uses a protection field around repaired vehicle
- Integrated Lock Code check in R2T Window
- Integrated Lock Code Save in CP (Save BP)

Visuals:
- Updated model for Mobile AirCon device
- Updated texture and color masks for SV cockpits
- Updated / reverted some preview icons (based on EXP feedback)
- Added proper harvest stages for several plants (eg BigFlower, PulpitFungus etc)
- Updated Rainforest tree (it is now symmetrical)
- Texture update to new values: Furnace + Ammo/Harvest crates + some normal map issue fixes.
- Texture update: Ammo/Harvest containers
- Texture update/fix: WindowSet, WindowSetThick compressed, removed weathering effects; WindowSet_n increased res/compression settings to get rid of artifacts on the model.

NPC Status Effects + Loot Update:
- Added Poison Bite and Stunned to Spider02 and Spider03 melee attack
- Alien01 (Grasshopper): Increased chance of getting stunned
- Alien02,03,04: Added chance to get Dermal Parasite and Infected Wound from melee attack
- Spider03: Added Stunned as additional distant weapon effect
- Alien03/04 distant weapon effect: Swapped PoisnBit with high chance of Dermal Burn and a low chance of Radiation Burn
- Added StatusEffect 'IncreaseRadiation' to be used for triggering Radiation Status Effects.
- Slime,SlimeWhite,MeleeCaveWormWhite: added high chance of Frostbite and low chance of Dermal Parasite
- Crawler: reactivated PoisonBit,OpenWound,DermalParasite
- AlienAssassinGrey: changed melee effects to DermalParasite,EndoParasite,AlienParasite
- Overseer: changed melee effects to IncreaseRadiation (RadiationBurn)IncreaseRadiation,EndoParasite,AlienParasite
- Caveworm Grey: reactivated PoisonBit,OpenWound,DermalParasite
- Golems: added chance of FractureClosed,FractureOpen,Mutilation for melee attack
- Desert Worm: added PoisonBit,OpenWound,DermalParasite
- Otyugh: Added PoisonBit,FractureOpen,EndoParasite
- Desert Worm large: Added PoisonBit,FractureOpen,DermalParasite
- Total Horror: Added FractureOpen,AlienParasite
- Adjusted Loot lists to make sure each NPC having certain melee/weapon status effects have at least a chance to also drop non-common ingredients for its cure
>> Please (possibly spawn with debug menu and ) check if effects are to strong / drops are appropriate

Other Balancing Updates:
- Increased amount of meat drop for large NPCs (Triceratops, LizardMule)
- Adjusted template for Emergency Rations to match food value again.
- Reduced Bullet Spread for Shotgun, ShotgunT2 and Shotgun Enhanced
>> Please test if the handling and efficiency on close quarters feels improved and is not too strong (too precise on distance) compared to other weapons now.

Status Effects Update:
- Adjusted Radiation Burn and Radiation Poisoning: far less increase of body rad vs. time (Matching the duration of each effect better)
- Removed Radiation Cascade. Radiation Poisoning now removes Radiation Burn. Radiation Sickness removes both.
- Added missing Status Effect Icons

Loot Container Update:
- Updated White,Yellow,Red and Purple Alien Loot Containers with new content
- Added possible Gold Ingot drop to RED and PURPLE Alien Container
- Increased drop range for RED Alien container to 3-5
- Added +1 slot for additional drop chance for Purple Alien Container
>> Please test if the loot feels more appropriate now!

Template Availability / Consistency Update:
- Mobile Constructor
* Added back some CV/BA devices so you can kick-start a broken CV or Base: Core, Small Generator, Small Fuel Tank, Large Constructor, Solar Capacitor, Solar Panels (small)
* Added Player Bike + Player Bike Kit
* Core block can now be crafted in Mobile Constructor
* Added Cobalt, Neodymium and Sathium Ingot crafting
* Added L-Size building blocks: Steel, Concrete, Wood, Truss
* Added Window L-Blocks
* Added Automated Door L-Blocks
* Added Hardened Steel Plates (Component)
* Removed Armored Windows S
- Large Constructor
* Added Capacitor (Component)
* Added Erestrum, Zascosium and Zascosium Alloy crafting
* Added PowerCoil
Notes:
1. This is a temporary change for Alpha 8.0, as our agenda, we want to follow, is that you should be able to craft any device inside the constructor from the ground up (ore level). Excluded from this agenda are Weapon Kits, Autominer Cores (and anything that is per default not craftable by a player) as well as some "biological and farming items" like the growing plots, as there is currently no good way to share those templates between food processor and constructors (will be subject to change in the future).
2. With Alpha 9 bigger changes in crafting and material-crafting progression might happen.
3. As soon as the game can offer some sort of Automatization in the future, the agenda of having a "all in one crafting device" might be revised due to an updated gameplay approach.


Improved Constructor / Food Processor Templates UI:
- only shown locked templates up to the next unlock level
- show currently unlockable (but still locked) items with a different color and sort accordingly
- show not craftable items more colorful
- shrinked and moved padlock icon to bottom left corner
- changed BG colors to allow distinguishing between focused and not focused item

Updated Prefabs and POIs:
- Renamed POI group names of several blueprints
- Added Xenu Mainframe (floating) to Radar Station Compound
- BA Prefab T1a > now airtight
- Deep Space Radar Station (thanks to Kaeser)
- Updated Derelict Mining Ship (thanks to rainyday)
- Updated Alien Towers
- Removed old, not needed prefabs

Other Changes:
- Exporting all weapon related stats for Blocks again in Config.ecf
- Update of desert planet: POI, NPCs, biome distribution
- Removed regeneration on mid-part of crashed ship on snow planet
- Only show XP gains of 100 or greater in XP/Pickup window (instead of 50 XP before)
- Updated 'EnableTrading' settings: The use of 'GlobalVirtual' is deprecated but accepted as 'All' (which enables all forms of trading as it has been actually used like this), player to NPC trading can now be disabled
- Multitool Update: "Deconstruct" is now called "Salvage", "Disassemble" is now called "Pick up blocks"
- Ammo for new enemy POI turrets does not appear in creative menu anymore
- Added missing icons for Status Effects
- Added missing preview icons
- Updated Localization.csv: Updated GER, JPN, RU, CHS, FR and GREEK (Thanks to our translators!)
- Added all block shapes for Explosive Blocks
- Added in game message 'No core present' when trying to open CP but no core is at the current structure
- Temporarily removed Tutorial scenario
- Removed grown plants from stock prefabs
- Updated PDA: adapted to new names

Controller Update:
- Controller mappings now display rows for full and partial axes to support a wider variety of controls (also fixes rolling appearing unbound for controller).

Optimizations:
- Optimized deco on starter planet to improve performance

PDA Update:
- Extended Radar Station Mission (Now ends in the Mainframe building)
- Slightly adjusted defenses and setup of Radar Station (Main) and Mainframe
- Typos and text adjustments

SSG Update:
- Added stamp usage count to info list
- Added possibility to randomly generate sectors with multiple planetary bodies.
- Adjusting sector information for multiple moons per sector.
- Orbit visualizer now shows all moons.

Sectors.yaml Changes:
We had to change the ordering of the fixed Sectors.yaml. In order to correctly determine the size classes of the planets and moons within a sector, we need to impose the following ordering:
<planet, moon...moon, orbit>

Playfields:
- ['0, 0, 0', Akua II, TemperateStarter, 'Human:1']
- ['-6500, 5000, 6500', Tallador I, Moon]
- ['6500, 5000, 6500', Akua Dead Planet, MoonStarter]
- ['0, 0, 0', Dangerous Sector, SpaceOrbitStarter]


You can still have as many planets or moons in a sector as you want. However, the orbit must be defined last and the main planet first in the list. Please update your Sectors.yaml accordingly. Sorry for the inconveniences.

Terrain Stamp Update:
- Removed stamp Mountain 21 from playfields
- Added new terrain stamps (eg DuneSea, Mountains etc)
- Removed stamps Grove_01, Tree, Mountain_21, Mountain_22

Bug Fixes:
- Fixed: Repair Cycle exploit for Repair-2-Template
- Fixed: Problem that some sub-components were not craftable in certain constructors
- Fixed: Several status effects did not work as expected
- Fixed: Config.ecf not accepting modified stack sizes & components
- Fixed: Config.ecf: Adding new ingredients to a template is not possible anymore
- Fixed: You can spawn a BP with plants for "free" and level up fast at the game start > please remove grow and harvest stages from BPs since we marked all grow stages as forbidden in BPs
- Fixed: Some keys no longer working & also some keys aren't recognized when trying to set key binds
- Fixed: Cant lock the warp target in sector map by mouse click. numerous other detail fixes in 3d sector map.
- Fixed: After cutting a vessel then pasting it back into the selection area the client will crash
- Fixed: New Medical Block group does not give back correct items when dismantled
- Fixed: Ammo dupe using the force disconnect (MP)
- Fixed: Asteroids, Freighters & Trade stations are being positioned too close to the planet they are orbiting.
- Fixed: Offline Protection: Do not activate OP if Allied Members are still online
- Fixed: MP/COOP: Invisible vessel when player returns after moving far away from other
- Fixed: Land Claim device works in terrain
- Fixed: Upgrading Large to Advanced Constructor leads to AdvC being unaccessible
- Fixed: Upgrading Large to Advanced Constructor leads to CoQ
- Fixed: After cutting a vessel then pasting it back into the selection area the client will crash.
- Fixed: Player report: Rebinding the pickup action is not working.
- Fixed: Zascosium rock resource was green instead of orange
- Fixed: 'No empty space to place block' appearing on bases when a certain time is reached.
- Fixed: PDA: Signal check does not work (Signal not delivered) when you are NOT in god mode invisible
- Fixed: CoQ with Food Processor inventory loss
- Fixed: PDA description not showing on first click
- Fixed: View Distance for Gold nuggets extremely short
- Fixed: Inventory overlay broken when using the X button for closing the console
- Fixed: Normal map on terrain texture RockGrey08
- Fixed: Replacing a Core with a different type breaks NPC Spawner config
- Fixed: Spawned player blueprints sometimes have random loot in boxes
- Fixed: Class 5 Planet has wrong underground layer
- Fixed: Config.ecf: MaxCount setting not changeable anymore (needs to be set at correct place)
- Fixed: New Game: Difficulty settings were not copied to savegame's gameoptions.yaml
- Fixed: AI planet vessel: PV ignoring player
- Fixed: Problem that alien plant worm did not change model when being harvested
- Fixed: Cockpit 2 window reflection issue.
- Fixed: Bomber in MP throw CoQ instead of Bombs
- Fixed: [R2TP] Random CoQ when clicking back and forth between check boxes in Repair Console
- Fixed: Missing color-icon of Survival Constructor for Techtree
- Fixed: Repair Button sometimes active in Repair Blocks mode while scanning
- Fixed: Gameoptions.yaml: Parameters missing -> Grief/Landclaim still active

Updated EAH Tool 1.41.0.4
- Added: Player-Information-Request Client logs: Client logs can now be received again (when player is online)
- Added: Player-Edit Player InGame: You can now edit the remaining time for the blueprint
- Added: Player-Edit Information: You can now change the playhours
- Added: Changing of player values does not overwrite other values anymore
- Added: Name of the server is now shown in the tool title. Makes it easier if you run multiple tools on your server
- Added: Deposits: Shows all deposits again. The amount (if not 100%) is not yet correct though
- Added: CB:Yes/No replaced by Messagebox
- Added: ItemExchange has now 49 slots
- Added: Config: Activate Events
- Added: Eventmanager: Further progress. (Not yet working)
- Added: Chatbot "EV:?" for Eventmanager
- Added: Deposits: No accurate value anymore + only mined ore amount
- Added: Playfield: PVE automatically loaded via Playfield.yaml
- Added: Alpha 8 change: Playfield.yaml now with new folder name
- Added: Alpha 8 change: API changes
- Added: Alpha 8 change: New Items

Mod API Changes:
(Please update your MOD's since the DLL and the Requests changed)
- Request_ShowDialog_SinglePlayer has now a new Parameter (DialogBoxData). With it you can send a normal message box as before, but you can also send a message box with 2 buttons. The game sends the clicked button back in the "Event_DialogButtonIndex" with the Parameter "IntValue".
- EntitySpawnInfo has a new property "entityTypeName". PLEASE set it to null to keep the spawning of structures working as usual.
- GlobalStructureInfo: If some data (blocks/lights/devices/triangles/coreType) can't be,loaded (like shortly after a playfield gets loaded) the data will be set to -1 . This way you know the value is not correct/usable yet.
- PlayerInfoSet for Request_Player_SetPlayerInfo: You can now edit the factionRole (Founder = 0, Admin = 1, Member = 2, NotSet = 3), setLastNLogs (Amount of latest client logs that should be send to the server) and bpRemainingTime (in ms).
- PlayerInfoSet for Request_Player_SetPlayerInfo: You can now set only one value by setting all others to null.
- PdaStateInfo now contains the PlayerID
- Request_Player_ItemExchange now contains 49 slots instead of 35 (not tested yet)
- Re-enabled Event_Player_ItemExchange answer to dedi (disabled for testing and accidentally committed)
- Request_ShowDialog_SinglePlayer: allow Enter or Esc to be pressed as an equivalent to clicking the respective buttons
Empyrion - Galactic Survival - EmpyrionGame


Update May 12, 2018: Hotfix (Build 1623)

Starter Planet (Temperate) Update:
- Reduced tree density in forest biomes to improve FPS
- Removed strong temperature reduction for several biomes (Forest, DeepForest, Marsh)
- Replaced some 3d models with grass meshes to reduce draw calls and improve FPS

Bug Fixes:
- Fixed: 'Shadow jumping' every 10 game minutes
- Fixed: FPS drop in dense vegetation during dusk and dawn (ie sun is flat)
- Fixed: Several internal exception found in output logs

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

Hello Galactic Survivalists!

Welcome to Alpha Experimental 8.0 - Part 4! We are making good progress and are getting close to the final polishing and bug fixing phase.

Important:
- Please start a new save game in EXP 4 since we changed the naming of some yaml parameters (you can load old save games but the terrain might have changed)
- Please also make sure you do NOT use custom config.ecf when playing the Experimental version, as this can cause issues when items or their composition or template is changed. To ensure that, go to ..\Empyrion - Galactic Survival\Content\Configuration and rename or remove any config.ecf file (You can keep the Config_Example.ecf).
- Survival Constructor is now ‘Portable Constructor’ and former Suit Constructor is now ‘Survival Constructor’!

Phase 4 has again added a few more gameplay elements, like the Mobile Heater/Cooler that can directly be crafted from the Survival Constructor. This should further resolve issues with temperature - of course at the cost that you need to stay close to it.

Apart from changes to the Repair-System, we added a few more features that you will see growing in the next updates, like POI are now allowed to float, several updates on gameplay mechanics, visuals and loads of other changes and improvements!

As always: First play, then Feedback! :)

Alpha 8.0 EXP: New Planets
https://empyriononline.com/threads/alpha-8-0-exp-newplanets.37161/

Alpha 8.0 EXP: Solar System Generator - Doku & Feedback
https://empyriononline.com/threads/alpha-8-0-exp-solar-system-generator-doku-feedback.37162/

Alpha 8.0 EXP: AI Behavior
https://empyriononline.com/threads/alpha-8-0-exp-ai-behavior.37160/

Alpha 8.0 EXP: Repair Template & Repair-to-Template
https://empyriononline.com/threads/alpha-8-0-exp-repair-template-repair-to-template.37156/

Alpha 8.0 EXP: Suit- and Survival Mechanics
https://empyriononline.com/threads/alpha-8-0-exp-suit-and-survival-mechanics.37159/

Alpha 8.0 EXP: New food and food-item drop system
https://empyriononline.com/threads/alpha-8-0-exp-new-food-and-food-item-drop-system.37158/

Alpha 8.0 EXP: New Status Effects / Diseases
https://empyriononline.com/threads/alpha-8-0-exp-new-status-effects-diseases.37157/

Alpha 8.0 EXP: Constructor Progression & Consistency Changes
https://empyriononline.com/conversations/exp-part-4.2948/

Note: If you are NEW to Alpha 8.0 please read the individual feedback thread starters as they contain valuable information of the new gameplay mechanics!
Please report all bugs over here:

Bug Reports: Alpha 8 EXP Phase 4
https://empyriononline.com/threads/bug-reports-alpha-8-0-exp-phase-4.37658/

Bug Reports: Solar System Generator
https://empyriononline.com/threads/bug-reports-solar-system-generator.37387/

Bug Reports: Controller and Keymapping https://empyriononline.com/threads/bug-reports-controller-and-keymapping.37450/

Enjoy Phase 4!


Cheers,
Empyrion Dev Team

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

CHANGELOG: Alpha Experimental 8.0.2 (Build 1621)

Mobile Heater/Cooler:

- Added “Mobile Air Con” terrain placeable (3d model is placeholder and will be replaced soon)
- Added Mobile AirCon to templates (SuitConstr), Techtree and start equipment (easy and medium difficulty)
Temperature: 25 # Target temperature that device tries to attain
TemperatureGain: 30 # Max temperature that device is able to cool down or heat up
(can be changed in Config.ecf)

Floating Bases on Planets:


- Added possibility to switch off Structural Integrity via yaml:
You can now create floating bases by adding a new parameter to the PROPERTIES section of a POI. Have a look into the playfield_static.yaml in this folder for the full syntax: ..\Empyrion - Galactic Survival\Content\Playfields\TemperateStarter
- We added a floating Trading Station as an example on starter planet. Please note that this is just to showcase the new feature - we might replace it with a story POI anytime soon.
- We will allow to use random placement of flying bases in the next update (current only fixed placement)

Starter Planet Update:
We did a major rework of the starter planet: it has now a higher diversity (thanks to Needleship)





- Starter biome is now less elevated to avoid too low temperatures
- Added more variation to trees
- Added new POI (Xenu Mainframe) to orbit - thanks to Ramachandra
- Updated POI distribution to avoid spawning of alien towers in radiated biome
- Added promethium and pentaxid to radiated biome
- Added BrainFungus to deco system > it will now spawn in Forest biome

Repair-to-Template and Repair Blocks Update:
- Destroyed repair bays drop only 60% of its ingots now to avoid exploits
- Repairing now costs 1 Iron Ingot per 200 HP (before 100 HP)
- When changing input/status, show "Scanning..." status until next feedback change
- Immediately update Start/Stop repair Button
- Block input grid while repair is in progress
- Better contrast on input field + add border
- Moved "Info" label to separate panel in Repair Bay section
- Force recheck of scanning to ensure no locked state
- Disable Item Drop input when Scanning or Repairing states are active

Template Update:
- Added to Large Constructor: RCS T1 (CV), Landinggear Blocks (CV), Gravity Generator, Flak Shell (CV)
- Portable Constructor: Added Plastic Raw Material

Balancing:
- Reduced energy consumption of O2 Stations to 5kW
- Increased HP of containers from 50 to 100

Constructor Progression & Consistency Changes:
In the upcoming updates (probably starting with late 8.x or 9.0), we plan to change where certain devices can be crafted in context to the specialization for a given structure/vessel.

As this needs more planning and might also need a full new concept of a material-crafting progression, we only removed BA/CV devices from Mobile Constructor (HV/SV) for now, as, after the recent addition of the Survival Constructor (Formerly known as “SuitConstructor”) and the addition of various devices that could not be crafted before, there are now better and alternative ways, which allow us to already add a better fit for a consistent crafting-progression and device specialization to some extend right now.

All those devices listed in the ‘Removal List’ below, can be produced with the Portable Constructor (Which can be produce with the Survival Constructor in a case of an emergency) or in a Base. We also removed some devices, which do not fit the Mobile Constructors assignment, being a device to fix up your small and hover vessel until you get back to Base or CV for full repairs/upgrades. An additional goal is to reduce amount of template clutter as well (As long as other alternatives to craft the removed item are available).

Please note that some of the new or old devices and weapons might still need components that cannot be crafted in the constructor from ores directly. Although this might become intentional for some devices, this will be one of the areas the planned material- and crafting progression will change on a global level in the future.

a) Removal List:
FuelTankMSSmall (Small Fuel Tank), FridgeMS (Fridge T1), WaterGenerator, SolarGenerator (Solar Capacitor), GeneratorBA (Small Generator), FoodProcessorV2 (Food Processor), ConstructorT1V2 (Large Constructor), ArmorLocker, Core, PlayerBike, PlayerBikeKitDoorBlocks (Automatic Doors), LightLargeBlocks (Lights CVBA), LightWork, LightWork02, OxygenTankSmallMS (Small Oxygen Tank), CloneChamber, ContainerAmmoLarge (Large Ammo Box), TrussLargeBlocks, StairsBlocksWood, WoodBlocks, BA and HV Starter blocks, ConcreteBlocks, StairsBlocksConcrete, HullLargeBlocks, HullArmoredSmallBlocks (Advanced block for vessels, not fitting to mobile constructor template progression)

b) Added to Mobile Constructor to enable building all templates available there:
EnergyMatrix, CobaltAlloy, MagnesiumPowder, FluxCoil, Oscillator

Visuals and UI:
- Added veins to resource rock textures

- Copper color tweaks > it has now the expected color of copper again
- Updated visuals and behavior of pickup messages (large panels and icons, only show XP Gains of 500 or greater in XP/Pickup window, etc)
- Terrain "Relief" is now only active in the distance (used for mountains)
- Updated some Control Panel icons
- Improvements to the 3D sector map. Small optimization to map planet loading materials (wait until the planet is visited first)
- Renamed info window when using Survival Tool on deco stones in “Rock Drill” mode

Update of Preview Icons:
We updated a lot of preview icons (especially ore resources + ingots, food items etc) to make them more distinguishable. Please let us know what you think

Gameplay:
- Player bike can now be spawned on the poles and near the former green wall
- Added Nutrient Solution to Portable Constructor (now in Food category)
- Triceratops is now classified as Prey again
- Adapted size class distribution of planets (class 2 and 5 have lower probability)
- Grouped MedicBay + all Medical Scanners in one Group
- Loot update: swapped Grilled Vegetables with Fried Vegetables
- Add possibility to set a Special Biome with random location (see starter planet)
- Added new parameter 'BiomesExcluded' to random POI and Resource data in playfield.yaml - use to exclude biomes for random placement. If both 'Biome' and 'BiomesExcluded' are specified, the new one has priority: Added example for BiomesExcluded to starter planet
- Removed movement collider for several plants
- Added Regenerate properties to all POIs and asteroid resources (active if regenerate is enabled in gameoptions)
- Small console is now displayed in the control panel and can be grouped

Updated POIs:
- AI Planetary Patrol Craft - Set updates (thanks to rainyday)


- Xenu Large Power Station + Listening Post (thanks to Dead8Eye & Fractalite)
- Updated Epsilon Radar Station Set (thanks to Captain Jack II, LiftPizzas & Fractalite)
- Added Deep Space Radar Station Set (thanks to Kaeser)


- Added new Tier 1 Stock Base: Thanks to Jenniphurr

https://steamcommunity.com/sharedfiles/filedetails/?id=1382220863
- Added 3 new Epsilon POIs (thanks to Fractalite)
- Updated Trading Stations
- POI Talos Back update: put core into a more logical place
- Updated XENU faction POIs > Large Power Station, Advanced Vehicle Port, Advanced Spaceport (thx to Dead8Eye and Fractalite)
- Updated BAO_CrusaldOrbital (thx to Pantera)

POI Radar Station Update + PDA Update:
- Added dedicated Control Room for the last Story Mission (Thx to Ramachandra)
- Fixed Problem when using secret route
- Added Radar-Station internal one-way quick teleport back (convenience; Teleporter needs to be found, though)

Derelict Mining Ship POI update (thanks for your feedback):
- Made the entrance bit more visible, easier to spot where you should start
- Added couple lights to steer you into right direction once inside
- Opened all the hatches and lattices so that you don't have to destroy a single block in order to go thru this dungeon (also makes the 'correct' path bit easier to spot)
- Minor tweaks here and there
- playfield_static.yaml: Added group name "DungeonSpace" for BP Group

Akua-Omicron Scenario Update:
- Added Orbital Trading Station to starter orbit in Akua-Omicron scenario
- Updated POI distribution on Akua
- Activated base in creative mode

Changed Naming of some Devices:
- Changed "Survival Constructor" to "Portable Constructor"
- Changed "Suit Constructor" to "Survival Constructor"
- "Cold effect" is now “Hypothermia”
- "Blackout Cold" (Collapse) is now “Freezing”

Other Changes:
- Deleting Cache on startup of game if the Build number has changed
- Temperature and Radiation is now displayed in BlockInfo
- Repair Console is now exported to Config.ecf
- Weather has less impact on night light intensity
- AI drone: jet fly controller update
- Improved AI drone bomber drone behavior + added new console command to generate base and drone waves
- Underground resource: added console command for voxel to deplete resource (dres) around player (adl). cmd = "dres apl"
- Added new Seaweed05
- Temporarily deactivated startup info
- Tweak orbit map planet model scaling to look a bit better.
- Activate “RegeneratePOIs” from gameoptions.yaml
- Updated Localization
- Mod changes: 3a,b + 5a,b,c,d,e
- Implemented: ModAPI: Player ID missing in Event_PdaStateChange
- Enhanced: ModAPI function for dialog box with up to two buttons and return which button was pressed

Terrain Texture Update:
- All "AlienGreen" textures
- AlienBlack01, GrassBrown, Grass01Brown, Grass06
- Terrain texture fix: RockGrey02 vertical line removed

Controller Update:
- Cursor mode now auto-activates when using the controller while in a menu without full focus-jump/controller support.
- Cursor mode will activate/deactivate when switching devices.
- Reapplied sensitivity curve to controller movement.
- Added full support for picking up objects with controller (Left Shoulder + Y by default).
- Added default controller mappings for SwitchView (click in right stick), main power switch (d-pad up), and rolling (shoulder buttons).
- Applied sensitivity curve to soft cursor.
- Radial window selector menu is now togglable with 'Back' on controller.
- Removed inactive state from radial window selector menu when navigating via controller.
- Added support for controller look sensitivity + inversion.
- Improved input mapping interface a bit to make controller selection more obvious.
- Fixed input device tab scroll restrictions.

Planet Generation Update:
- Supporting now 1. missing SelectionCriteria, 2. SelectionCriteria with first item 'true', 'false' to be either always true or always false
- Added BiomeStampTries to yaml
- AvoidDistance now uses [min, max] (instead of x,z distances)
- Added StampForcesBiomeType: OverlapAll, OverlapOwn, OverlapOther, OverlapOff
- With all StampForcesBiomeType that allow overlap, an overlap of 20% is allowed
- Renamed "StampsForceBiome" to "StampForcesBiome"
Important: all playfield creators need to update their yamls and rename this property. Sorry for the inconveniences

SSG Update:
- Adjusted light to show contrast a bit better (maybe 3d terrain is slightly darker now)
- Stop process when dynamic template may have errors.

Bug Fixes:
- Fixed: Duplicating Survival Constructor
- Fixed: Hotbar items duplicating from the survival constructor
- Fixed: Hotbar items disappearing
- Fixed: Problem that player was sliding on terrain > can you pls verify if it behaves again like before EXP - Part III release
- Fixed: Item dupe
- Fixed: Dropped items from repair bay not properly stacked
- Fixed: Waypoints do not show the shortest route if the waypoint is on the other side of the former green wall
- Fixed: Space AIPV not taking damage from player weapons.
- Fixed: Vessels taking no damage from AI Turrets.
- Fixed: When cutting down a tree with a HV not all of the wood given goes into the Harvest box.
- Fixed: Teleporters on stock POI's target locations are causing players to get stuck in the loading screen.
- Fixed: Voxel Ore Deposits not entirely emptying.
- Fixed: Severe SI issues with POI placements
- Fixed: Lever state is not respecting the saved status
- Fixed: Terrain collectible plants becoming uncollectible.
- Fixed: When resuming a game, a harvested plant cannot be destroyed anymore
- Fixed: Repair bay T1 and T2 does not work anymore
- Fixed: OUTPUT queue of Food Processor does not stop perish timer
- Fixed: Possible to place a T1 RepairBay when having a T2 already
- Fixed: XP and Unlock Points indicators disappear when switching between Suit Constructor and Stats in Player Window
- Fixed: After placing a prefab BA the Solar panels are not turning on in the daytime.
- Fixed: Heavy Window Blocks do not mirror correctly
- Fixed: Problem that the marker after depleting a voxel resource deposit was not removed
- Fixed: AI Drone bomber - wave of bombers doesn't attack the base when far away
- Fixed: Problem that Dimple Dome Plant harvest stage was completely white
- Fixed: Texture stretching on poles seen on planet map
- Fixed: When the HUD timer goes past 00:00 the timer is not displaying correctly.
- Fixed: Random POIs and resources may have been placed too near the former "green wall" or pole area
- Fixed: Waypoint marker when edited will be positioned high above or below where it should be.
- Fixed: Wrong offset of certain stamps
- Fixed: Trading Station with active teleporter spawned in Akua-Omicron setting
- Fixed: Problem that lava texture had inconsistent temperatures
- Fixed: Copy & paste selection area can only be moved 1 block space at a time.
- Fixed: Exception triggered after deconstructing blocks
- Fixed: Repair Bay T2 cannot be upgraded but Multitool plays upgrade sound
- Fixed: Exception when loading into a scenario.
- Fixed: Controller sensitivity setting not working and improved range.
- Fixed: Q&M error after placing the new heavy windows blocks again
- Fixed: Random CoQ when approaching Radar Station in Godmode
- Fixed: Exception whilst mining.
- Fixed: Wrong HP display of Heavy Windows
- Fixed: ModAPI: Extend amount of slots to 49 in ItemExchange window
- Fixed: Stamp output info scroll not working in SSG.
- Fixed: Adding and removing Heavy Window blocks leads to error
- Fixed: Wrong sound when selecting main menu "Player Setup"
- Fixed: Double sound when entering Resume Game window
- Fixed: MaxHealth problem

EAH - Update: Hot Fix 1.41.0.2 (Only for A8.0)
Please make sure to change the Version to Alpha 8 in the Config
- Added: Dedicated.yaml legacy fix
- Added: Gameoptions.yaml RegeneratePOIs
...