Bug Fixes: - Temporarily deactivated "ScreenSpaceReflection" post-processing effect to improve performance - Further optimized terrain shader - Fixed: Exception on Playfield Server that could block a playfield
Bug Fixes: - Fixed: Exception when leaving start sector in Akua-Omicron scenario - Fixed: Problem that Akua-Omicron Scenario and Legacy savegames were not working at the same time
Bug Fixes: - Fixed: Problem that Blueprints in BP Factory were lost after Server update (after build number increase) - MP only - Fixed: Problem that PDA log was deleted after Server update (after build number increase) - MP only
Instead of deleting the full "Cache" folder after a build number increase, we now only delete the "Playfields" sub folder of the save games.
Note: Losing Blueprints in a BP Factory after a build number increase only concerned Clients playing on a Multiplayer Server. Blueprints in Single Player were not affected.
==============
Update: June 15, 2018: Hotfix - Alpha 8.0.2 (Build 1716)
Hi Galactic Survivalists,
We have another update ready for you with more bug fixes and improvements.
Regarding the new camera shake: we will add an option to disable it in Alpha 8.1 that will be released next week. In addition, we will add more video options for low-end machines to get a better performance.
Changes: - Added Survival Tool directly to start equipment + updated PDA to take into account that Survival Tool is now part of the starting equipment (note: the survival tool is still craftable in survival constructor) - Remember suit light status when leaving cockpit - Tweaked camera shake: removed movement of camera and removed rotation around z axis - Temporarily disabled asteroid fields in the orbit map - Changed "PresetStyle" of drone waves so that drones attack immediately - Reduced render distance of grass - Updated description for Akua-Omicron to make clear that it is also available in Creative mode - Updated dedicated.yaml: disabled "TimeoutBootingPfServer" for now
Note to all server owners: we recommend to disable this feature temporarily because it can cause problems on startup of the server (we are working on a fix for Alpha 8.1)
Bug Fixes: - Fixed: Exception when loading savegames older than A8 - Fixed: Problem that sometimes backpack was empty - Fixed: Problem that docked SV or HV vanished if the structure (CV or BA) at which vessel is docked was completely disassembled or the core of the structure destroyed - Fixed: Exception when using teleporter (only when using French language): Support email - Build 1710 #E0A6C - Fixed: Disassembling SV\HV open cockpits did not give back any resources - Fixed: Player list sometimes appearing blank in MP - Fixed: Problem that grass was rendered twice and thus generated too much polygons - Fixed: Problem that entry motion sensor was deactivated in Unknown Artifact POI and thus did not trigger - Fixed: Shadow of Starlight Scenario: Task on Veldis "Chapter 3, The Agent" (Village of the Elders) could not be triggered due to deactivated motion sensor (thanks for report) - Fixed: Problem that there was often only 1 single drone in a drone base attack wave - Fixed: More localization errors that could lead to exceptions - Fixed: Warning in logs "Spawner cannot spawn entity 'TurretRobotNew'" - Fixed: Exception "The terrain file X is not found neither as DLL nor as XML" - Fixed: Several internal exceptions reported on support email and found in logs
========
Update: June 13, 2018: Hotfix - Alpha 8.0.1 (Build 1710)
Hi Galactic Survivalists,
We just released another hotfix for Alpha 8.
We are aware of the exception on startup when resuming an Alpha 7 (or older) game. We are working on a fix and will release it in the next hotfix (however, please note that we recommend starting a new game in A8 since old A7 games are not fully supported anymore, eg no deco)
Changes: - Custom Config.ecf file is now versioned. Alpha 8 will ignore unversioned files and reports this to the player Important: Please add "VERSION: 1" to your Config.ecf if you want to activate it in A8 (see Config_Example.ecf) - Detector now shows up in Control Panel - Improved performance for transition planet > orbit - Set default color of more devices to grey (growing pot, CV + SV mounted weapons etc) - Slight adjustment to moon distances/scale in sector map to prevent bad visual in map.
Bug Fixes: - Fixed: Severe MP exploit - Fixed: Error on startup when using a custom Config.ecf from Alpha 7.6 (now this Config.ecf will be ignored) - Fixed: System.IO.IOException: "Sharing violation on path..." on playfield server when two playfield server tried to generate the same playfield - Fixed: Time difference on either side of where the greenwall used to be. - Fixed: Exception when clicking a sector in the sector map while holding alt-button. - Fixed: Problem with ghost asteroids in space playfields - Fixed: Localization issue with French, Russian and other languages - Fixed: Texture artifacts on railing blocks (removed weathering effects) - Fixed: Several internal exceptions reported on support email and found in logs - Fixed: Internal exception - support email: Build 1708 #94B38
After several weeks of Experimental releases and several months of development time, we can say that Alpha 8 is one of the largest updates we ever shipped for Empyrion.
Large is somehow meant literally, as not only the changelog is consuming a couple of pages, but also the major feature in the game relates to size: Increased size, up to 64x larger, to be precise, as this is the factor the smallest planets (32km² = Alpha 7 size) now differ from the largest (2048km²)!
While this might sound impressing when looking at the numbers, the features that are accompanying this giant leap for Empyrion are no small steps either: re-integration of procedural terrain generation, removal of green and red walls, full random solar system generation, new playfield tech with different biomes on a single planet, depending on temperature and humidity, voxel deposits readded, better textures, controller support and our very own Solar System Generator (SSG) to generate your planetary terrains and whole solar system.
But this is not all: AI got a serious rework and will now react to the player in a more realistic way. Even the Zirax troops, Drones and Patrol Vessels got beefed up. While you fight those and loose blocks on your vessel, you can now use the new Repair-2-Template. And if you are into survival or fighting, the new game start, and a full rework of how food, medication, status effects and diseases will let you experience Empyrion in a completely new way again!
This is only a tiny glimpse of what Alpha 8 will add to your game, and of course there is quite some polishing lying ahead of us. All the new stuff, entirely new shaders, backend code and tech will make a new phase of optimizations necessary. Together with you and your feedback, we will start to investigate the possible bottlenecks right after the Alpha 8 release!
Said that, and while looking at the Bug-Fixing list, we are again proud to state that nothing of this would be possible without the dedicated help, support and feedback of you, our awesome Empyrion community!
So, without further ado, let’s head start into Alpha 8. It’s about time :)
=============
CHANGELOG: Alpha 8.0.0 (Build 1707)
MAIN FEATURES:
1. Larger Planets & Improved Playfield Tech: Increased size from the current 8x4km (32km²) up to 64x32km (2048km²) playfields, i.e. the planets in Alpha 8 can be up to 64x larger than in Alpha 7!
We would like to give you an idea of how big these planets are. Do you see the spire base on the other side?
It looks quite far away - right? However, if you look at the map, it seems to be just in front of you:
- Actual size of a planet will also be reflected in the orbit - Tilted planet axis so that the day/night ratio depends on where you are on the planet (eg longer days and shorter nights on the northern hemisphere and vice versa on the southern hemisphere) - Improved outside view of the planets in the orbit
2. Removal of Red and Green Wall: We finally removed the red pole colliders and the green wall so that you can now cross the poles and you do not have to be afraid anymore when you cross the green wall In the above screenshot, we are in the far north (actually the sun never sets here) beyond the former red wall and we are looking north. Pre-Alpha 8, this area was blocked. If you continue in this direction you will actually cross the north pole.
3. Random Generation of Solar System and new 3D Sector Map: - Each time you start a new game, a new solar system is generated with a different amount of planets and POIs - You can control the generation process via a configuration file (number and type of planets, POIs, size of solar system etc) or with the Solar System Generator (SSG) The above screenshot shows the new 3d sector map of a random solar system
4. Procedural Terrain Generation: Procedural terrain generation is back - no fixed heightmap planets anymore
5. More Diverse Biomes: Realistic biome distribution based on humidity and temperature:
By changing Temperature, Humidity and the Seed, we obtain a very varied biome distribution:
6. Fog-of-War (Fow): - When you now crash-land on the planet, you will not be able to see the whole planet anymore but only a part of it is revealed on the map - When you approach a planet from space and then land on it, the FoW is semi-transparent
7. Underground Layers and Voxel Mining: - The 'underground layers' are back. You will have the possibility to set up to 7 different consecutive layers for your planetary playfields - In addition, the old Voxel mining is back as well (depending on the resource, a playfield creator can decide whether to use the Alpha 7-style sub-surface rocks or the pre-Alpha 7 Voxel spheres)
8. Better Terrain Textures: We considerably improved the visuals on a planet by replacing almost all terrain textures
9. New Decoration Placement and Rendering System: We integrated a new system for the placement and rendering of the decoration objects on a planet which allows for a dense vegetation that is rendered very far
10. Editor for Planet and Solar System Generation: - We developed our own Solar System Generator (SSG) to generate your planetary terrain and whole solar system - The SSG editor will be distributed with the game on Steam
The editor features a full preview for planets, orbits and the solar system:
In addition, you can preview the generated terrain but also the POI and resource distribution as well as the NPC spawn points:
Note: You will now also have the possibility to place POIs and Resource Deposits by BIOME
Example: 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 has 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 You will see, the Zirax behaves now much more naturally
12. Improved AI Drones and Vessels: - Added AI bomber drone (part of the AI drone waves) - Allow to have drones without having a drone base and planet vessel without a vessel base (i.e., physical presence of drone base / vessel is not required anymore) - Improved flying behavior of Planet Vessel - it behaves now more like a large and heavy ship - Improved flying behavior of space and planetary drones - Waves are triggered now only if the player is 50m around his base + Drone wave patrol radius around the base is increased from 200m to 600m.
13. New Suit and Survival Mechanics: Our aim was to have a more survival-style game start by giving the player only very basic equipment. - Added suit constructor which we call "Survival Constructor" (slow, can craft only very basic items like a food item, bandages etc). - Added Survival Tent in which you can sleep to pass the night - Added Survival Tool for basic defense, rock drilling and deconstruction - Added Mobile Heater/Cooler terrain placeable - Sleeping in Escape Pod, Survival Tent and Beds in Single Player
16. Repair-to-Template: Restore your ship to a previously saved Repair Template - Usage: 1 Repair Console + Repair Bay T1 = Repair Blocks only 1 Repair Console + Repair Bay T2 = Repair Blocks and Repair-2-Template - Repair Blocks now also costs resources: 200 Hitpoints = 1 Iron Ingot
DISCLAIMER: We recommend starting a new game in Alpha 8.
When you play Alpha 8.0 the first time, please note that it is now a quite DIFFERENT experience in many game-start related aspects, compared to version 7.6! The distances are bigger, the drops are different, the mechanics got changed, new possibilities added and a lot of stuff got moved around.
This is also relevant for all server owners and scenario builders: the changes to the planets resulted in a new file structure and a few new definitions, so that most of the playfields you have set up and are using right now, might not work with Alpha 8.0 without making the necessary changes. Please check the SSG Documentation for more details!
We absolutely RECOMMEND to first read through ALL of the feedback threads posted below to get yourself up to date on the new and changed game mechanics BEFORE starting any new game!
This is true for the new game start in particular, as, due to all the changes on planets, playfields and features, we are basically back at the drawing board in terms of game start balance. Alpha 8.0 is literally throwing a lot (not all!) of the old methods, that worked the same and were never really changed since approx version 2.0 (or even v1.0) and a few things you might have gotten accustomed to, in terms of what happens when and what you get for game start, out of the window in favor of the game now living up to the "Survival" tag in its name a little bit more again.
Changing the game start and trying to give it an improved "Survival Experience" in that early game stage actually IS intentional!
Said that, this will possibly make or let some game elements feel harder, until they are fully balanced. We will do this together with you in the coming weeks and, as always, iterate on your feedback for the upcoming 8.x updates!
Both, as a player, creator or server owner, please keep the aforementioned in mind when playing AND while giving feedback. :)
Thanks in advance for your dedicated help, improving Empyrion Galactic Survival! :)
Let’s roll! Empyrion Dev Team
P.S. Please note that we do not support DX9 anymore with the release of Alpha 8. However, we will leave the last Alpha 7.6 on a separate Steam branch called "alpha7" P.P.S If you are using a custom config.yaml, we recommend removing it before you start Alpha 8
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!
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
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
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? :)
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.
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)
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
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!
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.
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
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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.
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
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
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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
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?
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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!
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:
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.