This version is not only adding a few new features and fixing bugs but is addressing an important, technically related topic: loading and unloading structures in a sensitive manner in order to reduce performance cost - which also adds the possibility to significantly increase the amount of structures per playfield (bases, POIs) from 255 to over 65.000!
The "Dynamic Structure Loading" (DSL) will achieve something that may sound as a no-brainer, but actually has a lot of side effects and implications: It will completely unload structures when they are out of render distance. This means, if a base or vessel is farther away than 1200m on a planet (or 3000m in space) the game will unload the structure and save performance. This is similar to when you leave a playfield, all the bases and vessels are unloaded - but now this will happen an active playfield. And dynamically. And in realtime!
DSL affects a lot of game functions, which are now needed to be handled ‘on runtime’ although they are technically unloaded. That’s not only affecting plants growing, fuel in bases is used up, constructors and furnaces crafting, solar power charging, but also elements like spawning in a medic station that is in a base outside DSL range (and thus unloaded).
DSL is not a technique that allows to increase the actual build size of bases or vessels (that’s a future topic!), but to reduce the load for structures that you cannot see anyhow! The latter is also the reason why we can now have more than the 255 structures, as it now does not make any difference if you cannot see 250 or 65530 POIs ;)
With 8.2, we of course also added more content and features, like the new Arid starter planet, homogenous group settings, a quick-pickup for your backpack, AI improvements and more.
Check out the Version 8.2 update trailer below for a quick overview. https://youtu.be/B5qF-SX3m1A (thanks a lot to Ashrai for the update video)
Dynamic Structure Loading (DSL): - First implementation of loading only the the structures around players (Planet < 1200m, Orbit < 3000m) We introduced a new technique - so-called "dynamic structure loading" (DSL) - to load only structures that are around a player. Before, we loaded all structures on a planet which slowed down performance and increased load times. The current implementation will unload the structures immediately when they are not near the player any more (more than 1200m away).
New Desert Planet: - Added new desert planet (former: Desert2, now: Desert) We changed the PlanetType of the old Desert Planet into Arid Planet. Then new Desert Planet is a real Tatooine-style desert planet with interesting natural POIs:
New Starter Planet: - Added ‘Arid’ starter planet for Default Random scenario
Please note that the PDA missions other than the Robinson Protocol are not yet fully adapted to the new Arid Starter planet. So you might (for example) not be able to find certain plants or crops required for those (will be added and refined in 8.3).
Added Homogeneous Group Settings to Control Panel: - Added possibility to set Turret Attack Groups and Light Settings from the "Group" Heading - There must be only a single type of device (eg: only Turret Blocks in Group) - Added Spotlights into own control panel group so that on Autogroup Light/Spotlights are separated and Lights are in homogeneous group
Tweaked Default Random Scenario to be better compatible with MP: - Set all POIs to regenerate - Set "LandClaimZone: Device" so that buried crashed ships can be dug out and still regenerate - Added resources to regeneration via resource asteroids
AI Update: - Updated Overseer and Crawler basic AI - Zirax: better search behavior - Zirax: shotgun fast approach search, minigun with slow approach - Approximate target position replaced with accurate position - Troop transport: improved landing and take off
Gameplay: - Extended structure limit from 255 to 65535 per playfield - Use SHIFT+F to instant-pickup backpack and drop container - Added "Instant" as gameoption speed for Blueprint production / Repair-2-Template - Turret Targeting: Ignore Structures and their sub-devices IF structure is fully deactivated (Main Power OFF) - When salvaging a block doesn't return anything this is indicated by a red tool icon - Removed MaxCount in Config.ecf for Capacitor (Solar) [internal: SolarGenerator] > Battery Capacity can now be increased by placing more Capacitors - Display Maximum Fuel/Battery capacities in Statistics - Local Coop games now use the SinglePlayer game options dataset - Added "show bounds" checkbox to repair bay that will show the bounds of the ship to repair. This will switch off after 10 seconds - Added screen-message for Repair-2-Template Intake when adding a second stack which is then larger than requirement - Changed "Current Durability" display to also include current max durability, e.g. 450/500 - Added Coordinates and Distance in 3d Planetary Map when circle marker is placed - Reduced shaking of Multitool, Survivaltool, DrillT2 (not camera shake but shaking of tool itself) - Added O2 tank to Essential Category - Increased O2 value of small O2 bottles (from 50 to 75) and large O2 bottles (from 200 to 250) - Removed light from Survival Tool - Deny manual usage of weapons and turrets of docked vessels - Moved LizardMule to Arid planets - Crafting: 1 Vegetable now gives 2 PlantProtein
Updated Player Growable Plants: - Added Coffee Plant as player harvestable plant (Crop Type: Natural Stimulant) - Added Big Flower as player harvestable plant (Crop Type: Buds) - Rebalanced player growable plants: crop yield and growth time - Added Crop Yield and Crop Type as info to harvestable plants
Visuals: - Updated model and textures for Ion Cannon - Updated model and textures for Lizard Mule NPC - Improved particle effect of slime ranged attack (AlienBug03 + AlienBug04) - Tweaked interior glass of Cockpit 4 (SV/HV): more transparent - similar to the other cockpits - Tweaked “Highest” setting in Shadow Quality setting (it is now similar to old Medium setting) - WaterGenerator + Autominer are now grey instead of blue (to be consistent with other terrain placeables) - EggPlant has better harvested model - Better particle effects for Survival Tool
UI Update: - Added option to switch between metric and imperial measurement systems - Updated preview icons for several blocks (devices, components, ammo, etc) - Updated Block info: added first batch of new descriptions for items and devices with Infos on how to use them and in which context + adjusted some descriptions that were outdated or not fitting anymore - Info panel window: Consistent placement of units: unit always be behind value - Added "CRAFTING" heading to Info Window - Added Output Count and Craft Time to "CRAFTING" header in tooltip/info window - Changed Power/Workload "Off" to "None" in Control Panel main page under "Power" - All Pentaxid based materials (Pentaxid, raw and refined) are now colored in Magenta to make it easier to distinguish from Promethium (blue) and to be consistent with Warp Tank color - Better UI Font Rendering - Improved "Status Effect" display in Block Info - GrowthTime is now displayed correctly with localized "minutes" behind number - Made some visual tweaks to the ingame console
Planet Update: - Higher resolution of splatmap for Class 3 planets (the higher resolution splatmap allows for a more accurate texture distribution - here the new Dust Bowl biome on the temperate planet)
- Added new mountain stamps and updated all temperate planets with new mountains stamps and better beaches - Update temperate planet: terrain texture in swamp biome is now a bit greener. Updated reeds grass - Activated resource asteroids on starter planet in Akua-Omicron scenario - Added description to starter planet in Akua-Omicron scenario - Tweaked deco on desert planet - Xenu Bunker on starter planet (Akua-Omicron) is set to regenerate as well - Added AlienBug01 to swamp biomes - Slightly reduced density of purple biome fog - On starter planet now only green biome fog - GolemDesert only spawns during night on temperate planets - Added new biome "DustBowl" to Temperate Planets - Added new stamps for desert planet
SSG Update: - Adjusted stamp preview images to correct aspect to prevent distortion. - Included AtmosphereFog, GroundFogIntensity, GroundFogHeight as procedural parameters. Introduced GroundFogProb. - Updated all playfields with new dynamic values for fog and atmo - Changed preview display name of MountainStamp to GlobalStamp - Added stamp usage to statistical information output - Increase resolution of biome area display to 2 decimals - Support neighbor configuration when designing solarsystemconfigs - Removed unused sector.yaml parameters (OrbitLine, Icon, Color) - variable declarations remain in SectorYamlData.cs as unused for backward compatibility with existing servers' sectors.yaml files. Most scenario files updated to match.
Controller Update: - Added "right-clicking" functionality to cursor mode with gamepads, mapped to X button on xbox controller. - Improved map controls for controller
PDA Update - General: - Internal change of localization references to prevent currently active tasks to get broken after an update - For single player you can find the Story Missions now in the "STORY" tab in the PDA (F1) - PDA Random Default: Made clear that in COOP/MP it is not possible to set a core in a regenerated structure - Added Chinese (simplified) for Robinson Protocol and other Missions - Updated FR translation
PDA Update - Robinson Protocol: - Adjusted distribution and spawn-frequency of enemies in Radar Station - Change Control Room and Uplink Room in Radar Station so the levers used for game progress are better protected from accidental destruction - Moved core of Radar Station somewhere else so it is not destroyed or removed unintentionally (which will break the mission progress) - Fixed some issues with Robinson Protocol COOP triggers
Optimizations: - Optimization for loading/saving of class 5 planets - Network optimizations - Optimization for deco (trees) generation
Console Commands Update: - Console command : add the sub command "spawn" to the "depleteresource" command - Enhanced console cmd "gameoptions" to allow to set a parameter value - Console command 'ents' does now not list any structure proxy entities any more (only if you use 'ents -all'). - Added: Console command "gameoptions" to list all current values - Console cmd "aimanager": sub command "triggerdronewave" will now force the attack even when there is no player around the base - Console command 'ents' now also shows the entity type - Console command 'stats' now shows the land claim mode
Other Changes: - Config.ecf: Removed "Range", "Damage", "AmmoCapacity", "AmmoType", "ReloadDelay", "ROF" from device because it will now be read from weapon itself - Changed: Random placing of POIs and resources now excludes 200 (instead of 100) meters around the pole areas - Added more detailed colliders on Ion Cannons (enemy turrets) and all player turrets - When hovering with a drill/survival drill, we are now hiding the name of the deco item if Localization does not exist (this avoids to be distracted by strange names of deco items) - Added AlienBug04 to spawn menu - The white warp effect now lasts 5 seconds longer to hide the longer planet loading times - Limiting number of blueprint parts to 32 to improve network traffic - Debug weapons are now blue to better distinguish them from the epic weapons - Better explanation for Special parameters (eg AllowBlueprintSV etc) in ExamplePlanet - Replaced POIDistance with SpawnPOIAvoidDistance in all playfield.yamls
Bug Fixes: - Fixed: Dead drones fall through terrain in some cases (especially MP) - Fixed: Parasaur NPC sliding over terrain when trying to run away - Fixed: Exception when you change to any option in the repair bay console - Fixed: NPCs firing through wall (proper fix) - Fixed: Turret targeting settings were not saved when creating a blueprint - Fixed: Tent removes terrain - Fixed: Server shutdown keeps processes open - Fixed: Sometimes chunks of terrain were missing - Fixed: Flickering on grass with "Low" SSAO setting - Fixed: Mobile constructor starts crafting even if turned off - Fixed: Players seated on a bike are shown as 'PlayerBike' in MP - Fixed: Exploit when two players try to pickup the same block at the same time - Fixed: Plants did not always continue to grow while a playfield was unloaded - Fixed: Asteroid resource: Area limit of the asteroid resource did not match the new big planet size - Fixed: When POI regenerates, NPCs remained in structure and sometimes were falling through the structure and could shut from below - Fixed: After RT2 is performed any devices that are put back onto the vessel are not put back into the group they were in (MP) - Fixed: Plants sometimes dying when returning to a base (MP) - Fixed: Turrets do not attack alien POIs in some use cases - Fixed: Game Start pages broken for Akua-Omicron and other scenarios - Fixed: Exception when clicking between STATISTICS page and CONTROL Panel in a vessel - Fixed: Exception when quitting with alt-f4 with open statistic screen - Fixed: Display of correct planet stats with ad hoc playfield generation - Fixed: Light Suit not protecting from RAD - round random radiation to nearest 1/10th - Fixed: Techtree: Range info is missing from Weapons - Fixed: Sorting Error with Tooltip and Tech Tree Window - Fixed: Motion sensor breaks after placing & picking a bike up in the sensor area - Fixed: Moving far away from a vessel that is using R2T & returning to it the R2T is not maintained whilst away. - Fixed: Enter key not working in password dialog when connecting to a protected server - Fixed: Missing description text for starter playfield in Default Random when multiple starters available - Fixed: Mechanoid rotation + movement speed - Fixed: Exception if Orbit has Instance Data - Fixed: Repair Station could get stuck while in R2T Mode when no template is available - Fixed: Sometimes it was not possible to repair a vessel (happened when no template was available) - Fixed: Repair Station does not allow manual repair start & broken info for ingots - Fixed: Back button does not work in Repair Console - Fixed: Vessels not able to warp in some use cases - Fixed: Exploit: Endless production of Energy bars and other templates - Fixed: Alien Palm tree (Oranges) explodes when being harvested - Fixed: Billboard appears too early for Cactus plant - Fixed: Shared markers are visible on playfields they do not belong to (MP) - Fixed: Resources & Time list in statistic window is not scrollable with mouse wheel - Fixed: Problem that no NPC spawned in Sand biome on arid planets - Fixed: When opening PDA, Log texts didn't update if not a chapter (but a task) was selected previously - Fixed: Drone attacking base when player is away - Fixed: Black square appears for split-second when opening sector map. - Fixed: Several problems with colliders being at wrong position for NPCs - Fixed: Possible network disconnect exploit for mod API: item add/remove, credits, full inventory update - Fixed: Random exception after drone attacks - Fixed: Epic Pulse Rifle was not colored correctly (grey instead of red) - Fixed: Constructors still using old "On/Off" Buttons - Fixed: Possible network disconnect exploit for mod API: item exchange - Fixed: POI spawning on Temperate planet > now EpsilonAuxT1 and EpsilonDefence POI will spawn close to Bunker - Fixed: UI Highlight showing incorrectly/not showing when item is being dragged during enable/disable event - Fixed: Some materials/textures on deco plants (were over bright) - Fixed: Problem with AtmosphereFogRange in +ExamplePlanet dynamic playfield - Fixed: PDA exception when loading old savegame - Fixed: Hover Info 'Effective Against' is shown as KEY not as LOCA - Fixed: AI Vessel : patrol in Long range management not updating next destination - Fixed: missing description and additional info for Shadows of Starlight and Default Akua-Omicron scenarios.
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HOTFIXES:
Update: July 27, 2018 - Alpha 8.2.3 Build 1792
Bug Fixes: - Improved fix for "Asteroid regen no longer working for 8.0 saves in MP"
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Update: July 26, 2018 - Alpha 8.2.3 Build 1791
Bug Fixes: - Asteroid regen no longer working for 8.0 saves in MP - other small bugs
Please note: This regeneration fix is working for most but not all cases. We're sorry for that and will release a better fix hopefully tomorrow.
Changes: - Temporarily removed SHIFT-F (Needs to be redone for 8.3 in a proper way so exploits and issues with picking up backpacks are avoided)
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Update: July 21, 2018 - Alpha 8.2.2: Build 1783
Bug Fixes: - DSL: Structures/Vessels use many times more fuel than loaded (SP and MP) - AI behaviour exceptions - After returning to a CV with docked vessels sometimes the docked vessels are not visible until a relog is done [edge case] - CropYield display was not always correct
Changes: - Blue AlienPlant07 now drops PlantProtein (to find sth to eat in Forest)
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Update: July 19, 2018 - Alpha 8.2.2: Build 1780
Bug Fixes: - Fixed: Exploit - using shift + F could give infinite loot - Fixed: NPC / Trader were dropping through the ground when DSL structure is reloaded - Fixed: Possible network problem - Fixed: Several internal exceptions ========
Update: July 18, 2018 - Alpha 8.2.1: Build 1779
Bug Fixes: - Fixed: Resuming A8.1 save game leads to Personal Cargo Boxes become inaccessible in A8.2 - Fixed: HV tilts and flips when transported from one planet to another with a CV - Fixed: Missing info for several blocks stats when hovering over them in Techtree - Fixed: Billboard of player growable Berry bush shows up too early - Fixed: Several internal exceptions
Changes: - Reduced XP gain when picking up player grown plants - Updated gameoptions_example.yaml with info about instant repair
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Update: July 17, 2018 - Alpha 8.2.1: Build 1778
Bug Fixes: - Fixed: Exception when hovering in TechTree or in Inventory over certain devices - Fixed: Exception when connecting as client with B1775 to a server running B1775 - Possible fix for System.Collections.Generic.Dictionary - Fixed: AMD's are placeable in random locations on class 5 planets - Fixed: Missing rifle on Security Guard (Deco NPC) - Fixed: Several internal exceptions
Changes: - Added line break after Output Count in block info
EAH Tool Update: - Added: Discord: Ignore chat starting with certain characters - Fixed: Gameoptions Max Structures limited to 255 - Fixed: Server Stop/Restart doing another SaveAndExit 4 after 4 minutes - Fixed: Another discord parse exception
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Update: July 17, 2018 - Build 1777
Changes: - Reactivated DSL again - Added: Emergency O2 bottles to Survival Constructor (require 1 purified water)
Bug Fixes: - Fixed: Problem that vessels sometimes disappeared when loading into a playfield on dedicated servers - Fixed: Problems with DSL (actually not a DSL problem but root cause was exception spam on pf server) - Fixed: AI drone detection not working in some circumstances - Fixed: Black side textures that sometimes occurred on snow planet (and others) - Fixed: Multiple Request_Player_AddItem remove former given items in quick access
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Update: July 17, 2018 - Build 1776 (Server only update)
- Temporarily deactivated DSL on servers We are working on a fix for the problem with DSL on servers - sorry for the inconveniences.
Welcome to the Experimental Phase for Alpha 8.2! When working on the feature lineup for this version, we of course ironed out more bugs, polished and added a few new features and functions, such as quick-pickup for backpacks, homogeneous group settings, a new Starter Planet and more.
But Alpha 8.2 also aims to address a more profound, technically related topic: loading and unloading structures in a sensitive manner, in order to reduce performance cost!
The "Dynamic Structure Loading" (DSL) will achieve something that may sound as a no-brainer, but actually has a lot of side effects and implications: It will completely unload structures when they are out of render distance. This means, if a base or vessel is farther away than 1200m on a planet (or 3000m in space) the game will unload the structure and save performance. This is similar to when you leave a playfield, all the bases and vessels are unloaded - but now this needs to happen in the same playfield. And dynamically. And in realtime!
DSL affects a lot of game functions, which are now needed to be handled ‘on runtime’ although they are technically unloaded. That’s not only affecting plants growing, fuel in bases is used up, constructors and furnaces crafting, solar power charging, but also elements like spawning on a medbay that is in a base outside DSL range (and thus unloaded).
We spent an extra week to fix those major game issues coming with DSL before starting the EXP phase, but we would like you to not only have a close look if performance has improved on your side, but also take into account the aforementioned info when hunting and reporting bugs.
On a different note: With 8.2, we added the first iteration of a new starter planet. On the Arid-Starter world you will still find water and green dots of live between all the sand and stones, but the lack of O2 and temperatures might add an additional challenge.
Dynamic Structure Loading (DSL): - First implementation of loading only the the structures around players (Planet < 1200m, Orbit < 3000m) We introduced a new technique - so-called "dynamic structure loading" (DSL) - to load only structures that are around a player. Before, we loaded all structures on a planet which slowed down performance and increased load times. The current implementation will unload the structures immediately when they are not near the player any more (more than 1200m away). Later we will introduce a timeout of about 2 minutes - the immediate unload is very good for testing.
New Desert Planet: - Added new desert planet (former: Desert2, now: Desert) We changed the PlanetType of the old Desert Planet into Arid Planet. Then new Desert Planet is a real Tatooine-style desert planet
New Starter Planet: - Added ‘Arid’ starter planet for Default Random scenario
Added Homogeneous Group Settings to Control Panel: - Able to set Turret Attack Groups and Light Settings from the "Group" Heading - Must be only a single type of device (eg: only Turret Blocks in Group)
Tweaked Default Random Scenario to be better compatible with MP: - Set all POIs to regenerate - Set "LandClaimZone: Device" so that buried crashed ships can be dug out and still regenerate - Added resources to regeneration via resource asteroids
New Terrain: - Added new terrain: currently same size as old terrain but it should be much faster and efficient
AI Update: - Updated Overseer and Crawler basic AI - Zirax: better search behavior - Zirax: shotgun fast approach search, minigun with slow approach - Approximate target position replaced with accurate position - Troop transport: improve landing and take off
Gameplay: - Extended structure limit from 255 to 65535 per playfield - Use SHIFT+F to instant-pickup backpack and drop container - Added "Instant" as gameoption speed for Blueprint crafting / Repair-2-Template - When salvaging a block doesn't return anything this is indicated by a red tool icon - Removed MaxCount in Config.ecf for Capacitor (Solar) [internal: SolarGenerator] > Battery Capacity can now be increased by placing more Capacitors - Display Maximum Fuel/Battery capacities in Statistics - Local Coop games now use the SinglePlayer game options dataset - Added "show bounds" checkbox to repair bay that will show the bounds of the ship to repair. This will switch off after 10 seconds - Added screen-message for Repair-2-Template Intake when adding a second stack which is then larger than requirement - Changed "Current Durability" display to also include current max durability, e.g. 450/500 - Added Coordinates and Distance in 3d Planetary Map when circle marker is placed - Reduced shaking of Multitool, Survivaltool, DrillT2 (not camera shake but shaking of tool itself) - Added O2 tank to Essential Category - Increased O2 value of small O2 bottles (from 50 to 75) and large O2 bottles (from 200 to 250) - Removed light from Survival Tool - Deny manual usage of weapons and turrets of docked vessels - Moved LizardMule to Arid planets
Updated Player Growable Plants: - Added Coffee Plant as player harvestable plant (Crop Type: Natural Stimulant) - Added Big Flower as player harvestable plant (Crop Type: Buds) - Rebalanced player growable plants: crop yield and growth time - Added Crop Yield and Crop Type as info to harvestable plants
Visuals: - Updated model and textures for Ion Cannon - Updated model and textures for LizardMule NPC - Improved particle effect of slime ranged attack (AlienBug03 + AlienBug04) - Tweaked interior glass of Cockpit 4 (SV/HV): more transparent - similar to the other cockpits - Tweaked “Highest” setting in Shadow Quality setting (it is now similar to old Medium setting) - WaterGenerator + Autominer are now grey instead of blue (to be consistent with other terrain placeables) - EggPlant has better harvested model - Better particle effects for Survival Tool
UI Update: - Added option to switch between metric and imperial measurement systems - Updated preview icons for several blocks (devices, components, ammo, etc) - Updated Block info: added first batch of new descriptions for items and devices with Infos on how to use them and in which context + adjusted some descriptions that were outdated or not fitting anymore - Info panel window: Consistent placement of units: unit always be behind value - Added "CRAFTING" heading to Info Window - Added Output Count and Craft Time to "CRAFTING" header in tooltip/info window - Changed Power/Workload "Off" to "None" in Control Panel main page under "Power" - All Pentaxid based materials (Pentaxid, raw and refined) are now colored in Magenta to make it easier to distinguish from Promethium (blue) and to be consistent with Warp Tank color - Better UI Font Rendering - Improved "Status Effect" display in Block Info - GrowthTime is now displayed correctly with localized "minutes" behind number
Planet Update: - Higher resolution of splatmap for Class 3 planets (the higher resolution splatmap allows for a more accurate texture distribution - here the new Dust Bowl biome on the temperate planet)
- Added new mountain stamps - Updated all temperate planets with new mountains stamps and better beaches - Update temperate planet: terrain texture in swamp biome is now a bit greener. Updated reeds grass - Activated resource asteroids on starter planet in Akua-Omicron scenario - Added description to starter planet in Akua-Omicron scenario - Tweaked deco on desert planet - Xenu Bunker on starter planet (Akua-Omicron) is set to regenerate as well - Added AlienBug01 to swamp biomes - Slightly reduced density of purple biome fog - On starter planet now only green biome fog - GolemDesert only spawns during night on temperate planets - Added new biome "DustBowl" to Temperate Planets - Added new stamps for desert planet
SSG Update: - Adjusted stamp preview images to correct aspect to prevent distortion. - Included AtmosphereFog, GroundFogIntensity, GroundFogHeight as procedural parameters. Introduced GroundFogProb. - Updated all playfields with new dynamic values for fog and atmo - Changed preview display name of MountainStamp to GlobalStamp - Added stamp usage to statistical information output - Increase resolution of biome area display to 2 decimals - Support neighbor configuration when designing solarsystemconfigs - Removed unused sector.yaml parameters (OrbitLine, Icon, Color) - variable declarations remain in SectorYamlData.cs as unused for backward compatibility with existing servers' sectors.yaml files. Most scenario files updated to match.
Controller Update: - Added "right-clicking" functionality to cursor mode with gamepads, mapped to X button on xbox controller. - Improved map controls for controller
PDA Update: - Internal change of loca references to prevent currently active tasks to get broken when updates happens - For Singleplayer you can find the Story Missions now in the "STORY" tab in the PDA (F1) - Fixed some issues with Robinson Protocol COOP triggers - PDA Random Default: Made clear that in COOP/MP it is not possible to set a core in a regenerated structure - Added Chinese (simplified) for Robinson Protocol and other Missions - Updated FR translation
Optimizations: - Optimization for loading/saving of class 5 planets - Network optimizations - Optimization for deco (trees) generation
Other Changes: - Console command : add the sub command "spawn" to the "depleteresource" command - Enhanced console cmd "gameoptions" to allow to set a parameter value - Console command 'ents' does now not list any structure proxy entities any more (only if you use 'ents -all'). - Added: Console command "gameoptions" to list all current values - Config.ecf: Removed "Range", "Damage", "AmmoCapacity", "AmmoType", "ReloadDelay", "ROF" from device because it will now be read from weapon itself - Changed: Random placing of POIs and resources now excludes 200 (instead of 100) meters around the pole areas - When hovering with a drill/survival drill, we are now hiding the name of the deco item if Localization does not exist (this avoids to be distracted by strange names of deco items) - Added AlienBug04 to spawn menu - Better explanation for Special parameters (eg AllowBlueprintSV etc) in ExamplePlanet - Replaced POIDistance with SpawnPOIAvoidDistance in all playfield.yamls
Bug Fixes: - Fixed: Dead drones fall through terrain in some cases (especially MP) - Fixed: Parasaur NPC sliding over terrain when trying to run away - Fixed: Exception when you change to any option in the repair bay console - Fixed: NPCs firing through wall (proper fix) - Fixed: Tent removes terrain - Fixed: Flickering on grass with "Low" SSAO setting - Fixed: Mobile constructor starts crafting even if turned off - Fixed: Players seated on a bike are shown as 'PlayerBike' in MP - Fixed: Exploit when two players try to pickup the same block at the same time - Fixed: Plants did not always continue to grow while a playfield was unloaded - Fixed: Asteroid resource: Area limit of the asteroid resource did not match the new big planet size - Fixed: Game Start pages broken for Akua-Omicron and other scenarios - Fixed: Exception when clicking between STATISTICS page and CONTROL Panel in a vessel - Fixed: Exception when quitting with alt-f4 with open statistic screen - Fixed: Display of correct planet stats with ad hoc playfield generation - Fixed: Light Suit not protecting from RAD - round random radiation to nearest 1/10th - Fixed: Techtree: Range info is missing from Weapons - Fixed: Sorting Error with Tooltip and Tech Tree Window - Fixed: Motion sensor breaks after placing & picking a bike up in the sensor area - Fixed: Moving far away from a vessel that is using R2T & returning to it the R2T is not maintained whilst away. - Fixed: Enter key not working in password dialog when connecting to a protected server - Fixed: Missing description text for starter playfield in Default Random when multiple starters available - Fixed: Alien Palm tree (Oranges) explodes when being harvested - Fixed: Billboard appears too early for Cactus plant - Fixed: Shared markers are visible on playfields they do not belong to (MP) - Fixed: Resources & Time list in statistic window is not scrollable with mouse wheel - Fixed: Problem that no NPC spawned in Sand biome on arid planets - Fixed: When opening PDA, Log texts didn't update if not a chapter (but a task) was selected previously - Fixed: Several problems with colliders being at wrong position for NPCs - Fixed: Possible network disconnect exploit for mod API: item add/remove, credits, full inventory update - Fixed: Epic Pulse Rifle was not colored correctly (grey instead of red) - Fixed: Constructors still using old "On/Off" Buttons - Fixed: Possible network disconnect exploit for mod API: item exchange - Fixed: POI spawning on Temperate planet > now EpsilonAuxT1 and EpsilonDefence POI will spawn close to Bunker - Fixed: UI Highlight showing incorrectly/not showing when item is being dragged during enable/disable event - Fixed: Some materials/textures on deco plants (were over bright) - Fixed: Mechanoid rotation + movement speed - Fixed: PDA exception when loading old savegame - Fixed: Hover Info 'Effective Against' is shown as KEY not as LOCA - Fixed: AI Vessel : patrol in Long range management not updating next destination - Fixed: missing description and additional info for Shadows of Starlight and Default Akua-Omicron scenarios.
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Update: July 16, 2018 - Build 1773
Changes: - Added “Apply to Group” button for homogeneous group settings - Crafting: 1 Vegetable now gives 2 PlantProtein - Added new climate type of 'Arid'. Remove 'halo' and 'haloColor' from pre-vis planets. - Made some visual tweaks to the console (namely font size decreases). - More detailed colliders on IonCannons (enemy turrets) - Added Spotlights into own control panel group so that on Autogroup Light/Spotlights are separated and Lights are in homogeneous group - Debug weapons are now blue to better distinguish them from the epic weapons - Console cmd "aimanager" : sub command "triggerdronewave" will now force the drone triggering even when there is no player around the base - DSL: added a delay of 30 seconds until a structure that is too far away is despawned (needs to be tested pretty good) - Console command 'ents' now also shows the entity type - The white warp effect now lasts 5 seconds longer to hide the longer planet loading times - Limiting number of blueprint parts to 32 to improve network traffic - Console command 'stats' now shows the land claim mode
Bug Fixes: - Fixed: Some plants are becoming un-collectible when taking a save game made in 1743 or before into 8.2. - Fixed: Distant fog is missing on moons. - Fixed: DSL: Docked vessels become undocked from a BA or CV after moving far away & returning to them - Fixed: No Resource Asteroids spawning in Space - Fixed: Repair Station getting stuck while in R2T Mode when no template is available - Fixed: Chunks of terrain missing - Fixed: DSL: fix for structures getting decayed without reason - Fixed: Server shutdown keeps processes open - Fixed: Random COQ after drone attacks - Fixed: DSL: Neutral mapmarker not working anymore for structures beyond 1200m - Fixed: Expectation when using cmd "deco r" - Fixed: Black square appears for split-second when opening sector map. - Fixed: Exploit: Endless production of Energy bars - Fixed: Turret targeting settings are not saved when creating a blueprint - Fixed: Turret Targeting: Ignore Structures and their sub-devices IF structure is fully deactivated (Main Power OFF) - Fixed: Preview pic for Arid playfield starting spawn is showing as a space playfield - Fixed: Vessels not able to warp in some use cases - Fixed: [MP] After RT2 is performed any devices that are put back onto the vessel are not put back into the group they were in. - Fixed: Exception if Orbit has Instance Data - Fixed: HUD text not taking measurement system setting into account - Fixed: AtmosphereFogRange in +ExamplePlanet dynamic playfield - Fixed: R2T: Repair Blocks does not allow manual repair start & broken info for ingots - Fixed: Turrets do not attack Ion Cannons in some use cases - Fixed: NPCs stay in a structure when it regenerates - Fixed: Plants dying when returning to a base (MP) - Fixed: Drone attacking base when player is away - Fixed: Possible 'end of stream exception' fix
Updated EAH Tool: Patch notes - 1.42.0.1 - Added: Player 8.2 file change - Added: Playerfile change protection - Added: Removed some offline player file edit functions - Added: Changed "defect file" to "unkown file format" and no cheater warning - Added: Offline Job: Automatic delete of old entries - Added: Pole Control: Adjusted Planet-Sizes - Added: Structure warning: Show count of structures in warning - Added: Structure limit: CV/HV Alliance check - Added: Structure restrictions: Full protection for Admins,Moderators, protected Factions and Admin Faction - Added: Playfield: Max Structures default to 300 - Added: Playfield: No more Critical Max structure message - Added: Playfield: Color according to max structure limit - Added: Playfield restriction: Warp uses now random coordinates - Added: Playfield: Wipe structures not touched for x hours - Added: Playfield:CV/HV Alliance structure limit check - Added: CB:NextRestart/Wipe --> New optional parameter "Days" to only see some restarts/wipes - Added: CB:Wipe moved to messagebox - Added: Chatbot: Not allowed after CSW until he moved - Added: Changed item API function to ItemExchange due to a bug - Added: Config: Check Cheater --> You can turn this off to not even see cheaters anymore - Added: AntiCheat: Enabled anti Cheat for Inventory again - Added: Items: Loading now Server-Specific Item settings from the cfg file. The Items wil be reloaded after a tool restart or a server start. - Added: Timetable: Drag and drop subaction to reorder them - Added: Log: Write Tool version at each beginning - Added: Slave: Prevent fast double click of intensive commands - Added: API: Radiosilence before immediate shutdown - Added: Server Stop/Restart: Wait 1 minute before starting SubActions (before it was 30 sec) - Added: Server Restart: Chat message about Server Stoptime - Added: Player: Reset done async - Added: Player Statistic: Long Cheater Warning - Added: AntiCheat: Removed minor cheater warnings due to inventory - Added: Implemented Multiple Server Stop in x minutes Timetable entries to make sure Server goes down - Fixed: "Restart Now" not working - Fixed: CSW: Server location not recognized when not logged in for long - Fixed: Discord: Fixed exceptions - Fixed: Removed duplicate Action column - Fixed: Timetable: Empty actions when set automatic - Fixed: Timetable: Server Stop runs subactions to early - Fixed: CB:NextRestart/Wipes shows inactive ones - Fixed: Chatbot: Checkbox causes wrong text - Fixed: Player logs: Did not show private and deleted structures
We just released another hotfix for Alpha 8.1. In this hotfix, we solved some of the problems with AI shooting through walls. However, our fix does not work in all use cases yet and we are still working on proper solution.
Bug Fixes: - Fixed: Problem that AI clipped into walls and was able to see and shoot players through walls - Fixed: Zirax Shotgun Trooper shooting through walls - Fixed: Drones falling through the world - Fixed: Broken Status Effect Notification Messages - Fixed: Change of Playfield can cause disconnects in some use cases - Fixed: Several internal exceptions reported on support email
Changes: - Disallow to upload "Default Creative" Scenario to workshop - Added cure for Mutilation to Trauma Kit
(the new Tier 1 CV stock blueprint - designed by Nosture)
Hi Galactic Survivalists!
Last week, we released our major update Alpha 8, which was a huge success and marked a milestone in a lot of ways. The Empyrion community has significantly increased in numbers and we reached a new all-time peak in online players. Thank you so much for your support, feedback and bug reports!
After the release of Alpha 8, we did not lean back and relaxed. Instead, our small team worked hard to integrate some of your feedback, polished some features, added smaller stuff that did not make it in Alpha 8, and of course, we fixed several bugs you reported.
Said that, Alpha 8.1 will add a heap of improvements and refinements, but also new stuff like Combat Steel for your HV Tanks, a dedicated Creative Scenario (available from the Game Start Menu) and a few more video options and game settings!
As a side note: When struggling with getting started in Alpha 8, please have a look at the ‘First Hour - Basic Tutorial’ Video, made by our community member @Ashrai: https://youtu.be/Or0OrJaDb-w In addition, do not forget to have a look into the new ingame “Empyriopedia” to learn about plants, diseases and their remedies, enemies and more!
Starter Planet Update: TemperateStarter in Default Random scenario - Reduced size of starter planet from Class 4 to Class 3 and adapted distances of POIs so they are a bit closer to Starter Biome - Added mobile heater/cooler to start equipment, slightly increased amount of food and medical items in easy setting - Reduced impact of height changes on temperature - Added more snowy mountain caps - Temperature reduction in GlacierSnow, PolarSnow and Pole biomes.
AI Update: - Updated Mechanoid (2-leg robot) behavior to new AI framework - Updated Cave Worms behavior to new AI framework: It is now similar to spiders, but without the fear component - Added Cave Worm White and Green Herds (tweaked several playfield to take into account new herds) - Updated Spider 01 behavior - Updated Spider 02 and 03 to new AI framework - For all spiders: added hit animations, added search behavior: when spider does not see the target, it will search around his last position; added rotation animation: when rotation is detected, spider will play walk animation in place - Threat selection update: Player > HV/SV with player > empty HV/SV - Deactivated troop transporter if no Marker2/DroneSpawner2 block placed on the drone base
Adapted Spider Spawning: - reduced size of spider group - reduced number of spider spawn points by around 25% - slightly larger safe zone around starter biome
Gameplay: - Added more detailed enemy colliders (eg colliders on legs of spiders, arms of Zirax, Mechanoid etc) > so now you can hit them also when aiming arms and legs etc - Added notification Message when attacking a block that cannot be destroyed - Removing a block in creative no longer uses the Run key as a modifier, it now uses "Shift Modifier"
Visuals: - Added "Camera Shake" option to Misc Options: you can now switch it off - Tweaked camera shake, reactivated shake on escape pod - Adjusted SV/HV cockpit color masks to decrease amount of scratches - Other planets that show in the sky are now scaled correctly according to their size in orbit - Updated preview screenshots of some scenarios and updated description text - Unified Lock Icon and Locked Icon Color for Tech Tree and Constructor - Tweaked planetary map: reduced icon size, increased max zoom, tweaked zoom levels for different planet sizes - Use new button style for "Reset to Defaults" button in Control Options - Improved display of "Effective Against" info in Info Texts (Trader etc) - Resized some preview icons and made them smaller
Additions: - Added "Default Creative" scenario with flat planets and few deco - Added combat steel blocks for HVs (Note: for fast-swapping materials on your HV in Creative Mode, check out this help topic: https://empyriononline.com/threads/help-topic-replaceblocks-command.38359/ ) - Added static NPC Hexapod, Talon Guardian, Alien Assassin Grey (can be found under Alien Blocks; Deco and for use with PDA Missions)
Optimizations: - Performance optimization of SSR effect - Playfield server saves player inventory only every 4 seconds now (not every time a player sends it)
Added more Video Options: - Added "Low" Setting for SSAO, activated by default in "Fast" and "Medium" Preset - Added AntiAliasing settings to Video Settings
Multiplayer: - Showing blocking connection error dialog to avoid exploits with slow network performance - Dedicated server now monitors playfield server heartbeats during boot / preparation phase - Server creates now a sub folder 'Playfields' in the Cache folder, Client + Server: deleting only Playfields sub folder when build changes to avoid losing blueprints from factory - When a playfield server is stuck generating a playfield in the cache, the next playfield server will continue generating this after 20s
Other Changes: - ThrusterMSRoundBlocks now available in Config.ecf - SSG: add ability to preview POI resource deposits according to difficulty level: poor, normal, rich - Added 'pf' for console command 'playfield' as abbreviation - Reactivated stamp transfer database from server to client - Updated POI Alien Tower Damaged: Made way to exit structure slightly more 'obvious' - Updated snow planet: less grass and snowy grass with less snow coverage - Updated other Temperate planets with more snow caps - Increased diversity of Temperate planet (ranges in dynamic.yaml) - Updated Localization.csv and fixed several Localization problems
Controller Update: - Added proper focus jump support to title menu for controller.
Improved Planet/Orbit Transition: - Removed noise from shores in 3d map and planet outside view - Set clouds around player to soft, moved clouds around player into player transform - Added atmosphere sphere to planet - Fixed problem that AtmosphereScattering was wrong when entering planet
Status Effects Update: - Added 'backwards compatibility' for Pills and Injections for Antibiotic, Radiation and Antitoxic branch (Injection = can cure all 3 stages, Pills can cure stage 1 and 2) to add a progression to Ointment > Pills > Injection and reduce medical items required to be carried around.
Template and Item Update: - Added backwards-compatibility to AntiParasiteInjection (+DermalParasite & EndoParasite) and AntiParasitePills (+DermalParasite) - Herbal Leaves (PixieStalks, Aloe Vera) and Natural Sweetener (Alien Worm Plant) now cure DermalBurn,PoisonBit and Indigestion when consumed - Spice now cures Frostbite when consumed - EVA Booster craftable as a test (Needs GoldIngot for now) - Ore Scanner, Detector Handheld, Detector HV: Added/updated hover-info description content - Handheld Drill T2: updated hover info (removd info about pickup-automatic as Drill T1 has this as well) - Removed DermalParasite cure from Antitoxic Pills & Antitoxic Injection
PDA Update: - Updated Doctors Journal: Status effects updated with new medication possibilities. - Updated Robinson Protocol SP and MP: Added some rewards for certain tasks and chapters (Note: In MP only the Mission LEADER gets all the rewards & needs to distribute them to the other group members!) - Added Empyriopedia also to custom scenarios (SoS, IvD, DoG)
Bug Fixes: - Fixed: Drop item dupe MP - Fixed: Problem that HV could get stuck in water (now dynamic adaptation of speed on water) - Fixed: Planet > Orbit transition: Problem that vessel had a force into a random direction (not the fly direction) - Fixed: SSOR deposits regenerate if you leave some of the deposit & leave it, then return to it (MP only) - Fixed: Drone base attacks not working reliable. - Fixed: Problem that "No BA" spawning rule could be circumvented - Fixed: Repair-to-Template: Problem that XenoSubstrate was not accepted in Repair Console when a CV used Xeno Steel - Fixed: AI ShipFighter: problem with docking and launching from AI vessels bays - Fixed: Global/faction chat cause exceptions when trying to copy text - Fixed: Problem that Skillon moon in Akua-Omicron scenario was sometimes placed incorrectly due to wrong ordering in Sectors.yaml - Fixed: Problem with decoration when there are more than 65k changes - Fixed: Emergency Oxygen Generator did not appear in TechTree - Fixed: Problem that "Radiation Protection" was displayed for certain blocks like Warp Drive or Gravity Generator (now: "Radioactivity") - Fixed: Possible to drill surface stones with HV Tree Harvester - Fixed: Random scenarios preview images now always showing up in new game window. - Fixed: Not being able to zoom with the controller in the map until pressing something else. - Fixed: PDA: Chapters with VisibleOnStartPlayfieldTypes restriction didn't show up in SSG created playfields - Fixed: Alien Planet in IvD scenario was set to PvE (now PvP) - Fixed: Certain message in Repair-to-Template Window was not displayed correctly ("rtbNoRepairTemplate") - Fixed: AI exception when loading into a save.- Fixed: Active PDA signal checks got completed for all players when any player triggered it - Fixed: POI BA_EpsilonOutpos malfunctioning entity spawners- Fixed: LOD of elderberry deco bush (billboard too close) - Fixed: Status Effect "Intoxication" has broken text - Fixed: Exception on playfield server when player fires rocket
- Fixed: Exception on startup for some players (exception appeared when an "old" Cave Worm was spawned) - Fixed: Problem that a spawned vessel was falling in slow motion
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Update: June 23, 2018 - Hotfix (Build 1737)
- Fixed: Strange roaring Soundloop starts when joining a COOP game - Fixed: Possible network disconnect exploit for mod API: item add/remove, credits, full inventory update - Fixed: Internal exception
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Update: June 26, 2018 - Hotfix (Build 1738)
- Fixed: Problem with AlienBug04 using auto-fire - Fixed: Problem that Mechanoid NPC was sometimes sliding when in calm mode - Fixed: Another possible network disconnect exploit in MP - Fixed: Problem that static NPC Talon could not be removed
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Update: June 27, 2018 - Hotfix (Build 1739)
Bug Fixes: - Fixed: Internal exception that could prevent a playfield server from starting Changes: - Main Loca Update (GER, ITA, JPN, RU, GREEK) - PDA Loca Update (Robinson Protocol, Missions & Empyriopedia - Game FAQ: GER, GREEK, FR, RU)
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.
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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
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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 :)
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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
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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