Update: January 14, 2019 (Build 2162): RELEASE CANDIDATE 2
Bug Fixes: - Fixed: Issue with trees not correctly fading out in some use cases - Fixed: Inventory duplicate with withdrawing fuel / O2 in Logistics window - Fixed: New Tribal Defence POIs did not have fuel
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Update: January 14, 2019 (Build 2161): RELEASE CANDIDATE
Changes: - Added: Weight/volume can now be enabled/disabled via Difficulty Settings (still disabled per default) - Added new Tribal Defence POIs with Ballista (thanks to vermillion) - Removed thin plat from Entity / Player Spawner (not needed anymore since we have Dummy Model showing the spawn direction): now you see the texture below spawner - Filler blocks are not textureable anymore (to avoid texturing them by accident and then not being able to distinguish from other blocks) - Added red color to loca text igmWarnReputationChange in code - Added VolumeCapacity to Player Backpack - Slightly reduced strength of Depth of Field camera effect - Better explosion effect for BallistaTurret - Better idle animation for talon sentinel (crossbow) - Tweaked POI distribution: defence POIs closer to villages
Bug Fixes: - Fixed: Markers for NearPOI are not shown on HUD - Fixed: Weight of items added to a vessel container doesn't take effect until exiting & reentering the cockpit - Fixed: Bug that it did not allow to spawn BAs manually in air in Creative or Freedom mode - Fixed: Color/texture Tool: only creates a half-ring of color when fired in 1st Person - Fixed: Pulse Rifle red dot scope was not transparent anymore - Fixed: Topsoil not removed from inside base / risen to top filler block plane (Increased smoothing area around POIs to not overlap terrain with POIs) - Fixed: NPC spawn does not happen reliably or too late - Fixed: Duplication exploit with Connected Toolbar - Fixed: Cannot access a private or faction oxygen and fuel tank under a password - Fixed: Cannot use F with looting tanks in POIs - Fixed: Logistic: F does not remember settings when used with tanks - Fixed: Picking up crops in NPC structures results in reputation level change, whereas picking up crops on NPC terrain results still in only small reputation loss - Fixed: Talon Village was buried too much - Fixed: Voxel mesh exceptions
========
Hi Galactic Survivalists,
We just released the EXPERIMENTAL version of Alpha 9.2 which represents Part II of the stabilizing, optimization and bug fixing update for Alpha 9.
Additions: - Added Talon Crossbow NPC for ranged attacks > Talon Crossbow NPC is already added to groups that patrol on terrain around POIs and as sentinel in POI (replaces old green sentinel)
- Added Talon Ballista Turret Please note that the Ballista turret is not yet added to the Talon POIs. We need help from our awesome building community to upgrade the Talon POIs with this turret. We can also add separate Defence Structures (as for Polaris). The Ballista turret needs a base with power.
Filler Block Update: - Added new functionality of FillerBlocks > now you can use them for making POIs with basements or POIs that have a large underground part and a small part above terrain
We are looking forward to your awesome creations with this new Filler Block functionality.
Logistics Update: - Logistics window: Setup is retained separately for 'F' and 'F4' modes - Display message when trying to put something in the connected toolbar but the connected container is full - Do not use OUTPUT container as source for construction - Logistics window: Added button for direct access of the device of an assigned container - Logistics window: added '(C)' in front of CONNECTED container and pin to top, added '(A)' in front of ASSIGNED container and pin to top - Accessing a container via F does not disable dropdowns in accessible structures anymore - Evenly distribute weight for modular containers - Logistics UI: Color active button and connected container grid = visually connect logic - Added Partial-Pickup from dropped stacks when not enough volume capacity to pickup full stack - Place Decon/Furnace OFF and switch OFF if assigned container is switched - Fixed: in 'F mode' selected container was displayed twice in dropdown list - Fixed: not connected / assigned container names started with a blank character - Fixed: In Logistics window, selecting fuel or oxygen tank doesn't work - Fixed: Changing from player inventory window to H item menu hides toolbar
HUD marker update - Implemented 'HudDistance' property for POIs to reduce cluttering of HUD with many objects (eg Polaris and Talon settlement): see AridStarter and TemperateStarter
Example: - GroupName: TribalVillage Properties: - Key: MapDistance Value: 0 - Key: HudDistance Value: 100 > TribalVillage will not be "discovered" and not marked on map via POI marker but it will be visible on HUD up to 100m
NPC Faction Update: - Warning that reputation will change when opening a box is now in red - Pick-up of Plants from growing plot is now handled like Container-looting resulting in instant-rep-standing change
AI Update: - Pangolin update + Attack Manager fix - AlienBug02 - new attack behavior (after 1-4 hits to the player, go to random position near the player - this way it can also attack from behind the player)
Gameplay: - Re-added TemperateSwamp planet back into game (+ added Tribal Deco to Stilt Village POIs) - Activated Small Constructor in Survival (Unlock Level 3) and updated model - Added FridgeBlocks, ArmorLocker, CloneChamber to Small Constructor templates - Increased unlock level of Large Constructor to level 5
Other Changes: - Added new textures for Container Extensions - Re-balanced shotgun against trees: now harder to destroy tree - Map view: show poles as no yellow build areas as well - Mod interface: corrected values for cores - Blueprint .ebp format changed slightly (version 23): added 4 byte data length, 1 byte data type, 1 bool compression flag as preamble to - Display of energy units PU reduced by factor 1000 (only display, no gameplay change)
UI Update: - Reduced brightness of Drill and Multi Turret CV - Updated starmap UI - Rework of New Game window: Planet Stats - Formatting adjustments to Choose Start Planet window (Multiplayer) and Planet Stats UI (New Game Window)
POI Update: - Updated Artifacts POI: added creatures to defend loot - Updated Trading Stations (Assigned container/fridge to constructor/food processor where available and other fixes) - Added AdminCore to POI TOPSpiceDestillery to make it indestructible
Bug Fixes: - Fixed: Issue with playfield change transition & vessels losing speed - Fixed: NearPOI markers vanish at 900-1000m ahead of destination - Fixed: Problem that Zirax did not attack player on motorbike - Fixed: Thrusters do not go to idle when you land a vessel on blocks or terrain - Fixed: With a scoped weapon equipped when going into scoped view there is a slight freeze - Fixed: Regression that SI dropped block did not disappear on pickup - Fixed: Thruster power wrong in some cases when changing playfields - Fixed: New Game custom name reverts to default when using custom difficulty settings. Also fixes difficulty settings always listed as 'Custom'. - Fixed: Destroying/Killing two entities of the same kind quickly after each other only counts 1 for SubjectKilled - Fixed: Ship controller : In some cases ship lost altitude when moving - Fixed: Fern Deco plant was invisible - Fixed: Exception with Troop transport - Fixed: PDA Mission - Weaponized Negotiations: Drones were not counted when being destroyed - Fixed: Title Menu: tweak overlap of fork for longer translations. - Fixed: Missing Planet Size display in Creative Mode. - Fixed: AutoActivateOnGameStart did not work in MP anymore
First of all, we would like to thank you for all the insightful feedback we received on the various new features that were introduced in Alpha 9. We have constantly reviewed all the suggestions and ideas and with Alpha 9.1 we are adding a first set of improvements and bug fixes. We will continue to add refinements, especially for Logistic and its handling, in the upcoming Alpha 9.x updates.
With Alpha 9.1, we also rebalanced volume (and sometimes also mass) for nearly all items and devices. Even though ‘volume & mass’ is still not activated per default for obvious reasons, we would like to ask for your feedback regarding the rebalanced values.
Please note that we will add a few more refinements for volume & mass before it will be activated by default. Of course, we will add an option to deactivate it in the Difficulty Settings for those who do not want to bother with this gameplay element!
For the complete list of changes, additions, optimizations and bug fixes in Alpha 9.1, please have a look at the changelog below.
Happy new year from everyone here at Eleon Game Studios!
Yours,
Emp Dev Team
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CHANGELOG: Alpha 9.1.0 (Build 2137)
Gameplay: - Added possibility to texture Container Extensions (added new default texture and added another specific container texture - we will add more textures soon) - Falling SI parts can now be picked up before they disappear and result in a certain amount of the used de-constructed materials - Connection to remote container is now persistent (only connection is persistent, not the content of the toolbar!) - When entering a cockpit with the connected toolbar active the vessel toolbar is displayed - Moved default Hotkey for switching Lights on vessel from T to L - Planet life entities will now avoid spawning in bases - Reduced toggle delay for main power, lights and weapons from 1.5s to 0.75s
Volume/Weight Balancing: - Balanced/Reduced Volume and Mass of all ores, ingots and components - Balanced/Reduced Volumes of all building and starter blocks - Balanced Volume and Mass for all devices and terrain placeables - Balanced Volume and Mass for all large weapons ammo - Balanced Volume and Mass for all handheld devices, tools, suits, boosters, detectors and ammo Note: Volumes of medical, biological and food items is not yet rebalanced.
Visuals / UI: - Improved visuals of terrain decoration (trees, plants, rocks) via hue variation, shadows, better billboards, etc - Separated Single Player and Coop buttons in Main Menu - Updated model for O2, Fuel and Warp Tank (SV/HV) - Warp Drive has now purple emissive (consistent with all warp drive components) - Removed player name that was shown directly above his head as we have now the new HUD info panel with health bar - Entity HUD info text now uses same coloring as structures - Added new blank line between general reputation intro message and rest on hovering text - Updated preview icons for Temperate and Arid planet
Optimizations: - Major optimizations of NPC spawning and management - Optimization: Reduced allocation of heap memory
Other Changes: - Better aiming on Sniper T2 and Epic Sniper, better sniper scope on Sniper T1 - Added special message when trying to add a block on a structure that has an indestructible core - Allowing now also 'none'/'public' (lower case) for factions - Markers for blocks (set via Control Panel) are now positioned inside the blocks instead of above blocks - Adjusted core type for mode interface - Updated mission POI (SV_TOPWreckage) - SSG: Show POIs in faction colors. - Show last selected tab in faction window - Cleaned up warnings and improve message if a distance range is not provided for a POI requiring such a range - Removed flare from tribal torch and firepit and reduced light range - Some rearrangements of stock prefabs - Removed ingame message "You are in range of a Remote Logistics Network..." - Changed: ModAPI Request_Player_AddItem not allowed while player inventory is displayed in Logistics window - Added Localisation keys to be able to add general text for reputation information - Added missing loca keys for containers - Updated Localisation
Bug Fixes: - Fixed: Exploit with exiting a cockpit and exit cockpit inside base (you get now moved inside/very close to the cockpit, if no free position is available. Please be advised to rebuild your ships if your cockpit is surrounded by blocks or other obstacles. You need about 3 "free blocks" of space above the cockpit and a clear path to walk to it / reach it) - Fixed: Food processor input & output not maintained when saving BP's - Fixed: Input & output of constructors etc is sometimes not maintained after being far away from them - Fixed: O2 display flashing when moving in a vessel at high speed - Fixed: Players with vessels set to private get shot at by NPC factions they are Honored with - Fixed: Akua - Omicron Scenario Warp Issues (Typo in Orbit playfield in A-O scenario leading to exception when leaving planet Akua) - Fixed: Problem that trading stations were missing on Arid Starter / Temperate Starter and so 2 Zirax mission were not possible - Fixed: Removing and re-placing a core leads to RED tag and Faction:none - Fixed: When switching to connected toolbar while in cockpit toolbar was read-only - Fixed: Symmetry plane sometimes not placing blocks correctly - Fixed: Wifi Range does not extend beyond grid size limit and sometimes also below - Fixed: Exception loop triggered after deleting a structure in the selection area & trying to place the selection area again - Fixed: Issue with vessels still moving when positioned sideways or upside down with autobreak on. - Fixed: Ship controller - several other bugs with the auto brake system - Fixed: Repair station can sometimes become inaccessible (NOTE: won't fix broken stations, you need to remove and place new) - Fixed: Duplication exploit with drop container - Fixed: Several invisible plants (Mushroom in Radiated Biome, Seaweed etc) - Fixed: Radiated biome deco appearing & disappearing as you go past it - Fixed: Problem with wood texture (Page 1, Row 2, Column 7) leading to exception when using this texture - Fixed: Wrong Trading Station in Starter Orbit - Fixed: Spacing of Unlock Points in Techtree UI - Fixed: After changing playfields the weather is not displayed in the HUD or showing visually until a reload is done. - Fixed: Block faces are sometimes invisible/missing in MP - Fixed: Other players can be seen "Flying" when they are swimming in 1st person view. - Fixed: Retrieving containers (BA/CV) with multitool gave back containers (SV/HV) - Fixed: CargoContainerSV (Block Id: 1678) gives BA/CV Container - Fixed: CargoContainerSV cannot be crafted (the container is now in Cargo Boxes (SV/HV) blockgroup and not displayed individually anymore) - Fixed: Retrieving CargoContainerSmall/CargoContainerMedium with multitool did not give back any block - Fixed: Not possible to join any server after pressing the Back button on starting planet selection - Fixed: Suit Constructor having no internal containers - Fixed: Approach and remove map markers come back after playfield change\exit from server - Fixed: More AI Behavior leak problems - Fixed: Night vision cannot be turned on or off whilst in a cockpit seat - Fixed: Players in passenger seats can be placed outside the vessel in some circumstances - Fixed: [MP] Player vessel are getting repositioned after player exits cockpit and other problems with invisible colliders for vessel collision - Fixed: Issue with deco billboards - Fixed: Invisible colliders on terrain (plants, deco etc) - Fixed: Invisible Deco in Radioactive Biome - Fixed: When using a scope while the hud is turned off the view becomes broken - Fixed: Problem that some creatures did not correctly flee from player (eg Parasaur at game start on Temperate Planet) - Fixed: Scope: alignment for some scoped weapons slightly tilted - Fixed: all the retractable landing gears that are solid blocks are non-airtight - Fixed: Player turrets on vessel are not shooting or tracking enemy players or vessels - Fixed: Issue with HUD colors with POI's using the core 'NPC Core (Admin)' - Fixed: Faction-owned POIs were sometimes white (not using MapMarker: Neutral for faction-owned POIs anymore) - Fixed: MapMarker: Neutral not working anymore - Fixed: Faction Standing: Reputation given/reduce when outside territory (implemented that there is only a single repu award for ALL players in a faction if NONE is in hostile territory) - Fixed: Steal O2/fuel with logistic - Fixed: NearPOI revealing all POI of the same BP group - Fixed: Several creatures were not correctly classified as "Predator" or "Prey (Otyugh, AlienBug03, Oviraptor, etc) - Fixed: Ramps can be placed everywhere and give back large ramps - Fixed: Missing crafting items in Constructor (added new CV landing gears) - Fixed: POI lost its Custom Color Palette sometimes - Fixed: Exception spam when a 'portal' is dropped on the ground - Fixed: Not all POIs were correctly attributed to factions on Moon Nascent playfield - Fixed: SV was floating in air in Orbit Start (empty) in Creative Mode - Fixed: Minor typos in PDA - thanks to one of our players to pointing them out - Fixed: Several Internal exceptions
Update: January 8, 2019 (Build 2137) - RELEASE CANDIDATE - Improved handling of "NEW GAME" button in Main Menu - Reduced light range on Tribal Torch and Firepit - Fixed: Duplication exploit with drop container - Fixed: Issue with billboards - Fixed: Several invisible plants (Mushroom in Radiated Biome, Seaweed etc) - Fixed: Input & output of constructors etc is sometimes not maintained after being far away from them
Changes: - Improvement of Title Menu layout. Hover over Start Game provides options for Single Player or Co-op - Added new default texture for ContainerExtensions + added another texture - Added new stock prefab CV - thanks to jrandall (https://steamcommunity.com/workshop/filedetails/?id=1616773314) - Cleanup of stock prefabs - Changed: markers in ControlPanel for blocks are now positioned inside the blocks - Adjusted core type for mode interface - Updated preview icons for Temperate and Arid planet - Removed flare from torch and firepit - Updated mission POI (SV_TOPWreckage)
Bug Fixes: - Fixed: Food processor input & output not maintained in BP's - Fixed: Radiated biome deco appearing & disappearing as you go past it - Fixed: Issue with billboards - Fixed: Issue with vessels still moving when positioned sideways or upside down with autobreak on. - Fixed: Repair station can sometimes become inaccessible (NOTE: won't fix broken stations, you need to remove and place new) - Fixed: Problem with wood texture (Page 1, Row 2, Column 7) leading to exception when texture was used - Fixed: Wrong Trading Station in Starter Orbit - Fixed: Ship controller - several bugs with the auto break system - Fixed: Spacing of Unlock Points in Techtree UI
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Update: January 5, 2019 (Build 2129)
Changes: - Separated Coop and SP buttons in Main Menu - Reduced toggle delay for main power, lights and weapons from 1.5s to 0.75s - Connection to remote container is now persistent (only connection is persistent, not the content of the toolbar!)
Volume/Weight Balancing: - Devices for all structures/vessels - Terrain Placeables - Items like Suits, Boosters, detectors etc Note: medical, biological and food items are not yet rebalanced.
Bug Fixes: - Fixed: Night vision cannot be turned on or off whilst in a cockpit seat - Fixed: Players in passenger seats can be placed outside the vessel in some circumstances - Fixed: [MP] Player vessel are getting repositioned after player exits cockpit and other problems with invisible colliders for vessel collision - Fixed: Issue with deco billboards - Fixed: Invisible colliders on terrain (plants, deco etc) - Fixed: Invisible Deco in Radioactive Biome - Fixed: When using a scope while the hud is turned off the view becomes broken - Fixed: Problem that some creatures did not correctly flee from player (eg Parasaur at game start on Temperate Planet)
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Update: January 4, 2019 (Build 2126)
Changes: - Updated model for O2, Fuel and Warp Tank (SV/HV) - preview icons not yet updated - Warp Drive has now purple emissive (consistent with all warp drive components) - Added missing loca keys for containers - Added new stock CV: thanks to urialia (https://steamcommunity.com/sharedfiles/filedetails/?id=1592447128&searchtext=lev+a23) - SSG: Show POIs in faction colors. - Added new blank line between general reputation intro message and rest on hovering text - Further optimizations of NPC spawning and management
Bug Fixes: - Fixed: Not possible to join any server after pressing the Back button on starting planet selection - Fixed: Suit Constructor having no internal containers - Fixed: Exploit with exiting a cockpit > Exit cockpit inside base (forgot player bike) - Fixed: Approach and remove map markers come back after playfield change\exit from server - Fixed: More AI Behavior leak problems - Fixed: Scope: alignment of scoped weapon is slightly tilted - Fixed: all the retractable landing gears that are solid blocks are non-airtight
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Hi Galactic Survivalists,
We hope you all had a great Christmas and an awesome start into the New Year. We are back in full steam and just released the EXPERIMENTAL version of Alpha 9.1, which is mainly a stabilizing, optimization and bug fixing update.
Gameplay: - Added possibility to texture Container Extensions (for now only with a subset of the metal texture - we will add specific container textures soon) - Falling SI parts can now be picked up before they disappear and result in a certain amount of the used de-constructed materials - Entity HUD info text now uses same coloring as structures - When entering a cockpit with the connected toolbar active the vessel toolbar is displayed - Moved default Hotkey for switching Lights on vessel from T to L - Planet life entities will now avoid spawning in bases now
Volume/Weight Balancing: - Balanced/Reduced Volume and Mass of all ores, ingots and components - Balanced/Reduced Volumes of all Building and Starter-Blocks - Balanced Volume and Mass for all large weapons ammo - Balanced Volume and Mass for all handheld devices, tools and ammo - Note: Volumes of S and L Devices, as well as of medical, biological and food items is not yet rebalanced.
Other Changes: - Improved visuals of terrain decoration (trees, plants, rocks) via hue variation, shadows, better billboards, etc - Removed player name that was shown directly above his head as we have now the new HUD info panel with health bar - Show last selected tab in faction window - Better aiming on Sniper T2 and Epic Sniper, better sniper scope on Sniper T1 - Cleaned up warnings and improve message if a distance range is not provided for a POI requiring such a range. - Added special message when trying to add a block on a structure that has an indestructible core - Allowing now also 'none'/'public' (lower case) for factions - Removed ingame message "You are in range of a Remote Logistics Network..." - Optimization: Reduced allocation of heap memory - Changed: ModAPI Request_Player_AddItem not allowed while player inventory is displayed in Logistics window - Added Localisation keys to be able to add general text for reputation information - Updated Localisation
Bug Fixes: - Fixed: Exploit with exiting a cockpit and exit cockpit inside base (you get now moved inside/very close to the cockpit, if no free position is available. Please be advised to rebuild your ships if your cockpit is surrounded by blocks or other obstacles. You need about 3 "free blocks" of space above the cockpit and a clear path to walk to it / reach it) - Fixed: O2 display flashing when moving in a vessel at high speed - Fixed: Players with vessels set to private get shot at by NPC factions they are Honored with - Fixed: Akua - Omicron Scenario Warp Issues (Typo in Orbit playfield in A-O scenario leading to exception when leaving planet Akua) - Fixed: Removing and re-placing a core leads to RED tag and Faction:none - Fixed: When switching to connected toolbar while in cockpit toolbar was read-only - Fixed: Symmetry plane sometimes not placing blocks correctly - Fixed: Wifi Range does not extend beyond grid size limit and sometimes also below - Fixed: Exception loop triggered after deleting a structure in the selection area & trying to place the selection area again - Fixed: After changing playfields the weather is not displayed in the HUD or showing visually until a reload is done. - Fixed: Block faces are sometimes invisible/missing in MP - Fixed: Other players can be seen "Flying" when they are swimming in 1st person view. - Fixed: Retrieving containers (BA/CV) with multitool gave back containers (SV/HV) - Fixed: SV CargoContainer (Block Id: 1678) gives BA/CV Container - Fixed: CargoContainerSV cannot be crafted (CargoContainerSV is now in blockgroup and not displayed anymore) - Fixed: Retrieving CargoContainerSmall/CargoContainerMedium with multitool did not give back any block - Fixed: Player turrets on vessel are not shooting or tracking enemy players or vessels - Fixed: Issue with HUD colors with POI's using the core 'NPC Core (Admin)' - Fixed: Faction-owned POIs were sometimes white (not using MapMarker: Neutral for faction-owned POIs anymore) - Fixed: MapMarker: Neutral not working anymore - Fixed: Faction Standing: Reputation given/reduce when outside territory (implemented that there is only a single repu award for ALL players in a faction if NONE is in hostile territory) - Fixed: Steal O2/fuel with logistic - Fixed: NearPOI revealing all POI of the same BP group - Fixed: Several creatures were not correctly classified as "Predator" or "Prey (Otyugh, AlienBug03, Oviraptor, etc) - Fixed: Ramps can be placed everywhere and give back large ramps - Fixed: Missing crafting items in Constructor (added new CV landing gears) - Fixed: POI lost its Custom Color Palette sometimes - Fixed: Exception spam when a 'portal' is dropped on the ground - Fixed: Not all POIs were correctly attributed to factions on Moon Nascent playfield - Fixed: SV was floating in air in Orbit Start (empty) in Creative Mode - Fixed: Minor typos in PDA - thanks to one of our players to pointing them out - Fixed: Internal exceptions
Bug Fixes: - Fixed: Exception when adding a input to a Furnace with Instant craft speed - Fixed: Deconstructor with Instant craft speed destroys items - Fixed: Offline Protection Shield doesn't do damage (MP) - Fixed: Reputation drop for StructStayInTerritory does trigger each 3 seconds instead of each 5 minutes realtime - Fixed: Exploit with inventory duplication when sat in a vessel - Fixed: Not using MapMarker: Neutral for faction-owned POIs anymore - Fixed: Not all POIs were correctly attributed to factions on Moon Nascent playfield ========
Update: December 25, 2018 (Build 2097)
Bug Fixes: - Fixed: Reputation system not working correctly in MP (more improvements) - Fixed: Container under the password give access to all containers via logistic - Fixed: Lock/Unlock signal logic does not work anymore - Fixed: Possible to shoot Weapons in virtual toolbar when seated in cockpit (another fix) - Fixed: Problem when using Control Panel to fill ammo from a connected toolbar to ammo containers - Fixed: Cargo boxes BA\CV become SV\HV cargo boxes after retrieve it - Fixed: Retrieving CargoContainerSmall/CargoContainerMedium with multitool did not give back any block - Fixed: Player toolbar has wrong color when opening player window ('TAB') with connected toolbar active (another fix) - Fixed: When switching to connected toolbar while in cockpit toolbar was read-only
Changes: - When entering a cockpit with the connected toolbar active the vessel toolbar is displayed - Issue with HUD colors with POI's using the core 'NPC Core (Admin)'
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Update: December 23, 2018 (Build 2092)
Bug Fixes: - Fixed: Player turrets on vessel are not shooting or tracking enemy players or vessels - Fixed: Reputation system not working correctly in MP - Fixed: Steal O2/fuel with logistic - Fixed: Internal exception
Changes: - Re-balanced loot: Epic Drill and Epic Armor is now harder to find - Removed Epic Loot from Troop Transport
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Update: December 22, 2018 (Build 2088)
Changes: - Re-added coloring system for HUD colors to distinguish enemy players - Console command 'faction' now also supports npc factions (like Zirax) and "Public" and "NoF" - Deep Forest biome is now less deep
Bug Fixes: - Fixed: Using DROP in Player Inventory with certain container blocks does not drop a box - Fixed: AI and enemy turrets do not shoot at public vessels - Fixed: Planet size not selectable on custom scenario.
Changes: - Added tooltip infos to give hints for the connected container concept - Updated Talon POIs with new tribal deco: Thanks to Vermillion - Color PDA description text to white by default for better readability. - Public faction do not power per default any more, use property InitialPower in yaml. - Updated PDA Robinson Protocol with Preview Pics - Block CoreNPC will now always force "no fuel" and "no oxygen" consumption in structures where it is put - RipperDog is now a bit smaller - MoneyCard is set to volume = 0, mass = 0
Bug Fixes: - Fixed: Alien (Aln) Faction Turrets do not shoot at players in MP - Fixed: SHIFT-Clicking items to pilot toolbar will make them get lost - Fixed: AI and enemy turrets did not shoot at public vessels - Fixed: When accessing a container with 'F' the left side Player Inventory dropdown list has the container as well - Fixed: SSOR deposits does not work in MP anymore - Fixed: Zirax ripper dog npc floats when the player approaches them. - Fixed: Using ESC in the 4-Way Mode Screen (Survival, Freedom, Creative, Scenario) leads to un-escapable blank screen - Fixed: Vessels in Creative mode were powered and hovering in air - Fixed: Tribal Table1 and Table2 were not visible - Fixed: Some colliders and other adjustments for TribalDeco - Fixed: Invisible Deco - Fixed: Aim-down sight aiming with Laser Pistol - Fixed: Problem behind warning in logs "Player with id X faction inconsistency: ..." - Fixed: Signals on DerelictShip - Fixed: PDA exception
Hotfix: December 20, 2018 (Alpha 9.0.2 - Build 2085)
Changes: - Logistics Window: Open player inventory in left grid by default and when the right side is pre-set (using 'F' key or 'Manage' in CP) - Added large 'Lock' icon in Constructor INPUT / OUTPUT area UI to make it clearer that it is "read-only" - Added "Default Multiplayer" scenario with 2 temperate starter planets > set per default in dedicated.yaml - "Default Random" is now pure Single Player and Coop scenario (please do not use it for "normal" MP dedi server) - Updated texts in PDA Robinson Protocol - Updated POI distribution on Akua planet in Akua-Omicron Scenario - Unique starter configuration for local coop games - Improved Logistics window 'Cannot open container on both sides' handling - Added more tribal deco blocks for Talon POIs
Bug Fixes: - Fixed: Medic Bay / Clone Chamber did not work with code lock 0000 on Aln, Talon, Zirax, Polaris POI anymore - Fixed: Portable Constructor not responsive after moving items from output to inventory - Fixed: Exception when opening a container of a player made blueprint - Fixed: Portable Constructor UI: INPUT / OUTPUT title texts not left aligned - Fixed: Exception when closing the Logistics window very quickly after opening it (MP) - Fixed: Invisible Decorations - Fixed: Destroyed vessel (PDA Mission) is now powered off - Fixed: Problem that Cargo Boxes for SV/HV were placeable also on CV/BA - Fixed: Incorrect size range for custom scenarios when template is in default content directory. - Fixed: Several internal exceptions found in logs
AI Update: - Threat system fix - multiple target switching should now work better - Alien Assassin movement fix - Alien Bug 03 movement fix - Mechanoid movement fix - 'Worm big' attack distances tuning and movement fix - Telluropod behavior tuning
Thanks so much for your feedback and bug reports. We are working very hard to polish Alpha 9 and to squeeze all remaining bugs.
We already released some hotfixes since our major Alpha 9 update. We will continue to update this thread as we release new hotfixes - so please keep an eye on this thread.
Hotfix: December 19, 2018 (Alpha 9.0.1 - Build 2082)
Bug Fixes: - Fixed: Logistic Exploit: possible to circumvent code-locked containers - Fixed: When retrieving old cargo boxes with multitool, deco blocks were returned - Fixed: Trap doors now working anymore - Fixed: 'F' button does not close all device windows anymore after opening it with F - Fixed: PDA mission system does not spawn Drones as defined - Fixed: Backpack / Escape Pod had no HUD object anymore - Fixed: [MP] Players can be kicked when withdrawing fuel from a tank - Fixed: HUD/map issues with Guided PDA Tasks. - Fixed: Exception during login when a reputation update receives the client - Fixed: AutoBrake (Button I ) does not work in space anymore - Fixed: Several internal exceptions - Fixed: Overlapping of volume/weight info for Backpack and DropContainer - Fixed: Exception spam from Furnace (or other constructor related devices) - Fixed: "Minefield" task in "UCH Story Chapter II - Ancient Revelations" was not correctly working - Fixed: PDA Minefield task - Fixed: Mechanoids stuck a doors - Possible fix for System.Exception: Invalid read container size - Fixed: Several internal exceptions
Changes: - Robinson Protocol: Added own first chapter (Basic Survival) for Arid starter planet - Updated text in Main Menu to make clearer how to start a coop server: instead of MULTIPLAYER > JOIN A GAME, instead of NEW GAME > NEW GAME (Single/Coop) - Changed message 'Skipping double player with id...' to 'Player with id 1234 faction inconsistency:...' to occur only when it is a real problem - Doors can now be closed without having to enter the lock code (behavior should now be as in A8) - Added new tribal deco models for Talon POIs - Tweaked torch and firepit deco (blocks now increase light count on BP, added flare, better particle effect)
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Hotfix: December 18, 2018 (Build 2077)
Bug Fixes: - Fixed: Problem that sometimes wrong billboard of deco object was shown and when approaching deco object, it changed to another model - Fixed: Sporadic exception when flying over terrain for a longer time - Fixed: [MP] Deconstructor Dupe - Fixed: Items in connected toolbar lost when connected container is destroyed - Fixed: PDA check "InventoryContains" does not work when picking via Logistic Menu - Fixed: Dedicated server game scenario supplying custom solarsystemconfig.yaml using default content instead - Fixed: Reputation was awarded outside territory even if not hostile - Fixed: [MP] Issue with switching the input of a constructor - Fixed: [MP] Output container can not be set to be the same as input - Fixed: PDA chapter line hides arrow when HideTasks is false but still has player or rep restriction. - Fixed: Wrong image shows for Creative new game window for a split second first time it's opened. - Fixed: Troops transport - animation bug in MP - Fixed: Faction warfare configuration reload bug
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Hotfix: December 17, 2018(Build 2076) - Fixed: Problem when leaving starter planet
Christmas is coming closer and so we thought it is about time to release the first Part of Alpha 9 to our community, so everyone can play and test and gift us with a lot of valuable feedback on the most recent additions, like NPC Factions and the new Logistic Menu in particular.
Part I, you ask?
Yes. Unlike previous major releases, Alpha 9 was split in two parts due to the very nature of the features we added: Both NPC Factions and Logistics are adding game mechanics that are completely new and have a lot of touch points with nearly every game mechanic which means we need a LOT of feedback - and we only will get that feedback, if all of our community members can access these features. On the down side, this also means that there might be a few more rough edges than usual.
But given that the features we added have great potential for the future and will also help to shape the game in terms of immersion, we are quite sure everyone is happy to give feedback on how to improve those gameplay mechanics even further.
Here is a quick overview of the main features of Alpha 9: 1. Logistics 2. AI Factions, Reputation and Territory 3. Leveled NPCs 4. Improved Weapon Handling 5. Improved Game Start ... and many more features as documented in the changelog below.
P.S. We highly recommend starting a new game with Alpha 9. When continuing an Alpha 8 save game, your player / constructor inventories will be empty and bases will be lowered 2m into the ground. However, we added Alpha 8 to the legacy branches on Steam so you can still access it.
P.P.S. The voting for the "2018 Indie of the Year Awards" is still going on. Empyrion made it already into the Top 100. We need your help for the final mile. If you like Empyrion, please vote for it here: https://www.indiedb.com/games/empyrion-galactic-survival
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CHANGELOG: Alpha 9.0.0 (Build 2076)
MAJOR FEATURES:
1. Logistics
With Alpha 9, we prepared the grounds for integrating volume restrictions and weight into the game. Even though we already added and updated weight and volume for most of the items and blocks, we did not yet activate it. We still need to polish some parts and rebalance everything.
--- For those who want to test how it feels when weight and volume restrictions are active, you can enable it as follows: 1. Set "EnableVolumeWeight: True" in Steam\steamapps\common\Empyrion - Galactic Survival\Content\Scenarios\Default Random\gameoptions.yaml 2. Start a new Survival game ---
Instead of carrying around any block or item in your backpack or placing it from there, you will need to use the new LOGISTIC feature, which not only allows you to circumvent volume and weight limitations, but also allows to use this for remote actions via the Connected Toolbar.
Logistics Window Logistic as a whole, not only means how items and blocks can be moved without having to move them "through" your inventory, but also how inventories of construction devices will work from now on.
As soon as you are in reach of a Wifi or standing on your base or vessel, you can access the new logistic menu with F4 - or by facing a container and clicking F.
This is how the GUI of the logistics window looks like
On BOTH SIDES you can select - a structure (even the same structure) - a container (cannot be the same if structure is the same)
On the RIGHT side you can also select Fuel Tanks and O2 Tanks from an additional dropdown in order to fill them (fill-source needs to be selected on the LEFT side!)
You can freely move around items from one side to the other (if you activated the limitation: given there is enough volume) by drag and drop, SHIFT-Click or with the buttons in the middle.
Example: You can fill a tank of a vessel you are connected with (select vessel and tank on the RIGHT side) while standing on the base or in Wifi Range of another vessel, and moving fuel cells from any container (select source structure and container on the LEFT)
If you want to lift and place blocks or devices that are too heavy for your player or have a volume that exceeds your inventory, you can use the CONNECT button in the middle. This will "connect" you to the base and allow you to use the Connected Toolbar.
Connected Toolbar
As indicated, the integration of weight and volume limits will change how you handle blocks and items - especially the big ones: Large Constructor has 2500 L volume and your Inventory has 500 L storage capacity.
The connected toolbar is a toolbar to allow building without having run back and forth between containers due to the volume limits or be able to build at all and will stay in the future iterations, as most of the midgame blocks and devices are too heavy or voluminous for you to carry around in your backpack!
New Constructor Input / Output With the new way on how logistics will be handled, the availability of internal inventories of the construction machines has changed. When you set up one of these devices and open its GUI you will notice that the devices do not have an internal inventory anymore. Instead you can assign ANY container (except fuel tanks and o2 tanks) to the INPUT and OUTPUT fields.
Modular Containers To solve the ever-increasing demand of volume (when volume is activated as a limit), we added the new MODULAR CONTAINERS for all structures (BA, CV, SV and HV) for the initial A9 release (possibly also helpful for reworking your blueprints!)
Each Container consist of a - Container Control Unit (CC, max one per container) - Cargo Expansion Unit (CE)
Modular containers are available for normal storage, ammo and harvest.
In the last major versions, we referred to some NPCs and groups of NPCs in a way that would let you imagine, those are real factions - but they still were only "NPCs" grouped in a POI. There was only ONE enemy that attacked you with drones and troops. This has changed now - and will change in future versions.
(Polaris Mining Hub)
With Alpha 9, we introduce the first iteration of a real NPC faction and reputation system, starting with the global NPC factions of: - Zirax Empire (the former "always bad guys") - Talon (the natives) - Polaris (a company with a monopole on machines & mining) - Aliens (default faction for all the "always bad" guys; it is always hostile and you cannot change/influence the standing towards this faction)
Starting from Alpha 9, you basically can be friend or enemy to any of these factions - or all of those. This means that you can walk into a Zirax drone base and not being shot, but walk into a Polaris Trading station and be attacked right away...or the traders will not share their offers with you at best.
Said that, the NPC Faction system and its underlying "Rivalry & Reputation" matrix (See below) will be constantly evolved up to a point where you, as a creator, will be able to also customize these elements and the NPC Factions as a whole.
What you need to know for Alpha 9: 1. Action leads to reaction. Killing or looting and other actions now come at a cost or with a reward of REPUTATION POINTS 2. NPC Factions have TERRITORIES. Performing the aforementioned Actions inside or outside the territory might show different results 3. You can make friends, but due to the RIVALRY of faction, you might make enemies at the same time
Territory View: This is how the territories look on the map. They are static and NPC factions do not expand them (maybe in the future)
On the HUD in the upper right corner you can see the territory you are currently in - and the Standing towards this faction:
In the Player Menu (TAB) you can see the current Standing towards any faction. More factions are planned.
Reputation Points and Standing: There are 6 dedicated standing levels which are tied to a defined Reputation Points threshold in 6000 per-level intervals:
Example: If you see “Hostile: 5800/6000” you just slipped into “hostile” with 200 points. Gain 200 points and the counter will reset to 0 and you will advance to “Unfriendly”. You need 6000 more to get to Neutral then. Same for Neutral: 199/6000 means that you are 199+1 point away from “Unfriendly”
Special Standing Actions: Some of the actions depend on a given standing level, eg. you can only do an action as long as you are on the correct standing level with the NPC faction member in front of you
On Honored State: > get a discount at the faction trader > mine ore without RP penalty > spawn structure without RP penalty
On Friendly State: > able to trade with a faction trader > stay in territory (BA or vessel) without RP penalty > harvest plants without RP penalty
Rivalry: Factions are not necessarily friends to each other - they might even be rivals. Given the Lore behind those factions, certain actions you as a player (or faction) do in favor or against a faction might lead to a faction standing change for another faction.
Of course, running missions for a faction might rise or drop your faction standing as well.
In Alpha 9, you will notice an additional number when facing a NPC or a POI. This is the "level" of your opponent.
The level of the NPC is basically a multiplier of its attack (damage of his weapon) and defense (hitpoint) values, pretty much like the decision, which Difficulty mode to start the game with does also multiply the attack/defense parameters.
The level is an additional multiplier. If you played on MEDIUM before and now run into a Level 10 NPC on the same difficulty level, the NPC is 2.5x stronger than in Alpha 8.
4. Improved Weapon Handling - Added iron sight aiming aka "aim-down-sight" (ADS) - Added Recoil to all handheld weapons - Added separate recoil parameter "Recoil" per weapon (can be configured in Config.ecf) - Added recoil also in aiming mode (iron sight and scope aiming) - Added red dot in aim mode to weapons if they have either a red dot sight or a zoom scope - Weapons still deal damage beyond "Effective Range" up to "Max. Range" (inflicted damage decreases strong beyond Effective Range) - When in aiming mode with red dot sight or scope, crosshair becomes red if target is within "Effective Range"
5. Improved Game Start and Improved Starter Planets - Added new Tutorial-style Robinson Protocol in the beginning of normal Survival start (SP and coop) - Better guiding of new players to learn the basics of the game - Added reduced start health and food (amount depends on difficulty level) - Tweaked start equipment - Increased creature spawn rate on starter planet - Major update of POIs on starter planets
Updated New Game Menu: - Added possibility to select size of starter planet (Use range from dynamic playfield file to drive Planet Size selections, ie the dynamic.yaml determines which planet sizes are available for UI of Starter Planets)
Additions: - Added Boarding Ramps - Added 9 fully retractable landinggears - Added vessel deco parts - Added new deco blocks for Talon POIs (DecoTribalBlocks) - Added container group (SV/HV and BA/CV) with all A8 containers
Texture / Model Update: - Updated Talon NPC (and added different types for more variation): - Model update: core blocks, generator T2, troop transport, alien bug on temperate planet - Texture update: Turrets, containers, ammo and harvest box, Overseer NPC - Exchanged model of Assault Rifle and Pulse Rifle - Updated model of Pistol T1 and added shooting animation - Updated model of Survival Tool
PDA Mission Update: - Added 6 all-new standalone missions for each faction: Talon, Zirax, Polaris - Totally Overpowered is now a Polaris Story Mission (as it is basically a Polaris Company internal - with a cliffhanger for the player at its end ;) (Note: all the STORY missions will depend on each other in the future; for now they can be played individually right away for testing!) > For more details and feedback, please visit: https://empyriononline.com/threads/a9-npc-factions-new-companion-missions.46786/
Added Freedom Game Mode: - Like Survival (ie enemies, POIs, story etc) but with unlimited health, resources and no hunger management > For more details and feedback, please visit: https://empyriononline.com/threads/a9-freedom-mode.46784/
Added new type of Entity Spawner: "Static" - Spawns NPC only once and does not trigger particle effect - Spawns NPC even when structure has no core or power, ie after conquering - "Static" can be configured via CP of spawner block > The new static spawners should behave as if you actually place the NPC in the POI > Idea is to be able to create POIs where the player needs to clear a POI completely from enemies even after it has been captured > we recommend using for these static spawners the thin plate because it will be removed in Survival (ie you do not need to texture and hide it)
General Entity Spawner Update: - Added dummy model to all spawner blocks so that the spawner blocks can be easily found in Creative mode in a POI - Added the possibility to set faction on a per-spawner basis (eg you can place Civilian prisoners in a Zirax prison) - Entities that are spawned within a structure are now also saved with this structure (this means when resuming a save game, the NPCs will be at the same position as when leaving game): PLEASE test well - Entities spawned in a structure now stay within the structure and a boundary of 5 meters around - Updated Talon POIs with static spawners
Updated Decoration System: - Integrated new system for plants and trees: the decorations are now GPU instanced which should improve performance - Improved visuals of decorations (billboards etc) - Faster loading of decorations
Vessel Controller Update: - Added cruise mode info to Ship UI. To enable use the shift key with any movement key (WASDC or space bar). To disable it, press any movement key (cruise mode on/off is also displayed in Vessel HUD) - Added drag on planet depending on atmosphere density - SV and CV will not automatically glide down anymore if they pitch or roll. Only too weak thrusters will lead to a move when pitching or rolling - On planets the vertical max speed is now set to 90m/s
Improved AI Pathing: - AI can now path between terrain and bases - AI can now path in narrow bases - AI can now path through doors
General AI Update: - Reduced impact effect when hitting a drone - Do not despawn NPC creatures in space after exit to main menu - Drones do not have map marker anymore and do not show up on radar (to be consistent with other entities). Note: Planet Vessel and Space Drones still show up on radar - Reduced HP on traders, alien civilians and assault cyborg - Alienbug01 can now get aggressive if approached too close - Added Ripper Dog - Desert worms attack if their friend is damaged. note: desert worm Large is considered as different species to desert worm - AlienBug01 is now Prey faction - Improved Trader behavior (now standing at the edge of a block, does not attack and gets killed easily, will respawn after 5min if POI has not been conquered) - Reduced weapon damage on Trader and AssaultCyborg weapons - Removed entity despawn logic when stuck to avoid that guards get despawned when they don't move - Adapted faction affiliation for creatures (e.g. Crawler now belongs to Talon faction) - Added TalonChief and ZiraxCommander NPC - Added TalonSentinel and AssaultCyborgSentinel NPC that guard a certain position (added TalonSentinel to some Talon POIs) - Added new group ZiraxRipperDogPatrol to all playfields - Replaced ZiraxOverseerPatrol, ZiraxCrawlerPatrol with ZiraxRipperDogPatrol on all playfields - ZiraxOverseerPatrol, ZiraxCrawlerPatrol should not be used anymore (Overseer = Alien, Crawler = Talon). We are now spawning RipperDogs for these groups - Exchanged Troop Transport content: RipperDog instead of Crawler
Visuals / Sounds: - Grass is now growing closer to POIs, set distance to deco from 12m to 8m - Map view: slightly fading of shore instead of hard cut - All texturable devices now use tiled hull texture instead of plain hull texture - First draft of printing the player damage death reason on screen - Dark side of planet darker in space - Tweaked particle effects on SurvivalTool, MultiTool - 3d map: other player shows a bit darker now - Tweaked LOD of growable plants: later culling - Added new square sniper overlay on Sniper T2 and Sniper Epic - Floating + Underground BAs: keep grass and deco below/above, do not show underground terrain texture - Added dead model versions of Talon - Changed scope on Sniper Rifles - Reduced size of Crawler NPC
Gameplay: - Renamed "Enhanced Weapons" back to "Epic Weapons" - Added Epic Drill and Epic Heavy Armor to Purple Loot - Epic weapons cannot be crafted anymore - Updated Loot: added more weapons to Alien Containers - Using INSERT/DELETE will now rotate a blueprint before placing it - Set suspended status effect icons to gray - When placing a starter block or a BP, it can only be rotated by 90° (due to change in AI pathing) - Removed difficulty setting for spawn rate (always set to Medium) - Toolbar can now wrap around when using scroll wheel (ie from handsfree slot to slot 1 and vice versa) - No Plant Growing / No Life Check if CoreNPC or Admin - Destroying deco NPC does not give XP anymore - Added new Talon Trader content for all Talon traders in POIs - Starter block of CV does not have cockpit anymore - Escape Pod start is now a bit earlier during the day (ie it will be a bit to the west) - Entities on POIs (that already get despawned after 5 minutes no player adjacent) will now also get despawned with DSL unloaded of this POI - Do not show prompt anymore for ContainerPersonal when not configured in yaml - First draft in adding CPU points (WIP). Currently CPU limit is not yet activated
UI Changes: - Added possibility to disable HUD icons of bases/vessels and resource deposits to reduce cluttering of the HUD (Open 3d map > "HUD display" checkboxes in lower left corner) - Removed “mode” (PvP, PvE) display in map for orbit playfields in SP - Improved sector map display and UI - Changes to status effect status icon display in HUD. - Terrain Editor Window: Added "All" tab for textures - Added HSV/RGB Sliders and Color Presets to Player Setup Color Picker - ColorPalette: Change button HIDE to UNHIDE when triggered - Added "No Build" and "Landclaim" (AntiGrief) zone legend label to 3d map (Landclaim only displayed in MP)
PDA Update: - Show remaining amount for multi-count PDA task in HUD info, e.g. (1/10) - Added reputation rewards to PDA - Added PDA mission visibility by Reputation level - Added possibility to make a chapter only activateable when player has a certain reputation - Activated PDA tag “HideTasks”: when this is set, the tasks of a chapter are not displayed anymore - only the active tasks is shown (so it is more of a surprise what happens next) - Show collapse arrow behind chapter title only if tasks are visible (do not display arrow if Reputation or Level restricted and player does not have sufficient amount) - PDA will now display a default image if no image file referenced in PDA.yaml - just add a pic named "Default.jpg" to PDA folder - Refinements to Skip/NoSkip for PDA briefings. Integrate PDA SkipMessage parameter. - Improved Preamble / Description handling: when no Preamble is used, only a small welcome window will be displayed - Ignore auto-activated PDA missions when in God Mode and landing from the Escape Pod. - Implemented Faction Reputation into PDA missions. - Show PDA category Tutorial in MP games. - Added new category “UCH” > will be displayed under "SoloMissions" for now - Only copy PDA.yaml and PDA.csv to save game folder, read all images from content/scenario directories.
Scenario Creators / Modding: - Starter Planets are now unique when “UniqueStarterPlanet: true” is given in solarsystemconfig.yaml: > When now starting normal Survival game, you can still chose between 2 starter planets (temperate and arid) but when the solar system is created it will only have the starter planet you have chosen (before also the other starter planet was generated) - Added possibility to randomly generate a solar system for scenarios (see Steam\steamapps\common\Empyrion - Galactic Survival\Content\Scenarios\Default Multiplayer) > You can define your own setup of the solarsystem in solarsystemconfig.yaml in the RandomPresets folder - Added possibility to use a fixed position for Escape Pod start (eg for Coop > every player who joins server will drop at same location) - Added new gameoptions parameters for Coop games: ForcePvP and OriginFactionStart > Both parameters can be used for Coop scenarios > We enabled both parameters for our Random Default scenario which is designed for SP and Coop - Filter display of scenarios in New Game Window via '.hide.txt' file in scenario directory (we are currently hiding Dawn of Galaxy, Shadows of Starlight and Default Multiplayer scenarios) - Supporting factions "Admin" and "Public" in yaml files - Supporting now | in damage multiplier > see Config.ecf - Removed some entities from debug spawn menu - Added Status parameters to FixedPlayerStart - Added new Auxiliary algorithm for POI placements - Exporting MaxVolumeCapacity to Config.ecf - Allow to set default reputation to Polaris, Talon, Zirax depending on Origin > see DefReputation.ecf - Increased version of Config.ecf to 3 since it is not compatible with A8
Creative / Builder Changes: - Added harvest stage of player growable plants to Creative menu so Builders can use them in POIs (we will soon create a own block group) - In creative mode you can now spawn a BA in air on a planet to ease editing it - Renamed CoreEnemy into CoreNPC > Important: All PDA creators, please update your PDA and replace "CoreEnemy" with "CoreNPC" - Separated walkway and railing blocks into Small and Large - Separated ramp blocks into Small and Large - Proper separation between Shutter Doors Small and Large - Allow to set blocks to a structure that is regenerate-able in super godmode (gm iv) - Added "FillerBlock" (no preview icon yet): these blocks will be removed when spawned in Survival - Added new wood texture: "raw wood" (could be used for logs in Talon Villages): page 1 on Wood texture tool - Added Hay texture for tribal villages: page 2 on Wood texture tool - Updated all POIs and all stock CV / BA with new cargo containers that have more volume (we had to do it because in A8, there was no separation between SV/HV and BA/CV containers). You can update your BPs with these console commands: replaceblocks <entityid> 1081 1677 (2x1x1 containers) replaceblocks <entityid> 1084 1677 (2x1x1 containers) replaceblocks <entityid> 273 1676 (1x1x1 containers)
Other Changes: - Added console cmd to visualize the NPC spawn points in SP (use "dm" and then F9 twice, to zoom in use PgUp/PgDown) - Updated Invader vs Defender Scenario - Temporarily only 1 starter planet for Random Default until other starter planets are setup correctly - Added "Auto-Brake" toggle in Control Panel - Added PentaxidElement as new ingredient for energy-based weapons (replaces PentaxidOre) > no balancing changes were made, just template adapted - Converted mass into float - Deactivated old container blocks since they are now too small - Chunk loading optimization - Added block id, name and position to 'di' console command - Temporarily deactivate Modular Wing Pylon due to problems with placement - Deactivated In-Game Hints temporarily - Optimized Wheat growable plants to improve performance when many of them are placed - Temporarily deactivated WellFed status effect - Improved console cmd "ents" by only showing full data when -full is specified - More exact collider on AlienBug01 - Temporarily removed TemperateSwamp from Random Default - Showing now "< 1 minutes" instead of seconds when picking up something - Dedi: Increased playfield load timeout from 10 to 20 seconds
Rebalancing: - Rebalanced all turrets and mounted weapons against entities > now they inflict lower damage on entities (eg turret against drones / players / NPC) >>> FEEDBACK required - AtmoDensity has stronger effect on weapon range => all weapons have now a lower range on planets (goal is to have closer combats on planets) >>> FEEDBACK required - Weapon rebalancing: turret rocket HV now uses other ammo (lower damage) - Reduced HomingSpeed of Turret Rockets - Reduced crafting time of PowerBar - Parasaur loot different between parent and baby - Bandages now also heal (75HP) - Rebalancing: increased variance of rock resource drops - Stamina penalty through low food is less severe - Stamina recovers faster when walking - Updated templates for Plastic Raw Material (requires 4 Fiber + 1 Stone Dust) - Nanotubes now also use Plastic Raw Material instead of Steel Plates
Renamed some blocks / components / units: - Plastic Raw Material > Carbon Substrate (for more detail, see below) - Plastic Blocks > Carbon Composite Blocks (for more detail, see below) - Watt > Power Units (PU) - Watt Hour > PUh
Starter Planet Update: - Updated POI spawning (AlienTowers are now Alien faction, more predator spawn around AlienTowers) - Removed safe zone around starter biome (starter biome itself is still relatively safe) - LizardMule are now also spawning around Talon POIs - Resources are less deep buried - Gravity closer to earth for starter planet - Added Silicon Rocks in "Shallow Water" biome to be able to guide player more easily to this location - Renamed StarterBiome into Crashsite - Adapted deco in starter biome to have more alien deco
Planet Update: - Added AtmosphereParams: [10, 0.5] =[RayleighMultiplier, Atmosphere Contrast] that will allow to set sky colors better - Updated SkyColor on several planets - Decreased min temperature on temperate planet to obtain more variation
Blueprint Update: - Blueprint property window now supports flatten terrain and digout terrain as separate options per blueprint (ie a BP can have either of them or both) - Removed the need in blueprints to always have a y offset of -2 => offset now correctly displays the amount in meters that a POI is spawned in y direction (offset can also be Float > see eg BA_TribalCropField_TEST) NOTE: POIs in all old save games are moved 2m in the ground > please start new save game) - Updated y offset on Junk POI - Added Tribal Village (with filler blocks) and crop field - Replaced plant sprouts with harvestable version in all POIs (we added harvestable plant version to Creative Menu) - Possible to spawn POI very close to each other (when using SpawnPOINearRange)
POI Update: - Added new Polaris POIs - a big thanks to Rainyday - Added new Polaris and Talon POIs: thanks to jmcburn, Kaeser, vermillion - Added new stock BP Base Tier 7: thanks to jrandall https://steamcommunity.com/sharedfiles/filedetails/?id=1532190955 - Removed core from crashed ships - Separated ruins into Tribal (Talon) and Modern (Polaris) - Separated POI Tribal Villages in Stone and Wood (new group: TribalVillageStone) - Added new Talon fields: thanks to jmcburn, Jacoviz - Adapted y-offset for Junk T1 per POI (they also flatten ground now) - Added Crop Fields (thanks to geostar1024, vermillion) - Updated some wreckage POIs to prevent from easy collapse through SI - Polaris Mining Aux Building: Ore Mill (thanks to: Kaeser) - Tribal Bazaar (thanks to: Vermillion)
Repair-to-Template Window: - Allow shift-click to quick move ingots from bag to item drop - Increase timeout before updating Repair Data when adding ingots to 6s
Update: December 16, 2018: Alpha EXP 9.0.3 (Build 2075)
Changes: - First draft of showing reputation points when hovering over NPC faction in Faction Window - Added loot to tribal deco - Updated POIs on Lava planet + set faction to Polaris - Updated Invader vs Defender scenario
PDA Update: - Show remaining amount for multi-count PDA task in HUD info, e.g. (1/10) - Show collapse arrow behind chapter title only if tasks are visible - Don't display collapse arrow if Reputation or Level restricted and player does not have sufficient amount - Improved PDA reputation level information. - Rework Skip and Confirmation window - Updated PDA with better amount display in action title - Some faction Companion missions now have a required Standing you need to reach until you can play them - Totally Overpowered is now a Polaris Story Mission (as it is basically a Polaris Company internal - with a cliffhanger for the player at its end ;) (Note: all the STORY missions well depend upon each other in the future; for now they can be played individually right away for testing!) - Totally Overpowered: Brewmasters now have an increased range for their marker visibility (so you know where to head towards earlier and do not need to run around) - Ancient Revelations: Known issue > finding the SV Wreckage (Task 2) sometimes does not work. Please resolve manually if this is the case for you.
Changes: - Updated Localization.csv - Ship controller : Add new drag on planet depending on atmosphere density - Temporarily deactivate Modular Wing Pylon due to problems with placement - Updated Tribal Bazar + Aux POI new Tribal Deco (and other minor changes) - thanks to Kaeser
Bug Fixes: - Fixed: Problem with Harvesting - Fixed: Exception spam in Dedi logs linked to Troop Transport - Fixed: Exceptions linked to Terrain - Fixed: Container duplication exploit - Fixed: Coded Doors open on Admin Structures - Fixed: NearPOI does not work in Space anymore - Fixed: Deco overlapping POIs when you teleport there for the very first time - Fixed: Position of label "Static" for spawners in CP
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Update: December 15, 2018: Hotfix (Build 2072)
Bug Fixes: - Fixed: Harvesting of deco not working reliable anymore - Fixed: With a scoped weapon equipped when going into scoped view there is a slight freeze - Fixed: Unable to turn player model around in the player customization screen. - Fixed: Spawner dropdown get's out of view - Fixed: Exception linked to deco - Fixed: PDA Check 'InventoryOpened' didn't work for some special containers (Personal Container, O2 Tank, ATM, Fuel Tank)
Changes: - Do not show prompt anymore for ContainerPersonal when not configured in yaml - Drones are shown again on radar - Adapted faction of some mission POIs - Reduced VRAM usage - Reverted: "Picking up a stack with e.g. 999 ores doesn't work - pick up items until inventory is full" > too risky and high regression potential
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Hi Galactic Survivalists,
Here comes the next update for Alpha 9 - Experimental.
Starter Planet Update: - Updated PDA Robinson Protocol - Updated POI spawning on temperate and arid starter planets - Added TalonChief NPC to Prison POI - Reduced amount of Talon that spawn around Talon Settlements - LizardMule are now also spawning around Talon POIs - Prison is now not revealed when approaching normally and no deco is removed for buried POIs - Activated new POIs on AridStarter
Gameplay: - Added first draft of Freedom mode - Updated Plastic Material template and volume/mass for Plastic Blocks (see below for more details) - Added TalonSentinel and AssaultCyborgSentinel NPC that guard a certain position - Added TalonSentinel as example to some Talon POIs - Vessel: added cruise mode info to Ship UI - Set suspended status effect icons to gray. - Updated Talon Trader content - Lizard Mules are now Prey again (not Talon)
Additions: - Added new deco models for Talon POIs > DecoTribalBlocks - Added container group (SV/HV and BA/CV) with all A8 containers
Unique Starter Planets: - Starter Planets are now unique when “UniqueStarterPlanet: true” is given in solarsystemconfig.yaml: - When now starting normal Survival game, you can still chose between 2 starter planets (temperate and arid) but when the solar system is created it will only have the starter planet you have chosen (before also the other starter planet was generated)
PDA Update: - Activated PDA tag “HideTasks”: when this is set, the tasks of a chapter are not displayed anymore - only the active tasks is shown (so it is more of a surprise what happens next) - Set PDA chapter activatable by Reputation - Only copy PDA.yaml and PDA.csv to save game folder, read all images from content/scenario directories. - Added new category “UCH” > will be displayed under "SoloMissions" for now - PDA will now display a default image if no image file referenced in PDA.yaml - just add a pic named "Default.jpg" to PDA folder
Weight / Volume / Logistics: - Picking up a stack with e.g. 999 ores did not work -> pick up items until inventory is full IMPORTANT: please test pickup / item moving in all variants - Connected toolbar uses background color different from player toolbar - If Logistics window cannot be opened by hotkey (F4) a message should display a reason - Changed: Displaying now 2 digits for volume and weight. Volume will be displayed in m^3 if larger than 1000L
Creative / Builders Update: - Added new wood texture: "raw wood" > could be used for logs in Talon Villages - Added more plants to "farming" category: please let us know which plants are still missing - Separated TribalVillage and TribalBazaar - Added more variations for Talon and Talon Trader - Renamed some Talon POIs - Added alien turrets to Polaris Defence POIs (player turrets will not work as expected) - Added ZiraxCommander and TalonChief as NPC - Removed TalonChief / ZiraxCommander as Block: please do not use StandingTalon, TalonChief, ZiraxCommander as block anymore > rather use them via EntitySpawner
NPC Faction / Reputation: - NPC factions will not attack NPC factions any more - Updated Reputation Matrix: mining does not reduce reputation if friendly or better, mining has also for Talon negative impact - Supporting faction 'Public' now in yaml files - Public faction structure is now powered on startup, NoFaction structure is not powered on startup - Faction reputation display in HUD is a bit bigger now
NPC Spawner: - Plate (thin) will now be removed for Entity/Player Spawners in Survival (thus no need to hide plate anymore) - Removed entity despawn logic when stuck to avoid that guards get despawned when they don't move
Visuals / UI: - Higher resolution for SV Deco Parts - Updated landclaim color and no build zone colors - Adjusted AlienBug01 corpse blood: reduced blood - Changed scope on Sniper Rifles - Crawler NPC is now a bit smaller - Added Landclaim Zone to planet map legend in MP
POI Update: - Added more tribal POIs (Thanks to Kaeser + Vermillion) - Added Polaris Defence POIs (thanks to Vermillion) - Updated Talon POIs with new spawners and filler blocks
Ship Controller Update: - max speed of a ship when diving down is now also limited to 50m/s - cruise mode is now switch off also when the ship is powered off - SV and CV will not automatically glide down anymore if they pitch or roll. Only to weak thrusters will lead to a move when pitching or rolling. - Ship max velocity change : on planet the vertical max velocity is now set to 90m/s
Changes: - Updated Invader vs Defender Scenario - Increased version of Config.ecf to 3 since it is not compatible with A8 - Updated text in Main Menu - Added block id, name and position to 'di' console command
Renamed some blocks / components / units: - Raw Material > Carbon Substrate (for more detail, see below) - Plastic Blocks > Carbon Composite Blocks (for more detail, see below) - Watt > Power Units (PU) - Watt Hour > PUh - Liter > Storage Units (SU)
Bug Fixes: - Fixed: Memory Leak - Fixed: Shift-Clicking an item from inventory to structure while NO container is selected destroys the item - Fixed: With Volume/Weight enabled it's not possible to fill the warp tank through the Logistics window - Fixed: Forcefields are not fully airtight anymore - Fixed: Admin structure NPC's will fire on players. - Fixed: Items left in the VT are lost if the VT is still active when player exits a save or server then rejoins - Fixed: Some vessel devices deco is not saving in blueprints. - Fixed: Input & output setup of a constructor is not maintained in blueprints - Fixed: Constructor templates stay red even if you add relevant items to the linked input container - Fixed: Volume of ammo & harvest CC's resets to default amount when spawned in a BP until another CE is added to the structure. - Fixed: Creative mode - Vessels were hovering in air with landing gear retracted - Fixed: Faction with Origin 0 not showing in faction window - Fixed: Do not display lock icon in Vessel Toolbar anymore - Fixed: Problem that warpdrive SV became huge when prefab was rotated in preview view - Fixed: Possible to use F4 with a structure that has no core - Fixed: wipe <pf> <parameter> is not working anymore + exception - Fixed: Problem with billboards for some deco trees / objects - Fixed: Random TerrainEngine exception when starting a new game after going into main menu - Fixed: Exception when loading into a Default random scenario save game after playing in a save using the Default MP scenarios. - Fixed: Bazar spawners - Fixed: display categories for custom scenarios (backward compatibility for SoloMission) - Fixed: "BlocksDestroyed" PDA check not working anymore - Fixed: Copy & paste tool is not accessible in creative mode. - Fixed: Talon did not correctly hold spear when walking (added better walk anim) - Fixed: typos in PDA - Fixed: Zirax spawned in Polaris Warehouse - Fixed: Dead AlienBug01 could not be looted - Fixed: Default A-O scenario not displaying asteroid fields and stations in sector map. - Fixed: PDA: prevent error when a mission becomes re-activatable after the timer reset
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Updated Plastic Material template and volume/mass for Plastic Blocks:
With mass and volume in mind, Plastic as a build material, suitable of course for internal areas, not for armor plating, would be much easier to haul in large quantities than any other material. In order to get a higher turnaround from the input materials, we changed the template from grain to fiber+stone dust. As fiber can be harvested, grown AND made from wood, there are several ways to obtain the Plastic Raw Material!
Plastic Raw Material & Block: - PRM Template: requires 4 Fiber + 1 Stone Dust - Plastic Small block: now requries 1 PRM, Increased Weight, Reduced Volume. - Plastic Large block: now requires 2 PRM; Increased Hitpoints to 200, Increased Weight, Reduced Volume
Example: 1 WoodLog can now be made into 50 large Plastic blocks (incl. 5 Crushed Stone) or 100 small Plastic blocks 1 WoodLog can be made into 40 Wood Blocks (large) as a comparison
Nanotubes Now also use PRM (1 PRM instead of 2 Steel Plates, as Nanotubes are made out of a carbon source originally), which means your builds will see an increased demand for Plastic Raw Material and a drop in requirements for Iron.
Feedback Question is: do you think this is feasible with the NEW template for creating Plastic Raw Material? (given 100 PRM = ~1 Wood Log)
Renaming: "Plastic Raw Material" > "Carbon Substrate" (to have a more global name to use this material as a carbon source in other templates) "Plastic Blocks" > "Carbon Composite Blocks" (sounds cooler)
Added new type of Entity Spawners: "Static" > these new spawners should behave as if you actually place the NPC in the POI - Spawn spawns NPC once - No particle effect - Will also spawn NPC when structure has no core anymore ie after conquering - "Static" can be configured via CP of spawner block > Idea is to be able to create POIs where the player needs to clear a POI completely from enemies even after it has been captured > we recommend using for these static spawners the thin plate and texture it so it is hidden
General Entity Spawner Update: - Added dummy model to all spawner blocks so that the spawner blocks can be easily found in Creative mode in a POI - Added the possibility to set faction on a per-spawner basis (eg you can place Civilian prisoners in a Zirax prison) - Entities that are spawned within a structure are now also saved with this structure (this means when resuming a save game, the NPCs will be at the same position as when leaving game): PLEASE test well - Entities spawned in a structure now stay within the structure and a boundary of 5 meters around - Updated Talon POIs with static spawners
Faction Changes: - No reputation loss if opening container in AI faction POI that is set to 0000 - Added new trigger levels for some actions, eg when attacking an NPC or opening a container, reputation drops to neutral not unfriendly - Updated colors of player faction and admin faction
Other Changes: - Increased version nr to 9.0.2 - Added vessel deco parts: - Allow to set blocks to a structure that is regenerate-able in super godmode - Updated Localization.csv - Implemented that the Logistics window opens when you press 'Manage' in CP for fuel or O2 - Increased HP of Cargo Controller L and Extension L to 500 HP - Added proper projectile for Turret HV Rocket (FastRocketGV) - Updated dead version for AlienBug01 - Updated messages with Material Transmitter - Added TalonChief and ZiraxCommander NPC - Allow for possibility of generating a random system for a scenario - Adapted drone base attack on starter planets: only after placing turret (not when base gets powered) - Exchanged Troop Transport content: RipperDog instead of Crawler - Added new Talon Trader content for all Talon traders in POIs
Volume Balancing: - Reduced volumes of ores and ingots - Slightly adjusted volumes of (intermediate) components
Re-added Arid planet as a 2nd starter planet: - Please double check PDA Robinson Protocol - How is start on Arid (too difficult or ok)?
Default Akua-Omicron scenario: - Abandoned POI and Artifacts are now Alien Faction - No fixed Escape Pod start position anymore - Update starting equipment (like in A8)
Bug Fixes: - Fixed: When trying to add fuel or oxygen to a vessel's tank via logistics from another structure a CoQ is triggered - Fixed: Fuel / O2 withdrawal from one structure to another loses items - Fixed: Problem that some blocks on Tower (story) were missing - Fixed: When player uses a Furnace at a POI after setting up an input container a CoQ loop is triggered - Fixed: CoQ when opening a Personal Container while PDA action with 'InventoryOpened' check is active - Fixed: Using the last 4 slots of the PC results in an exception (Please start a new save game if this still triggers a exception in previous A9 saves) - Fixed: Neutral State with Zirax lead to base does not defend vs. Base Attack (now no Base Attack of Zirax if standing Neutral or better) - Fixed: Command regenerate / RegenAfter set a NPC faction structure to Public - Fixed: Issue with the Detector showing to go in directions where this is nothing to discover. - Fixed: Faction base getting changed to public - Fixed: Collider on Boarding Ramp - Fixed: Problem that in Hard setting no Energy Bar was given and thus Robinson Protocol task could not be fulfilled - Fix for regenerate POI and faction getting lost - Fixed: PF log exceptions after trying to use Deconstructor - Fixed: Reputation getting hostile for some actions (eg killing spider in Talon territory) - Fixed: Player is disconnected from a server when trying to take fuel or oxygen from a tank - Fixed: Problem that weapons without scope could be zoomed slightly and got stuck - Fixed: XP is not given in MP for killing any NPC's - Fixed: Last 2 shapes of container extensions where wrong (temporarily removed) - Fixed: potential exception when using console command 'changemode' - Fixed: Scope reflection on pistols