Empyrion - Galactic Survival - EmpyrionGame


Hi Galactic Survivalists,

To sweeten the waiting time for Alpha 10, we decided to release Alpha 9.5 from the A9 branch with some goodies such as armored SV/HV cockpits, a new planet, an advanced game start for experienced players, bug fixes and more.

In addition, we are still working on preparing the code for the Unity 2018 upgrade. Unfortunately, it takes more time than expected.

For bug reports, please visit: https://empyriononline.com/threads/...ort-template-requirements-known-issues.47082/

Yours,

Emp Dev Team

----

CHANGELOG: Alpha 9.5.0 (Build 2294)

New Armored Cockpits (SV / HV):
- Added armored cockpits for SV / HV that have much higher hitpoints than standard cockpits


- Armored cockpits can be upgraded from standard cockpits


Re-Balanced SV/HV Cockpits and other Cockpit Tweaks:
- Slightly increased Hitpoints of most standard Cockpits
- Reduced Hitpoints and Mass of both Open Cockpits considerably
- Reduced Hitpoints and Mass of standard Closed Cockpit 05 to match size/block count relative to the others
- Do not display old legacy cockpits anymore
- Added max count of 2 for SV/HV cockpits (per group) - only active if enabled in gameoptions.yaml
- Updated model of Cockpit 3 (less frames to have better visibility)

New Planet:
- Added new Ocean Planet




Improved Game Start:
- Added alternative start on Temperate Planet (TemperateStarter2):

Start in wreckage base with advanced equipment and no Tutorial (Robinson Protocol)
> for experienced player who do not need the tutorial and who want to progress faster
- Added Wreckage POI instead of JunkT2 so player has already a base earlier in game (only on Temperate Planet - Escape Pod start)
- When Robinson Protocol is skipped, the player gets Portable Constructor, Motorbike and Detector
- Added more info about starter planets in New Game Menu
- Reduced amount of Crushed Stone needed to obtain Iron, Copper, Silicon Ore in Constructor
- Added more rock resources in starter biomes to easier obtain Crushed Stone
- Zirax POI is now sufficiently far away from JunkT2 / Wreckage

Other Changes:
- More code preparations for Unity 2018 upgrade
- Removed CPU Points from main page of Control Panel (now CPU Points are only displayed in Statistics window): It seems that some players were irritated by the prominent place CPU points had in the control panel.
- Adapted info text in gameoptions_example.yaml to make clear that CPU Points is WIP
- Decreased energy consumption of CC / CE (BACV: CC = 10PU. CE = 3PU, SVHV: CC = 3PU, CE = 1PU)
- Updated terrain of moon playfields

- Renamed "Body Temperature" into "Suit Temperature"
- Added energy need for "Wireless Connection"
- Added new (non-craftable) items for Trading:

AlienOrganism, AncientRelics, Fertilizer, Leather, Liquors, LuxuryGoods, Narcotics, Optronics, RawDiamond, Robotics, ToxicWaste
(items not yet used for traders in the Vanilla version but you can already use them for your custom scenarios)
- Sun is now less flat to have better lighting in Creative Mode > Orbit
- Added new yaml parameter "PlanetClass" which can be used to not display PDA chapters if multiple planets of the same type are available (see TemperateStarter and TemperateStarter2)
- Exchanged PlantMonster with Creepy in PDA (Akua-Omicron Scenario)

Updated PDA Robinson Protocol:
- Better integrated Wreckage into PDA Robinson Protocol
- Updated information given for some PDA Info descriptions (e.g. Vessel building description)
- Crushed Stone now also completes rock mining
- Added references to Empyriopedia (Doctors Journal, Biologist Guide) in appropriate places
- Removed info-reference about arid playfield in temperate playfield Robinson Protocol mission

Bug Fixes:
- Fixed: Not possible to add blocks to a starter block placed on a Base surface
- Fixed: Troop transporters constantly attacking player base
- Fixed: Backpack sync exploit
- Fixed: Creative Mode: cannot access POI after replacing NPC type core
- Fixed: Mining rocks did not give XP
- Fixed: Container Scrollbar cache makes smaller containers first rows sometimes inaccessible
- Fixed: Survival tent destroyed when dropped and when picked up with inventory full
- Fixed: Dropping Antenna Blocks did not give back any devices
- Fixed: Problem that all devices displayed mass of 2kg in Control Panel
- Fixed: Problem that MoonNascent playfield was always the same (fixed seed)
- Fixed: Problem that under POI texture was changing between Forest and DeepForest on Temperate Planets
- Fixed: Problem that lava fog was activated in all Lava playfields
- Fixed: Colliders too wide on 2 sector map buttons
Empyrion - Galactic Survival - EmpyrionGame
Update: March 5, 2019 (Build 2293)

Changes:
- Added new starter planet (TemperateStarter2): Like Temperate Starter but with advanced equipment and in Wreckage Base
- Added more info about starter planets in New Game Menu
- Added new Ocean Planet
- Updated moon playfields
- Do not display old legacy cockpits anymore in Creative Menu
- Added max count of 2 for SV/HV cockpits (per group)
- Sort start planets by Difficulty and display PlayfieldLevel string in planet info
- Added new yaml parameter "PlanetClass" , use PlanetClass in other info windows (maps, etc)

Bug Fixes:
- Fixed: Problem that MoonNascent playfields was always the same (fixed seed)
- Fixed: Troop transporters constantly attacking player base
- Fixed: Problem that under POI texture was changing between Forest and DeepForest on Temperate Planets
- Fixed: Problem that lava fog was activated in all Lava playfields
- Fixed: Container Scrollbar cache makes smaller containers first rows inaccessible
- Fixed: Colliders too wide on 2 sector map buttons

========

Hi Galactic Survivalists,

We just released the EXPERIMENTAL version of Alpha 9.5. Even though it is a relatively small update for our standards, we decided to increase the version number to 9.5 since it has more content than just a hotfix.

CHANGELOG: Alpha EXPERIMENTAL 9.5 (Build 2290)

New Armored Cockpits (SV / HV):
- Added armored cockpits for SV / HV that have much higher hitpoints than standard cockpits
- Armored cockpits can be upgraded from standard cockpits

Re-Balanced all SV/HV Cockpits:
- Slightly increased Hitpoints of most T1 Cockpits
- Reduced Hitpoints and Mass of both Open Cockpits considerably (> please feedback!)
- Reduced Hitpoints and Mass of Closed Cockpit 05 to match size/block count relative to the others

Improved Game Start:
- Reduced Amount of CrushedStones need to obtain Iron, Copper, Silicon Ore in Constructor
- Added more rock resources in starter biomes
- Added Wreckage POI instead of JunkT2 so player has already a base earlier in game (only on Temperate Planet)
- Zirax POI is now sufficiently far away from JunkT2 / Wreckage

Updated PDA Robinson Protocol:
- Added skip rewards to Robinson Protocol: when RP is skipped player gets Portable Constructor, Motorbike and Detector
- Better integrated Wreckage into PDA Robinson Protocol
- Updated information given for some PDA Info descriptions (f.ex. Vessel-Build descriptions)
- Crushed Stone now also completes rock mining
- Added reference of Empyriopedia (Doctors Journal, Biologist Guide) in appropriate places
- Removed info-reference about arid playfield in temperate playfield Robinson Protocol mission

Other Changes:
- More code preparations for Unity 2018 upgrade
- Removed CPU Points from main page of Control Panel (now CPU Points are only displayed in Statistics window): It seems that some players were irritated by the prominent place CPU points had in the control panel.
- Adapted info text in gameoptions_example.yaml to make clear that CPU Points is WIP
- Decreased energy consumption of CC / CE (BACV: CC = 10PU. CE = 3PU, SVHV: CC = 3PU, CE = 1PU)
- Renamed "Body Temperature" into "Suit Temperature"
- Added energy need for RemoteConnection
- Added new (non-craftable) items for Trading: AncientRelics, ToxicWaste, AlienOrganism, Leather, Optronics, Liquors, Narcotics, Robotics, Fertilizer, LuxuryGoods, RawDiamond (not yet used for traders in the Vanilla version but you can already use them for your custom scenarios)
- Sun is now less flat to have better lighting in Creative Mode > Orbit
- Exchanged PlantMonster with Creepy in PDA (Akua-Omicron Scenario)

Bug Fixes:
- Fixed: Not possible to add blocks to a starter block placed on a Base surface
- Fixed: Backpack sync exploit
- Fixed: CREATIVE: cannot access POI after replacing NPC type core
- Fixed: Mining rocks did not give XP
- Fixed: Survival tent destroyed when dropped and when picked up with inventory full
- Fixed: Dropping AntennaBlocks did not give back any devices
Empyrion - Galactic Survival - EmpyrionGame
Hi Galactic Survivalists,

We just released Alpha 9.4.1 from the A9 branch with important bug fixes that cannot wait until the next major A10 release. Moreover, we changed the folder structure of the Client and the Dedicated Server in the Steam install directory to prepare the upcoming Unity 2018.3 game engine upgrade.

The new folder structure is as follows:

Empyrion Client:
|----- Client
|----- DedicatedServer (for local Coop)
|----- SolarSystemGenerator

Empyrion - Dedicated Server:
|----- DedicatedServer
|----- PlayfieldServer

Important:
- You need to adapt your firewall settings to take into account the new .exe files - otherwise the servers will not show up in the server list
- EmpyrionAdminHelper (EAH) tool has been moved into DedicatedServer folder


After updating to A9.4.1, please make sure to "Verify Integrity of Game Files" via Steam Client before you start the game.

For bug reports, please visit:
https://empyriononline.com/threads/read-before-reporting-bug-report-template-requirements-known-issues.47082/

Yours,

Emp Dev Team

----

Changelog: Alpha 9.4.1 (Build 2288)

Bug Fixes:
- Fixed: Terrain is not correctly removed for POIs that use playfield parameter "DroneBaseSetup" (eg drone bases)
- Fixed: Wrong y-offset for several POI (especially drone bases)
- Fixed: Issue with capacitor/battery amount not updating fast enough leading to problem with food spoiling in Food Processor and Fridge (MP)
- Fixed: Problem with explosion calculation in PvE (MP)
- Fixed: AI sometimes shooting through walls
- Fixed: Docked ship not always getting attached to parent ship (invisible colliders)
- Fixed: Cockpit collision exploit
- Fixed: HV Docking exploit
- Fixed: Not enough Upgrade Points to unlock all devices at level 25 (we added 250 more Upgrade Points)
- Fixed: Normal Zirax had still new Base Attack weapon config and thus were overpowered (ie Zirax could easily destroy base blocks)
- Fixed: Modular Wing Connector (Medium) was placed wrong
- Fixed: Problem that SciFi Bed could not be removed / had strange collision
- Fixed: Tribal Cauldron 2 cannot be removed
- Fixed: Troop transports turning & moving away when they reach a destination
- Possible fix for occasional problem with structure duplication
- Fixed: SV\HV open cockpits have broken building size model
- Fixed: Occasional PDA entity link didn't find the block due to the entity still loading. Wait up to 3 seconds for structure to load to link the pois.
- Fixed: Pda NearPoi and NearUnit checks
- Fixed: Missing new shapes for Xeno Steel Blocks and wrong Block Info for Xeno Steel Blocks
- Fixed: Several problems with terrain deco (AkuaPlant2 and CrystalsPyramidOrange have wrong colliders, AlienPlant11Blue has broken texture, AlienPlant11 is placed deep underground, AlienPlantReef2 is scaled far too small and has missing texture on fruits )

Changes:
- Changed folder structure of Client and Dedicated Server in Steam install directory
- Removed NPC faction missions from MP Default Scenario (note that the MP scenario intentionally has a different setup of POI and playfield content. As a consequence, the missions that work in the SP Default Scenario do not work in the MP Scenario. We will have a look at more/new MP missions for the future)
- PDA: Improved POI and Near unit checks to include prefabSpecialLocalName in checks for more flexibility

Updated EAH Server Tool (Version 1.46.2.0):
- For the changelog, see https://empyriononline.com/threads/tool-emp-admin-helper-eah-free-v1-45-x.5771/page-54#post-297740

----

Sneak Preview of A10:

On the main development branch, our team is working hard on Alpha 10 features which will be announced in due time. What we can already say is that the new base attack with Zirax troopers invading the base is coming along nicely.

The Zirax are approaching your base with drones and troop transporters:


Troop Transporters are unloading their units:



Troopers are approaching and invading your base:


Do your best to fend off the attack:


What might this special Zirax weapon be?


In our opinion, the new base attack adds a completely new dimension to the survival aspects of the game. It will give you a new threat level. The probability that your base will be attacked depends on several factors (proximity to enemy bases, in enemy territory or not, reputation, energy footprint of the base, size of the base etc).

Not only Zirax will attack your base but we are also working on a Talon base attack with a different attack flavor - more like a siege than an assault on your base.

But the new base attack is only one feature of the upcoming major Alpha 10 release. Stay tuned for more info….
Empyrion - Galactic Survival - EmpyrionGame

(Check out our new Steam Banner)

Update: February 15, 2019 (Build 2281)


Hi Galactic Survivalists,

Based on your feedback, we improved the Voxel calculation for mass and hitpoins of building blocks: while mass and hitpoints are still correlated to the size of the building block (ie shapes with more Voxels have higher mass/hitpoints), we adapted the formula that maps the Voxel count on mass/hitpoints.

Now, the smallest shape has the same mass/HP as in A9.3. From the mass/HP of the smallest shape, we interpolate to the max mass/HP of the largest shape (= full cube). Before, we interpolated from basically zero mass/HP to the max mass/HP of the largest shape, which resulted in overall lower mass/HP for all structures. Now, the mass/HP of an average structure should be roughly the same as in A9.3.

Here is a graphical illustration:


This was the situation in Alpha 9.3 where all Full Shapes had the same mass/HP and all Thin Shapes had the same mass/HP:

(Example: Steel Blocks for BA/CV)

Please let us know what you think of this change and if it now "feels" right again.

Changelog: Alpha 9.4.0 (Build 2281)

Changes:
- Improved Voxel calculation for mass and HP of building blocks

Bug Fixes:
- Fixed: Problem that wrong game could be loaded via Resume Game and double sounds appeared
- Fixed: Strange grass texture patterns in swamp biome on Temperate Planets

=====

Hi Galactic Survivalists,

We just released a hotfix for Alpha 9.4. Thank you for your feedback and bug reports.

Bug Reports: https://empyriononline.com/threads/read-before-reporting-bug-report-template-requirements-known-issues.47082/

Yours,

Emp Dev Team

----

Changelog: Alpha 9.4.0 (Build 2279)

Changes:
- Showing correct VolumeCapacity of Container Controllers also in ControlPanel, ie VolumeCapacity will now be dynamically adapted according to number of Container Extensions
- UI improvements with dynamic grids (added missing grid backgrounds)
- Increased resolution of SV/HV Containers
- Turret Targeting: Predator faction checkbox now includes Alien faction (+adapted text of checkbox in Control Panel)
- Adapted Factions of NPCs: Creepy is now Predator faction and AlienBug02 is now Alien faction
- Updated some POI (AbandonedPOI and Artifacts): consistent spawning of NPC (eg no Spider01 in Aln Faction POI)
- Updated PDA: Added new bulletpoint 'NPC faction origins' to Explorers Journal (F1 > Empyriopedia), adding info which creatures and NPC belong to which faction (general and in terms of turret targeting)
- Allowing console command 'deco' only for game masters now
- Tweaked weapon handling of Survival Tool
- Updated ExamplePlanet with full list of available Soundtracks for scenario creators

Bug Fixes:
- Fixed: Problem that food decayed in Food Processor after crafting some recipes
- Fixed: Exception when damaging blocks with low HP
- Fixed: Exception spam after placing the Survival tool into the quick access bar whilst in the escape pod
- Fixed: Constructor doesn't show all Templates
- Fixed: Floating decoration in POIs that use terrain filler blocks
- Fixed: CV/BA Controller wrong texture
- Fixed: Texture problem with SV Container (when container is placed, number was not displayed)
- Fixed: Alignment of scoped weapon is slightly tilted (Laser Pistol T2, Pulse Rifle T2, Epic Pulse Rifle)
Empyrion - Galactic Survival - EmpyrionGame


Hi Galactic Survivalists!

With Alpha 9.4, we are adding a completely new planet type, more variants and updated models of cargo containers and controllers, dynamic grids for large cargo containers, three new HV thrusters, many model updates, a major POI update, new building shapes, calculation of hitpoints and mass according to the shape of a block and much more.

Check out the full changelog below and do not forget to add your feedback on the changes, as well as report remaining bugs in our forum

Bug Reports Guidelines: https://empyriononline.com/threads/read-before-reporting-bug-report-template-requirements-known-issues.47082/

Yours,

Emp Dev Team

----

CHANGELOG: Alpha 9.4.0 (Build 2275)

Added new Planet “Barren Metal”:

- It is a highly radiated, dead planet with extreme temperatures

- Added BarrenMetal to random solar system generator
- Added new stamps and POIs for BarrenMetal

Added more Shapes for Building Blocks:

- This is a first iteration to expand the shapes atlas (which was limited to 64 slots before).
- The shapes added right now are some of those that were created a while ago, but did not fit into the old atlas as it ran out of slots.

- We already created a list of desirable new shapes from all your suggestions (and beyond). Those will go in production soon, but it might take a while until more will be added (Alpha 10)

Model Update and Additions:
- Updated models of SV/HV Container Controllers

- Updated models of SV/HV Containers

- Updated models of CV/BA Container Controllers

- Added new CV Cargo Containers (Palette)


- Added new plain emissive block texture (Xeno Steel)
- Updated Talon Crossbow model
- Updated model of Teleporter
- Updated sofa model
- Portal model has now a non-transparent backface to make clear that you cannot go through it

Thruster Update:
- Added 3 new HV Thrusters
- Updated Techtree for HV thrusters
- Added missing specs for some thrusters (temperature, radiation)
- Increased Thruster Force for all HV thrusters
- Balanced other parameters based on the changed Thruster Force for HV Thrusters
- Slightly adjusted SV Thrusters and Jet Thrusters
- Slightly adjusted CV Thrusters

Gameplay:
- Using voxel shape of blocks to calculate their weight and hitpoints

- Added gameoptions.yaml parameter to limit the max number of spawned AI entities (MaxSpawnedEnemies): per default = 50
- Added dynamic grids for containers with VolumeCapacity larger than 8000 SU: the grids now extend if they are full
- Constructors using internal data containers (e.g. Portable Constructor) now also uses stuff from OUTPUT grid to craft next items
- Reduced impact of actions on reputation > Feedback required
- Removed motion sensor and light barrier sound > Feedback required
- Added Tx signal to Retractable Landing Gears
- Landing Gears are now visible in CP
- TotalHorror NPC: Reduced attack range and reduced probability to get AlienParasite
- Improved behaviour of Troop Transport: it now adapts its landing position dynamically dependent on player behavior

Major POI Update:
> Over 60 POIs adapted (updated / added) > A special thank you to our Builder's League - especially Fractalite, Frigidman, Ramachandra, Pantera and Taelyn
- Abandoned Buildings: Switched most of the Aln Buildings to Flat spawners and set to "Static" so you can actually clear an area without respawns.
- Updated several POIs (Abandoned Mine, Orbital Spire, Weapon Bunker etc): thanks to Frigidman, Ramachandra, Pantera
- Complete rework of Ghyst POIs > thanks to Frigidman
- Added new set of Talon POIs on Arid planet > thanks to Ramachandra
- Added new Talon Burial Chamber POI: thanks to Kaeser
- Added new Polaris POI: thanks to ravien_ff
- Updated POIs with underground part (now also set with "flatten terrain")
- Fixed: Door codes so you do not need to blast doors when on neutral/friendly/honored state for some Polaris POI
- Fixed: Wrong y offset of POIs (some POIs were not lowered sufficiently into terrain)

Updated Grass shader:
- Better visuals (more realistic wind effect, grass looks wet when raining, etc)

- Better performance
- Added possibility to scale grass on a per-biome basis (added YScale param to playfield_dynamic.yaml - see eg TemperateStarter or ExamplePlanet)

Playfield Update:
- Updated snow playfield / desert playfield

- Updated POI underground texture on several Moon playfields

SSG:
- Improved preview in SSG so that you can now see the terrain (stamps and textures) as it appears ingame


Modding:
- Exporting "FoodDecayTime" to Config.ecf
- Exporting more blocks to Config.ecf (eg all deco plants such as ElderberryBushDeco that are placeable in BA/CV etc)

Other Changes:
- Updated "Shadows of Starlight" scenario and made it visible again: Thanks to ASTIC > Feedback required
- Updated SSAO / Bloom Effects: should now have less performance impact
- Better ordering of block stats (Mass, Volume higher up in list)
- Directional sensor tuning for AI: should improve direction in which do animals wander or run away from the player
- Use 'N/A' for orbit 'planet size' in new game windows, rather than hiding the button.
- Depth-of-Field effect does not change with Quality Presets anymore - similar to SSR effect (if switched off, stays off even if Quality = Best)
- Updated gameoptions_example.yaml: added better descriptions and fixed several inconsistencies (it is now also generated for Default MP scenario)
- Updated Example Planet playfield_static.yaml
- Updated UI of "planet info" in-game (Planet Size: Small, Medium, Large, Extra Large; Added Planet Difficulty; Removed Weather)
- Constructor Filter: Improved tooltip texts to better explain the filter's meaning

Bug Fixes:
- Fixed: [MP] Plants spoiling after being picked when re-joining a server
- Fixed: Ventilator Oxygen exploit to get free O2
- Fixed: Picking up Dropcontainer with SHIFT-F when inventory slots are full, excess items are destroyed
- Fixed: Debug radar exploit
- Fixed: Landing gears animation stuck after removing other landing gears
- Fixed: Multiple NPC Trader spawn at one location after POI regenerates
- Fixed: T key not switching between player tool bar & virtual tool bar when using the personal drone.
- Fixed: When POI's with the 'BP flattens ground' box is checked the structures can get displaced & terrain can become deformed
- Fixed: When a AI Turret reloads on a vessel the mounted weapons will be forced to reload.
- Fixed: Problem that sometimes POIs were empty because NPCs have been despawned and did not reliably respaw when player re-enters POI (could happen especially for static spawners)
- Fixed: PDA not showing chapters in certain cases.
- Fixed: POI-Ground textures on DESERT playfield are showing black
- Fixed: Strange cutout of stones in water on Alien Planet
- Fixed: Animals spawning inside freshly build POI
- Fixed: Superspeed glitch teleport to the end of the universe
- Fixed: NPC Spawn trigger area is larger than shown
- Fixed: Clicking on resources in Statistics display shows internal names
- Fixed: Ore scanner outline not working with Drill Turret
- Fixed: POI cutout area had a gap to the terrain and sometimes terrain was not removed if checkbox "Flattens Ground" was not checked
- Fixed: When copying a save game, the new created game copy does not get highlighted
- Fixed: In some circumstances info-popups are not readable in the tech-tree - refine placement of tooltip based on actual height of panel
- Fixed: HV MultiTurret / DrillTurret > Naming wrong Block Group
- Fixed: Unable to start game when adding probabilities to Moon Playfield types.
- Fixed: [Volume limit] Using MultiTool to retrieve a block doesn't always drop the block if inventory is full
- Fixed: Some issues with POI underground textures on MoonDesert
- Fixed: POI group "TribalBazarStoneAux" was not spawned on AridStarter
- Fixed: Console command 'ag' not working properly
- Fixed: Problem that one could start in orbit in Akua-Omicron scenario and then fall on planet
- Fixed: Exception spam in client & PF logs due to AI Planet Vessel
- Fixed: Issue with selecting singleplayer & coop options in Start game menu > button was not always very responsive
- Fixed: AI Hint system: WormDesert did not react if another WormDesert was damaged
- Fixed: Problem that not all AI were able to “open doors” and “trigger sensors”
- Fixed: Telluropod not following you under water reliable
- Fixed: Holographic screen was not switched off on Scifi Deco Table without power
- Fixed: Clustering in Terrain shader
- Fixed: Typos in PDA
Empyrion - Galactic Survival - EmpyrionGame


Update: February 10, 2019 (Build 2274)

POI Update:
- Updated several POIs (Abandoned Mine, Orbital Spire, Weapon Bunker etc): thanks to Frigidman, Ramachandra, Pantera
- Complete rework of Ghyst POIs > thanks to Frigidman
> more to come (Talon POIs, etc)

Changes:
- Exporting "FoodDecayTime" to Config.ecf
- Exporting more blocks to Config.ecf (eg ElderberryBushDeco etc)
- Do not display HullTest in Creative Menu anymore (we will add these shapes to an own group after A9.4 release)
- Temporarily removed DoorFrame shapes from normal building blocks > will be added to special block group soon

Bug Fixes:
- Fixed: [MP] Plants spoiling after being picked when rejoining a server
- Fixed: Ship movement controller delay (restored ship movement from A9.3)
- Fixed: Ventilator Oxygen supply
- Fixed: Picking up Dropcontainer with SHIFT-F when inventory slots are full, excess items are destroyed
- Fixed: Debug radar fix
- Fixed: POI cutout area had a gap to the terrain and sometimes terrain was not removed if checkbox "Flattens Ground" was not checked
- Fixed: In some circumstances info-popups are not readable in the tech-tree - refine placement of tooltip based on actual height of panel
- Fixed: Problem that new HV thrusters always returnd HV Thrusters M
- Fixed: HV MultiTurret / DrillTurret > Naming wrong Block Group
- Fixed: POI-Ground textures on DESERT playfield are showing black
- Fixed: Unable to start game when adding probabilities to Moon Playfield types.

===========

Update: February 9, 2019 (Build 2269)

Changes:
- Improved preview in SSG so that you can now see the terrain (stamps and textures) as it appears ingame: https://i.imgur.com/vRbeFAg.jpg
- Updated model of Teleporter
- Added possibility to scale grass on a per-biome basis (added YScale param to playfield_dynamic.yaml - see eg TemperateStarter or ExamplePlanet)
- Improved behaviour of Troop Transport: it now also targets the player
- Use 'N/A' for orbit 'planet size' in new game windows, rather than hiding the button.
- Depth-of-Field effect does not change with Quality Presets anymore - similar to SSR effect (if switched off, stays off even if Quality = Best)

Bug Fixes:
- Fixed: Some Thrusters cannot be removed
- Fixed: NPC Spawn trigger area is larger than shown
- Fixed: BarrenMetal did not always show up in random solar system (now higher probability of BarrenMetal)
- Fixed: Clicking on resources in Statistics display shows internal names
- Fixed: Ore scanner outline not working with Drill Turret

===========

Hi Galactic Survivalists!

We just released the EXPERIMENTAL version of Alpha 9.4, adding an all new planet, new block shapes, many model updates, new CV cargo container models, dynamic grids for large cargo containers, a new grass shader, new HV thrusters, calculation of hitpoints and mass according to the shape of a block and a whole bunch of important bug fixes.

Please read here for the new bug reporting procedure: https://empyriononline.com/threads/...ort-template-requirements-known-issues.47118/

Thanks in advance for your feedback and bug reports.

CHANGELOG: Alpha EXPERIMENTAL 9.4.0 (Build 2263)

Added new Planet “Barren Metal”:

- It is a highly radiated, dead planet with extreme temperatures
- Added BarrenMetal to random solar system generator
- Added new stamps and POIs for BarrenMetal

Added more shapes for Building Blocks:
- This is a first iteration to expand the shapes atlas (which was limited to 64 slots before).
- The shapes added right now are some of those that were created a while ago, but did not fit into the old atlas as it ran out of slots.
- We already created a list of desirable new shapes from all your suggestions (and beyond). Those will go in production soon, but it might take a while until more will be added (Alpha 10)
Note: We might move DoorFrame1 and DoorFrame2 into another group - so please do not yet use them for your creations until public release.

(thanks to Frigidman for this overview)

Model Update and Additions:
- Updated models of SV/HV Containers and Controllers

- Updated models of CV/BA Container Controllers
- Added new CV Cargo Containers (Palette)
- Added new plain emissive block texture (Xeno Steel)
- Updated Talon Crossbow model
- Updated sofa model
- Portal model has now a non-transparent backface to make clear that you cannot go through it

Thruster Update:
- Added 3 new HV Thrusters
- Updated Techtree for HV thrusters
- Added missing specs for some thrusters (temperature, radiation)
- Increased Thruster Force for all HV thrusters
- Balanced other parameters based on the changed Thruster Force for HV Thrusters
- Slightly adjusted SV Thrusters and Jet Thrusters
- Slightly adjusted CV Thrusters

Gameplay:
- Using voxel shape of blocks to calculate their weight and hitpoints

- Added gameoptions.yaml parameter to limit the max number of spawned AI entities (MaxSpawnedEnemies): per default = 50
- Added dynamic grids for containers with VolumeCapacity larger than 8000 SU: the grids now extend if they are full
- Constructors using internal data containers (e.g. Portable Constructor) now also uses stuff from OUTPUT grid to craft next items
- Reduced impact of actions on reputation > Feedback required
- Removed motion sensor and light barrier sound > Feedback required
- Added Tx signal to Retractable Landing Gears
- Landing Gears are now visible in CP
- TotalHorror NPC: Reduced attack range and reduced probability to get AlienParasite

Major POI Update:
- Over 30 POIs adapted > Big Thanks to Taelyn, Fractalite, Frigidman and Pantera
- Abandoned Buildings: Switched most of the Aln Buildings to Flat spawners and set to "Static" so you can actually clear an area without respawns.
- Polars: Fixed door codes so you do not need to blast doors when on neutral/friendly/honored state.
- Fixed: Wrong y offset of POIs (some POIs were not lowered sufficiently into terrain)

Updated Grass shader:

- Better visuals (more realistic wind effect, grass looks wet when raining, etc)
- Better performance

Changes:
- Updated "Shadows of Starlight" scenario and made it visible again: Thanks to ASTIC > Feedback required
- Updated SSAO / Bloom Effects: should now have less performance impact
- Better ordering of block stats (Mass, Volume higher up in list)
- Directional sensor tuning for AI: should improve direction in which do animals wander or run away from the player
- Updated gameoptions_example.yaml: added better descriptions and fixed several inconsistencies (it is now also generated for Default MP scenario)
- Updated Example Planet playfield_static.yaml
- Updated UI of "planet info" in-game (Planet Size: Small, Medium, Large, Extra Large; Added Planet Difficulty; Removed Weather)
- Constructor Filter: Improved tooltip texts to better explain the filter's meaning

Bug Fixes:
- Fixed: Landing gears animation stuck after removing other landing gears
- Fixed: Multiple NPC Trader spawn at one location after POI regenerates
- Fixed: T key not switching between player tool bar & virtual tool bar when using the personal drone.
- Fixed: When a AI Turret reloads on a vessel the mounted weapons will be forced to reload.
- Fixed: Problem that sometimes POIs were empty because NPCs have been despawned and did not reliably respaw when player re-enters POI (could happen especially for static spawners)
- Fixed: PDA not showing chapters in certain cases.
- Fixed: Strange cutout of stones in water on Alien Planet
- Fixed: Animals spawning inside freshly build POI
- Fixed: Superspeed glitch teleport to the end of the universe
- Fixed: Console command 'ag' not working properly
- Fixed: Problem that one could start in orbit in Akua-Omicron scenario and then fall on planet
- Fixed: Exception spam in client & PF logs due to AI Planet Vessel
- Fixed: When POI's with the 'BP flattens ground' box is checked the structures can get displaced & terrain can become deformed
- Fixed: Issue with selecting singleplayer & coop options in Start game menu > button was not always very responsive
- Fixed: AI Hint system: WormDesert did not react if another WormDesert was damaged
- Fixed: Problem that not all AI were able to “open doors” and “trigger sensors”
- Fixed: Telluropod not following you under water reliable
- Fixed: When copying a save game, the new created game copy does not get highlighted
- Fixed: Holographic screen was not switched off on Scifi Deco Table without power
- Fixed: Clustering in Terrain shader
- Fixed: Typos in PDA
Feb 4, 2019
Empyrion - Galactic Survival - EmpyrionGame
Hi Galactic Survivalists,

We just released a small hotfix for Alpha 9.3.

Changelog: Alpha 9.3.1 (Build 2212)

Bug Fixes:
- Fixed: Several problems with terrain decorations (vanishing billboards, etc)
- Fixed: Exploit - Block resources from Input container being used
- Fixed: When using the Cut function in MP creative sometimes the player can be kicked
- Fixed: Plasma Cannon (Weapon) has broken texture in some use cases
- Fixed: Traps did not work in Burial Chamber POI (re-added Core)
- Fixed: Set default gamemode for each new game window to prevent gameoptions exception.

Changes:
- Updated Prison POI with filler blocks
Empyrion - Galactic Survival - EmpyrionGame


Update: January 30, 2019 (Build 2210) - Hotfix

Bug Fixes:
- Fixed: Trader sell value is set to 0 when buy amount is 0
- Fixed: Missing ground fog on lava planet
- Fixed: Screens of different devices did not switch off when structure was unpowered
- Fixed: Wrong naming of Small Constructor when accessing device

Changes:
- Armor Lockers: Added volume capacity info
- Console command 'faction entity' can now also set faction None to structures/entities
- Not allowed to open ControlPanel on faction None structures anymore
- Structures with Faction "None" no longer available for Logistics

======

Update: January 29, 2019 (Build 2209) - Hotfix
- Increased version number of Config.ecf (please update your Config.ecf)
- Fixed: Error on game start when using custom Config.ecf

======

Hi Galactic Survivalists!

With Alpha 9.3, we finalized the stabilization phase for our last major Alpha 9 release. Besides fixing many bugs that you reported (thanks again!), we improved the AI behavior of several creatures and updated some outdated NPC models (eg Golems). We also changed the way how NPCs behave when used in POIs. From now on, builders will have a choice whether NPCs can trigger sensors (light and motion sensors) or open doors when wandering around (however, in combat, NPCs will still follow you through open doors independent of their setting).

The new “default setting” is set so that NPCs cannot open doors and do not trigger sensors. This default setting will be applied automatically to all of your Structures and POIs as soon as you update to Alpha 9.3. Please note that IF you made changes to any building during the EXP phase after this new feature setting was added, the result of the auto-update might differ! Given there might still be some issues - which we aim to find out with your help - we suggest to wait for potential hotfixes during 1-2 days before integrating the new settings into your POIs.

All other changes and new features, such as now being able to add/remove 1000 templates in/from construction queue, Spotlights (L) now switching independently from all other vessel lights etc can be found in the changelog below.

Have fun with Alpha 9.3

Yours,

Emp Dev Team

----

CHANGELOG: Alpha 9.3.0 (Build 2208)

New / Updated Creatures:
- Updated Golem (replaces old Golems)

- Added new golems to more playfields
- Added Creepy (replaces Plant Monster)

It is a relatively small creatures that can hide well in tall grass near lakes

Creepy behavior:
- when calm it just walks around
- when it sees the player, it slowly creeps towards him
- if the player looks at him, it will stop its movement and wait
- if Creepy is close enough (or the player damages him directly), it will rush to the player and start attacking


Oviraptor Update:
- Added Oviraptors to cold areas on Temperate planets

- Integrated new group behavior
a) when friendly:
- adults are traveling, young are playing around them
- if player gets close to the group, the young do sometimes start to play around him and follow him around for a while
b) when attacked:
- adults attack the attacker
- young will try to stay/hide behind the adults and they do not attacked
- if all adults are killed, the young will run away

More AI Improvements:
- Improved combat ability of planetary drones when a player enters their no firing area
- Armored Golem - converted to new AI, similar behavior as before

Door and Sensor Update:
- Door can now be configured via additional checkbox: "NPC does not open door" to choose whether NPCs should be able to open door - per default all existing doors are marked as "NPC does not open door" (applies also to old BPs)

- Motion sensor and light barrier can now be configured via additional checkbox: "Sensor detects NPCs" to choose whether NPC should trigger them (default: don't trigger)


Gameplay:
- Player's volume capacity now includes that of Player Armor and equipped Boosters
- Improved SI debris pickup: when the block that was placed just ago falls down because of SI, you can pick it up again
- Falling SI part has now a return rate of 30% instead of 50%
- CTRL + SHIFT + LMB add/remove 1000 stack to/from construction queue
- Only Spotlights are now switched on/off when pressing L in a vessel
- Logistic container dropdowns is now sorted by 0-9/A-Z

Optimizations:
- Optimized terrain shader > pls let us know if you noticed a performance improvement
- Optimized Deconstructor with instant-speed or after longer 'offline' time (e.g. DSL)

Visuals / UI:
- Underground layers are now also correctly displayed in the area where filler blocks fill up terrain

- Added 'dynamic item grids' that only show enough rows for the current grid content plus one empty row if the grid is editable
- Added more stone floor textures (Concrete Block)

- TextureEditor ("te") now supports HeightOffset + HeightContrast for terrain textures
- Moved On/Off buttons to left in Constructor UI (so they are not hanging in air)
- Terrain shader: set blending back to 3 textures for better visuals (before 2 textures)
- Improvements to Terrain Decoration

Updated PDA Functionality:
- Added possibility to activate a chapter via Signals, PlayfieldEntered, PlayfieldTypeEntered, NearPoi, NearResource and NearUnit
- Send message when PDA chapter is activated or made visible or repeatable
- Added PDA ability to reward mission drop containers
- Added command 'spndrp' to pda commands to spawn the drop box for a chapter or task.
- PDA action lines in HUD update real-time in multiplayer
- Added GameScenarioManager (Handles logic for scenario rules such as core placement/destruction)

Builder Improvements:
- Show "Internal" BPs in BP Library also in Survival Mode when in godmode
- When placing an entity spawner, the “Static” checkbox is checked per default

Other Changes:
- Added in game message when neither spotlights nor night vision is available and the player sits in a cockpit and presses L
- Updated TOTALLY OVERPOWERED Mission (bugfixes, POI Updates; only applicable for un-visited playfields/not yet started mission)
- Added 'weather info' console command parameter
- Added Connected Toolbar Message: "Cannot use item or device from connected toolbar"
- Added console command "aimanager addfreighter" or "aim af" that spawn in space an AI freighter ship
- Updated EAC package
- Removed Creative mode from Akua-Omicron scenario (was not supported anymore)
- Console command 'detach': now ignores entity moving check

Playfield Update:
- Updated start planet in Akua-Omicron scenario: added Talon Defence POIs, removed HUD markers for settlements etc
- Updated playfields: using hud distance, added defence pois, other tweaks
- Updated POI distribution on several playfields
- Using now white markers in playfield.yaml for all POIs that have Faction: None

POI Update:
- Added new stock SV Tier 4b: thanks to jrandall (https://steamcommunity.com/sharedfiles/filedetails/?id=1622810371)

- Added new POI: Ghyst Bunker (thanks to Frigidman)
- Updated Tribal Bazar Wood (thanks to Kaeser)

Bug Fixes:
- Fixed: Exploit via Logistic window [MP]
- Fixed: Duplication with NPC inventory [MP]
- Fixed: Enclosed Passenger Seats catapult players outside
- Fixed: NPC troops shooting through blocks of a POI when the player is on the motorbike
- Fixed: Targeting - Correct target selection of HV/SV vs Player, Correct aiming at SV
- Fixed: Player on motorbike not getting hit by turrets
- Fixed: AI NPC's do not attack vessels until the player exits the cockpit & re-enters it
- Fixed: Connected toolbar weapons stack visually with normal toolbar
- Fixed: Passengers can't use the Drill or Multiturret Turrets [MP]
- Fixed: Potential savegame corruption when spawning a wrong NPC within a structure
- Fixed: Auto thrust deactivates after a warp jump
- Fixed: Sometimes when flying a vessel the vertical thrust can be lost
- Fixed: Vessels can get moved when a vessel is placed in area with excavated terrain [MP]
- Fixed: Trader Honored Bonus does not apply when buying
- Fixed: After the Personal drone exits a motion sensors detection area the sensor will stop responding
- Fixed: Neodymium & copper deposits on snow playfields issue with mesh
- Fixed: Ore scanner outline doesn't appear when HV drills or lasers are in any other slot that isn't the first one
- Fixed: Plants are sometimes not growing in a CV in space
- Fixed: Base fuel goes to 0 when no one present [MP]
- Fixed: ZiraxTrader standing as it is holding a weapon
- Fixed: Mechanoids killing own base core
- Fixed: Reloading while holding RMB leads to weapon model displacement
- Fixed: POIs with no faction constraint not spawning near in or other factions territories.
- Fixed: Manual fire from turrets is possible with vessels that are turned off
- Fixed: Offline protection activating when entering a PVP playfield.
- Fixed: Problem that player was not in front of escape pod when exiting it on game start (escape pod did not skip over in time)
- Fixed: Hitbar of NPC > 1 levels are not scaled properly
- Fixed: Problem with emissive of SVRetLandingGear
- Fixed: RadosAuxT2 on Snow planet set to Polaris faction
- Partially fixed: Problem with Troop Transport not landing correctly
- Fixed: Strange transition to dead model when killing Talon Trader
- Fixed: Dark spots when using terrain stamps with splatmaps
- Fixed: Emissive on Boarding Ramp did not work
- Fixed: PDA mission "Find answers" in "Talon Story Chapter I - Tales of the Past" was broken
- Fixed: Fern Deco plant disappeared too early (wrong LOD)
- Fixed: Mouse over details for "Check Mass/Volume" was not correct
- Fixed: Artificial Mass Blocks have no volume
- Fixed: Spice plant in growing plots is moving when the weather changes to wind
- Fixed: Orbit info in the sector map showing incorrect asteroids for other orbits.
- Fixed: Orbit info for planets is incorrect after clicking on asteroid fields & trading stations in the sector map.
- Fixed: Key bind text is wrong for "Light"
- Fixed: Preview of blocks are placed incorrectly in the selection area of the Copy & Paste tool when pasted
- Fixed: Blueprint file size gets bigger than it should be
- Fixed: Exception when using 'di' as a client
- Fixed: In-game-message localization exceptions (logging the bad text)
- Fixed: Several internal exceptions
Jan 25, 2019
Empyrion - Galactic Survival - EmpyrionGame
Update: January 28, 2019 (Build 2206): RELEASE CANDIDATE

Changes:
- Door logic: now per default all existing doors are marked as "NPC does not open door"
- Motion sensor and light barrier can now be configured if they should trigger with NPC's (default: don't trigger)
- Falling SI part has now a return rate of 30% instead of 50%
- Added new golems to more playfields
- AI drone ship freighter : add a console command "aimanager addfreighter" or "aim af" that spawn in space an AI freighter ship
- Terrain shader: set blending back to 3 textures

Bug Fixes:
- Fixed: Trader Honored Bonus does not apply when buying
- Fixed: After the Personal drone exits a motion sensors detection area the sensor will stop responding
- Fixed: Neodymium & copper deposits on snow playfields issue with mesh
- Fixed: Ore scanner outline doesn't appear when HV drills or lasers are in any other slot that isn't the first one
- Fixed: ZiraxTrader standing as it is holding a weapon
- Fixed: Mechanoids killing own base core
- Fixed: Reloading while holding RMB leads to weapon model displacement
- Fixed: POIs with no faction constraint not spawning near in or other factions territories.
- Partially fixed: Problem with Troop Transport not landing correctly
- Fixed: Strange transition to dead model when killing Talon Trader
- Fixed: Dark spots when using terrain stamps with splatmaps
- Fixed: Emissive on Boarding Ramp did not work
- Fixed: Problem with geo texture in Terrain shader
- Fixed: PDA mission "Find answers" in "Talon Story Chapter I - Tales of the Past" was broken
- Fixed: Fern Deco plant disappeared too early (wrong LOD)

=========

Update: January 27, 2019 (Build 2203)

Changes:
- Underground layers are now also correctly displayed in the area where filler blocks fill up terrain
- Replaced Golem creatures with better models and updated behavior
- Replaced Plant Monster with better model (now called: "Creepy") and updated behavior
- Added "Creepys" to all playfields instead of PlantMonster
- Placing a door: now per default the checkbox "NPC does not open door" is set
- Logistic container dropdowns is now sorted by 0-9/A-Z
- Added GameScenarioManager (Handles logic for scenario rules such as core placement/destruction)

Bug Fixes:
- Fixed: Manual fire from turrets is possible with vessels that are turned off
- Fixed: Offline protection activating when entering a PVP playfield.
- Fixed: Problem that player was not in front of escape pod when exiting it on game start (escape pod did not skip over in time)
- Fixed: Hitbar of NPC > 1 levels are not scaled properly
- Fixed: Problem with emissive of SVRetLandingGear
- Fixed: Black terrain when using reload playfield console cmd
- Fixed: RadosAuxT2 on Snow planet set to Polaris faction

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

Hi Galactic Survivalists,

We just released the EXPERIMENTAL version of Alpha 9.3, which adds the final part of the stabilizing, optimization and bug fixing update for Alpha 9.

Please read here for the new bug-reporting procedure: https://empyriononline.com/threads/...ort-template-requirements-known-issues.47118/

========

CHANGELOG: Alpha EXPERIMENTAL 9.3.0 (Build 2200)

Oviraptor Update:
- Added Oviraptors to cold areas on Temperate Planets
- Integrated new group behavior
a) when friendly:
- adults are traveling, young are playing around them
- if player gets close to the group, the young do sometimes start to play around him and follow him around for a while
b) when attacked:
- adults attack the attacker
- young will try to stay/hide behind the adults and they do not attacked
- if all adults are killed, the young will run away

Gameplay:
- Player's volume capacity now includes that of Player Armor and equipped Boosters
- Improved SI Debris Pickup: when the block that was placed just ago falls down because of SI, you can pick it up again
- CTRL + SHIFT + LMB add/remove 1000 stack to/from construction queue
- Only Spotlights are now switched on/off when pressing L in a vessel

Optimizations:
- Optimized terrain shader > pls let us know if you noticed a performance improvement
- Optimized Deconstructor with instant-speed or after longer 'offline' time (e.g. DSL)

Visuals / UI:
- Added 'dynamic item grids' that only show enough rows for the current grid content plus one empty row if the grid is editable
- Added more stone floor textures (Concrete Block)
- TextureEditor now supports HeightOffset + HeightContrast
- Moved On/Off buttons to left in Constructor UI (so they are not hanging in air)
- Improvements to Terrain Decoration

Updated PDA Functionality:
- Added possibility to activate a chapter via Signals, PlayfieldEntered, PlayfieldTypeEntered, NearPoi, NearResource and NearUnit
- Send message when PDA chapter is activated or made visible or repeatable
- Added PDA ability to reward mission drop containers
- Added command 'spndrp' to pda commands to spawn the drop box for a chapter or task.
- PDA action lines in HUD update real-time in multiplayer

Other Changes:
- Added in game message when neither spotlights nor night vision is available and the player sits in a cockpit and presses L
- Added additional checkbox to doors: "NPC ignores door"
- Improved combat ability of planetary drones when a player enters their no firing area
- Armored Golem - converted to new AI, similar behavior as before
- Updated TOTALLY OVERPOWERED Mission (Bugfixes, POI Updates; only applicable for unvisited playfields/not yet started mission)
- Added 'weather info' console command parameter
- Added Connected Toolbar Message: "Cannot use item or device from connected toolbar"
- When placing an entity spawner, the “Static” checkbox is checked per default
- Updated EAC package
- Removed Creative mode from Akua-Omicron scenario (was not supported anymore)
- Console command 'detach': now ignores entity moving check

Playfield Update:
- Updated start planet in Akua-Omicron scenario: added Talon Defence POIs, removed HUD markers for settlements etc
- Updated playfields: using hud distance, added defence pois, other tweaks
- Updated POI distribution on several playfields
- Using now white markers in playfield.yaml for all POIs that have Faction: None

POI Update:
- Added new stock SV Tier 4b: thanks to jrandall (https://steamcommunity.com/workshop/filedetails/?id=1622810371)
- Added new POI: Ghyst Bunker (thanks to Frigidman)
- Updated Tribal Bazar Wood (thanks to Kaeser)

Fixed:
- Fixed: Exploit via Logistic window [MP]
- Fixed: Duplication with NPC inventory [MP]
- Fixed: Enclosed Passenger Seats catapult players
- Fixed: NPC troops shooting through blocks of a POI when the player is on the motorbike
- Fixed: Targeting - Correct target selection of HV/SV vs Player, Correct aiming at SV
- Fixed: Player on motorbike not getting hit by turrets
- Fixed: AI NPC's do not attack vessels until the player exits the cockpit & re-enters it
- Fixed: Connected toolbar weapons stack visually with normal toolbar
- Fixed: Passengers can't use the Drill or Multiturret Turrets [MP]
- Fixed: Potential savegame corruption when spawning a wrong NPC within a structure
- Fixed: Auto thrust deactivates after a warp jump
- Fixed: Sometimes when flying a vessel the vertical thrust can be lost
- Fixed: Vessels can get moved when a vessel is placed in area with excavated terrain [MP]
- Fixed: Key bind text is wrong for "Light"
- Fixed: Preview of blocks are placed incorrectly in the selection area of the Copy & Paste tool when pasted
- Fixed: Plants are not growing in a CV in space
- Fixed: Base fuel goes to 0 when no one present [MP]
- Fixed: Mouse over details for "Check Mass/Volume" was not correct
- Fixed: Artificial Mass Blocks have no volume
- Fixed: Spice plant in growing plots is moving when the weather changes to wind
- Fixed: Orbit info in the sector map showing incorrect asteroids for other orbits.
- Fixed: Orbit info for planets is incorrect after clicking on asteroid fields & trading stations in the sector map.
- Fixed: Blueprint file size gets bigger than it should be
- Fixed: Exception when using 'di' as a client
- Fixed: In-game-message localization exceptions (logging the bad text)
Empyrion - Galactic Survival - EmpyrionGame


Update: January 24, 2019 (Build 2173)

Bug Fixes:

- fixed the "entering a Moon playfield" problem

=======

Update: January 21, 2019 (Build 2172)

Bug Fixes:

- Corrupt Structure crash whole playfield (Deconstructor problem)
(Deconstructors are working again)
- Player bike not getting hit by turrets

=======

Update: January 20, 2019 (Build 2171)
Temporary build - deactivates Deconstructors to avoid crashes of the game.
The correct fix will be released tomorrow - sorry for any inconveniences!

=======

Update: January 19, 2019 (Build 2170)

Bug Fixes:

- Wrong terrain collider on a dedicated server
- Vessels move downwards when all landing gears have been removed of the structure
- Strange roaring Soundloop starts when joining a COOP game
- some exploits

=======

Update: January 16, 2019 - Alpha 9.2.1 (Build 2166)

Bug Fixes:

- Fixed: All Constructor-like devices are switched off when assigning another INPUT container (only deconstructor and furnace should do so)
- Fixed: Any construction device is set to OFF when game is quit and resumed
- Fixed: In Multiplayer the container name annotation (e.g. "(A) Cargo Box") did only work for devices that have been opened once
- Fixed: Logistics window: Deco containers in own structures not accessible
- Fixed: Container Controller in X-build sharing Container Extensions
- Fixed: Intermediate left over items of recursive crafting lost
- Fixed: Carbon Fiber Blocks could not be deconstructed
- Fixed: If volume check enabled: Issue with putting items back into the player inventory after picking them with the mouse cursor
- Fixed: Ship on planet having weak vertical thrust in some cases

Changes:
- Improved Constructor UI: more width for containers on left side, less for construction queue
- Removed collider of entity spawner (thin plate): should now ONLY be used for static spawners
- Added 2 new Tribal Outpost POIs (thanks to Kaeser)

========

Hi Galactic Survivalists!

With Alpha 9.2, we added another batch of changes to improve the handling of the new Logistic System. Please join the discussion right over here: https://empyriononline.com/threads/alpha-9-2-feedback-logistic-updates-and-fixes.47084/

We also added a dedicated setting in the game start options to enable or disable weight/volume (note that weight/volume is still disabled per default).

Of course, Alpha 9.2 is not only about Logistics. For example, for the Talons we added a crossbow for ranged attacks as well as a Ballista Turret to better defend their bases. In addition, we fixed several bugs to further stabilize our recent major Alpha 9 update and added several other improvements as documented by the changelog below. Thanks a lot to all of you who constantly report bugs and give feedback.

Speaking of bug reporting: Please note that we changed the bug-reporting procedure in our forums in order to make reported issues more visible for anyone experiencing the same bug and for internal tracking. Please read: https://empyriononline.com/threads/read-before-reporting-bug-report-template-and-requirements.47082/

========

CHANGELOG: Alpha 9.2.0 (Build 2162)

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


Each Talon settlement has now some defence structures around it


Please note that the Ballista turret needs power (structure with core, fuel tank and generator).

Logistics Update:
- Weight/volume can now be enabled/disabled via Difficulty Settings (still disabled per default)
- Added Partial-Pickup from dropped stacks when not enough volume capacity to pickup full stack
- 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 VolumeCapacity to Player Backpack
- Place Decon/Furnace OFF and switch OFF if assigned container is switched
- Fixed: Weight of items added to a vessel container doesn't take effect until exiting & reentering the cockpit
- 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
- Fixed: Logistic: F does not remember settings when used with tanks
- Fixed: Cannot use F with looting tanks in POIs
- Fixed: Duplication exploit with Connected Toolbar
- Fixed: Cannot access a private or faction oxygen and fuel tank under a password
- Fixed: Inventory duplicate with withdrawing fuel / O2 in Logistics window

Feedback Thread (new): https://empyriononline.com/threads/alpha-9-2-experimental-logistic-gui-updates.47043/

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: CivilSettlement
Properties:
- Key: MapDistance
Value: 0
- Key: HudDistance
Value: 100

> CivilSettlement (=Worker Residence) 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 displayed in red
- Pick-up of Plants from growing plot inside a base 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)

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 (eg Bunker-Style POIs)

Note: The Filler Blocks are ONLY available for CREATIVE building, not in survival. The filler blocks can be placed and will be re-placed with terrain when the POI is spawned in SURVIVAL at game start (Manually spawning such a modified POI with the F2 Menu does NOT have the same effect! )

Gameplay:
- Re-added TemperateSwamp planet back into game (not as starter but for random generation)

- 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
- 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)
- Map view: show poles as yellow no-build areas
- Some refactoring of terrain generation
- 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)

Visuals / UI Update:
- Reduced brightness of particle effect for Drill and Multi Turret (CV)
- Reduced strength of Depth of Field camera effect
- Updated Starmap UI
- Rework of New Game window: Planet Stats

POI Update:
- Updated all Ghost POIs and renamed into Ghyst: A big thanks to Frigidman
- Added new Tribal Defence POIs with Ballista (thanks to vermillion)
- 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
- Tweaked POI distribution: defence POIs closer to villages
- Updated Stilt Village POIs (TemperateSwamp Planet) with Tribal Deco

Bug Fixes:
- Fixed: Issue with playfield change transition & vessels losing speed
- Fixed: Thruster power wrong in some cases when changing playfields
- Fixed: NearPOI markers vanish at 900-1000m ahead of destination
- Fixed: New Game custom name reverts to default when using custom difficulty settings. Also fixes difficulty settings always listed as 'Custom'.
- Fixed: NPCs did not spawn reliably or too late in bases
- Fixed: Not able to spawn BAs manually in air in Creative or Freedom mode anymore
- Fixed: Color/texture Tool: only creates a half-ring of color when fired in 1st Person
- Fixed: Problem that Zirax did not attack player on motorbike
- Fixed: Pulse Rifle red dot scope was not transparent anymore
- Fixed: PDA Mission "Weaponized Negotiations": Drones were not counted when being destroyed
- Fixed: Player could get repositioned on top of surface when inside dugout base
- 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: Destroying/Killing two entities of the same kind quickly after each other only counts 1 for SubjectKilled
- Fixed: Issue with trees not correctly fading out in some use cases
- Fixed: Talon Village was buried too much
- Fixed: Ship controller : In some cases ship lost altitude when moving
- Fixed: Fern Deco plant was invisible
- Fixed: Exception with Troop transport
- Fixed: Voxel mesh exceptions
- 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
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