Changelog: Alpha 9.7.1 (Build 2321) - Fixed: Local Coop: Cannot connect via Friends tab in Server Browser - Fixed: Large PDA window was shown when starting local coop - Fixed: Logistics window exploit - Fixed: Blueprint save data in MP (now BP spawns without any ammo)
=============
Hi Galactic Survivalists!
We just released a new update with Unity 2018.3 on the public branch. For this update, we switched the network protocol back to RakNet since UNET could not handle the network traffic on busy servers. We had to do some extensive internal refactoring to ensure that RakNet is working with Unity 2018.3.
Please let us know if you experience any problems.
Update: April 23, 2019 We are really sorry, but we had to temporarily revert back to Unity 2018.1 (Alpha 9.6 - Build 2307) since UNET causes some problems that we need to address first. Your save games should be fully compatible with Alpha 9.6.
Alpha 9.7 (Build 2316) will stay on the EXPERIMENTAL branch.
===========
Hi Galactic Survivalists!
Given that our Unity 2018.1 version finally seems to be stable, we released Alpha 9.7 where we upgraded the game engine to Unity 2018.3. For this upgrade, we had to switch the network protocol to Unity UNET.
Please let us know if you notice any problems in multiplayer.
==========
Changelog: Alpha 9.7 (Build 2316)
Changes: - Upgraded game engine to Unity 2018.3 - Switched network protocol to Unity UNET - Increased wait time for local coop server from 10 to 20 seconds - Improved telnet connection - Added PDA parameter ListVisibility to allow for previews of deactivated, invisible chapters. To help guide players to activation positions - Mod: Player inventory modifying requests don't respect open Logistic window showing that
Bug Fixes: - Fixed: Instant-Production speed does not trigger PDA checks when used in any constructor - Fixed: Broken inner glass texture on vessel cockpits for last damage state - Fixed: Sometimes consuming an item reduces body radiation - Fixed: Several internal exceptions
Unity 2018 (Build 2307) is live again on the public branch!
Bug Fixes: - Possible fix for login problems - Fixed: Server communication hangs - Fixed: Several internal exceptions - Fixed: Corrupt player avatar colors - Fixed: HullArmoredFull / HullArmoredThin had no dynamic HP calculation (now the dynamic calc is based on SV/HV structures) - Fixed: Cockpits collision model is incorrect - Fixed: Problem that player could respawn underground in crashed ship that was buried (removed medic station/clone chamber from crashed POIs) - Fixed: NearUnit checks in MP - Fixed: New blockshapes do not stop upgrade-beam when on the CS material level - Fixed: Shooting dancing alien leads to removal of complete base
----------------------
Hi Galactic Survivalists,
We are giving Unity 2018 another try. As mentioned the last time, the ideal outcome would be that you do not see any difference to the last public release version Alpha 9.5.0 (Build 2294) - except performance improvements :)
Changes: - Upgraded game engine to Unity 2018.1: in a first step, we have upgraded to Unity 2018.1 and if everything runs smoothly we will upgrade to Unity 2018.3 in a second step - Re-added legacy cockpits to cockpit block group due to popular demand - Updated Robinson Protocol and PDA missions (better timing, better explanations etc) - Updated Localization.csv
Bug Fixes: - Fixed: Problem that sometimes in Coop player do not start in same wreckage POI. It could happen that player spawns in POI far away from crashsite (to fix this problem, we had to rename some BPs to make sure they do not have "Wreckage" as spawn name) - Fixed: Choose planet window for multiplayer always showing default image. - Fixed: Some Wreckage POIs are now buried 1m in ground - Fixed: Culture-dependent floating point conversions - Fixed: Mass / Volume of Open Cockpit 1 - Fixed: Sector map does not load - Fixed: No POI was spawning on Ocean Planet - Fixed: Problem that player could get stuck in a pile of corpses - Fixed: Unable to start game due to input exceptions (invalid control config data) - Fixed: Several internal exceptions
Alpha 10: Sneak Preview Our small team continues to work hard on the upcoming major update Alpha 10. A highly requested feature will make it into Alpha 10. Can you guess what feature we are working on?
UPDATE HISTORY
Update: March 28, 2019 - 5pm CET
We reverted back to Alpha 9.5 since there are still several problems with Unity 2018 (especially network problems). We collected enough data with Unity 2018 and will now debug again - the EXP server will stay on Unity 2018.
Stay tuned and thanks for your patience!
A9.6 U2018.1 is still on the Experimental branch for those who would like to remain on it & try it out.
============
Update: March 28, 2019 - 1:30pm CET
Unity 2018 is live again (Build 2304)
Bug Fixes: - More fixes regarding global floating point number format - Fixed: List sorting in Server Browser - Fixed: Terrain Editor change and save leading to broken textures
============
Update: March 27, 2019 - 8pm CET
We are really sorry, but some bugs only come up when a lot of players play the game. This happened and forces us to do one more round of debugging... For now, we switched back to Alpha 9.5 (Unity 2017)!
We might need to switch between Unity 2017 and Unity 2018 a couple of times to squeeze all bugs linked to the new Unity version. Please note that save games are fully compatible between the two Unity versions.
Thank you in advance for your patience. Sorry again and stay tuned!
============
Update: March 27, 2019 (12:30 PM CET) We had to temporarily switch back to Alpha 9.5.0 (B2294) due to problems with reading custom Config.ecf > we will fix this problem and release Alpha 9.6 in a couple of hours again
============
Update: March 27, 2019 (4:30 PM CET) - Build 2303 - Fixed: Problem with custom Config.ecf in MP
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.
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
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
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.
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.
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
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….
(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.
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)
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
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
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.
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)
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
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.