Today we release Alpha 11.1 as a 'stabilization update' for Alpha 11. As the name indicates, we primarily focused on bugfixing and a few more refining changes.
For 11.1 we temporarily have reverted the new galaxy map to the previous version, as the new map needs more refinement. Please feel free to tell us, if you want to either stay with this known map or if you would prefer to go with the new one - with some fixes and adaptions, of course. In the latter case, please give us feedback what needs to be improved to finally replace the old one - thanks a lot :)
Please continue to use the feedback and info threads pinned over here for any ideas and suggestions on those topics.
With regards to the CPU system, we also started to add new, CPU-compliant stock Blueprints and also retired some of the old ones from that category. Please not only check out the additions in your game's Blueprint Libary (F2) but also head over to the 'Vessel and Base BLUEPRINTS' section in our new creators forum, where you can comment on each of the new models - and even download the retired blueprints if you like to still use them.
Thanks a lot in advance for reporting any bug and issue in our bug-forum
Before making a bug report, please read about how to use the bug section
Also, ahead of reporting any issue, please have a quick look at the KNOWN ISSUES
And now: have fun playing :-)
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Hotfix 2019-11-27 (Build 2724)
Changes:
- Low memory check refactor - detects if pagefile is enabled, and displays messages accordingly. It is now forcing low textures only when it's necessary for the game startup. Messages are shorter and cleaner.
Fixes: - Lag when changing block of a vessel - Fixed planet outside view not loading correct splatmap if planet was never visited - fixed several exceptions (CoQ's)
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RELEASE Alpha 11.1.1 2019-11-24 (Build 2723)
Changes: - Updated version to A11.1.1
Fixes: - MP: Trees, surface rocks & pickable terrain plants becoming 'Containers' if playfield seed is different to main game seed - MP: Fix for exceptions on a playfield server loading an instanced planet playfield and a space playfield - Rocket launcher & plasma cannon shots when fired inside a structure can ghost through blocks
RELEASE Alpha 11.1 2019-11-22 (Build 2717)
Changes: - Planet Life Manager - animals are not spawned if player is more than 150 meters above or below them - Runtime memory check which informs when memory is too low and forces low quality textures if necessary. It will now account for memory used by the game itself - Console command 'destroy' now removes the entity immediately without showing it dead for some time. Use 'destroy <id> -dead' if you want the old behaviour - added server-side muting of players incl. new console cmd 'mute' - Set shadow distance in Best setting to 300 meters (old: 140) and in Good setting to 150 meters (old: 60) - Mountains on planet outside view of class 2 planets are now 10% less high to not stick through the atmosphere - Dedi will not add new playfields to a playfield server if this server needs more than 6GB of total memory - Dedi now checks if emptied pf server uses too much memory, if yes process is killed instead being managed as idle server again - Reworked and added new CPU-compliant stock Blueprints (they have a unique name compared to the old ones; thanks to Jennyphurr, Vermillion, Kieve, Zovya, Frigidman, jmcburn, sulusdacor) - Retired some older stock Blueprints (retired ones will be made available in the forums) - SpotlightBlocks are now available from the beginning (previously starting at Techtree level 3)
Fixes: - Fix bug that dedicated server asked a playfield server to load several playfields if player join in very short time - Better fix for 'gents' dedi console command mixing entities on a playfield server that loads several playfields - Proper fix for sporadic 'Exceeded entity id list' exception - Fixed pooling of drone prefabs. Activated pooling for Zirax prefabs (as example) - Fix for sporadic warning messages on playfield servers: 'Cannot save FOW database for player X' - Fixed for not possible to connect to a locally started dedi a second time, if there was a password set on the second start of the dedi - Better fix for NRE exception with GetTemperatureAt() (=loading/unloading of playfield data) - Old Mod interface: Event_GlobalStructure_List lists structures in multiple playfields (final fix) - Completely hiding HUD with F6 while in a vessel and exiting keeps Toolbar vanished when trying to show again - Ship max speed changing when turning - ArgumentNullException in PF logs after warping to another playfield - Fix for NRE when warping between Tull and Omkar Orbits - Instances are broken - Cruise mode for every direction but forward is not applying the correct speed - In control panel -> CPU Statistics some incoherence with the CPU costs bug fixed - [MP] No sound is heard from explosives blocks when placed
Those community members who followed the pre-info, live streams or even actively took part in the experimental phase will already have some insight on how the Alpha 11 gameplay mechanic changes and additions like CPU points, new Flight Mechanics and all the other features will affect the way how the game is played.
Said that, and instead of giving a lengthy explanation here, we would instead ask any new and recurring player to do the following: PLEASE read through the pinned INFO AND FEEDBACK posts before starting into a new game or giving feedback.
Alpha 11 is again a “game changer” milestone and we are well aware that such changes might break playing habits which were ok and accepted for a lot of versions. But such changes also bring more depth and diversity to the game and, as you all know, we have and always will try to make transitions as fluid as possible (by avoiding savegame breaks, f.ex). On the other hand, changing an old or adding a new core gameplay will never be frictionless nor perceived the same by everyone. We are taking all (fact-based) feedback and discussions to heart and, as those that are around for some time have seen a lot of times, we are more than willing to refine initial feature releases (although maybe not in the initial release) with those well thought ideas and suggestions made - if applicable and if time permits.
Said that, and on behalf of anyone here at Eleon Game Studios, we would like to express our biggest thanks to all those, that are constantly offering help to improve features with on the spot feedback and are supporting the game design on a global level. Not only by in-detail testing new and changed features, bringing up issues and problems but also by helping new (and sometimes also recurring) players to get accustomed to new features and game changing updates in general! You guys rock! :)
Now, without further ado, everyone please check out the feature list and the full changelog below.
Main Features & Additions of Alpha 11
CPU Points & Tier System
New Flight Mechanic & Techniques
New Pilot HUD
Docking: any-to-any (except CV->Base, not needed)
Thruster Rebalancing
Base Attack changes
Building additions - Material Blockshapes (+16) - Heavy Windows (Full Glas, Connectors,...) - Railings (2 entirely new design groups: Metal and Metal-Glass + Double-Railings) - New Hangar door models
New POIs - Default Survival Orbit: Wreckages - Default Survival Snow: Civilian buildings updated - CREATIVE Mode Orbital Base Start: New Base with Library (How To Build / Use Tools..)
Technical demo for Multi Solar System: Akua-Omicron Scenario (MSS will be extended in the next releases)
NOTE: - Version of Config.ecf has been increased - please review and adapt your modifications! - When using available mods you might also need to update to their most recent version (please refer to their respective creators for further questions)
Thanks a lot in advance for reporting any bug and issue in our bug forum
Also, ahead of reporting any issue, please have a quick look at the KNOWN ISSUES
And now: Have fun playing! :-)
PS: Please note about the "Official Public" server: we will full wipe our "Vanilla" Eleon server and activate CPU system to get moderate feedback about it. The Official EU and US server will be full wiped at a later stage (around Christmas).
Hotfix 2019-11-18 (Build 2714)
Fixes: - Workaround: Temporarily deactivated multi pf loading on pf servers to avoid problems when two pf's get loaded at the very same time (will be fully fixed tomorrow)
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Hotfix 2019-11-18 (Build 2713)
Changes: - Ship throttle match speed instead of thrust - ModAPI: Setting text on a LCD will auto-convert it to new mode if not yet happened - CPU efficiency level reduced from 71% to 50% when overshooting by 100% the CPU max limit
Fixes: - Fix for CV docking not working any more - Speed is dropping to 0 when activating Cruise Mode - Mod Interface: Event_GlobalStructure_List lists structures in multiple playfields - 'Windows L' Window 1x1 damaged texture is is changed when the window's HP goes below 115 - Missing damages states for T1 generator & multiple armored doors
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Full Changelog
CPU
Added CPU Extender T2-T4 for HV, SV, CV and BA
Added 4 new collectibles required to craft T3 and T4 Extenders (Large/Small Optronic Bridge, Large/Small Optronic Matrix), available in rare and ultra rare alien containers as well as from all QuantumSTAR, Bertrams and Servant traders (more will be added, Default Survival > Polaris Orbital Trading Station)
Added crafting templates for all CPU Extenders
Added CPU information to 'di' console command overlay
CPU Points system is by default active in CREATIVE mode
CPU Penalties: Ships with at least one Core admin or NPC core or NPC core admin will no be subject to CPU penalties
CPU efficiency rebalancing: 100% overshoot of the CPU tier level -> 70% efficiency
Added CPU infos to list of data in Blueprint window
Added option toggle for CPU system (CPU = OFF by default)
Base Attack
Zirax attack Hacking Swipe has been reduced to 8-10m
Zirax attack troopers have gotten a new behavior: When they are stuck, they will start to wander around (Patrol behavior) and check if their target (core) is in range once and a while.
Hacking swipe for Talon Shaman has been removed
Note: both changes are temporary changes. More changes are planned for future releases (Change of attack pattern, targets, damage balancing)
Added new particle effect for Talon Shaman (visible during Talon Base Attack)
LCD & Projector
LCDs: Replaced checkbox for switching between new and legacy modes by a button for one-time conversion from legacy to new (legacy mode costs performance)
Improved LCD Projector:
dimensions and offsets now all have 1/4 block steps
4x resolution of dimensions
2x resolution of offsets, value is now also displayed in blocks (was 1/2 blocks)
added z offset (front / back)
added 45° rotations for all three 3 axes
LCD screens: increased character limit
New models & model updates
Addel L, M2 and L2 Thruster for SV (available in Small, Large, Advanced Constructor)
Added new Ventilator shapes
Added new full-glass Heavy Window shapes
Added 16 new Material shapes to all block groups and blockshape menu
Added 2x6 new Railing types to Walkways & Railings group (BA, CV)
Added 4x double Railings to Walkways & Railings group
Updated Boarding Ramps (Removed front side ledge)
Added standard and armored round, centered and corner doors (BA, CV)
Other additions & changes
Allowing to spawn HVs in space
Ship controller: add a small force in all directions on HV in space (for docking ability; HV can move in space with a max speed of 3 m/s)
Added possibility to upgrade from Carbon Composite blocks to Steel Blocks
Supporting now flexible docking between ALL ship types
Rockets that are fired from a moving ship now always inherit the speed of the ship (additional)
Docked ships are now considered when calculating the total weight of a structure
Enhanced Blueprint Workshop: in Creative Mode structures with "forbidden blocks" can be published as POI's; they are tagged accordingly and can be used in the Workshop search bar
Added type name and custom tag checkboxes to Blueprint Publish dialog
Doubled "Steer your Escape Pod" message display time from 5 to 10 seconds
updated playfield of "Invader vs Defender II" scenario
SSG: Improvements to Sector Type parameter settings
CtrModifier key now configurable
Added blueprint name to 'di' output command (only available as game host)
Add “Target in Range” Crosshair color change also to non-zoomed weapons and all fixed vessel weapons as well as manually aimed turrets (all structures) => crosshair gets red (bright) if in range
Removed RCS from 'essential devices' as they are no longer needed always
Steam Workshop now contains filter checkboxes for custom POI tags, e.g. "Terrain Base" (can be set when publishing / updating a Blueprint from within the game)
Playfields & Multi Solar System (tech demo)
'Multiple solar systems' tech demo: distributed the planets of 'Default Akua-Omicron' scenario into 6 solar systems
added first version of a Galaxy Map
The LightZenithColor of a planet can force the light color of its orbit when the new playfield_static.yaml parameter OrbitUsesLightColor is set to TRUE ( playfields without this parameter are set to FALSE by default)
Added NoShield parameter to all planetary playfields to make sure shields of POI do not recharge when brought down to 0
Added OrbitUsesLightColor to ExamplePlayfield playfield_static.yaml (incl. explanation how to use)
Set OrbitUsesLightColor to false for creative playfields
Lava planet has slightly less redish atmosphere color
A playfield server will now load several playfields (1 planet playfield and 1 orbit playfields or 3 orbit playfields)
New/updated POI
Added new SNOW versions for Civil and Polaris POI to be used on Snow-Playfields
Added new group of orbital Wreckages (BAs, but also a CV and a SV) for all orbits except starter orbits
Updated non-snow POIs (Civil Settlement-B)
Updated the Default CREATIVE Scenario ORBITAL BASE start with an all new Starter Base that now offers all the necessary info to get started with building and creating awesome stuff in Empyrion. The Base also has a goodie spawned nearby to toy around with.
Balancing
Reduced mass of Fuel Tanks (CV, BA) and Large O2 tank (CV,BA)
Total Thruster Rebalancing ( Larger Thrusters/Jets more efficient per block/kg/m³ than smaller ones; CPU values adjusted to match significant increase of thrust power)
Setting max count of spotlights to 30 to avoid performance problems
Suppressing now Unity error message failed triangles and outputting a warning instead
Structure information text files in the Shared folder now have dots '.' again as fraction separator in all locales
Improved the internal ticking of the game by using the unity FixedUpdate calls. Set physics ticking to 0.025
Docked ships will not send position updates in MP any more (optimization)
performance improvement when loading LCDs in 'new mode'
Console command 'servers' will now list all loaded playfields per playfield server on a dedicated server
Performance improvement when shooting a gun
Pooling now rockets, ground blast and destroy particles
Removed MaxFireAngle from items config
Low memory check on startup, texture resolution reduction on low memory on startup
Server
Playfield server outputs INFO line now for each loaded playfield
adapted the 'stoppf' command to multi-pf servers: when more than one pf is loaded only that one is unloaded
Dedi: added server name and password to UI
Dedicated.yaml
The two (helper) parameters Srv_Visible and Srv_ForceHiding should no longer be used. The only valid parameter to determine public visibility is Srv_Public. So please, replace them if you still use them.
If none of the above mentioned parameters is in a yaml file, the server is by default visible, so if you want your private server to not be visible simply add a line "Srv_Public: false".
ModAPI
Added IApplication.GetPfServerInfos() to get data about pf server processes and their loaded playfields
Enhanced IPlayer by two new properties: IsPilot and DrivingEntity, added IEntity back-ref in IStructure
adapted to work with multiple playfields per pf server process: pf [un]load callbacks have an IPlayfield parameter instead of the pf name
callback for playfield unloading is called earlier (before pf cleanup is done), renamed to OnPlayfieldUnloading
renamed Playfield to ClientPlayfield - this is now for Client mods only: contains currently loaded playfield
INetwork: Replaced Dedi and Playfield DataReceived delegates by the common ModDataReceivedDelegate (since the playfield name is needed in both directions)
added IPlayfield.GetTerrainHeightAt()
Updated 'Invader vs Defender II' scenario
Implemented optronic items to NPC Trader to be able to build large CPU Extender
Added repeatable PDA Mission to get CPU Extender items
Reduced Resource quantity in the outer and middle ring greatly
Added variety of Resources in the outer and middle ring to motivate more exploration to get the resources you want
Fixed couple of issues
Bug Fixes:
Fixed: Alien Dancer now properly "picked up" as Crew (Alien) instead of Crew (Human)
Fixed: CoQ from global effects manager -> Solar panels
Fixed bug with player digged out areas in far terrain not showing correctly
Fixed: [Coop] 'AllowedBlueprints: None' is not being added in the dedicated.yaml in Coop mode
Fixed: Terrain placeable devices (Portable constructor & water generator) get removed after terrain under them is drilled
Fixed: Can’t connect to LocalDedi => App not Running
Fixed: When drilling an ore deposit with or without a PD the drill can stop drilling until the cursor is moved again
Fixed: [MP] Replace mode not showing changes made in creative MP until structure is respawned
Fixed: NPC's stop moving when they 'fall' from a structure into space/orbit
Fixed: Lower res textures appearing on devices - NGui camera is excluded from Texture Streaming computations
Fixed: All AI controlled vessels (AIPV, freighters, patrol vessel etc) 'fall' when the player approaches them
Fixed problem that when a passenger initiated a playfield change (teleport/warp), the pilot was not taken with him
Fixed: Turret targeting other turrets below ground
Fixed: Shooting effects and blinking planet atmosphere
Fixed: In orbit the players suit light can cause the clouds of a planet to flash between white and black
Fixed: Accessing and editing an LCD Screen or Projector will activate it, ignoring settings and power
Fixed: Docked vessels can get moved far away from the parent vessel after a playfield change & remain 'docked'
Fixed: Players can be disconnected from their vessel if their internet connection drops
Fixed: [MP] Constructor Input & Output empty when the player quits and re-joins an MP game
Fixed: Distant planets go black & disappear when viewing from certain angles
Fixed: Text from LCD screens appearing on other LCD screens
Fixed: X key already assigned to action message when X key is unbound from shield
Fixed: AsteroidFieldRing does not rotate for Class 2 and Class 3 planets
Fixed: AlienBug02 hitbox
Fixed: Invisible block face 'Sliced corner A2' & 'Sliced corner B2' when next to other blocks
Fixed: Small container controllers clipping through blocks that are placed over them- 06842: CoQ triggering after entering, exiting then re-entering a planet repeatedly
Fixed: CoQ when try to open Chat
Fixed: CoQ prevents loading into playfields with lpf command
Fixed: {keybind(...)} PDA doesn't work in Chapter Titles/Description (and several other locations)
Fixed: [MP] Not possible to load into a MP server if character was left on a planet
Fix for 3rdp camera getting stuck directly above the player's head sometimes (esp. when the player uses the player bike
Fixed: Motorbikes get caught in a repositioning loop when trying to cross over the poles
Fixed: Base attacks triggering on a player base whilst honoured with zirax
Fixed: Access to locker cause COQ
Fixed: Base attack not appearing after alert triggers (full fix)
Fixed: Reloading weapons or tools triggers a CoQ
Fix for ship not moving in MP
Fixed: CoQ loop from Drone data
Fixed: Internal Error when destroying a structure with a selection tool active on any part of the structure
Fix for terrain showing gaps sometimes
Fixed: In "New Game Scenario" no Workshop icon in the scenario's list
Fix for OutOfBounds exception when leaving a playfield
Fixed: Long render time for structures
Fixed problem with collider of boarding ramp on playfield server
Fixed: Gameoptions flag ForvePvP was not considered in choose starter planet window
Fixed: POI Shield Gen Keeps Resetting
Fixed: Chunks of structure missing on first visit
Fixed: Spawner set wrong in POI "Abandoned Excavation Site"
Fixed: Survival Constructor stuck on backward time skip
Fixed: shields cycle on & off repeatedly when docked
Fixed: Copy Paste of multiple LCDs result in wrong order / issue
Fixed: Previosuly placed Solar panels are not working
Possible fix for ticks getting out of sync
Fix for console command 'ticks' not working any more
Fixed icon size of Sprite selection button in Screen Edit window
Fixed: When a HV touches the bedrock it will get repositioned above terrain
Fixed: When a vessel with retractable turrets changes pitch the turrets barrels aim downwards
Fixed: Game freezes up & stops responding after a player base is taken over by zirax when a new wave is triggered
Fix for slight camera stuttering when exiting a cockpit in MP in 3rdp
Fixed: Weapons and tool effects remain after docking
Fixed: [MP] R2T: Repair console 'last saved', 'Total repair time' & 'Remaining time' don't update when first opened
Fixed: [MP] The repair bay 'Green' shield gets removed from the vessel it wraps around when a player moves far away & returns
Fixed: Chapter window does not take CSV key
Fixed: NoSkip does not work in COOP and bug carries over to SP
Fixed: Items can disappear from containers when CE's are added
Most of you will have heard already about the features that are coming in Alpha 10.6, like the CPU, the new Flight Model, HV-to-SV docking and more.
Without further ado, some important general info on the CPU system and their use in the Experimental version.
The primary goal of adding the CPU system was to add a way to allow some basic specialization and an additional way to balance vessels in regards of thrust, RCS, weaponry and other parameters. Other features, added alongside CPU, will support that goal and open up alternative approaches. For example with 10.6 you do not necessarily need a (CPU costly) RCS anymore, because the position of thrusters will gain you a decent torque as well and the new aerodynamics lift/drag model will allow for SV designs, that can lift off on planets (with an atmosphere) by having only back-facing thrusters - without the need of any additional side, up or down thrusters!
In this context, there are a few important info you need to know about:
The values you see in the device infos are not yet final. They might move up or down or anywhere in between, even AFTER 10.6 has gone live on the public branch (but then possibly in a lower amplitude).
Because this is the case, we decided to do two things: First, the current Experimental version will have the CPU System activated by default with no option to deactivate it, so we get the most of the feedback. Second, when this version goes live on the public branch, we will not only add a SWITCH so you can decide if you want to play with CPU or not, but we also will set CPU Points to OFF per default. Server owners will of course get the same options.
At some point in the future, when the feedback indicates the CPU Points have grown to a workable balance, we will switch the setup again, so from then on CPU will be activated by default, BUT you will still be able to decide to not use them as the setting for On/Off will stay in the game of course!
Note: When resuming a 10.5 savegame, CPU system is off. We recommend to start a new savegame for EXP anyhow, due to all the other feature updates and POI changes (f.ex. The QuantumSTAR traders you can get the components for the CPU Extenders, will not be available in resumed 10.5 games!)
Please read the detail-info thread about CPU (and the other new features) BEFORE starting into the Experimental version :)
Main Features & Additions of Alpha 10.6
CPU Points & Tier System
New Flight Mechanic & Techniques
New Pilot HUD
HV-to-SV Docking
Thruster Rebalancing
Base Attack changes
Building additions - Material Blockshapes (+16) - Heavy Windows (Full Glas, Connectors,...) - Railings (2 entirely new design groups: Metal and Metal-Glass + Double-Railings) - New Hangar door models
New POIs - Default Survival Orbit: Wreckages - Default Survival Snow: Civilian buildings updated - CREATIVE Mode Orbital Base Start: New Base with Library (How To Build / Use Tools..)
Changes: - Allowing to spawn HVs in space now - Added blueprint name to 'di' output command (only available as game host) - Optronic Brides and Matrix CPU template collectibles are now required for Blueprint Factory and Repair Bay - Added CPU template collectibles to more traders: Bertrams (Small) and Servant Corp (Large) - CPU Penalties : Ships with at least one Core admin or NPC core or NPC core admin will no be subject to CPU penalties - Performance improvement when shooting a gun - Weapon CPU balancing : all the weapons are now correctly balanced (bug some weapons was not rebalanced with the factor 3) - Tweaks to HUD element visibility (F6)
Fixes: - Can't build due to "You do not have enough CPU to place that block" - Fix for exception with particles - Max rotation speed : Rotation bug with ship having incredibly big torque and thrust value -> fixed - Items can disappear from containers when CE's are added - Fix runaway "CONSTRUCTION" difficulty setting label - Removed wrong pivotpoint from BAJ_JunkT1_06.epb - Fix for sporadic NRE when changing playfields
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Full Changelog
NOTE: Version of Config.ecf has been increased! Please review and adapt your modifications!
CPU - Added CPU Extender T2-T4 for HV,SV,CV and BA (models are placeholders!) - Added 4 new collectibles required to craft T3 and T4 Extenders ( Large/Small Optronic Bridge, Large/Small Optronic Matrix) which will be added to the rare and ultra rare alien container loot tables and QuantumSTAR traders - Added Collectibles for CPU T3/4 Extenders to Loot Tables - Added Collectibles for CPU T3/4 Extenders to new Trader: QuantumSTAR ( Default Survival > Polaris Orbital Trading Station) - Added crafting templates for all CPU Extenders - Added CPU information to 'di' console command overlay
Base Attack - Zirax attack Hacking Swipe has been reduced to 8-10m - Zirax attack troopers have gotten a new behavior: When they are stuck, they will start to wander around (Patrol behavior) and check if their target (core) is in range once and a while. - Hacking swipe for Talon Shaman has been removed Note: both changes are TEMPORARY changes. More changes are planned for A11 release (Change of attack pattern, targets, damage balancing) - Added new particle effect for Talon Shaman (visible during Talon Base Attack)
LCD & Projector - LCDs: Replaced checkbox for switching between new and legacy modes by a button for one-time conversion from legacy to new (legacy mode costs performance) - Improved LCD Projector: - dimensions and offsets now all have 1/4 block steps -> 4x resolution of dimensions -> 2x resolution of offsets, value is now also displayed in blocks (was 1/2 blocks) - added z offset (front / back) - added 45° rotations for all three 3 axes - LCD screens: increased character limit
New models & model updates - Addel L, M2 and L2 Thruster for SV (Available in Small, Large, Advanced Constructor) - Added new Ventilator shapes - Added new full-glass Heavy Window shapes - Added 16 new Material shapes to all block groups and blockshape menu - Added 2x6 new Railing types to Walkways & Railings group (BA, CV) - Added 4x double Railings to Walkways & Railings group - Updated Boarding Ramps (Removed front side ledge)
Other additions & changes - Ship controller : add a small force in all directions on HV in space (for docking ability; HV can move in space with a max speed of 3 m/s) - Rockets that are fired from a moving ship now always inherit the speed of the ship (additional) - Docked ships are now considered when calculating the total weight of a structure - Enhanced Blueprint Workshop: in Creative Mode structures with "forbidden blocks" can be published as POI's; they are tagged accordingly and can be used in the Workshop search bar! - Added type name and custom tag checkboxes to Blueprint Publish dialog - Doubled "Steer your Escape Pod" message display time from 5 to 10 seconds - updated playfield of "Invader vs Defender II" scenario - SSG: Improvements to Sector Type parameter settings - CtrModifier key now configurable
New/updated POI - Added new SNOW versions for Civil and Polaris POI to be used on Snow-Playfields - Added new group of orbital Wreckages (BAs, but also a CV and a SV) for all orbits except starter orbits - Updated non-snow POIs (Civil Settlement-B) - Updated the Default CREATIVE Scenario ORBITAL BASE start with an all new Starter Base that now offers all the necessary info to get started with building and creating awesome stuff in Empyrion. The Base also has a goodie spawned nearby to toy around with.
Balancing - Reduced mass of Fuel Tanks (CV, BA) and Large O2 tank (CV,BA) - Total Thruster Rebalancing ( Larger Thrusters/Jets more efficient per block/kg/m³ than smaller ones; CPU values adjusted to match significant increase of thrust power) - Increased crafting times of all Thrusters - Increased crafting times for all RCS
Technical optimizations and changes - A playfield server will now load several playfields (1 planet playfield and 1 orbit playfields or 3 orbit playfields) - optimized explosion-related code - Setting max count of spotlights to 30 to avoid performance problems - Suppressing now unity error message failed triangles and outputting a warning instead - Structure information text files in the Shared folder now have dots '.' again as fraction separator in all locales -Improved the internal ticking of the game by using the unity FixedUpdate calls. Set physics ticking to 0.025 - Docked ships will not send position updates in MP any more (optimization) - performance improvement when loading LCDs in 'new mode' - Console command 'servers' will now list all loaded playfields per playfield server on a dedicated server
Server - Playfield server outputs INFO line now for each loaded playfield - adapted the 'stoppf' command to multi-pf servers: when more than one pf is loaded only that one is unloaded
Dedicated.yaml: - The two (helper) parameters Srv_Visible and Srv_ForceHiding should no longer be used. The only valid parameter to determine public visibility is Srv_Public. So please, replace them if you still use them. - If none of the above mentioned parameters is in a yaml file, the server is by default visible, so if you want your private server to not be visible simply add a line "Srv_Public: false".
ModAPI - ModAPI: Added IApplication.GetPfServerInfos() to get data about pf server processes and their loaded playfields - ModAPI: Enhanced IPlayer by two new properties: IsPilot and DrivingEntity, added IEntity back-ref in IStructure
List of Bugfixes
- CoQ from global effects manager -> Solar panels - Fixed bug with player digged out areas in far terrain not showing correctly - Fixed: [Coop] 'AllowedBlueprints: None' is not being added in the dedicated.yaml in Coop mode - Fixed: Terrain placeable devices (Portable constructor & water generator) get removed after terrain under them is drilled - Fixed: Can’t connect to LocalDedi => App not Running - Fixed: When drilling an ore deposit with or without a PD the drill can stop drilling until the cursor is moved again - Fixed: [MP] Replace mode not showing changes made in creative MP until structure is respawned - Fixed: NPC's stop moving when they 'fall' from a structure into space/orbit - Fixed: Lower res textures appearing on devices - NGui camera is excluded from Texture Streaming computations - Fixed: All AI controlled vessels (AIPV, freighters, patrol vessel etc) 'fall' when the player approaches them - Fixed problem that when a passenger initiated a playfield change (teleport/warp), the pilot was not taken with him - Fixed: Turret targeting other turrets below ground - Fixed: Texture & colour tool 'Textures' UI glitched - Fixed: Shooting effects and blinking planet atmosphere - Fixed: In orbit the players suit light can cause the clouds of a planet to flash between white and black - Fixed: Accessing and editing an LCD Screen or Projector will activate it, ignoring settings and power - Fixed: Docked vessels can get moved far away from the parent vessel after a playfield change & remain 'docked' - Fixed: Players can be disconnected from their vessel if their internet connection drops - Fixed: [MP] Constructor Input & Output empty when the player quits and re-joins an MP game - Fixed: Distant planets go black & disappear when viewing from certain angles - Fixed: Text from LCD screens appearing on other LCD screens - Fixed: X key already assigned to action message when X key is unbound from shield - Fixed: AsteroidFieldRing does not rotate for Class 2 and Class 3 planets - Fixed: AlienBug02 hitbox - Fixed: Invisible block face 'Sliced corner A2' & 'Sliced corner B2' when next to other blocks - Fixed: Small container controllers clipping through blocks that are placed over them- 06842: CoQ triggering after entering, exiting then re-entering a planet repeatedly - Fixed: CoQ when try to open Chat - Fixed: CoQ prevents loading into playfields with lpf command - Fixed: {keybind(...)} PDA doesn't work in Chapter Titles/Description (and several other locations) - Fixed: [MP] Not possible to load into a MP server if character was left on a planet - Fix for 3rdp camera getting stuck directly above the player's head sometimes (esp. when the player uses the player bike - Fixed: Motorbikes get caught in a repositioning loop when trying to cross over the poles - Fixed: Base attacks triggering on a player base whilst honoured with zirax - Fixed: Access to locker cause COQ - Fixed: Base attack not appearing after alert triggers (full fix) - Fixed: Blocks can be placed inside devices - Fixed: Reloading weapons or tools triggers a CoQ - Fix for ship not moving in MP - Fixed: CoQ loop from Drone data - Fixed: Internal Error when destroying a structure with a selection tool active on any part of the structure - Fix for terrain showing gaps sometimes - Fixed: In "New Game Scenario" no Workshop icon in the scenario's list - Fix for OutOfBounds exception when leaving a playfield - Fixed: Long render time for structures - Fixed problem with collider of boarding ramp on playfield server - Fixed: Gameoptions flag ForvePvP was not considered in choose starter planet window - Fixed: POI Shield Gen Keeps Resetting - Fixed: Chunks of structure missing on first visit - Fixed: Spawner set wrong in POI "Abandoned Excavation Site" - Fixed: Survival Constructor stuck on backward time skip - Fixed: shields cycle on & off repeatedly when docked - Fixed: Copy Paste of multiple LCDs result in wrong order / issue - Fixed: Previosuly placed Solar panels are not working - Possible fix for ticks getting out of sync - Fix for console command 'ticks' not working any more - Fixed icon size of Sprite selection button in Screen Edit window - Fixed: When a HV touches the bedrock it will get repositioned above terrain - Fixed: When a vessel with retractable turrets changes pitch the turrets barrels aim downwards - Fixed: Game freezes up & stops responding after a player base is taken over by zirax when a new wave is triggered - Fix for slight camera stuttering when exiting a cockpit in MP in 3rdp - Fixed: On a client a folder 'Stamps' is created in the 'Saves' folder when connecting to a server - Fixed: Weapons and tool effects remain after docking - Fixed: [MP] R2T: Repair console 'last saved', 'Total repair time' & 'Remaining time' don't update when first opened - Fixed: [MP] The repair bay 'Green' shield gets removed from the vessel it wraps around when a player moves far away & returns - Fixed: Chapter window does not take CSV key - Fixed: NoSkip does not work in COOP and bug carries over to SP
We are thrilled to release Alpha 10.5 to the public today! This update does not only contain a LOT of bug fixes but we also dedicated a lot of our time to some major (multiplayer) optimizations! The first pass of these changes should allow for a more fluid gameplay experience, especially in combat. We have implemented a few new methods on how data and events are handled and would like to have your feedback on how things have improved. Please use the feedback thread pinned in the feedback forum!
Besides bug fixes and optimizations, Alpha 10.5 has a lot to offer: The orbital planet view is now a real 3D Mesh, showing also terrain heights and other specialities. The Talon will no longer ignore you and also have their own Base Attack. If you ever wanted to toy around with floating text messages and signs, you now can do that with the new LCD Projector device. In the same context, we improved the LCD panel creativity options, which now are offering a slew of sprites, icons, signs and a lot of formatting options for your creative all-out art attack (also available for the projector, of course).
Last, but not least, beyond a heap of other changes, optimizations and updates, our Builders League has set its hand on various POIs and also added several new ones. Large and small orbital bases, mining facilities, artifact sites and many more are waiting for you. If you are around on a snow planet, check out the new Rados bases - they might now be covered with snow, but they are even better prepared to give you a warm welcome.
As always, before giving feedback, read the changelog below and give Alpha 10.5 a try. Then, please head over to our feedback forum and let us know what you think: https://empyriononline.com/forums/faq-feedback.25/
If you run into any issue - or if you reported an issue in the experimental phase that does not seem to be fixed - please add your bug report to our bug report forum. There is also a description on how to set up a bug report, so the QA team can track it and work on your issues.
Without further ado: Have fun playing Alpha 10.5! :)
Yours,
Empyrion Dev Team
=======
Patch 2019-11-02 (Build 2664)
Fixes: - Orbit Instances are broken - Can't connect to LocalDedi => "App not Running" - Deactivated Incremental GC (maybe a reason for crashes)
==========
Hotfix 2019-10-26 (Build 2660)
Since we changed something in the network code we need to assure that client and server are both up to date. For this we increased the version number to 10.5.1.
==========
Patch 2019-10-25 (Build 2659)
Since we heard about multiplayer problems we tried to improve some networking bottlenecks and also fixed other stuff. Have fun!
Fixes: - Improved entity interpolation - Improved network communication to prevent exploits - Faster chunk loading on clients - problem that when a passenger initiated a playfield change (teleport/warp), the pilot was not taken with him - CoQ triggering after entering, exiting then re-entering a planet repeatedly - Base terrain height issue
==========
Hotfix 2019-09-25 (Build 2654)
Fixes: - Possible fix for slow chunk loading when changing playfields/DSL load - POI Shield Gen Keeps Resetting
==========
Hotfix 2019-09-20 (Build 2652)
Fixes: - Sometimes chunks of structure missing on first visit - Spawner set wrong in POI "Abandoned Excavation Site" - Another possible fix for IndexOutOfBoundsException - Constructor getting stuck when the time corruption problem happened - some exceptions
==========
Hotfix 2019-09-18 (Build 2648)
Changes: - updated "Invader vs Defender II" scenario
Fixes: - When a HV touches the bedrock it will get repositioned above terrain - Possible fix for ticks getting out of sync - Fix for console command 'ticks' not working any more - Fixed icon size of Sprite selection button in Screen Edit window - Removed feature that turrets rotate to their neutral position when retracted because of a bug. Will add this again in 10.6 - Game freezes up & stops responding after a player base is taken over by zirax when a new wave is triggered - Fix for slight camera stuttering when exiting a cockpit in MP in 3rdp
==========
CHANGELOG: Alpha 10.5 (Build 2646)
MAIN FEATURES:
1. Optimizations: - Dedicated server now calculates planets instead of playfield server, planets are now calculated on demand and not all at startup. This prepares the way for solar systems and infinite space. - Significantly improved internal network communication. This should result in more fluid experience (less lags, less kicks etc in multiplayer). - Added interpolation of entities to reduce rubber banding - Binarizing playfield yaml files to improve loading and networking time when the game is loaded a 2nd time - Optimized dedicated server and playfield server: now using memory pools for the network connection to avoid heap garbage and defragmentation - Changing terrain blocks will now be sent only to the clients that are around the changed area. Should improve drilling performance in MP a lot - No voxel terrain chunks are built if flying above 700 meters - Set EAC packages to unreliable/unordered. This might result in less player kicks when there is a lot of network traffic - Turret rotation update rate is set to two updates per second and sent on unreliable channel to relief network channel
- Planet 3D view now using AtmosphereColor from playfield.yaml - Planet 3D view: now using clouds color to color the clouds (color gets brightened a bit) and using atmosphere color for atmosphere (for savegames builds < 2600 the color gets brightened, please adjust your scenarios before you start new savegames) - Deactivated local clouds when leaving/entering a planet and also deactivated atmosphere fire on ships - Updated atmosphere colors on all playfields - Planet 3D view: not showing clouds if playfield yaml has exactly one weather 'Clear' - Planet 3D view: added normal map to clouds
3. Improved LCD Panels - Added LCD Projector block (can be found in LCD Group) - a projector has no own screen but projects the content into the surrounding area (with configurable size and offset) - Newly placed signs will by default use the “new mode" that allows multi-color text and sprites - note that some international character sets are not yet available (e.g. East Asian characters), if you need them please use the Legacy mode (works exactly as before) - Extended 'Sign Edit' window by font symbol and sprite selection windows (sprites only usable with new LCD mode) - Added 'Help' button to show the new formatting possibilities - Added tooltips to most UI elements to indicate functionality
4. Talon Base Attack - We added a new base attack for the Talon faction: they will not invade your base but they position around your base and will deactivate the power of your base so you have to get out of your base to hunt them down
5. Improved Controller Support - Several improvements for the handling of the controller - Added an option to turn in game controller support on & off - D-Pad down to work with inventory to move stack in one click - Added Logistics and Factions to the radial menu accessed by controllers - Added a way for a controller to enlarge & shrink the sensor detection area in sensor view mode - Added 'Building tools' to the radial menu for controllers
6. Improved ModApi - ModApi has been enhanced by some new functionality, other things have been changed - please check the "Changelog" included in the documentation's start page (in folder Content/Extras/Modding Doc)
=====
OTHER FEATURES:
Major POI Update: - Reworked Drone Bases (now have a one-time shield that does not regenerate when brought down) - Added shield generator to more POIs - Added specifically designed Rados SNOW set, replacing old Rados bases on snow playfields; includes renewed, revamped and also completely new bases. - Added: Lava Processing Facilities on Lava Planets - Updated: Orbital Trading Station (Variant4 TSO) - Updated crashed Titan POI - Added new orbital structures: *Hideout, Base, Black Market, Slave Market for further use with future Pirates Faction addition; For now assigned to Polaris) * Mining Bases, Alloy Synthesis Factories, Artifact Sites and more - Updated: Talon Temple - Added: Planet Remnant asteroid site > An enormous "Thank you" to: Vermillion, Fractalite, ravien_ff, Dinkelsen, Frigidman, Needleship & Ramachandra
Improved Visuals: - Sector map: setting color of planets now as a combination of AtmospherColor and LightHorizonColor color - Entering a planet now creates the terrain immediately without showing intermediate results - Tuned water shader a bit: using less local fog to give the water more its 'real' color - Space: slightly increased light intensity - Adjusted water parameters to use more specular again to reflect the sky stronger. Adjusted waves slightly - Removed space fog in space playfields. Please give feedback if you miss it and want it back (maybe turned down a bit) - Ground blast particles of ships are more transparent now - Improved visuals of some sun flares (SunFlareYellow and SunFlarePurple)
Gameplay: - Added PentaxidOre as alternative template to Advanced Constructor to open up an additional (although costly) path to produce PentaxidOre ( in late game phase) - Added "NoShieldReload" property for Shields per POI in playfield.yaml: setting this property will not load the shields after getting them down any more - Allow removing of structure's lock codes and device grouping in Control Panel - When a player opens CP or a container it will now set this structure to 'visited/touched' delaying any wipe
Changes: - Updated Alien and Snow playfields - Activated better UDP delay detecting - Forcing now half texture resolution if the system has less than 10 GB of main memory (before 8 GB) - Added console cmd 'structure' to manage structure internals - Added new armored windows + railings - Keeping the latest three input config files to allow switching between Public and EXP branches without losing the setup - Added max size detecting when trying to spawn a blueprint to avoid too heavy server network load (max file size=3MB) - Adjusted max blueprint size detecting: now only done when a CLIENT wants to spawn a blueprint - Mask typical swear words and the name "Eleon" as part of a non-official server name - Config files TraderNPCConfig, EGroupsConfig and DefReputation are now read from the scenario folder if they exist (else the default folder is used as before) - note: check if you already placed such files in scenarios and if they are up to date
Updated Scenario “Invader vs Defender” (by RexXxuS): "The Golden Phoenix Asteroid Field grants many treasures at a hot price"
Since it's a new Universe with new logic it is now called "Invader vs Defender II". Some highlights (still wip): - new meticulous created Universe with smooth transition from PvE to PvP (hier das Golden Phoenix Bild einfügen) - a lot of PvE content and great boost for PvP in the center - Origins have more impact on your gameplay now - More (PDA) Missions to play
Bug Fixes: - Base attacks set to OFF in the difficulty setting is not working & attacks are still triggered - Repair console UI does not update the needed resources until exiting & re-entering the console - Possible fix for showing "Connection lost" dialog when changing worlds - Not all shutters flowing O2 (1x3, 1x4 & 1x5) - Multiple block types (concrete, steel etc) when picked up from SI drops are not put into the correct block groups - Cockpit 8 - single hit removes almost all of the cockpit - Drones and Troop Transport set to player faction after Drone Base Capture - [Edge case] Drilled out terrain returning after loading back into save game - Structures not getting DSL'ed on startup of a game - Asteroids rendering issue - Water appears in bases placed closed to lakes when player returns from being 5km+ away from a base - Possible to damage other players BA or Vessel shield in PvE playfield - Lava flickering - Zirax troops sometimes not firing on player despite being hostile - Zirax patrols are not present on Arid starting planet - [SSG] Directory not found exception - Returning to a structure that has lights setup to blink can result in some lights appearing on when they should be off - More relaxed times for 'UDP delay detection' to avoid "connection lost" popups - Drilling particles did not get correctly lit - Fixed jumping animation was not working for other player in MP games - Possible to place blocks in the center of a warp drive - Player looked into wrong direction on some angles when using jetpack in space - In MP other players did not look up/down correctly - Using Auto level in a vessel can cause the thrusters of a vessel to get stuck switching quickly between 2 directions - [MP] Vessel exploit - Not possible to place a symmetry plane or place the selection area on a structure when the building tools window is open - On screen Soft Cursor cannot be used until the controllers Right stick has been pressed/'Clicked' - Oxygen death after melee death gives wrong message - Fix for showing blank screen after warping when deleting cache on server side - Fix Sector Warp Lock reticule text overlap - Telluropod & Desert golem sometimes do not damage the player when attacking - Drill Animation sometimes not stopping - POI found to always be floating above terrain & is offset from center in BP preview - Fixed 'Start' button on controller as ESC not working in all windows - Scrolling stops working in 1 faction window when switching to a faction window with no scrolling option & back - Dark stretching on 3D representation of planets close the poles - Troop transports sometimes freeze above where they should land until reloading back into the save game - Moon playfield has atmosphere until 'Terrain LOD' kicks in when getting closer to the moon - [SELECTION BUILD TOOL] LCD screen text or symbols not maintained when copy & pasting screen - [SELECTION BUILD TOOL] NPC settings for NPC-Spawners as well as motion sensor / light barrier areas not maintained - [Player report] Troop transport is triggered every time when returning from orbit to planet-side base - 'struct remove-device-signals' command not resetting removed circuit signals - Water appears in bases placed closed to lakes when player returns from being 5km+ away from a base - Polaris mission - Privacy matters waypoint not activating on mini map or planet map - 'Reset to Defaults' option should only reset selected 'Input'. - Turret Barrels Protruding from Block - Plants, rocks & trees don't get removed for players who are far away from where they have been removed - POI found to always be floating above terrain & is offset from center in BP preview - Planet terrain in the map view loses detail & goes dark after changing from a moon playfield to a planet playfield - Fixed texture view in SSG - Outputting to log when a player spawned a blueprint in MP - Xbox Controller: Weapons won't react to left & right triggers on first load until they are fired by a mouse button first - Xbox Controller: Radial menus will not open for controllers on first load into a save game until they are used by a mouse - Xbox Controller: Mounted weapons & Turrets cannot be fired from the controller until LMB on the mouse is used 1 time - Issue with origin & sensors - Symmetry & Copy & paste modes are both not functioning - Warp lines turn back on after being turned off when the sector map is reopened - Fixed: Positioning of "static" checkbox for NPC spawners - Controller/mouse UI checks fixes - Blocks can be placed when selecting a block shape - Vessel speed is not maintained after warping when moving into a sector you have not been before - Unable go back to main menu after pressing escape when trying to bind a key - The "Fill all" ammo option when the ammo container is connected causes the client to crash - Space Vessel : after resuming some games, the vessel head to the coordinates 0,0,0) - Problem that mission "Totally overpowered" was not possible on LavaNascent playfield since some POIs did not spawn - Left & right bumper for 'Common controls' to roll left or right when the jetpack is on whilst in space doesn't work - Spawner plates set to 'static' ignore power state, sensor logicCD) - Device names appear wrong after opening the control panel - 'Teleporting...' disappeared when the target world was not yet generated - Players getting damaged when teleporting and the target world needed to be generated - Talon base attack UI on planets with no talon shows values above 0 - MP: Player vessels markers on the map go out of sync when 1 player moves far away from another - Allow building mode to switch between toolbars - MP: when turrets are trying to track & fire at a target the barrels aim in other directions - MP: Exceptions from flying around a planet coming from map icons - Constructor continues to put crafted items in assigned container even if it has been removed (losing those items) - Planets and moons with an atmosphere but no clouds will still show clouds when viewed from the planet's surface - Exception when text spanning more than one line in projectors if size is 90 or above - MP: Desync issues with clients when returning from distance away from another player - When viewed from a planet's surface, clouds on moons don't display correctly under certain circumstances - LCD Projector: CoQ when adding and removing Sprites - LCD Projector: Adding Sprites in a row longer than the display will break the line-break and cursor position in preview window - MP: Desync issues with clients when returning from distance away from another player (FIX FOR DECO) - Whatever DefReputation.ecf file is loaded in first, will override any other DefReputation.ecf file - Exception loop from Troop transporter when it is returning to the Drone base - Exception triggered when crafting a T3 Auto mining device - Exception triggered by o2 calculation - Stiff, slightly twitchy grass during weather transitions - "Weather: RainMedium" resulting in very visible 'scan line' artifacts on grass - Fixed: Several internal exceptions
We are excited to release the first EXPERIMENTAL version of Alpha 10.5.
Alpha EXP 10.5 features massive optimizations and bug fixes, an improved outside view of planets, new LCD panels, Talon base attack and many other changes and improvements.
Thanks a lot for your appreciated help and have fun playing Alpha 10.5 Experimental :)
Yours, Emp Dev Team
=====
Update 2019-08-30 (Build 2625)
Fixes: - Players cannot see other players in Local co-op
=====
CHANGELOG: Alpha EXPERIMENTAL 10.5
MAIN FEATURES:
1. Optimizations: - Big internal change: dedi now calculates planets (instead of playfield server), planets are now calculated on demand (not all at startup) - Significantly improved internal network communication > more fluid experience (less lags, less kicks etc). We are still working on the interpolation of entities to reduce rubber banding > we will add this interpolation in one of the next EXP releases - Binarizing playfield yaml files to improve loading and networking time when the game is loaded a 2nd time - Optimized dedicated server and playfield server: now using memory pools for the network connection to avoid heap garbage and defragmentation - Changing terrain blocks will now be sent to only the clients that are around the changing area. Should improve drilling performance in MP a lot - No voxel terrain chunks are built if flying above 700 meters - Set EAC packages to unreliable/unordered. This might result in less player kicks when there is a lot of network traffic to increase fly speed on planets
2. Improved Planet Outside View: - Improved planet 3D mesh, better atmosphere etc - Planet outside view now using AtmosphereColor from playfield.yaml - Planet 3D outside view: now using clouds color to color the clouds (color gets brightened a bit) and using atmosphere color without modification for atmosphere (for savegames build < 2600 the color still gets brightened, please adjust your scenarios before you start new savegames) - Deactivated clouds when leaving/entering a planet and atmosphere fire - Updated atmosphere colors on all playfields
3. Improved LCD Panels: - Added TextMeshPro to LCD 1x1 NoFrame as a test - Please check with "1x1 NoFrame" LCDs how the new display system works (multi-color etc.) - newly placed signs will by default use the new "Pro mode" - Enhanced '2x1 LCD with frame' to work with the new mode - Extended 'Sign Edit' window by a font symbol selection popup (usable for old and new LCD modes)
4. Talon Base Attack: - We added a new base attack for the Talon faction: they will not invade your base but they position around your base and will deactivate the power of your base so you have to get out of your base to hunt them down
5. Improved ModApi: - ModApi has been enhanced by some new functionality, other things have been changed - please check the "Changelog" included in the documentation's start page (in folder Content/Extras/Modding Doc)
====
OTHER FEATURES:
POI Update: - Reworked Drone Bases (now have a one-time shield that does not regenerate when brought down) - Added shield generator to more POIs - Orbital Trading Station updated (Variant4 TSO) - Updated crashed Titan POI - Added new orbital structures (Hideout, Base, Black Market, Slave Market for further use with future Pirates Faction addition; For now assigned to Polaris) - Talon Temple udpate > Thanks to: Dinkelsen, Frigidman, Fractalite, Needleship, Ramachandra, ravien_ff, Vermillion
Visuals: - Improved visuals of some sun flares (SunFlareYellow and SunFlarePurple) - Sector map: setting color of planets now as a combination of AtmospherColor and LightHorizonColor color - Entering a planet now creates the terrain immediately without showing intermediate results - Tuned water shader a bit: using less local fog to give the water more its 'real' color - Space: slightly increased light intensity - Adjusted water parameters to use more specular again to reflect the sky stronger. Adjusted waves slightly
Improved controller support: - Several improvements for the handling of the controller - Add an option to turn in game controller support on & off - D-Pad down to work with inventory to move stack in one click - Add Logistics and Factions to the radial menu accessed by controllers
Before starting the experimental client go to your saves folder 'Empyrion - Galactic Survival\Saves' & create a new file called it f.ex 'Input backup'
Copy the file 'inputconfig_v31' from the saves folder & place the copy into the newly created folder to back it up
Now when you start the experimental release another input file will appear in the saves folder but with a new version number 'inputconfig_v32' you may now also put this into the backup folder you created
If you decide to go back to the public branch B2554 delete both the inputconfig_v31 & inputconfig_v32 files from the saves folder & place the backed up copy of v31 back into the saves folder & do the same if you decide to go back to the experimental branch with the backed up v32 file to restore any custom layouts you created.
Gameplay: - Added PentaxidOre as alternative template to Advanced Constructor: Feedback required - Added "NoShieldReload" property for Shields per POI in playfield.yaml: setting this property will not load the shields after getting them down any more - Allow removing of structure's lock codes and device grouping in Control Panel - When a player opens CP or a container it will now set this structure to 'visited/touched' delaying any wipe
Other Changes: - Activated better UDP delay detecting - Forcing now half texture resolution if the system has less than 10 GB of main memory (before 8 GB) - Added console cmd 'structure' to manage structure internals - Added new armored windows + railings - Keeping the latest three input config files to allow switching between Public and EXP branches without losing the setup - Added max size detecting when trying to spawn a blueprint to avoid too heavy server network load (max file size=3MB) - Adjusted max blueprint size detecting: now only done when a CLIENT wants to spawn a blueprint - Mask typical swear words and the name "Eleon" as part of a non-official server name
Bug Fixes: - Repair console UI does not update the needed resources until exiting & re-entering the console - Not all shutters flowing O2 1x3, 1x4 & 1x5 - Cockpit 8 - single hit removes almost all of the cockpit - Structures not getting DSL'ed on startup of a game - Base attacks set to OFF in the difficulty setting is not working & attacks are still triggered - Asteroids rendering issue - Dark stretching on 3D representation of planets close the poles - Troop transports freeze above where they should land until reloading back into the save game - Moon playfield has atmosphere until 'Terrain LOD' kicks when getting closer to the moon - [SELECTION BUILD TOOL] LCD screen text or symbols not maintained when copy & pasting screen - [SELECTION BUILD TOOL] NPC settings for NPC-Spawners as well as motion sensor / light barrier areas not maintained - Multiple block types (concrete, steel etc) when picked up from SI drops are not put into the correct block groups - [Player report] Troop transport is triggered every time when returning from orbit to planet-side base - 'struct remove-device-signals' command not resetting removed circuit signals - Drones and TT set to player faction after DroneBase Capture - Lava flickering - Water appears in bases placed closed to lakes when player returns from being 5km+ away from a base - POI found to always be floating above terrain & is offset from center in BP preview - Planet terrain in the map view loses detail & goes dark after changing from a moon playfield to a planet playfield - Fixed texture view in SSG - Outputting when a player spawned a blueprint in MP - Possible fix for space particles flashing - Drilling particles did not get correctly lit - Possible to place blocks in the center of a warp drive - Zirax patrols are not present on Arid starting planet - Xbox Controller: Weapons won't react to left & right triggers on first load until they are fired by a mouse button first - Xbox Controller: Radial menus will not open for controllers on first load into a save game until they are used by a mouse - Xbox Controller: Mounted weapons & Turrets cannot be fired from the controller until LMB on the mouse is used 1 time - Fix for planet outside view not showing atmosphere sometimes - Possible fix for showing "Connection lost" dialog when changing worlds - Issue with origin & sensors - When repeatedly using the BA command for Talon a CoQ can be triggered sometimes - Returning to a structure that has lights setup to blink can result in some lights looking on when they should be off - Zirax troops not firing on player despite being hostile - POI found to always be floating above terrain & is offset from center in BP preview (better fix) - Fix 'Start' button on controller as ESC not working in all windows - Water appears in bases placed closed to lakes when player returns from being 5km+ away from a base - More relaxed times for 'UDP delay detection' to avoid "connection lost" popups - Symmetry & Copy & paste modes are both not functioning - [Edge case] Drilled out terrain returning after loading back into save game - No longer possible to copy & paste symbols from an input field to another (e.g. LCD screen) - Warp lines turn back on after being turned off when the sector map is reopened - Fixed jumping animation was not working for other player in MP games - Fixed: Positioning of "static" checkbox for NPC spawners - Possible to damage other players BA or Vessel shield in PvE playfield - [SSG] Directory not found exception - Controller/mouse UI checks fixes - Blocks can be placed when selecting a block shape - Fix for showing blank screen after warping when deleting cache on server side - Fix Sector Warp Lock reticule text overlap - Telluropod & Desert golem do not damage the player when attacking - Drill Animation not stopping - player looked into wrong direction on some angles when using jetpack in space - in MP other players did not look up/down correctly. - Using Auto level in a vessel can cause the thrusters of a vessel to get stuck switching quickly between 2 directions - [MP] Vessel exploit - Not possible to place a symmetry plane or place the selection area on a structure when the building tools window is open - Black screen loading after teleport - On screen Soft Cursor cannot be used until the controllers Right stick has been pressed/'Clicked' - Possible fix for ghost ships appearing sometimes in MP in playfields - Oxygen death after melee death gives wrong message - Vessel speed is not maintained after warping when moving into a sector you have not been before - Unable go back to main menu after pressing escape when trying to bind a key - The "Fill all" ammo option when the ammo container is connected causes the client to crash - Space Vessel : after resuming some games, the vessel head to the coordinates 0,0,0) - Left & right bumper for 'Common controls' to roll left or right when the jetpack is on whilst in space doesn't work - CoQ loop from Troop transporter when it is returning to the Drone base - Exception triggered when crafting a T3 Auto mining device - Problem that mission "Totally overpowered" was not possible on LavaNascent playfield since some POIs did not spawn - CoQ triggered by o2 calculation - Stiff, slightly twitchy grass during weather transitions - "weather: RainMedium" resulting in very visible 'scan line' artifacts on grass
we just released Alpha 10.4, using Unity 2019. Please check the changelog below.
Thanks again for your appreciated feedback and bug reports!
Yours, Empyrion Dev Team
==========
Update 2019-08-13 (Build 2554)
Fixes: - No longer possible to copy & paste symbols from an input field to another (e.g. LCD sign) - CoQ triggered by O2 calculation - MP Damage exploit - Telluropod & Desert golem do not damage the player when attacking - [Edge case] Drilled out terrain returning after loading back into save game
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Update 2019-08-06 (Build 2550)
Fixes: - Water appears in bases placed closed to lakes when player returns from being 5km+ away from a base - POI found to always be floating above terrain & is offset from center in BP preview
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Update 2019-08-02 Alpha 10.4 (Build 2549)
Changes: - More relaxed times for 'UDP delay detection' to avoid "Connection lost" popups
Fixes: - Returning to a structure that has lights setup to blink can result in some lights looking on when they should be off
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Update 2019-08-01 (Build 2548)
Fixes: - Not all shutters flowing O2 1x3, 1x4 & 1x5 - Dedi <-> Pf server communication: removed TCP stream freeze workaround for U2018 (fixed in U2019) - Base attacks set to OFF in the difficulty setting is not working & attacks are still triggered - Activated better UDP delay detecting - New game Temperate start option 2 start location wreckage base does not load
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CHANGELOG: Alpha 10.4.0 (Build 2545)
Changes: - Allow to export Child properties to Config.ecf - Exported "Prob" for resource deposits (= probability that a resource voxel drops sth) - Network: better detecting if a player is trying to cheat with using low bandwith (not activated yet) - Added console cmd 'structure' to manage structure internals
Fixes: - Troop transports freeze above where they should land until reloading back into the save game - Fixed thrusters in U2019 - When some blueprints are spawned they lose their device list & signals setup - Aln faction structures no longer firing on players. - When pasting a selection in creative, the axis slider is not aligned with the pasted selection - SSG exception when exporting random scenario - Cockpit 8 - single hit removes almost all of the cockpit - texture view in SSG - structures not getting DSL'ed on startup of a game (last fix was not working) - U2019 Asteroids rendering issue - Drones and TT set to player faction after DroneBase Capture - dark stretching on 3D representation of planets close the poles
we just released Alpha 10.3, please check the changelog below.
Thanks again for your ongoing feedback and bug reports :)
Yours, Empyrion Dev Team
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CHANGELOG: Alpha 10.3.0 (Build 2539)
--- PLEASE NOTE: Players who have spawned a recently saved Blueprint that have problems with signals or the device list should execute some console cmds to remove faulty data. For this, step onto that structure, open the console window and enter 'help structure'. Then execute all three sub-commands to clean up the structure. You may then re-setup your signals, lock codes and custom devicve grouping / naming and save it as a working Blueprint. Sorry for any inconvenience! ---
Changes: - Added console cmd 'structure' to manage structure internals
Fixes: - When some blueprints are spawned they lose their device list & signals setup - Troop transports freeze above where they should land until reloading back into the save game - Base attacks set to OFF in the difficulty setting is not working & attacks are still triggered - Dark stretching on 3D representation of planets close the poles
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CHANGELOG: Alpha 10.3.0 (Build 2535)
Fixes: - Ship Controller: Ship high angular speed bug - Value 1E+10 for label TorqueAmount in structure (SV_Prefab_Tier1) cannot be converted to Int - HV mounted drills will not spin/ work until they are close to the terrain - Temperate Starter playfield Moon Pole area has pink Alien terrain overlapping the moon terrain - HV/SV Cockpit 8 legacy is the same as the non legacy version - Save template last saved timer appears incorrect
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Sorry for the non-functioning turrets, but we already fixed it!
CHANGELOG: Alpha 10.3.0 (Build 2533)
Fixes: - Turrets not shooting - Chainsaw does not start animation unless you only start using it when standing close to a tree - Solar panels are not producing any output but appear to be 'online'
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We quickly fixed some stuff reported today, so have fun with a more stable version :-)
CHANGELOG: Alpha 10.3.0 (Build 2532)
Changes: - Planet map: smoothing normals to show less zig zag lines - Permissions for adjusting color palette with Configure color window on structures
Fixes: - Decoration: Unharvestable Trees - Moon playfield has weather after triggering the pole fog - OverflowException when parsing numeric faction abbreviations (f.e. '333') - Avoiding reported CoQ - Usage indicators display incorrectly in HUD - Heat & radiation areas break when a BA is rotated - Don't showing tracers and particles for a mounted weapon that cannot shoot (because it would hit the own ship, but still using ammo) - [MP] CoQ & disconnect from servers when changing playfields whilst still connected to container via wireless connection
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CHANGELOG: Alpha 10.3.0 (Build 2531)
Updated Base Attack: - Added "Time to next attack" to Registry and Control Panel stat window: you will now roughly know when your bases will be attacked - Swap out Last Attack time with Next Attack time in Base control panel - A base that is under attack will now not be unloaded (DSL) anymore when a player goes far away
Changes: - Added Anti-Grief Zone also around Space Asteroids similar to Resource Deposits on planets (when enabled in gameoptions) - Structures are now set to invisible before they get DSL'ed - Planetary Trading Stations are now discoverable on planets like other POIs (before: on some planets, they had reduced HUD distance due to cluttering) - Orbital Trading Stations have now a slightly increased discovery distance (2500m) - Orbital Trading Stations of Polaris faction are now not displayed with Admin map tag anymore - Since we introduced the new hitscan logic, we do not allow that ships can damage itself any more - Base Attack: size has now a slightly stronger impact on BAP
Fixes: - Hitscan and 3rd Person View - Using an ADMIN POI Core makes Polaris, Talon Visable on Map - When using Discovery=false in playfield.yaml there is no map icon shown - Sometimes on game entry no structure was DSL'ed - Hud NPC health bar not at correct value, in some cases - Some wreckage POIs had no player spawner block (=> player spawned outside in strange positions) - When spawning in some blueprints they lose their device list & signals setup - Some blueprints can have missing parts in the visible preview & after spawning in - Invisible blocks in blueprint spawn preview - Clone chamber: not possible to paint/texture below - Wall Mounted sentry view clipping into wall and CAN shoot through wall - Clipping issue with mini-gun turret - POI ShieldGenerator not automatic 100% - Uncontrolled ship rotation after take off from the planet - When close to walkway & shutter window blocks the avatar can continue moving with no directional key presses - Incorrect structure color palette selected with C/T tool - Sit in cockpit and leave can give CoQ
Bug Fixes: - Fixed: When spawning in some blueprints they lose their device list & signals setup - Reverted fix for: After making a BP of a structure at max size the center of it is moved when spawning the BP in.
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Update: July 5, 2019 - Alpha 10.2.2 (Build 2524)
Changes: - Tweaked Ocean Planet (eg water plane now at 60m and several other improvements) and re-added to random generation Bug Fixes: - Fixed: Constructor production can exceed the volume capacity of assigned containers - Fixed: Missing localisation when repairing a vessel with a lock code in auto mode in R2B - Fixed: After making a BP of a structure at max size the center of it is moved when spawning the BP in. - Fixed: Resource Terrain as Bedrock logic
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Update: July 4, 2019 - Alpha 10.2.1 (Build 2523)
Changes: - Refinement of C/T tool by adding "Remove" toggle > it is now possible to remove symbols without changing color or texture - Adjusted HP and Mass of new Cockpits (added with A10) - Adjusted HP of Armored Double Doors - Removed Reload Delay from Alien Turrets and Sentries - Increased Anti-Shield Effect for Plasma Turret and Plasma 2 Turret (doubled) - New Ion Turret (Alien) now has EMP effect that only damages Shields (significantly) - Increased recharge speed for SV Shield (2/3) and HV (1/3) - Renamed (only loca change): Ion Cannon (Alien) > Plasma Turret (Alien), Ion Cannon 2 (Alien) > Plasma Turret 2 (Alien)
Bug Fixes: - Fixed: [MP] Shield is regenerating after being hit - Fixed: Currently not possible to start building underwater - Fixed: MP RtoBP issue with template password auto repair option - Fixed: Playfield server boot timeout check, improved log output to see how long a pf server needs to boot / prepare
Known Issue: - Missing localisation when repairing a vessel with a lock code in auto mode in R2B
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Update: July 2, 2019 (Build 2522) - Fixed: Sporadic exception when opening CP - Updated EAH Tool
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Hi Galactic Survivalists,
We released Alpha 10.2 with more bugs fixes and improvements. Please check out the changelog below.
Yours,
Empyrion Dev Team
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CHANGELOG: Alpha 10.2.0 (Build 2521)
Updated Base Attack: - Base Attacks now depend on presence of drone base: If the drone base has been destroyed or there is no drone base on a planet => no base attacks (see new label "Drone Base" in Stat window) - Display message when a drone base has been deactivated - Base attack will now spawn 600m from the edge of the base (not from the center of it)
Updated Behavior of Pangolin and Triceratops: > the old charging behavior was removed where the animal tried to run over the position of the player in a straight line, causing damage along the way. This did not always work and sometimes lead to player damage without visible reason > New behavior: when calm: - the animals use the same behavior as for example Parasaur - wandering the land, considering the terrain and avoiding buildings - if they see player, they currently ignore him. when shot: - they run to the player and then use melee attack with occasional roars - the range of pangolin attack was reduced from 7 to 4 meters (it is possible to evade the attack)
Changes: - Internal optimizations - Increased render distance of thruster and mounted weapons - Apply click-able links to PDA Window Description panel. - Slight color improvements on planet map - PdaWindow: add format option to yaml to allow to print mapped hotkey to PDA messages. - PDA now takes into account custom keybinding, i.e. if you change your keybinding, PDA will take this into account. You have to use eg {keybind(Map)} or {keybind(Inventory)}
Bug Fixes: - Fixed: Shield does not protect player in open cockpit - Fixed: Shooting at NPC Faction POI with active shield does not have any effect on Reputation - Fixed: Explosive blocks missing explosion effect - Fixed: Sound and visual effects of weapon hit is missing - Fixed: New Drill destroys everything around - Fixed: CoQ triggered after multiple playfield changes - Fixed: [MP] CoQ triggered after closing the logistics window & reopening it - Fixed: Adjust Block Collider to prevent shots / interactions through them - Fixed: Passenger is booted out of active turret control as soon as AI is trying to shoot at a target - Fixed: Textures on solar panels looked different depending on angle of sun light - Fixed: Back button in constructor visible although no back-target set - Fixed: PlanetLife: spawn points underneath bases, that are not completely touching the ground could get spawned - Fixed: Title menu buttons Single and Coop still visible when going back to title menu after clicking Back button. - Fixed: 'Heavy landing gear 2' & 'Landing gear 2' misaligned - Fixed: SSG 3D preview texturing - Fixed: CT Tool: Using Replace Mode on Walkway with Textures leads to vanishing blocks - Fixed: Exception reported from servers: sometimes playfield server reports too early unload of playfield, leading to errors - Possible fix for error message found in logs '-ERR- Double faction found' - Fixed: Several internal exceptions found in logs
We just released Alpha 10.1.0. Please check out the changelog below.
Thanks a lot for your ongoing feedback and bug reports.
Yours,
Empyrion Dev Team
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CHANGELOG: Alpha 10.1.0 (Build 2517)
Updated Base Attack: - Increased spawning distance from 360m to 600m - Now base attack is not immediately executed when returning to a base
Changes: - Added 3 more variants of heavy doors - Added CubeHalf version of ventilator - Added all ventilators to block group - Added inclination angle for Drill tools closer to lower right window - Allow to make links in PDA clickable - SSG: scrolling/panning moves sector camera after sector generation click
Bug Fixes: - Fixed: POIs were not placed in Freedom mode - Fixed: Not possible to start FREEDOM mode in COOP - Fixed: CT Tool: Closing CONFIGURE with X breaks GUI / does not open tool on RMB afterwards. - Fixed: [MP] Shields can recharge to 100% after playfield changes - Fixed: Collider problem with boarding ramp when closed: before player needed to jump over invisible border, now player can walk over border - Fixed: Some item tooltips are cut at top or bottom of screen - Fixed: Wall Mounted sentry view clipping into wall and CAN shoot through wall (adapted camera position) - Fixed: Problem that sometimes no more base attacks were launched (now added safe check: any drones not loaded for 60 seconds for base attack are ingored, so the attack can continue without them - Fixed: When placing a thruster, flare is now not shown anymore in the preview mode - Fixed: Forcefield of Boarding Ramps not switched off when unpowered - Fixed: Rotation axis of generators BA/CV was not in the middle - Fixed: Tooltips in BP Library for BA,CV,SV,HV were wrong - Fixed: All ore deposits are generating directly beneath the surface. - Fixed: Detector showing already discovered POI again when going out of discovery range - Fixed: Solar panel (sloped version) indicators are dark & not visible when turned on - Fixed: Constructor sometimes did not show all rows of an assigned container - Fixed: New Chat: Private message issues with player names with blanks - Fixed: 4 Way Connector Heavy Window does not swap tints like all of the other windows. - Fixed: [MP] Player taking damage through blocks (partly fixed: should be much better but can still happen in some use cases) - Fixed: Thrusters will not idle when vessels are placed on a flat surface of a structure & docked to it - Fixed: Terrain-placeable devices can be placed inside each other's bounding box - Fixed: When damaging Ventilator Thin it can become invisible - Fixed: Clipping problem when jumping inside Medic Station and Clone Chamber - Fixed: Several problems with turret aiming - Fixed: Dragging/line-placing a 1x1x1 Thruster leads to graphical glitches - Fixed: RenderTexture error message in logs - Fixed: RakNetServer incorrect stats on player disconnect - Fixed: Planet life did try to load the same spawnpoint multiple times in certain situations - Fixed: Ranged animals did not always fire due to unprecise body rotation in time of firing, removed delay for spider03 attack animation - Fixed: SSG writing custom sector configs check color component values for culture invariance. - Fixed: Several internal exceptions found in output logs
Bug Fixes: - Fixed: 'Glass railing' & 'Glass railing round' texture issue - Fixed: Cube Quarter face goes missing when placed next to other blocks - Fixed new chat: - auto-jump to Private tab - sometimes not showing sender name
Here comes the next hotfix release which includes a LOT of bug fixes for internal exceptions (thanks to the output logs you sent in)
CHANGELOG: Alpha 10.0.2 (Build 2511)
Changes: - Added back "SVDecoIntake02" (now called SVDecoIntake02New) to "General Devices (Deco)" - Updated models of regular windows
Bug Fixes: - Fixed: MapDistance does not work other than 0 - Fixed: Names of devices mismatch between device list and detail info screen and HUD - Fixed: Several internal exceptions found in output logs
KNOWN ISSUE: - Some railing blocks have texture problems (will be fixed in next build)
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Update: June 19, 2019 (1pm CEST) - Build 2508 - Fixed: Exception on startup when using Config.ecf from Build 2504 (note: the deco block "SVDecoIntake02" is temporarily not available in "General Devices (Deco)" - we will add it back in next update)
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Hi Galactic Survivalists,
We just released the first hotfix for Alpha 10. Stay tuned for more stabilizing and polishing updates (we will keep this post updated - so please keep an eye on it).
CHANGELOG: Alpha 10.0.1 (Build 2507)
Bug Fixes: - Possible fix for missing chunks on connect to a server - Fixed: Color Tool usage permission - Fixed: Definitions of new templates in Config.ecf didn't work reliable - Fixed: Setting Video quality to FAST by keeping Textures on MAX results in billboard issue and exception - Fixed: Possible exception when disconnecting from server running PDA.cs - Fixed: Problem that turrets sometimes did not aim accurately - Fixed: Clone chamber / Medic Station: not possible to paint/texture below (we removed the base plate) - Fixed: Cockpit 8 non armored has the same model as the armored version - Fixed: Internal exception linked to Status Effects - Fixed: Several internal exceptions found in logs