First of all, thanks a lot for your patience, while he had to delay Phase 4. We have made good use of these additional days and a lot has happened in the code and in the game.
A few highlights:
The galaxy is now a lot more configurable. You can now use ‘Regions’ for local hotspots and for the general shape and design (amount and type of stars etc).
We have added the ‘Scoreboard’ to the old player overview (Button: B). You can now see a lot of stats and info in a leaderboard style
The Registry now allows to directly jump to a system with the ‘show on map’ button
Please find the full changelog added below.
There is one caveat, though: the flexibility for the galaxy-setup, database changes and other adjustments, now require a new game start. As already announced, old savegames from the previous Experimental phases are no longer compatible anymore.
The good thing: starting a new savegame will allow you to play the updated story missions and explore the reworked POI, as those cannot be updated in existing savegames as well. :)
For discussing the new and updated features, please head over to the pinned threads in our Experimental Feedback forum
Have fun with Phase 4 - and tell us what you think about the changes! :)
= CHANGELOG =
GALAXY & GALAXY CONFIG
Better elliptical galaxy generation, improved naming algorithm for stars.
Added REGIONS: up to 99 StarRegions & StarClass are possible (See GalaxyConfig for examples)
Updated GalaxyConfig.ecf and created new galaxy appeal, using the new techniques
Added in-line documentation an info to the GalaxyConfig.ecf
Warp target playfield names 'around the sun' got renamed from f.ex. 'Ellyon_0,0,-1' to 'Ellyon [Sun Back]'
All warp target playfields are now PvE
Add player/hover target position to system/galaxy maps. Make input boxes bigger to accommodate full sector coordinates.
Info cards in the system map for sectors will now show a class of the playfield
Added display names for space sectors map
First draft of galaxy nebulas
GAME WORLD
Space Base Defense enabled for Pirates faction (FactionWarfare.ecf)
Adjusted TemperateStart planet and starter zone
Decreased spawning of ground AI on TemperateStarter
Added new icons for space sectors: Junkyard and SpaceEmpty (System map)
Updated: Moved Legacy galactic territory to new position + changed content
Updated playfields: Increased spawn probability of asteroids in space slightly
GAMEPLAY
TurretAlien ( Pulse Laser Turret T2 ) is now fully working (Legacy Infector and Decimator class vessels will now shoot back!)
Added Titanium Rods to MA Corp Traders
First draft: Item-Sorting now persistent per container/inventory (In-Session. Not yet saving to savegame)
SCOREBOARD
Added Ranking to scoreboard ( press B )
Added leaderboard values ( Visited systems, Blocks placed, deaths,..and a lot more)
Added sections to scoreboard window: Player, Player's Faction and All Factions
REGISTRY
Registry now remembers last selected entry and selects it again when reopening
Added "Show On Map" for selected stars and solar systems
Showing bookmark icon now always for all bookmarks and not the chosen icon of the bookmark, to easier identify bookmarks in registry
POI & BLUEPRINTS
In playfield yaml, random POI config: Added "UseEachGroupPoiOnlyOnce" flag to force each POI of a POI group to be spawned only once
POI in orbit are now distributed up to 15.000m from center in each direction (before: 2000)
Manually spawning blueprints: limiting the move down into terrain until the first device
Manually spawning blueprints: added game option 'UndergroundBpSpawn' to override spawn limit (see possible values and default in an gameoptions_example.yaml)
Improved RandomPlacer to overlap less, to better use the allowed distance between POIs (even before one POI fails to be placed)
Updated: Small adjustments to Ancient Revelation Control-Station POI
Updated: Xenu POI groups (standard, advanced and special POI)
PDA, DIALOGUE & MISSIONS
All Story Missions are playable on all starter planets now
All Story Missions have been updated and improved (sometimes significant changes) for consistency with the game story ( Note: The missions are currently 'free to activate' or will activate automatically in certain conditions. They are not linked in a row, to make testing easier. This will change with the public version!)
PDA window improvements: for each category the last selection (chapter or task) is remembered, if the active chapter is displayed the currently active task is selected
PDA window: Added hint to "Activate" button if disabled because chapter is ChapterActivation controlled
Dialog window: Changed all texts to TextMeshPro, now all features of the Sign blocks can also be used here, e.g. alignment
DialogueSystem: added function GetInstanceTicket()
DialogueSystem: added dbglobal_int
Allow optional scenario Localization.csv (SP and MP!)
BALANCING
Added Radiation-removal to all Anti-Rad medicals ( Ointment: -1, Pill: -3, Injection: -5, Decontamination Kit: -7)
Reduced RP gain from killing a member of an NPC faction
DATABASE
Now logging player AI vessel destruction
Now logging player completed PDA chapters
Added network profiling data (package count + size), added IsPvp flag for playfields,
Added dialogue states visited, player structures visited, build nr and version, player credits
CONSOLE COMMANDS
ConsoleCmd GalaxyConfig: added output where the config file is loaded from
Added console command 'galaxy' to reload the GalaxyConfig.ecf of the current savegame and test the parameters on the galaxy. Might break the current savegame!
== BUGFIXES ==
(Experimental 12.4 2913)
Fixed: Regeneration of asteroids, POI's etc not working
Fixed: Can’t click "New Game" with some languages
Fixed: Terrain "Walls" appearing in or around structures
Fixed: Planet resource deposits are identifiable with map marker
Fixed: Clone chamber does not appear in the respawn options
Fixed: Autominer cannot be upgrade to T2 and T3 anymore
Fixed: A waypoint that is setup for a planet follows the player when the player enters the planet
Fixed: Unable to warp to a waypoint setup in another star
Fixed: Difference in distance between the warp line & "Lock button" distance
Fixed: Infinite fuel/CP access exploit with faction "none" POIs
Fixed: [MP] Vessels don't load/update in correct position for other clients
Fixed: Waypoints persist after picking up a waypointed terrain placeable
Fixed: Added touchable collider to station console hologlobe element
Fixed: Alien turrets should not attack predator animals (like spiders) any more
Fixed: LY distances between stars, as a result: galaxy radius is now 500 instead of 3000 LY (it was always smaller than 3000LY, the display before was faulty)
Fixed: Wipe command to work also with the new DB
Fixed: Label anchors for player position and other labels
Fixed: Incorrect display of LY label and distance in sector list
Fixed: Solar panel in space not producing energy bug
Fixed: Exception sometimes when opening system mapMode
Fixed: Menu tab not updated to system map when double clicking star to open console Window
Fixed: Missing entry for LY distance
Fixed: Access Constructor step did not work in RP-2 tutorial
Avoiding exception when ticks get out of bounds and opening player window
Fixed: Wrong tooltip for minimap when in various screen aspects
Fixed: Legacy planetary playfield issues
Possible fix for sometimes flickers when switching between system and galaxy maps
Fix for bookmarks in instances not showing up
Fixed missing scrollbars in system description panels
Fixed sorting visited star system list
Registry: fixed problem that two entries for some objects appeared
DB: fix for communication abort when entering a server the very first time and opening the player window
For all those waiting to get hands on the dedicated server files: With phase 3 we made good progress in terms of performance and functions of the database and in fixing issues related to the server files. That being said, although the changes now have to be tested with your help in the current update, we are quite confident that next week's phase 4 will have the server files included eventually! :)
Please also note, there are a few more adjustments to be made for phase 4, which will result in a savegame break for your current, running savegames - which will also result in a full wipe of our Experimental Server.
Although this might be a bit inconvenient, but as you know: only new games, started with each phase will have all the changes on playfields, POIs and missions - as these game elements, unlike config changes, do not get updated in a running savegame.
Added toggle button groups for private, faction, others to filter results
FACTIONS
Traders Guild is now an intractable faction (you can change your standing up and down now)
Updated Reputation actions for Traders Guild
Adjusted reputation points of other factions (reduced/adapted gains and losses; please check ingame NPC faction screen)
MISSIONS / DIALOGUE
Added / Full rework: Human Remains Solo Mission (WiP, Test Ready!)
Added: Offworld Grave as follow up to HR (WiP, Test Ready!)
NPC dialogue system: added function DeltaTimeToString()
DialogSystem: added control element "@d<n>" to set typewriter effect speed for current page, use "@d0" to show remaining text immediately
Updates/ fixes on Talon/Polaris/Zirax quest missions ( Approaching targets should now work again)
POI and PLAYFIELDS
Added Polaris Shuttle T1 ( PV )
Added OPV Corvettes for Pirates ( Original creators: urialia & Sulusdacor)(Note: Space Base Defense not yet set up)
Added new settlements for Polaris ( now following the "Polaris Style") + swapped all Polaris-held CivilSettlements on all playfields to new design group
Re-added Civil Settlements (remaining POI) to playfields
Added new water-floating settlements for Polaris on Ocean playfield (incl. Defenses!)
Added Kriel Defense T1 (by vermillion)
Added PV for Zirax (XenuCutter; Not yet added to PV group)
Updated Rados Fuel Depot Desert variant
Added more POI to Traders Guild faction
Added Traders Guild to more planets Now available at: Temperate, TemperateSwamp, Desert, Arid, Snow, Ocean, MoonDesert, MoonForest
Added more 'other' factions to galactic faction territories (Check \Content\Configuration\GalaxyConfig.ecf for details)
Added Kriel Empire to all planetary playfields (They only spawn their POI in their galactic territory, though)
Added Pirates to all Planets and Moons Main bases are often found on desert and forest moons; Ambush POI are most on the lush planets but also spread a lot; Waystations are seen on places where the Pirates only want keep up a presence for whatever undisclosed reason.
Removed mapdistance/huddistance from all playfields (where not necessary) as it breaks scanning mechanic and is not necessary anymore (except you want to really hide a POI from the scanners)
Added Crashed Legacy Infector to AlienLegacy playfield
Thanks to all builders and contributors! :)
GAME WORLD TECH
Extended space playfield area also in SP from +/-50k to +/-100k. Only outside this area, the warning message will appear
Supporting "Main" as a faction in playfield yamls to take the faction from the territory ( 'Faction: Main' ). If no territory then this POI will be left out
BALANCING / CRAFTING
Armored Windows S now made from TitanPlates instead of Hardened Steel (Sathium)
Reduced output of Fiber (40>30) and WoodPlanks (60>50)
Fridge (HV and SV) now available in Portable Constructor
Reduced PowerBar Food points to 45
Reduced CPU on Generators ( related to reduced power output and other changed parameters )
Reduced CPU on Harvester (HV)
Ground repulsor engine for HV : torque decrease from 10 -> 5
CV Projectile Turrets can now be crafted in Large Constructor as well
OTHER
Updated Armor Locker model for BA and CV as a preview test
Detectors can now also be fired underwater
Changed submarine-style scanner ping to a more sci-fi variant
Time in character window is now shown in "game time played" and not in "real time" as it was before
DATABASE & TECH
DB: optimized query for getting medic station on player death, added info what BP got spawned
DB: writing now player inventory on every player data save. added possibility to execute multiple update queries with one call
DB: Added deadticks and isdead to Entities
DB: added entity death timestamp, added bool if structure was spawned from BP library
The structure .txt files are not written into the Shared folder any more. Instead of that, we put this information into the DB table StructuresHistory
Relaxed timing for threads
Set Animator component to "AlwaysCull" on a lot of turret/weapon animations to improve performance (a bit)
Optimized Animator component on doors and retractable weapons to not be active when not needed
Stripped down some dedi unity prefabs for better performance of playfield server: CockpitSS04Prefab_dedi, VentilatorEdgeRoundMediumHalfPrefab_dedi, PassengerSeatSVPrefab_dedi, TurretMSCannonRetractPrefab_dedi, TurretMSMinigunPrefab_dedi, WeaponSSMinigunRetractPrefab_dedi, FuelTankSVSmallPrefab_dedi
Optimization from pf server profiling: mapped SphereCast to Raycast for all none player checks for "which structure we are on".
Today we kick off the first testing phase of the Alpha 12 Experimental! :)
Main feature additions:
The Galaxy
Active detection system
Registry journeybook
Interactive dialogues
Dynamic key-token generation
Space Base Defense
Player-build teleporter system
Full config files exposition
Besides those major topics, we added several new NPC Factions, a slew of technical and feature additions, new crafting materials like Titanium, updated POIs, Model and a lot more.
Remember: For the first days of the Experimental version, multiplayer games can only be played on our Alpha 12 Experimental server, because we first need to thoroughly test the new database, before we can release the EXP server version. The Singleplayer/Coop client version of the Experimental version are of course available with todays release! Please read the full reasoning over here
As with every major releases, the Experimental version phase will see several stages and last at least a few weeks, until we will release to the 'public' branch eventually. ;)
Most of you might wonder, when the Alpha 12 Experimental will hit your PC. Good news!
If everything works out as planned, the Experimental phase will start anytime next week! As always..no liabilities assumed.
There is one thing to know about the upcoming Experimental:
For Alpha 12 we made a real BIG change in how the game handles data and info by adding a persistent database. This offers a myriad of new possibilities - in fact, it made some of the Alpha 12 features possible in the first place - but this needs to be tested in-depth, especially for Multiplayer.
That’s why this time, in the first week of the Experimental release, we will only have our own EXP Server as a testing field.
This way, we will be able to grab all the logs directly and track the performance of the database in a live environment with the highest possible load. Again, and to be precise: this is for the initial phase (only!) We hope everyone planning to set up an own EXP Server will understand this move, as testing the database is crucial for the progress of the game as a whole.
Rest assured the EXP will have a server version released, as soon as the tests are passed and we are confident about the stability of the database.
The Singleplayer version will of course be available from day one, just the dedicated server version will be delayed.
If things go accordingly, this initial phase might only last a few days. A minor period, given the Alpha 12 is a milestone release with an Experimental phase of several weeks, where we will be happy to see a lot of Experimental-version servers out there.
A note for the server owners, as this might not be known a lot: feel free to get in touch with us about any global topics via server@empyriongame.com (Feedback, Ideas etc.. no specific topic ;) )
Hope to see you soon playing the Experimental version! :) - Empyrion Dev Team
PS: For all of you interested in an evening talk about Alpha 12 and maybe some gameplay right from the final Experimental pre-release candidate, tune in to our Dev Q&A, hosted by Spanj
For today's blog, we would like to give you more insight on a device feature, a lot of you have asked for.
Until now, you could make use of the device in question in NPC stations and some dungeons. Now, it will be available to you players: Teleporters!
(New CV teleporter model)
The Teleporters will come in two versions:
Teleporter for bases. Their range will be 30 LY
Teleporter for capital vessels. They will allow you to teleport within a sector, what means between Planet <-> Orbit, Planet <-> Moon, Orbit <-> Moons etc. No need to EVA over to a space station anymore!
There are a few constraints of course.
You can NOT teleport to another PLAYER or PLAYER FACTIONS teleporters! You can only use your own teleporters, those of your faction and from NPC factions you are at least in a friendly state.
It is not possible to teleport FROM or teleport TO a CV that is currently MOVING
It is not possible to use a CV or BA teleporter (as outgoing-transport) when a) shields are active b) the structure is under fire (cooldown of 20 seconds after last “hit”)
Incoming teleports currently can end on devices that are off or behind a shield - of course only if you ‘allowed’ to use the teleporter as a target.
If there is any condition that denies you to use a teleport target, its destination simply will not show in the teleporter target overview.
We hope you will like this little feature improvement. As usual, feel free to post an questions to the comments. :)
It’s wednesday again! First and foremost: We hope you are all well - and if not, we hope you will get well very soon! And because we got a lot of concerned emails and messages: Everyone in the team is Ok or is already getting better. Thanks a lot for all the wishes. :)
We have been kind of silent the last 2 weeks, simply because a lot of code work had to happen, to flesh out the features.
Today we have a mix of different things that made good progress and got added until recently.
The Empyrion ingame card game? Our Modelling team has been busy with some new stuff. We added two new devices (we will not disclose just yet. Sorry ;) ) and a few others, like the Zirax CV turrets that are currently in a finishing phase.
A new entry to the blocks and devices are two gambling tables.
What started as an internal use case, just for testing the NPC Dialogue system with a Black Jack script, found some interest in the tester group and the team itself. So we thought: Where Star Trek TNG has had Poker, Star Wars has Sabacc, BSG has Triad Cars .. how would the favored Card-game based amusement of Polaris, Talon, Zirax and other species in Andromeda be named and how would it work? Any ideas? Let us know your suggestions for a name and a system! We might use it! :)
New playfield types! While the galaxy has grown the amount of stars to fill with something to explore, we are constantly looking for new playfield types to integrate. While we are happy to review any suggestion you send us via email, we have opened the CUSTOM PLAYFIELDS forum for that purpose.
That being said, reworks of old playfield types and new iterations, are in the works already. A new Ice Moon and a Forest Moon will be part of the mix, soon.
Hint: Alpha 12 will also see the addition of a menacing “Legacy Faction” playfield type, which will reveal a lot of what this faction is up to. Playfield will be revealed in the next weeks. ;)
New models and resources! In Alpha 12 we will not only have Ice available on Asteroids in space eventually, but we will also add a new resource to the game the first time ever: Titanium
And while we added a forest moon with endless quantities of Plant Fiber, and because the item has become a very popular meme in the current pandemic times, we added Toilet paper (including a slightly updated toilet model) as an item for your very discreete player avatar needs as well. Of course you cannot buy it at a trader. ;)
Feel free to make suggestions which status effect we should allow to be cured with it! (except the obvious ;)
Respawn changes Alpha 12 will also see some changes in the Respawn mechanic which everyone, who has run into a literal dead end, might like.
First, the survival tent is now a possible respawn option. When you die, you can select the closest survival tent from the respawn menu. So make sure to be prepared.
Second: you will now get a respawn option, even if you have NO home-button checked CV or BA or even a survival tent. You can respawn in a Clone Chamber or Medbay of the CLOSEST BA or CV that belongs to you or your faction, even if these structures have not been set in the HOME checkbox in the Control Panel!
In addition, you get a third way of respawning: When you are at least NEUTRAL with a NPC Faction AND you discovered one of their stations, equipped with either Medbay or Clone Chamber, before, you will get offered the closest of these stations as a respawn option as well!
Registry and Markers We are currently reworking how the REGISTRY works. Not only because the Registry needed an update to handle the new star systems, but with Alpha 12 it will offer a lot more options and work more like a real Journey-book, where all your discoveries are noted. Not only your own or your faction's stuff, but also terrain placeables like Autominers, ore deposits and a lot more. Filters will help to manage all these entries.
In addition, when setting a Waypoint on one of those entries, those markers are now visible on planets while you are in space - and vice versa!
And: the markers will also work in space as a pre-set warp target. So aim for them, accelerate and warp right away! No need to hammer the Lock-Target Button on the Map anymore.
As a closing comment - and because we got asked this quite a lot: we are currently preparing for the Experimental to start mid of April (if nothing goes wrong). As always: No liability assumed. :D
Watch out for a scheduled live Q&A ahead of the EXP.
We recently completed the technical integration of the gas giants. Similar to the new suns, you cannot land or fly to the gas giant itself, but they will offer more than enough moons for your exploration demands.
Time for a few impressions of this milestone progress. :)
The question may sound trivial. You fight, you win or you get defeated. But beyond that point, there is not a lot of interactivity. Small and large space bases alike do not seem to be that important for the NPC factions, otherwise they would defend them better and very likely have a garrison of combat ships or reinforcements, right?
We recently spoke to our Zirax Empire and Polaris consultants, and as especially our always slightly nervous, weapon wielding friends brought up very convincing arguments, we cannot let this be the case any longer.
Reinforcements incoming!
With Alpha 12, when you are on a hostile or unfriendly standing with the owner of the POI in front of your guns, the station commander will call for help when you are coming too close. Depending on the level of the playfield, the NPC faction's vessels will warp in after a while - or sometimes the call will remain unanswered. There are a few variations possible at that point.
You, as a player, will get a note as soon as enemy warp signatures are detected. But remember: the incoming vessels might only be a part of the full fleet coming for you. ;)
As always, the range of reactions, the ships used and other parameters can be defined by creative minds in the FactionWarfare.ecf.
Each of the current and upcoming factions will of course send their very own vessels. The Polaris, Zirax and also the Legacy have gotten a total overhaul of their combat vessels lineup only recently. If you do not yet follow our posts on hat topic, have a look in our ‘Lore, Story and Factions’ sub forum
You will not only find previews of the new ship types of the different factions, but also background info to the story of the game!
NPC Factions: Call For Papers!
That being said, we also want to add a few new NPC Factions to the upcoming galaxy. As promised, we will eventually open the submission phase for NPC Faction applications!
Spread the word! We are looking forward to your creative ideas!
While you start to think about your NPC factions stories and lore, have a look at the all new Zirax CV turrets (WiP HighRes) you might soon run into. These will replace the generic “Alien turrets” on all Zirax AI Capital Vessels - step by step. :)
While the Content and the Global updates from the previous dev blogs are pretty much set - given nothing unexpected will keep us away from adding them to the game - the following topics are a bit more a ‘What we plan to add to the game, when time permits’ thing.
(WiP NPC Dialogue with 3 answer options)
The following Prototypes have been added only recently to the Alpha 12 feature list, but have a good chance to be in the initial Alpha 12 release. If not, then in Alpha 12.1 and onwards ;-)
Prototypes
NPC Dialogue with Multi-Answer options Ever wondered why the bartender in one of the Pax Purgatory bars only wants to sell his beverages but has nothing to say? Want to play a round of Black Jack with those NPCs that seem to dish out cards anyhows? These are only two straight forward possibilities for the upcoming Multi-Answer NPC Dialogue system, Alpha 12 will add. The new way to set up dialogues will be configurable in its own (public) config file and you, as a creative or POI designer, will be able to ‘assign’ a dialogue to certain NPCs. We are looking forward to all the ideas our community will come up with!
Dynamic Key Tokens This is more of a technical advancement, as the game can now modify an item dynamically in the game to provide a specific function.The first implementation will for example allow the game to create an individual “Keycard”-item, giving it an integrated lock code for use with a specific device in a POI, like a door or any devivce that is using lock codes. This specific Keycard (Token) can then either be placed in a container or be added as a loot item, given via PDA or by an NPC. Of course YOU can decide what the 4-digit lock code looks like, for example using the super safe 1234 combination is always a good way!
Per-Container Loot Table ID This is where the new loot setup system comes into play. Currently the loot IDs are set in a config file, so all Zirax Soldiers drop a fixed range of items. With Alpha 12 we plan to add new settings, which will add the possibility to set certain Loot Table IDs for each container or NPC (spawners) individually and directly in your POI - overwriting the “default” Loot Table ID. This will give all creators more granular control over the loot drops for anything that has an ‘inventory’.
Station Services By those we think of services like, re-arm, refill (Fuel, O2, Pentaxid), repair and other services. To make use of these services, we plan to allow the pilot to hail the station and use a dialogue system or a specific UI to make a choice. Although this has just been added to the schedule, there is a chance for this feature to make an appearance in the main release.
Part IV of the dev blogs is concluding the initial series of 'feature reveal’ info posts.
We plan to release more detailed explanations, single-topic blogs and also in-game teasers on a regular basis, as we are nearing the Experimental stage - which will possibly start more towards early April at the earliest (No liability assumed).
Today, while the developers are heavily at work with the galaxy generation, NPC dialogues and such, we will talk about some of the more global content and convenience updates.
Global Updates
Lots of POI updates, that should have made it to A11 already, like dust and snow versions, fixes on signals and triggers etc pp.
Multitool: now works with UNDO in Creative mode
Projectors can have a background layer
Removed Alien01 and Spiders from starter areas (Crashsite and starter area)
Feature Updates
Inventory Sorting (alphabetically, item type, food points, mass and volume)
Increased Stacksize (up to 4000 per stack; Stacksizes are derived from item mass)
Player Turrets can now be used on any NPC Faction POI (without having to cheat in ammo and ammo boxes!)
(Sorting Options)
There are of course more interesting changes coming with Alpha 12, for example the new SPACE POI DEFENSE mode: Meet the renewed Polaris and Zirax Patrol Vessels, called in as reinforcements when you attack their orbital POI. We plan to do an own dev blog on this topic anytime soon.
(Zirax Destroyer)
On the ground Base Attacks, the Talon got a new building, the Talon Ziggurat, which will serve as a headquarter or ‘end boss' which, when beaten, will stop any planetary Base Attack from that NPC faction. The end of the Base Attacks is also now tied to a so-called ‘headquarter setting’ which any playfield designer can individually set to any POI. For example you do not need to use the Dronebase as a BA Attack-Stop for Zirax anymore, if you do not want to.
(Talon Ziggurat)
More content updates include:
Reworks are planned for other devices as well (Armor Stations, Warp Tanks etc; feel free to make other suggestions in the comments!)
We plan to rework the Alien Turrets and give them a consistent design appeal, f.ex for the Zirax
All-new Energy Turret for the (planned) Legacy Faction ships and POI
Adding Heavy Blast Doors (two sizes for now)
We’ll of course release more screenshots on the model and blueprints as soon as they near their completion.
(Blast Doors, Size 1 and 2)
(SV and HV O2 Station and Armor Locker)
What‘s on your wish-list in terms of this blog posts context, model updates and alike? ;)