Vacation time is over. ːsteamhappyː Working on a few things for the upcoming interversion patches (bugfixes and such .. but not only. Planning for the next major update has started as well.
Here are the changelogs for the v1.1.x patches. Have fun and please report bugs and problems as usual - thanks a lot!
==========
2020-09-18: Patch v1.1.7 (Build 3082)
Changes: - DialogueSystem: added new variable types (dbglobalpf_int and dbplayerpoi_int)
Fixes: - Vessel rolling prevents (shield) damage - [MP] AI Turrets sometimes continue to shoot at dead NPC's that are not rendered - DialogueSystem: potential fix for losing variable content if there was a connection timeout when starting a dialogue - one CoQ and one item exploit
==========
2020-08-26: Patch v1.1.6 (Build 3079)
Fixes: - Dialogue error with high load
==========
2020-08-24 Patch v1.1.5 (Build 3077)
Changes: - Tutorial: Added Stomach Pills to Large Wreckage Personal Container - Added/updated soundtracks for biomes, POI and general use - Star search in galaxy map: added result list and possibility to search for planets and moons - Planet generation: moved part of the generation to use the unity job system and burst compiler to improve speed as a test - Traders: 1. added possibility to open a dialogue when talking to a trader (use OpenTraderWindow() in the dialogue to switch to the trader window 2. added possibility to use 'zone traders' that get their trader type from the zone they are in (either set the TraderZone in the playfield.yaml or in the POI properties) 3. added possibility to use a factor to the MarketPrice in TraderConfig.ecf - improved "pda rd" console cmd (check help) - DialogueSystem: added possibility to talk with entity NPCs - New: PDA Info: added info to right side PDA screen WHICH mission needs to be played to unlock the chapter - Slightly brighter nights and less dark areas by setting Color Gradient Black In from 0.065 to 0.035 - DialogueSystem: added variable type dbplayerpf_int that is only valid in the current playfield - NPC entity dialogs: removed NPCDialog from eclassconfig and moved into spawner. Removed need for manually adding EAI task to rotate to player. - PlanetGeneration: small improvement to stamping by generating rotated stamps only on demand - Entity NPCDialog: added name of dialog and only entity name as fallback, if entity is dead: show existing loot prompt - Added Entity-Dialogue example to Dialogues.ecf and EClassConfig.ecf - Added Entity-Dialogue setup docu to head area of EClassConfig.ecf - Updated a few stock blueprints: added detectors, fixed signals - Updated: Xenu Weapon Bunker, Epsilon Com Center (adv + standard), Xenu Defense IV (Zirax) - Updated: Rados POIs (Zirax) - Updated: Abandoned Reactor (The Legacy) - Updated: TSP_Variant2 (planet) & TSO_Variant2 (orbit/sector) - Replaced: CV Prefab T5 with CORE Warchain - Added: Kriel Overseer T1, T2 and Subjugator - Added: New Pirates ambush POIs - Added: CV Magpie (Civilian) - Added: New CivilSettlement variants - AI drone : add the console command 'aim info' to get a set of info regarding AI drones and AI vessels
Fixes: - Freighters dont respawn on Destroy Core or re-Core - NearUnit/NearPOI do not trigger when teleported into trigger area - Bombs deployed from bomber drones sometimes do not explode when they land on terrain - Fix for reported exception when opening another solar system in MP that contained instances - AI vessels teleporting away from the player after taking damage - Fix for wrong water texture when starting a creative game - COQ after destroying all AI ships and changing playfield - AI space vessels keep moving when their rear facing thrusters have been destroyed - Fix for DialogNPC rotating although it is set to not rotate - Tutorial is not set to easy but to the default settings (now uses a normal gameoptions.yaml file) - SSG: fixed 3D preview not showing correct height of terrain - CoQ for NPC Spawner - Fix for dialog not getting saved in Blueprints - [MP] Logistics: 'Access Device' sometimes not working - Missing parameters in Space_Dynamic.yaml - AI vessels are sometimes not visible or actually there when approaching their HUD marker - Missing parameters in Space_Dynamic.yaml (RestrictToOrigin) - Potential fix for player data file growing big when player visited a lot of instanced playfields - an exploit - Added error message instead of CoQ if a entity spawner contains an entity that is not defined in the config file - Fix for retractable turrets that had animation issue when turned on or off, or when reloading the game
==========
2020-08-13 Patch v1.1 (Build 3065) (sorry, initially only announced in our forum)
Changes: - Build settings window: added shortcuts Ctrl-C, Ctrl-V, Ctrl-X, Ctrl-R, Ctrl-D, Ctrl-F, Ctrl-Z, Ctrl-Shift-Z when the N popup is open (blocking nearly all other shortcuts when the N menu is open) - Build settings window: added shortcuts for rotating a block (scroll wheel) and toggling through axes (right mouse button) - Build settings window: middle mouse button will toggle through selection mode (move, scale, rotate) - Increased availability of Titanium ore and rods in loot drops - Tutorial Scenario: Increased ores in Distress-Signal wreckage (Personal Container) - Trading Station POI (Zirax, Polaris, Trader) with Admin Cores have their SBD feature deactivated - Commodity: Phoenix Fern Fronds and Trumpet Greens can be bought and sold at Aunt Mary and Talon traders - Console command 'di' is limited now to 50 meters - Limiting number of worker threads on a dedicated server to 8 and on a playfield server to 5 to improve the overall system performance on servers with many cores - DB: Sqlite setting journal_mode to WAL now (only for new savegames) - Tutorial: Added Growing Plots and Light to containers - Tutorial: Fixed issue with important message not popping up - Tutorial: Increased display time of a few messages - DB: removed port number from IP address if server chose to log them - DB: setting journal_mode to MEMORY in the hope of increasing write performance - DialogueSystem: added access to player's ExperiencePoints, Level, UpgradePoints
Fixes: - Detector devices cannot detect entities on the other side of the world seam - Base attack troops when underwater stop moving when close to the players base - Fixed OriginDefault from gameoptions.yaml not sent to clients in MP games - Fixed: Wrong chapter number for Ancient Revelations displayed in main storyline - Fix for system map not allowing to select planet info for current planet - Fixed not able to warp to some stars when setting the language to Turkish (and probably others, too) - Player POV & player map icon can become unaligned - Plants don't grow when far away from them - Avatar size glitch after spamming blocks that players can use to sit - Fixed: Teleporter on Xenu Mainframe deactivating on explosion of station - Fixed: Tutorial Kaidan dialogue end leads to a Continue-or-Quit (COQ) - some CoQ's
Today is the day: we are leaving Early Access, starting into the post-Alpha development phase.
This means:
We have removed the Alpha-tag from the build number, as this term was tied to the Early Access phase.
The version will now read 1.x instead of 13.x or 14.x etc. This had to happen as well to make a clear cut.
Everything beyond that, development and refinement of features will stay pretty much the same. The development planning for v1.1 will start soon (after a little, annual summer break) and will also take the feedback and results of the Game Survey 2020 into account!
For those that are new to this topic or in case didn't read the announcements yet, please have a look at the links below for all the info and details!
To accompany this step forward, we also updated the trailer in some important details.
An all new trailer is planned for this year.
In terms of today's update, we have worked primarily on fixing and squashing a few more bugs. For example evergreens, like the bike launching you to space, turrets having a gentle pause instead of tracking their targets, your bases and ships missing whole areas (MP) and others now should be fixed. ;)
Please have a look at the changelog below for more info.
As fixing bugs and issues is one thing that will be more in the focus now, the same procedure as for all the Alphas also applies for the new development stage:
Thanks in advance for all your dedicated help, repeated re-testing and re-reporting and all the other contributions to the bug and QA sections of the forum! :)
Keep on having fun and HAPPY 5th ANNIVERSARY!
Yours, Empyrion Dev Team QA Team and Community Managers Closed Alpha Group & Builders League
PS: You want to listen to the Empyrion soundtrack (by Alex Jordon) without running the game in the background? Here you go!
== CHANGELOG ==
(Build 3047)
Changes:
Neutron star: added accretion disc (only visuals)
Changed plants life condition check from every 60s to 120s should fix the problem with the 'dying plants' in structures
Marketplace: added check to catch and fix negative prices, log error if that happens
Updated scenario "Invader vs Defender - Conflict of Cygnus"
Bugfixes:
Galaxy map: fix for "Lock Target" button not working reliable
Fix for problem with "lost ship after warp"
Registry: fixed "show on map" button
Fixed A12 regression that the jetpack is switched off in space when reloading into a savegame
Fixed: System map CoQ when switching between the Galaxy map & System map & trying to enable warp lines
Fixed: Large parts of structures invisible when entering game
Fixed problem that when the client crashes while entering an instance the player was trapped in the instance
Fixed: Kriel space drones cannot be targeted by player AI turrets
Fixed: CoQ spam from StrategicAI
Fixed: Space Drone corpse can still move & attack the player when they return to a playfield
Fixed exception when re-loading into a playfield with a Neutron star
Fixed: Secondary key list repopulates after client is restarted
Fixed: [SP] Teleporter is not turning off when teleporting away from it when it is setup to a m/sensor
Fixed: CustomIcon are not displayed in several places
Fixed: Resources not getting wiped when using command "wipe <playfield> all"
Today we are releasing Alpha 12.3. This will be the last 12.x version before we are leaving Early Access on 5th of august. Please read the sticky dev blog announcements over here for more info on that topic.
Alpha 12.3 not only adds new content, like new drone models, new NPCs, turrets and T2 laser drills for Small Vessels and such. The new version also upgrades the game to Unity 2019.4, which means a lot of backend work had to happen in the meantime.
Of course the update includes several bug fixes, as well as optimizations and adjustments - for example on the Space AI. When a NPC drone, ship or station spot's you, they will send the information to the whole faction in the system, and the faction may send some ships from the system to deal with the threat.
For new and experienced players alike, the difficulty settings now define, if you will keep all your stuff (Easy), toolbar contents only (Medium) or everything drops as before (Hard) when you respawn after death.
We also added a dynamic warp sequence instead of the old loading screen.
And in case you need to have a rest from all the exploring, simply sit down at any bench, chair, sofa or other suitable furnishings. ;)
Network optimization: lower position/rotation update rate for entities that are farther away
Set all block device textures back to 1024 pixels to save main memory until we can compress the texture arrays again. As there are few details in these textures, this change will be hardly visible.
Set all hangar and blast shutter doors from 4k to 2k pixels
Instance lock after spawn: set from 5s to 2s
Fixes
Removed an optional positive sign '+' in ItemsConfig, may lead to CoQ depending on configured culture
CoQ triggered by crossing the borders
Fixed: MeshDead of TraderKriel1
PDA: Repeatable "quest available" notifications appearing with each load into a save
Fixed: chapters asking for being rewarded/not progressing
Fixed: TOP Mission does not trigger correct dialogue on Pirate Commander and Paymaster
Vessels teleporting to orbit upon entering save game
Leaving an instance via ESC puts you straight back in again
Trying to rename or delete a save game after exiting the save is not possible "Some files are locked, please try again later"
Fixed: MarketCafe Trader item lineup
Added missing human trader dead prefab; added missing trader dead _dedi prefabs.
Added proper controller to TalonTraderDead 1 and 2 prefabs.
Avatar size glitch after spamming the toilet block
De-cored structures get removed moments after a player places their own core onto the structure
Fixed problem that player could switch off shields of enemy bases when being close to it and pressing hotkey
Fixed client CoQ in console cmd 'prefabinfo'
Fixed issue on parameters for loot drops
Fixed missing Asian characters in PDA HUD and Logistics window container dropdowns
AI Space Drone: drone continue to spawn after taking POI bug -> fixed
Zirax Turrets do not work in Multiplayer
CoQ on Opening Inventory
Fixed huge memory leak when travelling between sectors that contained planets. The planet textures and mesh were not released correctly.
several other exceptions / CoQ's
====
2020-07-27: Alpha 12.3.2 Patch (Build 3024)
Changes:
Tutorial can now be started from main menu via 'Start Tutorial' button
Dedi: improved shutdown of surplus idle servers
Disconnect improvements: less network traffic for structure state updates (updates now only every 5s, for fuel, O2, Solar Panel, Shield, etc)
Allow fixed POI's of types HV and CV to be used in PDA checks
Disconnect improvements: less network traffic for entity position updates
GameEvent DeviceUsed now also reports when getting seated in a cockpit
Renamed AnomalousStations space POI to display as "Infested Stations" instead of Matter Converter
Added: PiratesCity added to Pirates space POIs (original creator: LSX; modified by sulusdacor)
Added 'gm ic' or 'gm invincible' for the player to be in god mode but move normally
Added doc for new dialogue function GetInstanceTicket(playfieldname)
Instances: now the 3 last active instances are saved per player. Denying player if he wants to enter another instance while he still has 3 active instances.
Added Alien Plasma Cannon charges to trader InterWeap
Added Alien Plasma Cannon ( Ultra Rare Loot )
Deactivated Robinson Protocol for Default Scenario
Adjusted Default Scenario PDA gamestart
Fixes:
The motorbike can launch the player when touched after the motorbike clips under terrain
Space AI Manager update - better unit cleanup, threat position prediction velocity limited to 200, added velocity to debug
Fixed animator component issue with OfficerFemale2
Increased LOD0 visibility distance for SoldierHumanMaleXXX prefabs. There are no LODs with less triangles for these models - may impact performance
[MP] "Rocket Turret (Zirax)" does not work in MP
DB: corrected parameter type in AddChatMessage query
Fixed: SV Drill T2 was already available at unlock lvl 10 (should have been 20)
Player avatar can increase in size when another player removes the cockpit they are sat in
Fixed that instanced playfields sometimes started to count at -1 and not at 1
Disconnect on warp leaves wrong sector coordinate in player
PDA: Repeatable "quest available" notifications appearing with each load into a save
Vessels teleporting to orbit upon entering save game
several AI exceptions
==========
2020-07-24: Alpha 12.3.1 Hotfix (Build 2997)
Changes:
Space AI update - better unit cleanup, threat position prediction velocity limited to 200, added velocity to debug
Fixes:
several space AI related exceptions
Fix: Space AI Manager - client icons update package was sent 1x per second, instead of 'on change'
==========
CHANGELOG
(Build 2995)
Built with Unity 2019.4 - please check for any unusual behavior
Added new communication channel 4 for low prio client <-> dedi communication to get less player disconnects
You can now sit down at most of the furnishings (except beds)
Added updated variants of Human, Talon and Zirax Trader (Now using a styled 'Traders Guild member' garment)
Added TraderKriel to Trader variants
Updated Trading Station in Starter System with Admincore
Exchanged static warp drive screen with dynamic warp drive effect
Maxcount for Detectors set to 1
On connect to a server: the server now waits for a client acknowledgement per config file to lessen the traffic that is sent to clients
Changed CIVILIAN (static neutral) faction color to WHITE
Space AI Manager - added configuration documentation to ExampleSpace playfield
Tweaked Parasaurus flee mechanism to be less choppy
Moved logic for plant growing into structures (was global before)
Dedi now waits 40 sec for a playfield server to load a playfield (old 20 sec)
Added: new NPC Human (Civilian Female/Male/Officers)
Added: 6 Soldiers (Assault Rifle / Shotgun )
Trading Station Variants now all have admin core
Added ability to turn off the SpaceDefense feature globally and enable SpaceDefense debug log
Terrain Spawn: Creepy now default faction 'Alien' spawn (= It's a The Legacy beast)
Terrain Spawn: AlienBug02 set to Predator faction (Before: Alien; bug creatures are not directly connected to The Legacy)
Terrain Spawn: Hexapod & Assassins (Red and Grey) now belong to Kriel faction by default
Terrain Spawn: AlienCivilian and new HumanCivilians are set to Civilian faction per default
Added new soldiers and civilians to trading station on starter world(s) and orbit
Added Pirate Defense Desert and Snow
Added/updated Pirate Ambush Desert and Snow
Updated: Abandoned Reactor
Added new Civilian outposts
Updated old Civilian stations
Added Civilian faction to galaxy and playfields
Updated Stock Blueprint: CORE Avalon base
Added new Zirax Patrol vessels (PV)
Updated PV on all playfields
Game timing improvements (SP + MP, to reduce rubberbanding)
Updated Polaris Trading Station (Planet), Polaris & Zirax Orbital Patrol Vessels, Abandoned Reactor
Updated orbital freighters, Blue Moon Base stock blueprint
Added: Legacy Corruptor
Added: New crashed vessel
Removed old warp initiate sound as the new sound is played now
Outputting now "Cannot create mesh for block id= ... Please fix this texture!" when a trussing block has the wrong texture. Please fix these blueprints!
Gameoptions.yaml: added BackpackMode 0/1 to allow switching off the dropping of backpacks on death (set it to 1)
Gameoptions.yaml: added ClientPrivacy to allow server owners protocolling IP addresses for a limited time
Pulse Laser (fixed) now available to HV
Enabled Drill, DrillT2 and Harvest Controller for SV
Added Minigun Turret to SV
Increased EnergyIn for all vessel Laser Drills (HV,CV,SV)
Slightly increased mass of vessel Drill T1
Legacy shader updates to avoid crashes with Unity 2019.4
Console command 'playfields' has now GameMaster rights
Added hard coded cap for ROF of 0.1 to not allow more than 10 bullets per second to save network bandwidth
Player sends now only 10 position updates per second to server instead of fps dependent (NW optimization)
U2019.4 fix for shaders will increase the memory consumption for about 500MB
Assault Rifle and Sniper now craftable in Portable Constructor
DB: speeding up queries that are executed more than one time in a row by using transactions
DB: outputting error message if a query needs more than 50ms
Added DeviceUsed game event when player uses a passenger seat
When a block falls because of SI and you pick it up in time again, you can now specify a 'PickupTarget' override for this block
Disconnect improvements:
Sending package global player info also on low prio channel now
Moved some packages (chat, DB data, pinginfo) to low prio channel and also decreased ping info package frequency to 20s (old: 5s)
Adjusted channel priorities for less disconnects on heavy traffic servers
Space AI Manager update: temporarily added debug UI to release build, fixed velocity prediction, added debug display for search range
Added destroyed models for Trader and Polaris space drones
Added The Legacy space drone (no destroyed model yet)
HV/SV T2 Laser Drill now allowed in space and on planets
Added two versions of 'battered' Space Drone Laser for Civilian Faction (Not yet added to playfields)
Thanks to all our builders and community contributors!
Fixes:
Jetpack glitch through thin blocks
Fixed PDA bookmarks "late DB access" error and removing hanging bookmarks
Fixed rotation being wrong on some of the NPC consoles even if NPCModelRotation is set to False
Fixed regression that Depth of Field being active when looking at the far terrain
CoQ prevents players from being able to pick up the Portable constructor
Fixed Vegetation showing in POIs
BA turrets AI is not working
Fixed: Large console only available on Bases
Fix for error -ERR- No Animator on block with id=...
Forced playfield disconnects while working with Logistics
Space Base Defense exploit
Fixed: if a playfield template has the same name as the playfield a CoQ happens and this player cannot login any more
Fixed problem that loading of playfields (esp. on playfield servers) took way too long leading to a kill of this pf servers while loading the playfield
Galaxy map CoQ when placing a waypoint on a planet in another star
Fixed: ControlStation seating did not work
Fix for some scenarios not loading
Fixed problem that after wiping the deposits you couldn't see it in the registry any more
Fixed: Teleporter on TS_Bog not active
Fixed: Advanced Core not set as requirement for BP Factory
Morphing blocks from one structure to another after teleporting
Fixed: TurretAlien firing effect broken
Fixed exception with Generator Overload message
Oxygen distribution during decompression issue
When looking through a scoped weapon at an orbiting planet/moons etc they incorrectly move depending on scope movement
MP: Fix for exception when generator detected overload and outputs message
Console command 'tt': not showing warp effect but only teleport donut now
Registry: resource asteroids now get filtered correctly when clicking the filter button for resources
Fixed: Zirax turrets allowed in blueprints
[MP] Legacy faction vessel will not fire on player vessels
Fixed item exploit
BaseAttack Talon Shaman doesn't show flag map icon in Multiplayer
Fixed NW package that was sent to server and back to all clients in a loop (should improve NW performance)
Fixed SSG exception on exporting YAML files
MP: fixed galaxy map not showing focused star system information other than local star
AI Turrets can sometimes take too long to react to enemy targets
Galaxy Overview Territory isn't Localized "Discovered by FACTION"
[U2019.4] Graphical artifacts with the range of drawing on planets
[U2019.4] Graphical artifacts with the atmosphere fog revealing
Fixed jittering of nearby planets
Floating grass seen inside POI's
Vegetation showing in POIs
Potential bug fix for mechanoids rubber banding
Logi network range with or without Wireless device has wrong ranges
Fixed bug that Station Interface was not considering a general discount for repair
Disconnect improvements: EAC packages are now sent with high priority
Today is the day: we are releasing Alpha 12 to the public!
First of all, a giant thank you to all our testers and bug reporters and to all of you players out there, sharing feedback on the new and updated features, starting new games and retesting new setup over and over again. This cannot be valued enough! :)
For those, that did not actively follow the Experimental phases, find a brief breakdown of some of the main features below.
While you read, we suggest to open up our Empyrion Soundtrack and check out the three new 'Legacy Faction' tracks, created by Alex Jordon
Feature Overview
1. The Galaxy
A fully randomly generated galaxy with several thousand star systems.
For the start, the galaxy offers nearly two dozen new celestial objects, like different sun types, gas giants and even black holes!
The skybox in any orbit is now showing the real galaxy stars and its nebulae. Both elements are correctly displayed, depending on where you are in the galaxy.
Each of the (new) NPC main faction not only has gotten its own POI and vessel design, but also has its own territory in the galaxy: Zirax, Polaris, Kriel, Traders Guild, Pirates, The Legacy (UCH and Talon are available as well, but are used as implicit faction in the default game)
2. Station Services
When in range of a station which has the station services enabled, open the control panel of your vessel (P) and find the new tab 'Station Services'.
You can buy and refill fuel, ammo and pentaxid, as well as repair your ship (repair-2-template!) and quick-load your shield - in case you have the required credits.
3. All new scanning detection systems
Detectors, available as handheld devices with low range, but also for every vessel, will reveal deposits and points of interest while actively managed.
Detectors work on planets and in space!
4. Player-build Teleporter
Add a teleporter device to your base or your capital vessel to create shortcuts between your structures or simply to avoid landing or having to go outside in your space suit..
You can use teleport destinations from discovered stations of friendly NPC factions
5. Interactive Dialogue System
The player avatar now has choices when talking to an NPC (depending on the mission or the setup of the NPC of course)
The dialogue system can be used to create short quests (without using the PDA) or react dynamically on what the player has achieved in a mission
6. Storyline
The game now includes the first part of a multi-staged storyline, which currently includes six consecutive chapters for several hours of playtime!
The Robinson Protocol Tutorial has been updated as well, especially for early vessel repairs and base building basics.
7. Crafting
Four new materials: Titanium, Platinum, Aluminum and Ice
(Note: Titanium Plates will be used for Hardened Steel from now on. Sathium plates (Former 'hardened steel plates') will be used for combat steel.)
Stacksize up to 4000 + a heap of balancing (blocks, devices, techtree etc pp)
Sorting persistent per inventory per savegame & auto-stacks when used!
8. Registry
The Registry got improved up to serving as your personal Journey Book, achieving all your discoveries and allowing to easily browse all its items and plan your next steps
Markers and Bookmarks can be shown beyond playfield borders (managed in Registry), for example you can see your base marker from orbit.
9. Multiplayer
The old scoreboard has now been created into a fully fledged leaderboard with up to 15 rankings, seperated to you personally, all players or your faction
The Proximity log is an addition to the Registry. It will show you which players got close to one of your structures
Offline Chat messaging has been added!
Marketplace has gotten several updates too, e.g. now you can claim your goods at any Trading Station Device, if you do this remotely some transport costs are applied.
10. CPU
The CPU system now offers the 'Advanced Core' which, when replacing your structures core, will remove the CPU limitations. It can only be looted from very dangerous (!) enemies..
CPU system offers a buff for not exceeding CPU Tier amount of points
Beyond those main features, Alpha 12 will of course add a lot of other changes as well.
For example:
New Snow Starter Planet for experienced players! No Tutorial or help given, but all Story and Loyalty missions are activated.
Invader vs. Defender and Multiplayer Default scenarios fully updated
NPC Faction structures in space will call for reinforcements when you attack them
Generators now take damage and will explode after 2 minutes, when constantly overloading
You can now respawn in a survival tent and you get respawns options to spawn on friendly NPC factions or own structures (without the HOME button set)
Use the new TOKEN-system for creating keycards and such.
Multitude of POI updates and additions, Device model updates and Rebalancings!
All of the game configs are now available for you to edit in the configuration folder!
One change is maybe one of the most important, although not really visible to you as a player at all: the Database.
The 'database' is now the backbone of the game and most of the features of Alpha 12 rely on it or would not have been possible at all. A lot of changes had to happen behind the curtain, before the Alpha 12 features have had the chance to go into full swing. We will of course set up feedback threads for each of the major features right here in the next hours
Feel free to ask any question there & help us to track down and eliminate remaining bugs by reporting them over here:
Note: Please retest your not yet solved A11.5 issues!
Most of the A11 & A12 bugs fixed during A12 Exp can be found here
Now, without further ado - have fun playing the Alpha 12!
We are looking forward to your feedback!
Cheers, Empyrion Dev Team & QA
PS: All our multiplayer servers will be wiped completely for the Alpha 12 release, including the benefits gained from the EAH Virtual Orbital Autominers to ensure a clean and fair restart into the Alpha 12 season.
Foe those interested, please find the full changelog at the end of the copy of this release post in our forum.
Giving a fixed date for a release is always a bit of a risk, but if everything goes accordingly, you should save the following date for the Empyrion Alpha 12 public release: June, 15th.
Just as a disclaimer, although we know all of our community members are pretty much aware of the following: If today's Experimental phase 6 and the upcoming phase 7 release (scheduled for this friday) show any serious issues, well, then the release day will of course be pushed back a day or two. ;)
That being said, on behalf of the Eleon Game Studios development team and the QA crew: thanks a lot for your tremendous amount of positive comments on the upcoming Alpha 12 features and thanks even more for all the bug reports and helpful feedback! :)
With today’s phase 6 release, we add another bunch of fixes and adjustments but also a new variant to start your game experience: Snow Starter!
Note: the Snow Starter will NOT offer any tutorial, but will let you play all the missions.
While the Experimental phases last, we will continue to update this post with the latest Experimental version changelogs for hotfixes and intermediate bugfix patches.
For discussing the new and updated features, please head over to the pinned threads in our Experimental Feedback forum
Important note, related to our Experimental Server: the server needs to be wiped with today's update, as we integrated some database related changes that will help us to improve not only multiplayer-related features. The wipe is also necessary to introduce all the POI changes as well as having the Station Services added to the game world - which is, for the same reasons, recommended for Single Player as well.
For everyone who wants to play the new Invader vs Defender Scenario, please be aware that a final version is coming with the public release next week.
For the public release, we strongly recommend starting a new game with the release version, for getting all the latest fixes and features in your multiplayer AND singleplayer games!
Have fun playing! :)
== CHANGELOG ==
GALAXY
Slightly increased probability of all NPC factions to appear in non-faction territory
Added nebula color green/blue. Nebulas change color slightly faster now
Nebulas: tweaked billboards a bit, nebulas get now colored according to their positioning to avoid too many colors adjacent
Slightly desaturated red/blue nebula
Solar system map: added ability to highlight all moons
STATION SERVICES
All TradingStations (orbital) are now offering Station Services
Added Station Services to many more orbital stations (those that make sense and with services that mostly apply to the POIs theme)
All Starter Plantes Polaris Trading Stations are now offering Station Services
Added & adjusted pricing for all items relating to 'Station Service' (ItemsConfig / BlocksConfig)
Added ingame message when a player gets close enough to a structure with station services
Added faction logo to station services window
GAME WORLD
Added new SNOW STARTER playfield (No Tutorial; All Story and Loyalty missions activated.)
The Legacy playfields: updated description / removed other factions POI and ships
Updated other space playfields (removed very old Zirax Stations)
Updated all space playfields: Only vessels and bases of the territory owner (and those allowed in their territories) should show up; Drones/Dronebase not yet changed (needs new code).
REGISTRY
Showing now fill level for the planet resources (also on other playfields)
Optimization to load less data on opening
Added icon for teleporter and station services if structure supports
OTHER & TWEAKS
Updated Default (Random) Multiplayer scenario (does not offer Tutorial or Story Mission!)
Allowing proximity log now on terrain placeable (f.e. auto miners or survival constructors)
Voxel resource drill resistance: Titan now "medium", Sathium now "hard" (was reverse before)
Tweaked scanner delay a bit, so POIs should popup a bitter better synced to scanner graphics effect (only on planet)
DialogSystem window: Exchanged font for main text and answer options to our standard UI font, reduced default font size
HUD objects: Z sorting and dark background to improve readability
Player drone may now spawn nearby Admin POIs
AI drone and vessel configuration : AI in configuration yaml file will be filtered according the faction allowance in the current world
Adjusted some NPC prefabs to better support the dialog arrow
The public release of Alpha 12 is coming closer. For those that asked: Expect it to happen around mid of june! No liability assumed, of course :D
That being said, Experimental Phase 5 is adding one of the last features, related to the new galaxy: the Station Services.
Station Services will allow you to refill fuel and pentaxid, restock your ammo, repair your vessel or fast-charge your shields in exchange for credits. For testing how this will work, visit the Polaris Trading Station on the Temperate starter planet. When in range, open the Control Panel (P) and find the new tab ‘Station Services’.
Keep in mind this is a new feature addition. The pricing will change. We also plan to add the Station Services to more planetary and orbital structures until the next phase.
While the Experimental phases last, we will continue to update this post with the latest Experimental version changelogs for hotfixes and intermediate bugfix patches.
For discussing the new and updated features, please head over to the pinned threads in our Experimental Feedback forum
Have fun! :)
== CHANGELOG ==
New Feature 'STATION SERVICES'
When in range of a station (300m) which has the station services enabled, open the control panel of your vessel (P) and find the new tab 'Station Services'. You can buy and refill fuel, ammo and pentaxid, as well as repair your ship (repair-2-template!) and quick-load your shield - in case you have the required credits. The availability of station services (and which services are offered) can be set individually for an orbital or planetary POI in the playfield_static.yaml PROPERTIES entry. The pricing is taken from a new parameter, set in the ItemsConfig.ecf. This base pricing can then be further modified by factors in the playfield_static.yaml file.
The station services can be tested at the Polaris Trading Station on the Temperate starter planet. You can also find a setup example in its playfield file!
Space: fading out now nebulas if they are farther away than 50 LY until they fully disappear in 250 LY distance
Galaxy nebulas: changed from single billboard to 'billboard cloud' to allow star systems to be within a nebula and show it 'around' the star system playfields. More to come!
Moved Legacy NPC territory closer to galaxy ( should now be in range of the warpdrive )
Space and distant stars: adjusted brightness and color (less bright and less saturated)
GAME WORLD
StarterMoon now a bit more 'forgiving' + reduced enemy drone presence
Swamp Starter: Added back 1 Anti Radiation Ointment to MEDIUM difficulty start escape pod equipment
GAMEPLAY
Item grid auto-sorting now combines stacks of same item type and meta and saves the selected mode in the savegame
Increased Shield-Damage of NPC Faction Plasma Turrets (Green/Red)
Add label to identify unmarked column for Loot Id in Devices page for spawner pad setup
Ventilator Blocks now also available in Small Constructor
PDA / MISSIONS / POI
Offworld Grave: Found logs can now be re-read on the token console (intermediate workaround for now)
Offworld Grave: Added some 'gifts' near some of the story-relevant consoles (mainly directed to new players)
Tales of the Past: Prison should now spawn more reliably (please retest your seeds and report back if it does not!)
Replaced story-POI cores with NPC Admin Cores: Control Station (Minefield), Com Array (Moon), Mainframe (Moon), Ilmarinen (slight updates as well), Pirates Hidden Base
Added: Trader Defense outposts HQ-version (thx to sulusdacor)
Added/Updated: Trader/Polaris Gas Refineries (orbital station; thx to Kaeser)
Added more Progenitor Artifacts (thx to Fractalite)
Added new Pirates Main base variant (creator: Twibras: modified: Fractalite)
Added new Pirates CV for SpaceBaseDefense ( Reworked by sulusdacor)
Updated: Polaris Asteroid Mining station (Story; thx to vermillion)
Added: New version of the Tales of the Past Alien Tower (thx to vermillion)
BUGFIXES
Fixed: PDA NearDeposit returns CoQ
Fixed: Old/legacy scenarios: added another fix for solar systems not showing up on first connect to a dedicated server
Fixed: CoQ on start when selecting the orbit start for creative mode
Fixed: Shared markers when copied to another players private list no longer persist after server restart
Fixed: The "Remove" button in the "Add a map marker" window isn't working
Fixed: Ship controller torque generated by thrusters leads to zero rotation ability when adding thrusters in some cases
Fixed: 'wipe poi' removing structures instead of regenerating them.
Fixed: 'wipe player' not removing player structures
Fixed: Infinite fuel/CP access exploit with faction "none" POIs
Fixed: Planet Info shows always the 0 Origin and not working properly
Fixed: Shared markers still appearing after being expired.
Fixed: offline chat messages not displayed if only quit to main menu
Fixed: faction messages not displayed in chat log until player first opened chat window
Fixed: AIPV's once spawned do not move or "Patrol"
Fixed: Remove button for bookmark dialog doesn't work
Fixed: loot drops on NPC Spawner for a LOT of POIs (thx vermillion!)
Fixed: several issues and exceptions when starting the Base Attack scenario.
Fixed: double occurrence of structures that were taken over by players.
Although phase 4 was released just a few days ago, we have worked on some important bugfixes which we do not want to delay any longer.
That being said, this is not only a bugfix update or a hotfix to phase 4, but also adds several new elements in terms of gameplay and visuals for you to test as well! Some of these are currently work-in-progress, but - as always - require your dedicated feedback to improve them up to the next phase-release. :)
While the Experimental phases last, we will continue to update this post with the latest Experimental version changelogs for hotfixes and intermediate bugfix patches.
For discussing the new and updated features, please head over to the pinned threads in our Experimental Feedback forum.
Have fun! :)
= CHANGELOG =
Gameworld
Space: now using real stars and nebulas instead of skybox images. (only for games started with 12.4.1; For old scenarios: remove the Nebula/Stars property from playfield.yaml )
Space: POIs now will be placed within a max radius of 15000m around the center of the playfield (only for games startet with 12.4.1)
Galaxy Map: coordinates are now displayed as LY instead as sector coordinates
Story and POI
Added story intro mission: Starting The Journey (auto-activates on completion or decline of Tutorial BUT can also be activated manually!)
Storyline missions now require a RP of 'neutral' (Talon, Polaris); Note: All story missions can be activated manually!
Uncertain Outcome: Improved waypoints to avoid being guided to the wrong POI
Uncertain Outcome: Asteroid Mining Station now has an Admin Core to avoid ruining Polaris RP while fighting with the Zirax
Totally Overpowered: Removed secondary trading station from AridStarter to not confuse the pda mission
Human Remains: Removed creature spawns from UCH Heidelberg position on starter planets ( avoids distraction by being attacked while reading )
Added Defense stations for Traders Guild (thx to sulusdacor)
Added Polaris Gas Refining orbital station (thx to Kaeser; for now added to playfields: Asteroid, Asteroid Few)
Added more VOID and Progenitor Artifacts (thx to Fractalite)
Updated Legacy POI and ships (thx to vermillion)
Updated Legacy Matter Converter (thx to Kaeser)
Materials & Crafting
Added Platinum ( Ore > Bar > Ounce) and Aluminum ( Ore > Powder > Coil); Currently only as collectibles and for trading; not used in crafting yet. Obtainable from planetary deposits and asteroids in certain locations only (Hint: Watch out for Zirax Commanders ;) )
Known issue: Resource icons might not shown on some planet info cards (only number of deposits displayed; Will be fixed in Phase 5)
Added back Iron/Copper/Silicon ore deposits around Tutorial 'Large Wreckage' site to reduce search-frustration at game start (for new players).
Renamed 'Hardened Steel Plates' to 'Sathium Plates' to reflect the changed crafting logic and to reduce confusion (As of Alpha 12, Hardened Steel blocks use Titanium; Combat Steel blocks use Sathium).
Registry
Added a ‘proximity log’ for own structures in the registry (see new button)
Reduced amount of information shown in the Registry.
Explanation: In the old version there was way too much data shown, also it was too expensive on opening (network traffic, etc). This is the first implementation in a try to optimize the data that is shown in the registry (compromise regarding performance and usability).
Multiplayer
Added offline chat messages via DB (WIP): In Private and Faction channels, you can now send chat messages to a player who is offline. He will receive the message when coming online again and opening the chat window for the first time.
Technical changes
Not showing star distribution on loading the game any more but only when using console command 'galaxy info' (new parameter)
Removed custom VC Redistributable installation
Better compression quality for nebulas
== BUGFIXES ==
Database: API Destroy calls don’t set parameter in DB
Fixed NPC Spawn on Polaris Smelter POIs
Fixed: CV RCS could not be upgraded to T2 version
Fixed: Solar panel producing energy during night bug
Fix for sporadic CoQ when crossing the 'green wall' border on a planet with a player bike
Fixed error message in PF log: Kinematic body only supports Speculative Continuous collision detection.
Fix jittering distance labels in maps. Correct distance label in system map.
Fixed CoQ when taking over an enemy POI and spawners still try to spawn entities
Fixed problem that you could choose a freighter CV as spawn point as medic station/clone chamber
Fixed: sporadic exception when closing the space map before all planets were generated
Fix for legacy (old) scenarios not sending all playfields to clients
Fixed random POI overlapping bug
Fixed container/constructor logic on Firebase POI (thx to Pantera)
Fixed ore texture for Titan underground voxel deposits
Fixed: Missing damage state for Armor Locker (BACV) made it vanish when damaged
Fixed: Teleporter (CV) now returns the appropriate crafting materials on deconstruction and requesting the appropriate materials for Repair and BP Factory
Fixed sporadic CoQ when opening registry
Fixed: CoQ spam from Troop transport when loading into a save game
Fixed missing loca entries for Orbit Lines and other panel toggle buttons
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".