Those of you, following us on the forums, twitter and Discord might already have seen a few of the additions, update 1.2 will add to the game. But as this patch has been growing a bit more into an intermediate version, there is a lot more to be found. Some additions might only seem to be visual changes, like the new Asteroid rings (which are now visible from planets as well) and other entries of the changelog below might sound like technical shenanigans, but both will prepare some of the groundwork we will iterate on for this years ‘Christmas update’.
While you venture through the world of v1.2, also mind the new behavior and attacks of the ‘Otyugh’ land predator, check the loot boxes closely for a new fire-spitting weapon and enjoy all the new POIs.
A note for builders: In case your structure or vessel suddenly loses oxygen, check your slant, half and irregular blocks, tilted windows and other elements that worked to ‘seal off’ an area before! The O2 distribution is now calculated on 0.5m scale and will be able to fill in and pass through tighter areas!
Check out all the changes and additions in the changelog below!
Fixed: turret docked collider target <- AI Turrets no longer target docked vessels
Fixed problem that rockets did not hit a moving ship reliable
Potential fix for dialogue variables getting reset to 0: set wait timeout for DB variables from 10s to 30s. Less DB traffic by writing player log data less often (every 3min instead of every 1min)
====
Hotfix 2020-10-20 v1.2.1 (Build 3134)
Changes:
Removed template of Flamethrower fuel as it is not intended to be craftable
Fixes:
Fixed: BlockDestroyed Check do not work properly anymore (won't fix existing savegames)
Fixed: O2 tanks missed texture after SI collapse
Fixed: Oxygen doesn't fill the back side of force field
Fixed: Center of Mass shifted from center
Fixed: When a HV enters a gravity gen field it can be launched up away from the structure
Fix for exploit that you could open the CP on junk structures that had no core by clicking the "Statistics" button in the Registry
Possible fix for client crashes if the colliders of two big ships overlapped
====
Hotfix 2020-10-12 v1.2.1 (Build 3132)
Fixes:
Fixed "Spawn at Home base" not working in MP if player died in a different playfield
Fixed bright spot on a planet happening during night sometimes.
Fixed regression that sun flare did not have the color of the sun.
Fixed reported exception on pf server (CA savegame) when loading 'Black Hole'
====
Patch 2020-10-10 v1.2 (Build 3131)
Fixes:
Fixed: Wrong visualisation for "Show Airtight Blocks"
Fixed: Set Home / Respawn at own structures does not work
Fixed flares in structures not showing up
====
Patch 2020-10-08 v1.2 (Build 3129)
Changes
Renamed the new asteroid rings around planets from AsteroidFieldRing to AsteroidRingPlanet, keeping the old AsteroidFieldRing instance
GrassV2: better check for abrupt steep slopes
Asteroids Rings: adjusted ring texture slightly, supporting now color grading (in yaml specify either "color1" or "color1 - color2"), visible from planet, playfield server now generates correct colliders around all players
Asteroids Rings: bigger size, allow to specify the color in the playfield.yaml under Properties, default color is grey
AsteroidRings: slightly higher distance to planet of inner ring, taking two random colors if nothing specified in yaml
AsteroidRings: desaturized random ring colors a bit, increased visible near distance of dust from 50m to 150m, improved fade in of asteroids
AsteroidRings: tinting asteroids according to ring color, asteroids got a bit bigger to avoid vessels getting stuck on colliding
AsteroidRings: increased visible near distance of dust even more from 150m to 200m, asteroids get now position above or below dust to not cut into it, higher visible distance for smaller asteroids
MP: structure updates are now sent every 3s instead of only 5s to show f.e. shield update state in MP faster
Optimization: all turrets in all structures don't do any target raycasting any more if they are switched off in CP
GrassV2: allowing now Flower01 and other cross planes in a much higher number, scaling xz also with half y if specified
GrassV2: increased number of possible instances from 2.5k to 30k
GrassV2: set internal buffers for custom mesh grass to 1000 each as they don't occur that often (performance optimization)
GrassV2: Added: custom meshes, improved probability backward compatibility
Added option to disallow spawn nearby in PvP
Land predator "Otyugh" improved behavior. Added: fireball and flame breath as attack options
Add INFO button + popup to constructor, furnace and deconstructor UI's
Modders can now put changed configuration files for the default scenario (.ecf files in Content/Configuration) in Content/Mods => no more need to touch the originals which will be overwritten with each update
Console command 'prefabinfo': Added: description for two parameters
Added: Structure Attack and Defense values to allow assessing / comparing different structures in regard of combat strength
Added: +PlayfieldDOKU folder to playfields and Added: Playfield Ambient Sound and Soundtrack files there.
O2 calculation is now done on 0.5m voxels instead of 1m voxels. With that change, structures will get oxygened in much more detailed areas.
ModAPI: Added: some requested properties to IStructure
ModAPI: Added: some requested properties to IEntity
Solar Panel : new console command "spanel af Param1 Param2" will add energy = Param1 to the solar battery. Param2 is optional and is the entity Id targeted (it must be a spawned base) without Param2 the closest base to the player will be targeted.
DialogueSystem: Added: new variable types (dbglobalpf_int and dbplayerpoi_int)
Creative mode: default-deactivated CPU (CPU and m/v can be activated via console > use 'help gopt' for more info)
Added: to /content/playfields folder: text file each with list of soundtracks and ambient sounds (for builders and creators)
Added: Flamethrower and Ammo to some Traders and Loot Tables
Added: error message when a playfield.yaml is of 0 bytes (reported by a server owner)
Internal optimization: normal data for planets is now saved in cache folder instead recreated every time on load
Removed internal workaround that planet needed to get rotated by 90°
Updated: Zirax Gas Refinery (Kaeser)
Added: New variant for Tribal Burial Chamber (Kaeser)
Added: AbandonedOutpost and AbandonedWorkshop (new T1 starter planet POIs; Not yet deployed; thx to fractalite & vermillion)
Added: Temple of the Lazpereis (9oo9oo; POI has pre-damaged admin core)
Added: Civil Transport Hub T2 (by Kithid)
Added: dedicated HP to CV Warpdrive
Added: Kriel Space Drone Base ( by Escarli)
Added: Zirax Dreadnought (by vermillion)
Updated: RadosMissileBase (thx to vermillion)
Updated: Kriel BAO Caenum Platearum (by Escarli)
Dialogues.ecf and Dialogues-config-and-examples.txt: Added example for Traders to have dialogue with the choice to go to their offers
Trader dialogue is now saved into blueprints as well
Sun light color is now applied to rings and distant objects as well
Updated Main Localization
Partially updated Localization of Default Scenario (PDA and Dialogues)
Partially updated Localization of Tutorial (PDA); Note: Empyriopedia has been removed from Tutorial PDA until updated/restructured
Ring asteroids: adjusted rotation to fit the old rings better, adjusted radius to fit the old rings better
DialogueSystem: allowing now 30 items for all lists (f.e. Next, etc), allowing now max. 12 results (old was 7), added possibility to jump to a state defined in a string variable
Set back device textures to 2k (from 1k). Use texture resolution "Half" to save memory on low end computers
Adapted Constructor-like devices help text's loca keys
Added randomized dialogue quotes to walking civilians and guards in the polaris planetary trading station (Starter planet) as a first test
Added back old Empyriopedia to Tutorial scenario for EXP v1.2
DB: added index for discovered POIs to speed up query
DB: added index for entities to speed up query
Fixes
Fixed: Respawning at the tent will kill the player
Fixed: Sun flares not showing up on planet playfields
Fixed: AI patrols vessels can continue to rotate & turn at the location they were stopped
Fixed: AsteroidRings > fixed collider being positioned wrong in MP when changing from planet to space
Fixed: CoQ spam with Multiple AsteroidRings in a playfield
Fixed: Some AI patrols vessels can continue to rotate & turn at the location they were stopped
Fixed: Vegetation showing in POIs
Fixed: [MP] AI Turrets sometimes continue to shoot at dead NPC's that are not rendered
Fixed: Slow / bugged terrain rendering around POIs in MP
Fixed: Ultra Rare Alien Containers sometimes do not have loot
Fixed: Cruise Mode with thrusters off does not let ship come to a full stop
Fixed: Vessels can get stuck inside other vessels when the parent vessels "rolls" after undocking
Fixed: NPC spawn on Waystation 04
Fixed: Food Processor is always on when spawning a blueprint in
Fixed: Salvaging ventilator blocks did not give back materials
Fixed: issue with turkish loca on some occurences
Fixed: ZiraxCommander (old AI) can shoot through windows/walls/blocks
Fixed: Ammo missing message displaying when ammo type is available in the ammo box
Fixed: Certain blocks/devices get wrong block picked up with SI-collapsed parts
Fixed: A face of the block shape "Cube Stepped Edge" can go invisible when placed next to another block
Fixed: "Cut corner e" can get a invisible side with concrete stairs
Fixed: [MP/Co-op] No sound from doors or ramps which are setup to be controlled by motion sensors
Fixed: [Co-op] A CoQ can trigger when trying to join a Co-op game that has a password setup
Fixed: Drones randomly spawning in 1 location
Fixed: StationServices take money from player although repair area blocked / no repair happened
Fixed: Logistics window shows too many item cells and 'connected color' overlay stays on screen in these surplus cells (e.g. when changing to a repair station)
Fixed: Planet patrol vessels will not respawn
Fixed: O2 does not pass through doorframes and through certain arrangements
Fixed: Exiting a planet or moon's atmosphere into space will result in you being kicked backwards back into the planet
Fixed: Pirates Raider Base
Fixed: CoQ after removing the container assigned to deconstructor
Fixed: Auto level for players & vessels when within 6.25km of a planet is not the same
Fixed: problem that .bin file was always regenerated on first load of the game
Fixed: rolling prevents (shield) damage
Fixed: Thrust projection for "Thruster jet M" & "Thrusters L" not centered
Fixed: prefabinfo does not find blueprints in Stock folder
Fixed: Stopped AI Vessels can continue to move if the player moves far away
Fixed: "Discovered by" dates are not progressing & stuck at 01/08/2474
Fixed: Players with to high ping dont get kicked (=> on client side there is now a popup shown if the ping is 10s higher than the limit)
Fix for regression that player died again when he respawned at medic station and the BA with the medic station was DSL'ed
DialogueSystem: potential fix for losing variable content if there was a connection timeout when starting a dialogue
Those of you, following us on the forums, twitter and Discord might already have seen a few of the additions, update 1.2 will add to the game. But as this patch has been growing a bit more into an intermediate version, there is a lot more to be found. Some additions might only seem to be visual changes, like the new Asteroid rings (which are now visible from planets as well) and other entries of the changelog below might sound like technical shenanigans, but both will prepare some of the groundwork we will iterate on for this years ‘Christmas update’.
While you venture through the world of v1.2, also mind the new behavior and attacks of the ‘Otyugh’ land predator, check the loot boxes closely for a new fire-spitting weapon and enjoy all the new POIs.
A note for builders: In case your structure or vessel suddenly loses oxygen, check your slant, half and irregular blocks, tilted windows and other elements that worked to ‘seal off’ an area before! The O2 distribution is now calculated on 0.5m scale and will be able to fill in and pass through tighter areas!
Check out all the changes and additions in the changelog below!
Have fun exploring the v1.2 Experimental! Empyrion Dev Team
== CHANGELOG ==
UPDATE Patch 07-10-2020 v1.2 (Build 3129)
Changes
Renamed the new asteroid rings around planets from AsteroidFieldRing to AsteroidRingPlanet, keeping the old AsteroidFieldRing instance
GrassV2: better check for abrupt steep slopes
Fixes
Fixed: Respawning at the tent will kill the player
Fixed: Sun flares not showing up on planet playfields
Fixed: AI patrols vessels can continue to rotate & turn at the location they were stopped
Fixed: AsteroidRings > fixed collider being positioned wrong in MP when changing from planet to space
Fixed: CoQ spam with Multiple AsteroidRings in a playfield
Fixed: Some AI patrols vessels can continue to rotate & turn at the location they were stopped
====
UPDATE Patch 01-10-2020 v1.2 (B3124)
Changes
Asteroids Rings: adjusted ring texture slightly, supporting now color grading (in yaml specifiy either "color1" or "color1 - color2"), visible from planet (position is still wrong!), playfield server now generates correct colliders around all players
Asteroids Rings: bigger size, allow to specify the color in the playfield.yaml under Properties, default color is grey
AsteroidRings: slightly higher distance to planet of inner ring, taking two random colors if nothing specified in yaml
AsteroidRings: desaturized random ring colors a bit, increased visible near distance of dust from 50m to 150m, improved fade in of asteroids
AsteroidRings: tinting asteroids according to ring color, asteroids got a bit bigger to avoid vessels getting stuck on colliding
AsteroidRings: increased visible near distance of dust even more from 150m to 200m, asteroids get now position above or below dust to not cut into it, higher visible distance for smaller asteroids
MP: structure updates are now sent every 3s instead of only 5s to show f.e. shield update state in MP faster
Optimization: all turrets in all structures don't do any target raycasting any more if they are switched off in CP
GrassV2: allowing now Flower01 and other cross planes in a much higher number, scaling xz also with half y if specified
GrassV2: increased number of possible instances from 2.5k to 30k
GrassV2: set internal buffers for custom mesh grass to 1000 each as they don't occur that often (performance optimization)
GrassV2: Added: custom meshes, improved probability backward compatibility
Added option to disallow spawn nearby in PvP
Land predator "Otyugh" improved behavior. Added: fireball and flame breath as attack options
Add INFO button + popup to constructor, furnace and deconstructor UI's
Modders can now put changed configuration files for the default scenario (.ecf files in Content/Configuration) in Content/Mods => no more need to touch the originals which will be overwritten with each update
Console command 'prefabinfo': Added: description for two parameters
Added: Structure Attack and Defense values to allow assessing / comparing different structures in regard of combat strength
Added: +PlayfieldDOKU folder to playfields and Added: Playfield Ambient Sound and Soundtrack files there.
O2 calculation is now done on 0.5m voxels instead of 1m voxels. With that change, structures will get oxygened in much more detailed areas.
ModAPI: Added: some requested properties to IStructure
ModAPI: Added: some requested properties to IEntity
Solar Panel : new console command "spanel sf Parma1 Param2" will add energy = Param1 to the solar battery. Param2 is optional and is the entity Id targeted (it must be a spawned base) without Param2 the closest base to the player will be targeted.
DialogueSystem: Added: new variable types (dbglobalpf_int and dbplayerpoi_int)
Creative mode: default-deactivated CPU (CPU and m/v can be activated via console > use 'help gopt' for more info)
Added: to /content/playfields folder: text file each with list of soundtracks and ambient sounds (for builders and creators)
Added: Flamethrower and Ammo to some Traders and Loot Tables
Added: error message when a playfield.yaml is of 0 bytes (reported by a server owner)
Internal optimization: normal data for planets is now saved in cache folder instead recreated every time on load
Removed internal workaround that planet needed to get rotated by 90°
Updated: Zirax Gas Refinery (Kaeser)
Added: New variant for Tribal Burial Chamber (Kaeser)
Added: AbandonedOutpost and AbandonedWorkshop (new T1 starter planet POIs; Not yet deployed; thx to fractalite & vermillion)
Added: Temple of the Lazpereis (9oo9oo; POI has pre-damaged admin core)
Added: Civil Transport Hub T2 (by Kithid)
Added: dedicated HP to CV Warpdrive
Added: Kriel Space Drone Base ( by Escarli)
Added: Zirax Dreadnought (by vermillion)
Updated: RadosMissileBase (thx to vermillion)
Updated: Kriel BAO Caenum Platearum (by Escarli)
Dialogues.ecf and Dialogues-config-and-examples.txt: Added example for Traders to have dialogue with the choice to go to their offers
Trader dialogue is now saved into blueprints as well
Sun light color is now applied to rings and distant objects as well
Updated Main Localization
Partially updated Localization of Default Scenario (PDA and Dialogues)
Partially updated Localization of Tutorial (PDA); Note: Empyriopedia has been removed from Tutorial PDA until updated/restructured
Ring asteroids: adjusted rotation to fit the old rings better, adjusted radius to fit the old rings better
DialogueSystem: allowing now 30 items for all lists (f.e. Next, etc), allowing now max. 12 results (old was 7), added possibility to jump to a state defined in a string variable
Set back device textures to 2k (from 1k). Use texture resolution "Half" to save memory on low end computers
Adapted Constructor-like devices help text's loca keys
Added randomized dialogue quotes to walking civilians and guards in the polaris planetary trading station (Starter planet) as a first test
Added back old Empyriopedia to Tutorial scenario for EXP v1.2
DB: added index for discovered POIs to speed up query
DB: added index for entities to speed up query
Fixes
Fixed: Vegetation showing in POIs
Fixed: [MP] AI Turrets sometimes continue to shoot at dead NPC's that are not rendered
Fixed: Slow / bugged terrain rendering around POIs in MP
Fixed: Ultra Rare Alien Containers sometimes do not have loot
Fixed: Cruise Mode with thrusters off does not let ship come to a full stop
Fixed: Vessels can get stuck inside other vessels when the parent vessels "rolls" after undocking
Fixed: NPC spawn on Waystation 04
Fixed: Food Processor is always on when spawning a blueprint in
Fixed: Salvaging ventilator blocks did not give back materials
Fixed: issue with turkish loca on some occurences
Fixed: ZiraxCommander (old AI) can shoot through windows/walls/blocks
Fixed: Ammo missing message displaying when ammo type is available in the ammo box
Fixed: Certain blocks/devices get wrong block picked up with SI-collapsed parts
Fixed: A face of the block shape "Cube Stepped Edge" can go invisible when placed next to another block
Fixed: "Cut corner e" can get a invisible side with concrete stairs
Fixed: [MP/Co-op] No sound from doors or ramps which are setup to be controlled by motion sensors
Fixed: [Co-op] A CoQ can trigger when trying to join a Co-op game that has a password setup
Fixed: Drones randomly spawning in 1 location
Fixed: StationServices take money from player although repair area blocked / no repair happened
Fixed: Logistics window shows too many item cells and 'connected color' overlay stays on screen in these surplus cells (e.g. when changing to a repair station)
Fixed: Planet patrol vessels will not respawn
Fixed: O2 does not pass through doorframes and through certain arrangements
Fixed: Exiting a planet or moon's atmosphere into space will result in you being kicked backwards back into the planet
Fixed: Pirates Raider Base
Fixed: CoQ after removing the container assigned to deconstructor
Fixed: Auto level for players & vessels when within 6.25km of a planet is not the same
Fixed: problem that .bin file was always regenerated on first load of the game
Fixed: rolling prevents (shield) damage
Fixed: Thrust projection for "Thruster jet M" & "Thrusters L" not centered
Fixed: prefabinfo does not find blueprints in Stock folder
Fixed: Stopped AI Vessels can continue to move if the player moves far away
Fixed: "Discovered by" dates are not progressing & stuck at 01/08/2474
Fixed: Players with to high ping dont get kicked (=> on client side there is now a popup shown if the ping is 10s higher than the limit)
Fix for regression that player died again when he respawned at medic station and the BA with the medic station was DSL'ed
DialogueSystem: potential fix for losing variable content if there was a connection timeout when starting a dialogue
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