Last week we made our first announcement on version 1.5 (read here). The main content of this update is quite code-heavy, which means a lot of things are going on behind the curtain without offering a good way to do a nice visual representation.
But while our programmers do their work to prepare the game for future feature changes and additions, quite a few things happen on the art and content side of things as well.
For example we will be adding a new NPC faction with tons of POIs and an own galactic territory, created by spanj and a lot of creators, contributing POIs and vessels: the Brotherhood of Farr!
Speaking of factions and POIs: those that have ventured into deep space might not only have run into the Colonists faction and even more Pirates, but also in the always-hostile Warlord faction and its various sub factions, like the Skaar, Tresari and others. Thanks to the contribution of the community, these factions have seen a serious upgrade in their lineup. So watch out next time you aim to warp to a seemingly non-claimed solar system.
Besides those named, most of the established and recently added factions, for example the Pirates, Tesch and others, got new ships and POIs as well.
Most of these factions, their bases and vessels, might play a role when the game's main story arc is concluded later this year. ;)
What are your thoughts about the current composition of the galaxy, its factions and the POI and vessels you ran into? What are you missing from the lineup or would suggest to add?
Let us know! :)
Enjoy the weekend & read you soon. -Empyrion Dev Team
Here is the changelog for v1.4.4 with some more fixes we have been working on. Have fun and please report bugs and problems as usual - thanks a lot!
Patch: 2021-03-17 v1.4.4 (Build 3277)
Changes
Added IModAPI.IApplication.GetBlockAndItemMapping() - returns a dict with name to id mapping (especially important for the dynamically assigned block ids)
Fixes
Multiple exceptions fixed found in logs
Fixed dialogue typos in english main loca (plz report typos/grammar issues to typo@empyriongame.com subject: english)
07816: Exception when starting a new default survival game after exiting a game using a custom scenario
07840: A use case of drones getting "removed" from a planet when returning to a save game
Fixed 07763: [MP - Player report] Save game progress not maintained when rejoining server (caused by this flag being set in the gameoptions.yaml "IsManagedScenario: true")
Here is the changelog for v1.4.3 with some more fixes we have been working on (more to come). Have fun and please report bugs and problems as usual - thanks a lot!
Patch: 2021-03-09 v1.4.3 (Build 3274)
Changes
Explosion damage optimizations:
Shield is now only decreased by the Damage not by the BlastDamage any more
If the shield is still active after applying the Damage, the explosion is not started any more
Added property ShieldMultiplier for shield generator blocks to specify its own shield damage multiplier name f.e. use ShieldMultiplier: "shieldBA" and this will be taken now preferred for a weapon attacking the shields of a BA
Playfield.yaml: added property AllowSavingBlueprints (default True) to disallow saving of BPs in playfields (f.e. in PvP playfields)
Removed obfuscation from ParticlesAudio else it won't work on steam builds
Fixes
Fix for explosions getting delayed when lots of explosions get started
Fixed 07838: Kick command while "Loading..." results in stuck in the loading screen
Fixed 06659: 'struct remove-device-signals' is not removing the signal from the receiving devices
Fixed 07823: Workshop-published scenarios cannot be used with local coop
Fixed: Yarod dialogue at the end of Sigma Fulcrum missing part 2 and 3
07792: Underground vessels can get repositioned above ground
Fixed problem that blocksmap.dat was not written in MP games, leading to problems if the order for blocks that have no id in the BlocksConfig.ecf changes
Fixed 07511: Custom Techtree categories are not removed when resuming a game with another scenario
Here is the changelog for v1.4.2 with some more fixes we have been working on (more to come). Have fun and please report bugs and problems as usual - thanks a lot!
Exceptions appear after teleporting to a sector with discovered AI space vessels
====
Patch: 2021-02-17 v1.4.2 (Build 3265)
Changes
ALL LANGUAGES: Please report ANY faulty dialogue (leading to exceptions when approaching/talking to an NPC for example) in the FORUMS WITH the Client log attached. Thx!
Updated: Sigma Fulcrum (mission) station is now civilian and all NPC with a gun will now shoot at you (easier to identify the threats + accidentally shooting other NPC does not lead to the station turning against you anymore); Requires new savegame/manual POI refresh to be applied.
Updated: Sigma Fulcrum (station) now has a GIN console. Being neutral ground there is now a way to turn in credibility seals at any time at the SF station; Requires new savegame/manual POI refresh to be applied.
Updated: Main Localization.csv
Changed: Sigma Fulcrum approach dialogue now points towards speaking to traders instead of barkeepers (only speaking to traders will advance the search for Yarod)
Fixes
Possible fix for vessels drifting in space when powered off
Vessels stop moving when close to POI's (which don't render) & the player toolbar becomes unresponsive until relogging
Ambassador Hyzanis vessel did not spawn in asteroid field
Issues of dialogues in GERMAN loca sometimes leading to a exception
Thruster M (T2) only had 100 HP
Issues in dialogues config and csv leading to exceptions
TSO_Variant2 had alien spawns (now "same as base")
Spice plant model no longer flattened after harvest (SpeedTree material issue).
Upd: Removed Abyssal Small Science vessel from spawngroups for now.
Items crafted in the survival constructor don't get stacked in the output cells
LCD Projector shows a background even if no color set (while structure is powered)
Hi Galactic Survivalists! We all hope you had a good and healthy start in 2021! :)
Today we are releasing Version 1.4. We invested quite some time investigating and improving several topics, for example finding a better solution on how explosion damage is handled, adding more elements to the customization system (including the possibility to add sounds, crosshairs and entire asset bundles!) and giving all those scenario builders additional 2048 new free-to-use Block IDs!
In terms of content we added new POIs, some factions now will fight each other, you can now use the Connected Toolbar with Traders and the Empyriopedia has received its first major work-in-progress update, now adding/including information and details about solar systems, suns, planets, ships, characters, explanations on all the new game mechanics (since Alpha 10) and more.
Please have a close look at the changelog below. More info about certain topics, explanations and a chance to give your feedback on them can be found stickied in the feedback forum: https://empyriononline.com/forums/faq-feedback.25/
We would also like to thank our team of volunteers working on the game localization and translations of currently about 10.000 lines of text! General game localization, PDA missions and Dialogues have been translated to over 85% in the last months for most of the main languages!
Updated: Abandoned Depot, Epsilon outpost & spaceport (thx to vermillion)
Fixes
Fixed Tech tree unlocks and (for modders) Config_Example.ecf file item ids
Reverted: Instance container drop logic as it caused problems
Marketplace exception when items from v1.3.x were still in the marketplace
====
UPDATE: v1.4 (Build 3258)
Changes
Explosives changes
Explosion on structures is now calculated on a voxel base, not on blocks any more. This results in explosion not penetrating through solid blocks any more (esp. none regular cube blocks, f.e. windows or thin walls). With this change, the damage distribution will change, but we took care to keep mostly the existing damage values.
Console cmd 'di' was enhanced with 'di expv' and 'di expr' to show damaged voxels and explosion rays to them.
Explosion damage: corrected linear interpolation of damage (was too high before)
Explosion start position: small change so the start position is not within a solid voxel to avoid the explosion damage travelling into a structure if it shouldn't
Explosions: now combining explosions that happen at the same block position.
Add parameter for console command 'di bdinfo <entityid> [clear]' to show the block damage
Explosion damage: optimization to not process blocks that were not damaged (shown as green voxels now in 'di expv' debug view)
Explosion: better calculation now when a turret is hit.
Decals
First working version of decal gun. Please add a 'decalsdef.txt' to 'SharedData/Content/Prefabs' containing all decals the gun can use (same syntax as decals.txt).
Decals guns: add MP support
Decals: allowing to add Unity GameObjects as decals (models, particle effects, etc) by specifying "Asset=@assetbundle/objectname" in the decals text file for a decal
Decals: added support for audio files (ogg and wav supported). Use "Audio=<filename>", "AudioVolume=<0 - 1>", "AudioMinMaxDistance=<min>,<max>", "AudioPlayMode=Single|Loop" to configure it
Decals: added AudioDoppler=true|false to be able to switch off the doppler level on a decal (default true) to avoid any pitch change when approaching an audio decal with speed.
Video decals: setting size to very small until video is loaded to avoid showing a white background for a short time
Structures with decals saved as Blueprints will now also save the used decals.
Structures now also save placed decals.
Decal system: added -Glossiness: [0-1] to decals.txt to allow transparency without reflections
Added SharedData/Content/Prefabs with some example data for the decal gun.
Crosshairs
Added possibility to mod the crosshairs: put a "Crosshairs" asset bundle into the "Bundles" folder of your scenario and add textures with name crosshair_normal, crosshair_focus, crosshair_aiming, crosshair_ship into it to override the existing crosshairs. Let us know if you want to change the crosshair on a per item base.
Now also scaling the crosshair for the ship controller with the screen resolution.
Improved crosshair modding: allowing to specify a crosshair now on a per item base, use Crosshair: @bundlename/crosshairname in ItemsConfig.ecf. Use crosshairname_focus for the focused state, same with crosshairname_aiming and crosshairname_ship for the ship hud.
Additional info for crosshair modding
changed crosshair modding in a way that every item can now have its own crosshair. specify Crosshair: @bundlename/crosshairname in ItemsConfig.ecf
the bundle "bundlename" must contain a texture (with alpha channel) of name "crosshairname" that is used as the crosshair.
if the bundle contains additional textures "crosshairname_focus" (for the focused state), "crosshairname_aiming" (for the aiming with red dot active), "crosshairname_ship" (for the ship crosshair), they will also be used
there is the possibility to replace the default crosshair by using a bundle with name "crosshairs" and a texture with name "default" (and "default_focus", "default_aiming", "default_ship")
Misc
Not possible to use Logistics Network with sell/buy from traders
Money cards will be used if in player's own or the Connected Toolbar (CT)
Items will be put in CT (if visible when buying) and in CC if available
Added console command 'damage' that toggles between SI and damage debug view of structures. Attention: for the switch to work correctly you need to reload/regenerate the structure you want to see the damage values
BlocksConfig: supporting now 4096 blocks in total (old: 2048). For blocks >= 2048 no Id tag is supported any more but the mapping will be done dynamically using name to id mapping tables that get added to savegames.
Blueprints: internal version increase to version 28. internally saves now block id mapping. do not use BPs created/changes with version 1.4 in older versions of the game (f.e. 1.3)!
Allowing to mod items with bundles now. Please specify @bundlename/GameObjectInBundle for Meshfile or DropMeshfile in ItemsConfig.ecf and add this asset bundle to SharedData/Content/Bundles in your scenario.
Added: some properties for ModAPI some interfaces
Added: description for console cmd 'gm ic' that makes the player only invincible.
Added: Colonist Mining Outpost (thx to Kaeser)
Added: Croesus Ore Mining orbital station (Colonists; Thx to Kaeser)
Added: Colonist Waystation 5
Added: cmd prefabinfo now accepts special group name '$own' to process user blueprints
Added: Scenario Workshop publishing now allows png files (needed for transparency)
Added: Control Panel's Trader and Spawner properties now use searchable dropdown lists
Added: Scrollable dropdown list searches are now case-insensitive
Added: Caching of network packages that should result in less memory fragmentation in MP games
SharedData: added file extensions .ogg and .wav to also update audio files.
Increased scenario limit from 200MB to 500MB once again
Nebula visible distance: set back 250LY (fixing bug that they were visible nearly through the whole galaxy)
GalaxyMap: showing stars of different size now also in different sizes (but clamped between size 10 and 14 to avoid too small and too big stars). Also desaturizing colors of distant stars.
Space View: showing flares around distant stars smaller.
Vehicle controller : Player exiting vehicle will now reset the pilot mode to the center (if active) and stop the movement and the rotation of the vehicle
Updated/added inline / head area documentation info on BlocksConfig.ecf, Containers.ecf and Dialogues-config-and-examples.txt based on 1.4 additions
Changed: Cargo volumes of containers are now correctly calculated by model shape based on using VolumeCapacity as a base value.
ParticlesAudio: added script for playing a sound effect on a particle spawn/death (please be aware that this can bring down performance if used wrong).
XRefActivate: added support for particles with a checkbox if transform is a particle effect (in that case Play/Stop is called).
Ammunition in structures (turrets, fixed weapons) is now manged internally in the structure and not with the block meta values any more.
If a block model cannot be found, a dummy white cube is added and an error is issued. Before that change, the loading of the game was aborted.
Asset bundle loading: now unloading external asset bundles when going back to main menu. With that change it is enough to resume a game from main menu to test changed bundles (don't need to quit the game any more).
DialogueSystem: removed line limit on OptionExecute_X. Supporting now <nl> tags in all code tags.
DialogueSystem: added IsFactionDiscovered() to find out if the local player already has discovered the specified faction
DialogueSystem: added function SetNPCName('name') to allow changing the title of the dialogue window during a running dialogue. Call SetNPCName(null(
Faction discovery: only showing POI for respawn of a faction that the player has already discovered now
Token.ecf: now supporting MarketPrice for tokens
Trader window: now showing correct custom icon for tokens
Talking to trader entities: reputation check is now only done on factions that have reputation enabled.
Added: 'Tags' column in Blueprint list in BP window
Medic station block: in NPC POIs the access is controlled now by the reputation (needs to be friendly or honored). So you can remove the 0000 public access lock code in medic stations/clone chambers.
Optimized story game start (first PDA mission) for a more fluent experience
Solar System Generation: added MoonOrbitType, Faction, FactionAvoid to PlanetTypes
Solar System Generation: added WarpTargetOrbitTypes to GenerationParams
Faction.ecf: ignoring and outputting error message when you try to set Friendly/Unfriendly/ClaimTerritory to a player faction
Proximity log for playfields is now limited to the playfield the player is in (request from the PvP community).
Factions.ecf: added flag AttackNPC for NPC factions allowing to attack other NPC factions that have this flag enabled
Factions.ecf: Admin faction needs to have 'NPC: false' set
Factions.ecf: fixed problem that Friendly/Unfriendly flag only worked when NPC was not set to false
DefReputation.ecf: correct wrong example for rivalry reputation matrix
Not showing ingame message "Cannot damage this block with this weapon" if a rocket is used.
Changed: Moved Characters back to Empyriopedia
Changed: Moved Faction info back to Empyriopedia
Changed: Grouped stroy progress in Journeybook
Loca update: Main scenario, Tutorial
Changed: Factions Zirax, Legacy, Kriel, Pirates, Alien will now attack each other
Updated: Loca Dialogues
Updated: space_dynamic.yaml for +ExampleSpace (corrected drone setup)
Empyriopedia: Added new Planets and Resources overview + updated Factions and Characters
Empyriopedia incremental update #2 (adding sectors, celestial objects, ships, drones, info about new game mechanics since ~A10/11)
ControlPanel: LootID field allows now 4 character (instead of only 3)
Solar System Generation: added possibility to have a SolarSystemConfig_Defines.yaml to specify default PlanetTypes, MoonTypes, POITypes, OrbitTypes that can now be omitted in the other yaml files
Containers.ecf: allowing now 1023 container ids (instead of 255)
Updated Attack/Defense values for all prefabs and stock prefabs
Added/Updated: BarrenScorched (+Orbit), TemperatePlateau, DesertBurnt, Lava Orbit, SolarSystem Type G (thx to Escarli & Needleship)
Updated: Solarsystemconfigs (adding the aforementioned)
Drone yaml file config : remove the need to define the drone Type in the Stock description
Updated some planetary playfields: replaced faction creatures (f.ex Assassins = Kriel) with Legacy creatures where appropriate
Updated EGroupsConfig.ecf: added new groups for infected creatures
Updated ItemsConfig.ecf weapon entries of planet and space drones
DialogueSystem: SetNPCName('name') will now also work within one dialogue state
Added new POI and OPVs for Pirates, Warlords and Kriel (thx to sulusdacor, Escarli, jrandall)
Updated: Starter system gas giant moon orbits (SpaceOrbitSectorStarter) now have no heavy combat vessels anymore
Updated: Starter System orbits & starter system sector orbits drone & opv setup updated to new syntax
Updated: +ExampleSpace (removed double-entries from Freighter setup)
Update: ajusted snow planet night color tint + added new description text for playfield.
PDA: Improved rewards presentation (own area with icons)
Space: slightly bigger distant stars (15%) and less star flares to have more crips distant stars
Changed: Inital Base Attack in Tutorial Scenario now weaker/only stun drones
Sun flares in space: corrected flares to use right colors, also adapted size a bit
ItemsConfig.ecf: added RepairCount for items to specify how often an item can be repaired (before that it was hard coded to 7). For now it is limited to 0 - 7.
Added possibility to not show a sun flare + model on planets by specifying "SunFlare: EnvironmentalEffects/SunFlareNone" and "DayLightIntensity: 0" in playfield.yaml
BlocksConfig.ecf: replaced "Voxelize: false" with new property "OccupySizeInBlocks: true" to indicate that a block shall occupy its full block space
Reduced Drone count in Starter Orbits
Updated +ExampleSpace config
Added: Syreem Destroyer (Warlord faction; thx to Escarli)
Scenario "Invader vs Defender - Conflict of Cygnus": fixed/updated NPC Trader buy/sell items
EscapePod: supporting "Spawn: EscapePodLandAtPos" now to allow forcing the escape pod at the specified x,z coordinate. The escape pod cannot be controlled in that mode.
Updated ItemsConfig.ecf: added info about new 'LifetimeOnDrop' parameter
Changed: Nerved the laser turret T2 in the Ilmarinen (Derelict Mining Ship / Ancient Revelation mission) loot room (3-4 Rockets should now destroy it). Plz retest.
Changed: Swapped standard soldiers for Abandoned Assembly Yard to infected variant. Plz retest.
ItemConfig.ecf: added property "LifetimeOnDrop" that specifies in seconds how long an item will live after dropping it. Default is 200 seconds. Please only increase this time if ABSOLUTELY needed as lots of items can bring down the performance of a server, but also in SP.
EscpodePodLandAt: now per default in "Alt Look Mode" to make it easier for the player to look around
When looking at an NPC of a faction this faction now gets also discovered
Corrected output of console command "faction discover <faction>"
Changed: deactivated shields for dronebase on starter planets
Updated: Xenu Dronebase (thx to vermillion)
Added ARC Bronco & Explorer OPVs for Warlord faction (thx to HeckenDiver, modified by Escarli)
LOCA update on Dialogues, PDA and Tutorial. Thx to all contributors!
Fixes
PDA become broken on open second time
New PDA chapter's Group and Faction parameters don't work in Coop/MP
Xenu Dronebase starter terrain not removed
Cyborg not shooting at player when being attacked
PDA Exception when resuming a Creative game after a Survival with active ChapterActivations
Orbital Trading station variant 3 had locked doors
Trader window not showing token names correctly
Exception and outputting error message when a trader entity was not defined in EClassConfig.ecf
Exception when a dialog state was not found.
Exception when a trader type was not found.
Possible fix for Alien/Human Soldier NPCs running out of ammo (please retest!)
Missing loca string on end of Wins & Losses mission
SV laser drill icon missing in the weapons bar
Wrong calculation for Blast damage area
Blast damage goes through 1 layer of blocks
Crosshair needs to scale with Screen resolution
Each relog gives free Unlock Points
Use case of AI drones tracking & firing at a player who is under terrain
exception when multiple devices and blocks explodes
Possible fix for exception on a pf server when structures use decals
Fix for explosion damage different in MP and SP if multiple rockets hit the same block at the same time
Explosion damage: fixed problem that not the whole area around an explosion was taken into consideration, leading to checkerboard patterns sometimes.
'Faction' and 'FactionAvoid' in SolarSystemConfig.yaml
Star search dialog: fixed problem that [Sun Back] was not showing in result list, removed duplicate star results
Decal videos can appear blank after teleporting
Decals: fix for assets not showing up in MP
Decals: fixed "-ColliderMode=Collision" not working for model decals. fixed regression that scaling was not working with the decal gun.
Decal gun: fixed regression from last build that decal videos did not scale correctly
Decal gun: fix for not able to select and reposition '3d model decals'
Decal gun: fixed scaling not keeping aspect ratio
Fix for sometimes not possible to load into a game in MP
Fix for decals not getting saved when placed with the decal gun.
Fix for pistol fire animation sometimes stopping on wielding the pistol the first time
SharedData and LocalCoop: fixed problem that files > 1MB were not transferred resulting in a connection break.
Fix for lagshots with hitscan weapons in MP
Stopping an AI vessel by destroying the core doesn't allow players to move inside
Problem that turrets had problems firing at players that were moving (fast).
Explosion on voxels: BlastRadius is now used correctly also for 0.5 blocks
Container CoM moving to the edge of container when adding items
Repeated PDA info popup on resource deposit drilling
Blast damage doesn't apply if the player exits from a turret before the shot hits it's target
Server-side muted players should only be globally muted in private and global chat channels
Colored background panel of an LCD projector stays visible even if the structure is not powered
Flamethrower getting affected by wind zone leading to strange visuals
Loading screen: logging to console if a screenshot cannot be found
Vessels getting repositioned either below or above where were left upon returning to them
Reputation of not yet discovered factions could be changed with GIN/Amabassadors
Credibility Seal ZIRAX did not update reputation of Zirax Houses
IsFactionDiscovered not working / leading to exception > check updated syntax example in Dialogues-config-and-examples.txt!
Item loss in dropboxes when cargo containers use more than 64 cells
Instance container drop logic (possible fix)
NullRef, DroneGenericData.Init() when GameStats : EnumGameStats.IsAIManagerEnabled is set to false
Powering off landed ship causes repositioning of player inside it
Volume capacity tooltip info is not the same as what is shown in the logistics window
Fix for sporadic log error output "Material doesn't have a texture property '_MetallicGlossMap'"
Another fix for showing distant nebulas in space: starting to fade out at 50LY now, until 250LY they are fully faded out
Corrected trader discounts in scenario IvD:Conflict of Cygnus
Weapon targeting ranges for space using planet ranges
Shields not taking damage when turrets are being fired on
AI space vessel stops after you discover it
Fixed exception when using modded block values on blocks that are using a dynamic id (blocks that did not get an explicit id in BlocksConfig.ecf)
Small fix to galaxy map to allow two suns at the same LY coord now (2nd sun is only decoration).
Blocks survive explosions at negative HP
Possible to enable shield just before warp starts
Playfield server crash related to undocked vessels
Fixed playfield server crash reported from CA server in "Galactic Trading Station"
[MP] Solar panel LED's will not light up until the panels get touched
Place objectives without range limit
Faction discovery: player gets RP / can interact with factions he did not discover yet
Extra sunflare at night on atmo-less playfields close to star
Introduction text of 'Meet the GlaD' not visible in mission description
Faction discovery: fixed regression from B3251 that also player factions and "none" faction could be discovered
Discovered NPC faction is not shared within player faction (FOR SAVEGAMES BEFORE 1.4 ALL DISCOVERED FACTIONS NEED TO GET REDISCOVERED)
Fix for sporadic problem that structures got lost in space with a log message of "-WRN- Entity 'name' with id=X on pos=(x, y, z) is out of the playfield (5), removing it"
Hi Galactic Survivalists! We all hope you had a good and healthy start in 2021! :)
Today we are releasing Version 1.4 Experimental. We invested quite some time investigating and improving several topics, for example finding a better solution on how explosion damage is handled, adding more elements to the customization system (including the possibility to add sounds, crosshairs and entire asset bundles!) and giving all those scenario builders additional 2048 new free-to-use Block IDs!
In terms of content we added new POIs, some factions now will fight each other, you can now use the Connected Toolbar with Traders and the Empyriopedia has received its first major work-in-progress update, now adding/including information and details about solar systems, suns, planets, ships, characters, explanations on all the new game mechanics (since Alpha 10) and more.
Fix for vessel coming to a stop when a structure renders in
====
Hotfix: 2021-02-02 EXP v1.4 (Build 3256)
Changes
Changed: deactivated shields for dronebase on starter planets
Updated: Xenu Dronebase (thx to vermillion)
Added ARC Bronco & Explorer OPVs for Warlord faction (thx to HeckenDiver, modified by Escarli)
LOCA update on Dialogues, PDA and Tutorial. Thx to all contributors!
====
Hotfix: 2021-01-30 EXP v1.4 (Build 3255)
Fixes
07780: Ramps are no longer airtight
07781: Vessels without shields cannot warp
07716: Discovered NPC faction is not shared within player faction (FOR SAVEGAMES BEFORE 1.4 ALL DISCOVERED FACTIONS NEED TO GET REDISCOVERED)
07770: [1.4.3246] Playfields too dark. 'DayLightIntensity' parameter brightness increase is now about a fifth of old increase.
Reverted LightsUseLinearIntensity as this causes the light to be darker in some situations.
Fixed regression that firing rockets at terrain deco caused CoQ
Fix for sporadic problem that structures got lost in space with a log message of "-WRN- Entity 'name' with id=X on pos=(x, y, z) is out of the playfield (5), removing it"
Fixed CoQ when opening Player or Logistics window with active item sorting
====
Hotfix: 2021-01-28 EXP v1.4 (Build 3254)
Changes
Updated ItemsConfig.ecf: added info about new 'LifetimeOnDrop' parameter
Changed: Nerfed the laser turret T2 in the Ilmarinen (Derelict Mining Ship / Ancient Revelation mission) loot room (3-4 Rockets should now destroy it). Plz retest.
Changed: Swapped standard soldiers for Abandoned Assembly Yard to infected variant. Plz retest.
ItemConfig.ecf: added property "LifetimeOnDrop" that specifies in seconds how long an item will live after dropping it. Default is 200 seconds. Please only increase this time if ABSOLUTELY needed as lots of items can bring down the performance of a server, but als in SP.
EscpodePodLandAt: now per default in "Alt Look Mode" to make it easier for the player to look around
When looking at an NPC of a faction this faction now gets also discovered
Corrected output of console command "faction discover <faction>"
Explosion: better calculation now when a turret is hit.
BlocksConfig.ecf: replaced "Voxelize: false" with new property "OccupySizeInBlocks: true" to indicate that a block shall occupy its full block space
Reduced Drone count in Starter Orbits
Updated +ExampleSpace config
Added: Syreem Destroyer (Warlord faction; thx to Escarli)
EscapePod: supporting "Spawn: EscapePodLandAtPos" now to allow forcing the escape pod at the specified x,z coordinate. The escape pod cannot be controlled in that mode.
Updated: space playfields are set to new drone/freighter/opv syntax. Plz check for anormalities/feedback on layout.
Changed: Reduced Colonists percentage in TESCH territory.
Changed: reduced appearance of habitable planets around Black Holes and Neutron Stars.
Fixed: Weapon targeting ranges for space using planet ranges
Fixed: Shields not taking damage when turrets are being fired on
Fixed: Exception when attempting to use the BP factory
====
Hotfix: 2021-01-19 EXP v1.4 (Build 3241)
Changes
Added new POI and OPVs for Pirates, Warlords and Kriel (thx to sulusdacor, Escarli, jrandall)
Updated: Starter system gas giant moon orbits (SpaceOrbitSectorStarter) now have no heavy combat vessels anymore
Updated: Starter System orbits & starter system sector orbits drone & opv setup updated to new syntax
Updated: +ExampleSpace (removed double-entries from Freighter setup)
Update: ajusted snow planet night color tint + added new description text for playfield.
PDA: Improved rewards presentation (own area with icons)
Space: slightly bigger distant stars (15%) and less star flares to have more crips distant stars
Changed: Inital Base Attack in Tutorial Scenario now weaker/only stun drones
Sun flares in space: corrected flares to use right colors, also adapted size a bit
ItemsConfig.ecf: added RepairCount for items to specify how often an item can be repaired (before that it was hard coded to 7). For now it is limited to 0 - 7.
Added possibility to not show a sun flare + model on planets by specifying "SunFlare: EnvironmentalEffects/SunFlareNone" and "DayLightIntensity: 0" in playfield.yaml
Drone yaml file config : remove the need to define the drone Type in the Stock description
Updated some planetary playfields: replaced faction creatures (f.ex Assassins = Kriel) with Legacy creatures where appropriate
Updated EGroupsConfig.ecf : added new groups for infected creatures
Updated ItemsConfig.ecf weapon entries of planet and space drones
DialogueSystem: SetNPCName('name') will now also work within one dialogue state
Fixes
Fixed: volume capacity of some SV/HV containers was much too high <- Pick them up & place them down again
Fixed: corrected trader discounts in scenario IvD:Conflict of Cygnus
Fixed: R2T not working in MP
Fixed: Lights do not take area (blast) damage
Fixed: "BallFlower03" invisible in radiated biomes
Fixed: Exception when "Next product" timer counts down
Fixed: AI space vessel stops after you discover it
Fixed: Exception when attempting to use the BP factory
Another fix for showing distant nebulas in space: starting to fade out at 50LY now, until 250LY they are fully faded out
Fix for sporadic log error output "Material doesn't have a texture property '_MetallicGlossMap'"
====
Hotfix: 2021-01-15 EXP v1.4 (Build 3237)
Changes:
Nebula visible distance: set back 250LY (fixing bug that they were visible nearly through the whole galaxy)
GalaxyMap: showing stars of different size now also in different sizes (but clamped between size 10 and 14 to avoid too small and too big stars). Also desaturizing colors of distant stars.
Space View: showing flares around distant stars smaller.
Vehicle controller : Player exiting vehicle will now reset the pilot mode to the center (if active) and stop the movement and the rotation of the vehicle
Updated/added inline / head area documentation info on BlocksConfig.ecf, Containers.ecf and Dialogues-config-and-examples.txt based on 1.4 additions
Changed: Cargo volumes of containers are now correctly calculated by model shape based on using VolumeCapacity as a base value.
Fixes:
Fix for items in containers of Blueprints getting broken when bulk processing Blueprints using tools or the BP editor
07725: Powering off landed ship causes repositioning of player inside it
Fixed 07168: Volume capacity tooltip info is not the same as what is shown in the logistics window
====
UPDATE: v1.4 (Build 3236)
Changes
Explosives changes
Explosion on structures is now calculated on a voxel base, not on blocks any more. This results in explosion not penetrating through solid blocks any more (esp. none regular cube blocks, f.e. windows or thin walls). With this change, the damage distribution will change, but we took care to keep mostly the existing damage values.
Console cmd 'di' was enhanced with 'di expv' and 'di expr' to show damaged voxels and explosion rays to them.
Explosion damage: corrected linear interpolation of damage (was too high before)
Explosion start position: small change so the start position is not within a solid voxel to avoid the explosion damage travelling into a structure if it shouldn't
Explosions: now combining explosions that happen at the same block position.
Add parameter for console command 'di bdinfo <entityid> [clear]' to show the block damage
Explosion damage: optimization to not process blocks that were not damaged (shown as green voxels now in 'di expv' debug view)
Decals
First working version of decal gun. Please add a 'decalsdef.txt' to 'SharedData/Content/Prefabs' containing all decals the gun can use (same syntax as decals.txt).
Decals guns: add MP support
Decals: allowing to add Unity GameObjects as decals (models, particle effects, etc) by specifying "Asset=@assetbundle/objectname" in the decals text file for a decal
Decals: added support for audio files (ogg and wav supported). Use "Audio=<filename>", "AudioVolume=<0 - 1>", "AudioMinMaxDistance=<min>,<max>", "AudioPlayMode=Single|Loop" to configure it
Decals: added AudioDoppler=true|false to be able to switch off the doppler level on a decal (default true) to avoid any pitch change when approaching an audio decal with speed.
Video decals: setting size to very small until video is loaded to avoid showing a white background for a short time
Structures with decals saved as Blueprints will now also save the used decals.
Structures now also save placed decals.
Decal system: added -Glossiness: [0-1] to decals.txt to allow transparency without reflections
Added SharedData/Content/Prefabs with some example data for the decal gun.
Crosshairs
Added possibility to mod the crosshairs: put a "Crosshairs" asset bundle into the "Bundles" folder of your scenario and add textures with name crosshair_normal, crosshair_focus, crosshair_aiming, crosshair_ship into it to override the existing crosshairs. Let us know if you want to change the crosshair on a per item base.
Now also scaling the crosshair for the ship controller with the screen resolution.
Improved crosshair modding: allowing to specify a crosshair now on a per item base, use Crosshair: @bundlename/crosshairname in ItemsConfig.ecf.
Use crosshairname_focus for the focused state, same with crosshairname_aiming and crosshairname_ship for the ship hud.
Additional info for crosshair modding
changed crosshair modding in a way that every item can now have its own crosshair. specify Crosshair: @bundlename/crosshairname in ItemsConfig.ecf
the bundle "bundlename" must contain a texture (with alpha channel) of name "crosshairname" that is used as the crosshair.
if the bundle contains additional textures "crosshairname_focus" (for the focused state), "crosshairname_aiming" (for the aiming with red dot active), "crosshairname_ship" (for the ship crosshair), they will also be used
there is the possibility to replace the default crosshair by using a bundle with name "crosshairs" and a texture with name "default" (and "default_focus", "default_aiming", "default_ship")
Misc
BlocksConfig: supporting now 4096 blocks in total (old: 2048). For blocks >= 2048 no Id tag is supported any more but the mapping will be done dynamically using name to id mapping tables that get added to savegames.
Blueprints: internal version increase to version 28. internally saves now block id mapping. do not use BPs created/changes with version 1.4 in older versions of the game (f.e. 1.3)!
Allowing to mod items with bundles now. Please specify @bundlename/GameObjectInBundle for Meshfile or DropMeshfile in ItemsConfig.ecf and add this asset bundle to SharedData/Content/Bundles in your scenario.
Added: some properties for ModAPI some interfaces
Added: description for console cmd 'gm ic' that makes the player only invincible.
Added: Colonist Mining Outpost (thx to Kaeser)
Added: Croesus Ore Mining orbital station (Colonists; Thx to Kaeser)
Added: Colonist Waystation 5
Added: cmd prefabinfo now accepts special group name '$own' to process user blueprints
Added: Scenario Workshop publishing now allows png files (needed for transparency)
Added: Control Panel's Trader and Spawner properties now use searchable dropdown lists
Added: Scrollable dropdown list searches are now case-insensitive
Added: Caching of network packages that should result in less memory fragmentation in MP games
SharedData: added file extensions .ogg and .wav to also update audio files.
Increased scenario limit from 200MB to 500MB once again
ParticlesAudio: added script for playing a sound effect on a particle spawn/death (please be aware that this can bring down performance if used wrong).
XRefActivate: added support for particles with a checkbox if transform is a particle effect (in that case Play/Stop is called).
Ammunition in structures (turrets, fixed weapons) is now manged internally in the structure and not with the block meta values any more.
If a block model cannot be found, a dummy white cube is added and an error is issued. Before that change, the loading of the game was aborted.
Asset bundle loading: now unloading external asset bundles when going back to main menu. With that change it is enough to resume a game from main menu to test changed bundles (don't need to quit the game any more).
DialogueSystem: removed line limit on OptionExecute_X. Supporting now <nl> tags in all code tags.
DialogueSystem: added IsFactionDiscovered() to find out if the local player already has discovered the specified faction
DialogueSystem: added function SetNPCName('name') to allow changing the title of the dialogue window during a running dialogue. Call SetNPCName(null(
Faction discovery: only showing POI for respawn of a faction that the player has already discovered now
Token.ecf: now supporting MarketPrice for tokens
Trader window: now showing correct custom icon for tokens
Talking to trader entities: reputation check is now only done on factions that have reputation enabled.
Added: 'Tags' column in Blueprint list in BP window
Medic station block: in NPC POIs the access is controlled now by the reputation (needs to be friendly or honored). So you can remove the 0000 public access lock code in medic stations/clone chambers.
Optimized story game start (first PDA mission) for a more fluent experience
Solar System Generation: added MoonOrbitType, Faction, FactionAvoid to PlanetTypes
Solar System Generation: added WarpTargetOrbitTypes to GenerationParams
Faction.ecf: ignoring and outputting error message when you try to set Friendly/Unfriendly/ClaimTerritory to a player faction
Proximity log for playfields is now limited to the playfield the player is in (request from the PvP community).
Factions.ecf: added flag AttackNPC for NPC factions allowing to attack other NPC factions that have this flag enabled
Factions.ecf: Admin faction needs to have 'NPC: false' set
Factions.ecf: fixed problem that Friendly/Unfriendly flag only worked when NPC was not set to false
DefReputation.ecf: correct wrong example for rivalry reputation matrix
Not showing ingame message "Cannot damage this block with this weapon" if a rocket is used.
Changed: Moved Characters back to Empyriopedia
Changed: Moved Faction info back to Empyriopedia
Changed: Grouped stroy progress in Journeybook
Loca update: Main scenario, Tutorial
Changed: Factions Zirax, Legacy, Kriel, Pirates, Alien will now attack each other
Updated: Loca Dialogues
Updated: space_dynamic.yaml for +ExampleSpace (corrected drone setup)
Empyriopedia: Added new Planets and Resources overview + updated Factions and Characters
Empyriopedia incremental update #2 (adding sectors, celestial objects, ships, drones, info about new game mechanics since ~A10/11)
ControlPanel: LootID field allows now 4 character (instead of only 3)
Solar System Generation: added possibility to have a SolarSystemConfig_Defines.yaml to specify default PlanetTypes, MoonTypes, POITypes, OrbitTypes that can now be omitted in the other yaml files
Containers.ecf: allowing now 1023 container ids (instead of 255)
Updated Attack/Defense values for all prefabs and stock prefabs
Added/Updated: BarrenScorched (+Orbit), TemperatePlateau, DesertBurnt, Lava Orbit, SolarSystem Type G (thx to Escarli & Needleship)
Updated: Solarsystemconfigs (adding the aforementioned)
Fixes
Fixed: PDA become broken on open second time
Fixed: Some mushrooms showing invisible
Fixed: Overlapping plants & terrain deco
Fixed: 07706: New PDA chapter's Group and Faction parameters don't work in Coop/MP
Fixed: Xenu Dronebase starter terrain not removed
Fixed: Vessel off reposition bug
Fixed: CV's in orbit with thrusters off move away from the player
Fixed: Cyborg not shooting at player when being attacked
Fixed: PDA Exception when resuming a Creative game after a Survival with active ChapterActivations
Fixed: Orbital Trading station variant 3 had locked doors
Fixed: trader window not showing token names correctly
Fixed: Loss of vessel speed
Fixed: Exception and outputting error message when a trader entity was not defined in EClassConfig.ecf
Fixed: Exception when a dialog state was not found.
Fixed: Exception when a trader type was not found.
Fixed: Possible fix for Alien/Human Soldier NPCs running out of ammo (please retest!)
Fixed: Missing loca string on end of Wins & Losses mission
Fixed: SV laser drill icon missing in the weapons bar
Fixed: Wrong calculation for Blast damage area
Fixed: Blast damage goes through 1 layer of blocks
Fixed: Crosshair needs to scale with Screen resolution
Fixed: Each relog gives free Unlock Points
Fixed: Use case of AI drones tracking & firing at a player who is under terrain
Fixed: Exception when multiple devices and blocks explodes
Possible fix for Exception on a pf server when structures use decals
Fix for explosion damage different in MP and SP if multiple rockets hit the same block at the same time
Explosion damage: fixed problem that not the whole area around an explosion was taken into consideration, leading to checkerboard patterns sometimes.
Fixed: 'Faction' and 'FactionAvoid' in SolarSystemConfig.yaml
Star search dialog: fixed problem that [Sun Back] was not showing in result list, removed duplicate star results
Fixed: Decal videos can appear blank after teleporting
Decals: fix for assets not showing up in MP
Decals: fixed "-ColliderMode=Collision" not working for model decals. fixed regression that scaling was not working with the decal gun.
Decal gun: fixed regression from last build that decal videos did not scale correctly
Decal gun: fix for not able to select and reposition '3d model decals'
Decal gun: fixed scaling not keeping aspect ratio
Fix for sometimes not possible to load into a game in MP
Fix for Exception when opening containers in a new creative game (regression from the 2048 block limit change)
Fix for decals not getting saved when placed with the decal gun.
Fix for pistol fire animation sometimes stopping on wielding the pistol the first time
SharedData and LocalCoop: fixed problem that files > 1MB were not transferred resulting in a connection break.
SolarSystemGenerator: fix for not taking the new tag 'MoonOrbitType' from SolarSystemConfig.yaml into consideration correctly
Fix for lagshots with hitscan weapons in MP
Fixed: Stopping an AI vessel by destroying the core doesn't allow players to move inside
Fixed: problem that turrets had problems firing at players that were moving (fast).
Explosion on voxels: BlastRadius is now used correctly also for 0.5 blocks
Fixed: Container CoM moving to the edge of container when adding items
Fixed: repeated PDA info popup on resource deposit drilling
Fixed: Blast damage doesn't apply if the player exits from a turret before the shot hits it's target
Fixed: Server-side muted players should only be globally muted in private and global chat channels
Fixed: Colored background panel of an LCD projector stays visible even if the structure is not powered
Fixed: turret targeting ignores all entities
Fixed: Turrets AI targeting at closest target glitch
Fixed: flamethrower getting affected by wind zone leading to strange visuals
Added console command 'damage' that toggles between SI and damage debug view of structures. Attention: for the switch to work correctly you need to reload/regenerate the structure you want to see the damage values
Loading screen: logging to console if a screenshot cannot be found
Fixed: Vessels getting repositioned either below or above where were left upon returning to them
Fixed: Reputation of not yet discovered factions could be changed with GIN/Amabassadors
Fixed: Credibility Seal ZIRAX did not update reputation of Zirax Houses
Fixed: IsFactionDiscovered not working / leading to exception > check updated syntax example in Dialogues-config-and-examples.txt!
Fixed: Item loss in dropboxes when cargo containers use more than 64 cells
Fixed: Instance container drop logic (possible fix)
NullRef, DroneGenericData.Init() when GameStats : EnumGameStats.IsAIManagerEnabled is set to false
Fixed: Not possible to use Logistics Network with sell/buy from traders
money cards will be used if in player's own or the Connected Toolbar (CT)
items will be put in CT (if visible when buying) and in CC if available
The year 2020 is slowly coming to its end - but Empyrion Galactic Survival is not! With v1.3 we are adding a bunch of bug fixes, but also several new features and more content.
One of the main features is the new decals system. The decals feature will allow you to bring custom pictures and videos into the game and add it to structures spawned in the playfields.
As a second addition, you can now create custom NPC factions and add them to galactic territories, playfields and POI as you like! We were also adding new POIs and new variants of NPCs and Creatures for you to equip your POI structures with. Most of the faction's POIs (except Zirax) have also been equipped with the first iteration of themed Commodity Traders, which now buy and sell certain of those items depending on their current station's assumed primary field of work.
Note that, when starting a new game, not only make sure to check your Escape Pods content, but also all NPC factions in the default scenario are now hidden! You first need to make contact with them by discovering one of their structures. In case you want to restore reputation with one or several factions, earn credibility seals by running specific missions and exchange the seals for reputation by contacting an ambassador via one of the new Global Information Network consoles, available on any planetary and orbital trading station!
Last, but not least, you can test four new main story missions which continue the chapter 1-6 story arc!
Please have a close look at the changelog below. More info about certain topics, explanations and a chance to give your feedback on them can be found stickied in the feedback forum: https://empyriononline.com/forums/faq-feedback.25/
Potential fix for structures duplicating/disappearing
Please update both the server & client & then run the steam verify files option.
====
Hotfix: 2020-12-17 v1.3.1 (Build 3199)
Fixes:
Fixed: CV's in orbit with thrusters off move away from the player
====
Hotfix: 2020-12-16 v1.3.1 (Build 3197)
Fixes:
Fix for ArgumentException (adding blocks or devices to a structure)
====
UPDATE: v1.3 (Build 3196)
Decal System
First draft of simple decal system for POI Blueprints (static Blueprints) (WIP!)
Added console cmd 'decals' that will reload the decals in the current BP. Added 'decals clip' that will paste an example for decals to the clipboard.
First draft of a simple client upload system for files. Will be first used for decals, can be used for other modding files later, too.
Client upload system: files are now sent only in 1MB chunks.
Decals on structures: you can now specify a web url to download the image from there.
Decals on structures: you can now specify '-Video=' to show a mp4 video instead of a texture. Please use responsible as this can affect performance!
Decals on structures: added '-Color=r,g,b,a', '-ColliderMode=NoCollision|Collision|Off' to set tint color/transparency and optional colliders to the decal.
Decals on structures get now saved into <gamename>/Shared/<structid>/decals.txt to be able to change existing decals manually using a text editor.
Decals with video: warning message 'AudioSampleProvider buffer overflow. 1024 sample frames discarded.' should now occur less often.
Console cmd 'decals reload' will now prefer the 'decals.txt' in the 'Shared' for reloading. With this also player created structures can be adjusted during runtime.
ClientUpload system: added 'mp4' to the file extensions that get uploaded to clients.
Adjusted position of SantaClauseHat + SnowmanHead a bit to not clip into armor too much.
If RangeAU/RangeLY is modded with Mod.RangeAU/Mod.RangeLY, it is displayed correctly now in info texts
Decals on Blueprints: added new block class 'DecalControl' that can be connected to decals via their name in CP. This block will switch these decals on/off according to its activated state. No default block was added yet to BlocksConfig.ecf, so only for modding yet.
Added Decal Control Unit block (Place in Creative to use with decals: on/off of the block defines on/off of the linked decal)
SharedData client download: showing status message about files that need to be downloaded when connecting to a server
SharedData client download: loading small files first now to show better status update on client side
Custom Factions
Faction.ecf: added new config file to allow defining your own factions in there
Factions.ecf: added 'Description' for NPC factions to display on the faction windows NPC tab.
Faction window: Localizing now all faction names on the reputation page
Factions.ecf: added hardcoded factions, please only change the color and maybe the Abbrev.
Factions.ecf: added OmitMapLegend to not show this faction in the map legend info
Factions.ecf: renamed "FriendlyToAllPlayers" to "Friendly". Added "Unfriendly". Added "HideAbbrev" to hide the faction abbreviation at certain locations in the game.
Added/updated docu to Factions.ecf
NPC Faction updates
Added: VOID faction (static hostile; Antagonist to TESCH)
Added Abyssal to planetary playfields (Alien,Ocean,Temp,Tempswamp,ForestMoon)
Changed: Set planetary POI groups to appropriate Zirax house faction
Changed: Added RP-dynamic Colonists NPC faction to fill in "out of npc faction territory" POIs
Added TESCH Territory, OPVs and BAOs.
Added Zirax Empire houses as Reputation-dynamic subfactions: Xenu, Rados, Epsilon, Ghyst, Serdu (dynamic standing in one subfaction will influence your standing towards the 'Zirax Empire'; Faction matrix not yet final!)
Reputation bars in faction window: small improvements on bars and colors
Updated GalaxyConfig.ecf with TheLegacy faction
Updated playfields to use TheLegacy faction
Change: The Legacy faction ist now a custom faction in the Factions.ecf
Change: Alien faction abbrev reverted to ALN
Increased probability of CIVILIAN faction in non-territory and territory spaces
Player skills
First draft of player skills allowing to change item properties (for now only Damage, more properties will come soon):
For now this is only usable with the Dialogue system. There you set up skills with e.g. Player.Skills['yourSkill'] = 1.5.
That skill (yourSkill = 1.5) can then be used in the ItemsConfig.ecf to modify the 4 properties you see below (Damage, BulletSpread, etc. If you think other values make sense too, please let us know. BlocksConfig.ecf comes next to change RangeLY for WarpDrive etc.).
Example for your Pistol: Mod.Damage: "Damage + Player.Skills['yourSkill'] * 2"
That way, properties are different handled per player - depending if the player skilled it or not.
Modded item properties via player skills: added BulletSpread, ReloadDelay, Recoil
BlocksConfig: added MarketPrice property
Added console command 'itemmods' to show the active modifications of the held item of the local player.
DialogueSystem
DialogueSystem: added function "string Loc(string key)" to localize dynamic text
DialogueSystem: added "Execute" property without any size restriction to allow multi line text (can separate lines with \n), added "LocalStructure" to allow accessing the ModAPI better f.e. accessing devices like LCDs etc
DialogueSystem: renamed barking state from "BarkState" to "BarkingState" in Dialogues.ecf, barking supports now NPC dialogue blocks, buffering dialogue write variables now (perf. opt.)
DialogueSystem: added possibility to use "sub routine jumps"
DialogueSystem: now using "<nl>" instead of "\n" to separate newlines in Execute code parts
DialogueSystem: Player.Skills['name'] = 1.23 possibility. Later we will enhance that to allowing to modify certain ingame properties with that.
DialogueSystem: added convenience function SetBlockActive(string name, bool bActive) to allow setting a block by its name to active/deactive
Updated Loca for PDA, Tutorial and Dialogues (incremental update; various languages)
PDA/Story
Added: Story Part II Interlude and Chapter 7
Added: Story Chapter 8
Added: Story Chapter 9
Updated Story Playfields and POI (Ghyst Prison, Sigma Fulcrum, GLaD Hideout,..)
Updated PDA mission 'Ancient Revelations' > using new Ilmarinen version (thx to Vermillion)
Added the Journey Book as new Empyriopedia element for tracking the story progress (currently all visible;will change later) and re-read all important info, logs and dialogues
Changed: Starting the Journey Apollon logs now available in Journey Book (removed from dialogue, because considered as too long)
Updated Ilmarinen (Ancient Revelations) with new Infected Legacy creatures
Updated UCH Heidelberg, Sigma Fulcrum
Updated Loca texts
PDA: implemented new chapter Group and Faction properties
PDA: changed window to use grouping instead of a tab per faction (as we now have more factions)
Added: PDA Chapter group names can now be loca keys
Added: PDA group lines now show number of activatable chapters in group
Changed: PDA content now hierarchically indented
Updated Mission/Journeybook to new PDA group/sorting methods
Added: PDA playfield op "AI" use with parameter true or false, e.g. 'AI: false'
AI/NPC's
Added: Spider01Small, Spider01Baby for better use with use inside POIs (lowered HP & DMG compared to Spider01 accordingly)
Added: Spider01,02,03 and AlienBug02 Small and Baby variant for better use with inside-POI spawns
Added: Additional info about BARKING dialogue state do Dialogues-config-and-examples.txt
Added: New TraderCyborg model
Added: new Zirax Civilians and The Legacy Infected to NPC spawners
Added: Damaged Assault Cyborg ( armed cyborg for use with f.ex. Pirates faction )
Added: Themed Cyborg models (available as Civilian and Trader models): Damaged, Medic, Servant, Engineer
Added: Static variants of civilian NPCs and Cyborgs (spawn via spawnpad > they will stand still, but run away when shot at. To be used for quests, dialogues and other purposes)
Added: Talon Advanced (warrior and civilian)
New group behavior for bug 02 and 03, added bombardment and bug03 can spawn bug02
NPC marked as OLD or TEST or only relevant for Base AttackS and else have been removed from all POI NPC Spawner block dropdowns (set AllowInSpawners: false in EClassConfig.ecf)
Added: Several new and updated POI for Colonists, Zirax, Progenitor etc pp (thx to all builders!)
Added: TESCH Soul Anchor (Lava, LavaNascent)
Added: TESCH Array BAO (thx to Escarli)
Updated: Sigma Fulcrum (Kaeser)
Updated: Talon Monument (Spawns, Loot)
Updated: POIs: SigmaFulcrum (Kaeser) and AbandonedAssemblyYard (Fractalite)
Updated: Polaris Asset Protection (thx to Fractalite)
Updated: Legacy Corruptor now has NPC AdminCore
Updated: BP groups CivilMain, CivilSettlement and Waystations with Commodity Traders
Updated: TSO and TSP with barking, trader dialogue and some NPC/trader changes
Database
DB: added a warning message if a query was executed more than 1s after it got scheduled
DB: all write queries now get buffered, this should result in better performance for DB accesses. Improved DB debug write performance of log.
DB: Fixed dockedto column in Entities DB
DB: Added console command 'database' to allow dump all DB queries into text file
DB: added more indexes for optimizing DB queries (registry overview, get next medic station)
DB: added index for long lasting query to get all teleporters in games with huge DBs. Also added index for querying chat messages.
DB: turned some ERR messages into WRN messages
DB: added some more index for player ranking (more to come)
Updated Invader vs Defender scenario - Conflict of Cygnus
Added 100 Random Stars to make Universe more interesting
Old Systems in the Center have still the most resources
All 100 Random Stars are PvE
All 100 Random Stars have neither Zascosium nor Erestrum nor Gold Resources. (except some tiny stones on planets). The PvP System (Cygnus) in the Center has all 3 in big quantity.
Fixed Taldor Sector Map icon
Fixed PDA Preamble not visible in MP on first join
Misc
Updated to Unity 2020.1
Increased scenario size limit for Workshop publishing from 100 to 200 MB
Updated main localization
Updated/added commodity traders to Polaris, Pirates, Colonists & Trader factions planet and space POIs (where applicable/appropriate; first pass)
Removed obsolote GrassGree01 blocks to free up BLOCKIds (free areas are marked with 'available free' in the document)
Player window: the day count calculation is now different in SP (total time spent in the game) than to MP (total time spent on server)
Added Santa Claus Hat and Snowmans Head to EscapePod inventory. Will be equipped automatically.
Added Santa Claus Hat and Snowmans Head as usable items (will be equipped automatically when carried in inventory or toolbar)
space_dynamic.yaml: added Pos/Rot to ResourcesDesc. if Pos/Rot are present, fixed positioning is used.
space_dynamic.yaml: added RadialInfo to PositionDesc to allow placing Resources/POIs in a radial way and also attach it to a planet (considering its radius). See docs/website for detailed information.
space_dynamic.yaml: adjusted RadialInfo to support a yOffset. content of float array is now: centerX,Y,Z, Yoffset, radiusMin,Max, angleStart,Increase, rotationX,Y,Z (only center X,Y,Z is mandatory)
Added IsKeepContainers: true for CoreNPC and CoreNPCcpu (Attention: pre-placed items will now be saved and spawned with the blueprint!)
All config files (*.ecf) now get loaded as UTF8. If you want to add special chars into them, save them as UTF8
GrassV2: better check for abrupt steep slopes (will still improve that)
GrassV2: better align to slopes
GrassV2: mapped GrassLowGreen01 to Flower04 as it the occurance number was limited and the GrassLowGreen01 was of poor quality
Added Swamp planet preview pic to Dedi Server for starter planet
Renamed the new asteroid rings around planets from AsteroidFieldRing to AsteroidRingPlanet, keeping the old AsteroidFieldRing instance
Downgrade/Upgrade tool: added max block count check to avoid exploits
Updated asteroid ring of Temperate Creative planet
System map info panel: showing origin name from "Restrict To Origin" instead of "Starter Origin"
Decreased range of light in damaged escape pod from 10 meters to 3 meters and removed shadows to reduce triangle count
structure attack value now uses average value of fixed weapon groups
added infantry A/D values to Blueprint Library window and prefabinfo console cmd
Slightly increased probability/count of space stations in default orbits
Added TSO_Variant8 and Polaris Supply Station to orbits
Updated Starter Planets: swapped AbandonedPOI group with specifically made AbandonedStarter group blueprints
Added / updated head area docu in GalaxyConfig.ecf
Refactored BlueprintHeader class to be able to provide this to modders or anybody who wants to load a BP header
Enabled proximity window for playfields and solar systems when clicking in registry on a playfield and on Proximity button
Added local damage applied to a structure to the HUD if 'di' is enabled
Using filtering ScrollablePopupList for trader type, sorting content for it and for NPC Spawner entities
Enhanced ScrollablePopupList to be used with an InputField for filtering content
Top right game message popup and its content is now centered
Creative Scenario: major update (incl. panel and staring gear update), updating orbits to new galaxy visuals, adding new 'White Canvas' playfield and two testing playfields with higher gravity
Changed: Starter planets now have more appropriate Abandoned POIs (AbandonedStarter group)
Changed: Deactivated SpaceBaseDefense (SBD) and OPV vessels in Starter Orbit
Set back old update frequency of 1 minutes for performance data and player position logging (instead of 3 minutes)
Cannot activate shield while warping active
Added fail safe code to allow empty Value tags in Properties in playfield yamls without exception
Added Commodity Trader to planetary and orbital Trading station in Starter System
Teleporters: With godmode you can override the blocking message "You cannot use teleporters with a fixed target in player created structures"
Increased stacksize for Fuel, Pentaxid and O2 in Creative scenario
Updated galaxy nebula colors
Updated TemperateSwamp and Alien fog position
Added commodity trader for Communication/Surveillance stations
Added default commodity traders
Updated TraderNPCConfig.ecf: updated Commodity traders and company traders with updated pricing and price-calc mode
Added: Default-Marketprices for relevant blocks and items
Saving game: the important file "game.dat" is now backed up on every save to avoid corrupted savegames. Also it is flushed to disc on every save now.
Freedom mode now doesn't consume stamina and also does not consume food when running
Do not allow to open ControlPanel while warping
Modded item properties via player skills: added BlastDamage
Modded item properties via player skills: added RangeAU, RangeLY from BlocksConfig
Added Pirates OPV 'Quin Merac' (thx to sulusdacor)
Added Station Services for Ambassador Vessel and GLaD Outpost
Added Commodity Traders to several orbital stations (thx to Kaeser)
Item Icons can now be modded in SharedData/Content/Bundles/ItemIcons
Item Icons are now loaded from asset bundle (to prepare allowing to mod them, modding not active yet!). Please watch out for missing item icons!
Improved: Color Tool Configure window can now be closed with ESC key (behaves like clicking on 'Cancel')
Changed: Creative Scenario: Moved position of White Canvas moon further out
Added proper names for new NPC enemies and civilians to loca file (only EN; Translations will follow)
Added first draft of suit props: SantaClauseHat, SnowmanHead. Use console cmd 'psp SnowmanHead' or 'psp SantaClauseHat' for now.
TokenConfig.ecf: added example how to set an icon for a token
Faction Discovery: showing now InGameMsg
Updated: Set all factions to be discoverable (your map legend and faction screen will show only "Unknown" when starting a new game!)
Added GIN consoles to Trading Stations (to be used with Credibilit Missions; not yet functional)
Updated GIN: you can now use credibility seals with the 'Contact an Ambassador' dialogue to restore your reputation
Loading Screens: now only one loading screenshot is shown (instead of two) during the loading
Updated: Credibility missions now have a waiting time before they can be repeated
Updated: Intro description of starter planets (added some hints about their individual challenges)
Scenario Loading Screens: loading every 10s a new screenshot now
Improved Attack/Defense value calculation: no longer using averages of weapons of vessels and spawners, also handling melee type attacks of NPC's
Fixes
Fixed: Turrets firing at players through terrain deco
Fixed: Some AI patrols vessels can continue to rotate & turn at the location they were stopped
Fixed: Vessels immediately stop after power off
Fixed: AI patrols vessels can continue to rotate & turn at the location they were stopped
Fixed: Set Home / Respawn at own structures does not work
Fixed: "Show Airtight Blocks" visualisation is not working for the "floor" of a structure
Fixed: Oxygen doesn't fill the back side of force field
Fixed: Center of Mass shifted
Fixed: When a HV enters a gravity gen field it can be launched up away from the structure
Fixed: O2 tanks missed texture after SI collapse
Fixed: Multiple same-faction territories break POI spawn rules and attribute the wrong faction to POIs
Fixed: Increase NPC render range & add max NPC ranged weapon limit. - added check and error message (Max NPC render range & max NPC weapon range are both now 120m)
Fixed: error message when changing worlds: "Net: chunk already loaded..."
Fixed: sun flares not showing up on planet playfields (set directional flag)
Fixed: freshly saved Blueprint spawn exception
Fixed: flares in structures not showing up
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 distant planets having wrong light color sporadically.
Fixed: regression that sun flare did not have the color of the sun. Fixed that the sun flare was shown after sun down for some time.
Fixed: Exception if a playfield.yaml only had one parameter for PlayfieldLevelOverride
Fixed: regression that sometimes not all chunks of a structure did load when connecting to a server
Fixed: Adjusted camera height of MSCockpit02 to avoid head clipping into ceiling blocks
Fixed: Corrected wrong comments in blocksconfig.ecf about count of container extensions for max capacity
Fixed: problem with faction parsing (regression from Factions.ecf).
Fixed: AI Planet Vessel : AIPV’s don't move when the player is out of render range of them on a planet (around 3+ km away)
Fixed: Faction.ecf: Fixed regression that factions defined in the new config file didn't get parsed correctly
Fixed: 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)
Fixed: problem that rockets did not hit a moving ship reliable
Fixed: problem in proximity log that sometimes column did not get truncated correctly
Fixed: problem that nearby black hole model was disappearing in some camera angles when being on a planet
Fixed: Placeable devices do not take any damage in PvP areas
Fixed: Locked Doors can be closed by the player
Fixed: Broken deco – 'Bamboo' vanishes close to the player
Fixed: Thruster boost exploit
Fixed: MT Downgrade glitch with Public POIs
Fixed: SV blocks preview have wrong textures
Fixed: Lava playfield ore deposits have incorrect textures
Fixed: CV & docked vessel repostioned when R2T starts
Fixed: [MP] Delay with shield info on the HUD
Fixed: Exit-throwback when exiting Nibiru (Hovercraft Prefab)
Fixed: Possible fix for AI getting stuck in elevators
Fixed: regression that the distant object light was also lighting the 3d map resulting in wrong sun light there
Fixed: Exception when skill values get saved to DB
Fixed: UCH Heidelberg wreckage too far away from starting point on Snow Starter (random default scenario)
Fixed: Ok'Y medical had 2x Stomach Pills entries
Fixed: BUDS entry in Empyriopedia showing/naming the wrong plant
Fixed: Motorbike exception spam on pf server
Fixed: Exception in Color Tool
Fixed: Color Tool not updating RGB/HSV sliders when selecting another palette
Fixed: Self destruct timer for AI vessel triggering incorrectly
Fixed: Item Icons: fix for MP when first time connecting to a server and getting the icons, no icons were displayed
Fixed: Gas Refinery (Traders Guild) Power trader leading to exception
Fixed: SuitProps: fix for other player's prop was not visible when entering a MP game.
Fixed: [MP] Legacy base turrets will not shoot
Fixed: Ticks become broken after sleeping in space after multiple warps
Fixed: Pressing Escape in main menu removes any options and the client must be restarted
Fixed: Aluminium definition for Resource Trader being wrong
Fixed: ESC key not working anymore after using 'Text Color' of an LCD
Fixed: Colonists faction was not visible in faction screen
Fixed: Trader discount was set to 80% instead of 8%
Fixed: Rolling with vessels is not working when there is enough thrust & RCS is turned off
Fixed: Scenario Loading Screens: fixed problem that the first loading screen was from the lastly loaded scenario
Fixed: Kriel barking dialogue lead to exception
Fixed: Exploit
Fixed: Non Docked vessels can "sink" under blocks they are left placed on
Fixed: DecalControl block: fixed regression that the initial state was broken since we are using a regular block now.
Fixed: Decals: fixed decals not getting removed on regeneration of a structure
Fixed: Vessels coming to a stop with cruise mode on after using the detector <- The max speed may still be seen to drop but should recover
Fixed: problem that asset bundles (w/o extension) were not sent to clients in SharedData (now able to use suitpropsext in MP games)
Fixed: PDA actions with Amount > 1 didn't always complete when using "[Names]Required: NeedAll" or when exiting and resuming the game while the chapter is in progress
Fixed: Destroying drones at end of Human Remains mission does not complete task
Hi Galactic Survivalists! Welcome to v1.3 EXPERIMENTAL!
The year 2020 is slowly coming to its end - but Empyrion Galactic Survival is not! With the upcoming v1.3 we are adding a bunch of bug fixes, but also several new features and more content.
One of the main features is the new decals system. The decals feature will allow you to bring custom pictures into the game and add it to structures spawned in the playfields.
As a second addition, you can now create custom NPC factions and add them to galactic territories, playfields and POI as you like! We are also adding new POIs and new variants of NPCs and Creatures for you to equip your POI structures with.
Last, but not least, you can test four new main story missions which continue the chapter 1-6 story arc!
Have fun exploring the v1.3 Experimental! Empyrion Dev Team
If the experimental branch doesn't appear in the branch list for you please try restarting your steam client!
====
Patch 2020-12-15 v1.3 B3196
Changes
Added: Scenario Workshop publishing now allows png files (needed for transparency)
Factions.ecf: Admin faction needs to have "NPC: false" set
Talking to trader entities: reputation check is now only done on factions that have reputation enabled.
Scenario Loading Screens: fixed problem that the first loading screen was from the lastly loaded scenario (BETTER FIX)
Loading Screens: now only one loading screenshot is shown (instead of two) during the loading
Updated GIN: you can now use credibility seals with the 'Contact an Ambassador' dialogue to restore your reputation
Updated: Credibility missions now have a waiting time before they can be repeated
Updated: Intro description of starter planets (added some hints about their individual challenges)
Allowing to mod models for blocks in SharedData now (docu to come soon)
Scenario Loading Screens: loading every 10s a new screenshot now
Small update of scenario "Invader vs Defender - Conflict of Cygnus"
Added: PDA playfield op "AI" use with parameter true or false, e.g. 'AI: false'
Improved Attack/Defense value calculation: no longer using averages of weapons of vessels and spawners, also handling melee type attacks of NPC's
Fixes
Fixed: Vessels coming to a stop with cruise mode on after using the detector
Fixed: Loss of vessel speed
Fixed: problem that asset bundles (w/o extension) were not sent to clients in SharedData (now able to use suitpropsext in MP games)
Fixed: PDA actions with Amount > 1 didn't always complete when using "[Names]Required: NeedAll" or when exiting and resuming the game while the chapter is in progress
Fixed: Destroying drones at end of Human Remains mission does not complete task
Fixed: loading screenshots overlapping respawn buttons (moved buttons to the left)
====
Patch 2020-12-10 v1.3 B3192
Changes
Faction Discovery: showing now InGameMsg
Updated: Set all factions to be discoverable (your map legend and faction screen will show only "Unknown" when starting a new game!)
Updated Mission/Journeybook to new PDA group/sorting methods
Added GIN consoles to Trading Stations (to be used with Credibilit Missions; not yet functional)
Fixes
Scenario Loading Screens: fixed problem that the first loading screen was from the lastly loaded scenario
Fixed: Kriel barking dialogue lead to Exception
Fixed: Exploit
07693: Non Docked vessels can "sink" under blocks they are left placed on
DecalControl block: fixed regression that the initial state was broken since we are using a regular block now.
Decals: fixed decals not getting removed on regeneration of a structure
====
Patch 2020-12-09 v1.3 B3191
Changes
Decals on Blueprints: added new block class 'DecalControl' that can be connected to decals via their name in CP. This block will switch these decals on/off according to its activated state. No default block was added yet to BlocksConfig.ecf, so only for modding yet.
Updated BP groups CivilMain, CivilSettlement and Waystations with Commodity Traders
DialogueSystem: added convenience function SetBlockActive(string name, bool bActive) to allow setting a block by its name to active/deactive
Added Santa Claus Hat and Snowmans Head as usable items (will be equipped automatically when carried in inventory or toolbar)
Updated TSO and TSP with barking, trader dialogue and some NPC/trader changes
Removed most of the shader warnings on playfield server logs (Shader XXX shader is not supported on this GPU) by disabling fallback shader
Added Santa Claus Hat and Snowmans Head to EscapePod inventory. Will be equipped automatically. > Note: If you have both, drag the one you want to show to a "higher" slot number. Enjoy and have fun!
PDA: implemented new chapter Group and Faction properties
PDA: changed window to use grouping instead of a tab per faction (as we now have more factions)
Player window: the day count calculation is now different in SP (total time spent in the game) than to MP (total time spent on server)
SharedData client download: showing status message about files that need to be downloaded when connecting to a server
Removed obsolote GrassGree01 blocks to free up BLOCKIds (free areas are marked with 'available free' in the document) > PLZ watch out if something looks like it is missing grass (or is said so in the logs/console) and report!
Added Decal Control Unit block (Place in Creative to use with decals: on/off of the block defines on/off of the linked decal)
Updated main localization
Updated/added commodity traders to Polaris, Pirates, Colonists & Trader factions planet and space POIs (where applicable/appropriate; first pass)
SharedData client download: loading small files first now to show better status update on client side
SuitPropsExt: removed the need for 90° z rotation in modded player suit head props
Added: PDA Chapter group names can now be loca keys
Added: PDA group lines now show number of activatable chapters in group
Changed: PDA content now hierarchically indented
Factions can now be discovered as soon as any of their POIs get discovered. To enable that a faction is 'discoverable', add 'Discovery: true' to the faction in Faction.ecf. Use console cmd 'faction discover <faction>' to debug that.
Fixes
Fixed: PDA window cached content between games
Fixed: PDA Journeybook tab is only displayed if there are respective chapters in the PDA.yaml
Fixed: Pressing Escape in main menu removes any options and the client must be restarted
Fixed: Aluminium definition for Resource Trader being wrong
Fixed: ESC key not working anymore after using 'Text Color' of an LCD
Fixed: Colonists faction was not visible in faction screen
Fixed: Trader discount was set to 80% instead of 8%
Fixed: Rolling with vessels is not working when there is enough thrust & RCS is turned off
====
Patch 2020-12-07 v1.3 B3187
Changes
Decals
Decals on structures: you can now specify a web url to download the image from there.
Decals on structures: you can now specify '-Video=' to show a mp4 video instead of a texture. Please use responsible as this can affect performance!
Decals on structures: added '-Color=r,g,b,a', '-ColliderMode=NoCollision|Collision|Off' to set tint color/transparency and optional colliders to the decal.
Decals on structures get now saved into <gamename>/Shared/<structid>/decals.txt to be able to change existing decals manually using a text editor.
Decals with video: warning message 'AudioSampleProvider buffer overflow. 1024 sample frames discarded.' should now occur less often.
Console cmd 'decals reload' will now prefer the 'decals.txt' in the 'Shared' for reloading. With this also player created structures can be adjusted during runtime.
ClientUpload system: added 'mp4' to the file extensions that get uploaded to clients.
Adjusted position of SantaClauseHat + SnowmanHead a bit to not clip into armor too much.
If RangeAU/RangeLY is modded with Mod.RangeAU/Mod.RangeLY, it is displayed correctly now in info texts
PDA/Story
Added the Journey Book as new Empyriopedia element for tracking the story progress (currently all visible;will change later) and re-read all important info, logs and dialogues
Changed: Starting the Journey Apollon logs now available in Journey Book (removed from dialogue, because considered as too long)
Updated Ilmarinen (Ancient Revelations) with new Infected Legacy creatures
Updated UCH Heidelberg, Sigma Fulcrum
Updated Loca texts
Misc
Modded item properties via player skills: added BlastDamage
Modded item properties via player skills: added RangeAU, RangeLY from BlocksConfig
First draft of player skills allowing to change item properties (for now only Damage, more properties will come soon):
For now this is only usable with the Dialogue system. There you set up skills with e.g. Player.Skills['yourSkill'] = 1.5.
That skill (yourSkill = 1.5) can then be used in the ItemsConfig.ecf to modify the 4 properties you see below (Damage, BulletSpread, etc. If you think other values make sense too, please let us know. BlocksConfig.ecf comes next to change RangeLY for WarpDrive etc.).
For example with a Pistol: Mod.Damage: "Damage + Player.Skills['yourSkill'] * 2"
That way, properties are different handled per player - depending if the player skilled it or not.
Modded item properties via player skills: added BulletSpread, ReloadDelay, Recoil
BlocksConfig: added MarketPrice property
Added console command 'itemmods' to show the active modifications of the held item of the local player.
Decal System
First draft of simple decal system for POI Blueprints (static Blueprints) (WIP!)
Added console cmd 'decals' that will reload the decals in the current BP. Added 'decals clip' that will paste an example for decals to the clipboard.
First draft of a simple client upload system for files. Will be first used for decals, can be used for other modding files later, too.
Client upload system: files are now sent only in 1MB chunks.
Custom Factions
Faction.ecf: added new config file to allow defining your own factions in there
Factions.ecf: added 'Description' for NPC factions to display on the faction windows NPC tab.
Faction window: Localizing now all faction names on the reputation page
Factions.ecf: added hardcoded factions, please only change the color and maybe the Abbrev.
Factions.ecf: added OmitMapLegend to not show this faction in the map legend info
Factions.ecf: renamed "FriendlyToAllPlayers" to "Friendly". Added "Unfriendly". Added "HideAbbrev" to hide the faction abbreviation at certain locations in the game.
Added/updated docu to Factions.ecf
NPC Faction updates
Added: VOID faction (static hostile; Antagonist to TESCH)
Added Abyssal to planetary playfields (Alien,Ocean,Temp,Tempswamp,ForestMoon)
Changed: Set planetary POI groups to appropriate Zirax house faction
Changed: Added RP-dynamic Colonists NPC faction to fill in "out of npc faction territory" POIs
Added TESCH Territory, OPVs and BAOs.
Added Zirax Empire houses as Reputation-dynamic subfactions: Xenu, Rados, Epsilon, Ghyst, Serdu (dynamic standing in one subfaction will influence your standing towards the 'Zirax Empire'; Faction matrix not yet final!)
Reputation bars in faction window: small improvements on bars and colors
Updated GalaxyConfig.ecf with TheLegacy faction
Updated playfields to use TheLegacy faction
Change: The Legacy faction ist now a custom faction in the Factions.ecf
Change: Alien faction abbrev reverted to ALN
Increased probability of CIVILIAN faction in non-territory and territory spaces
DialogueSystem
DialogueSystem: added function "string Loc(string key)" to localize dynamic text
DialogueSystem: added "Execute" property without any size restriction to allow multi line text (can separate lines with \n), added "LocalStructure" to allow accessing the ModAPI better f.e. accessing devices like LCDs etc
DialogueSystem: renamed barking state from "BarkState" to "BarkingState" in Dialogues.ecf, barking supports now NPC dialogue blocks, buffering dialogue write variables now (perf. opt.)
DialogueSystem: added possibility to use "sub routine jumps"
DialogueSystem: now using "<nl>" instead of "\n" to separate newlines in Execute code parts
DialogueSystem: Player.Skills['name'] = 1.23 possibility. Later we will enhance that to allowing to modify certain ingame properties with that.
Updated Loca for PDA, Tutorial and Dialogues (incremental update; various languages)
PDA/Story
Added: Story Part II Interlude and Chapter 7
Added: Story Chapter 8
Added: Story Chapter 9
Updated Story Playfields and POI (Ghyst Prison, Sigma Fulcrum, GLaD Hideout,..)
Updated PDA mission 'Ancient Revelations' > using new Ilmarinen version (thx to Vermillion)
AI/NPC's
Added: Spider01Small, Spider01Baby for better use with use inside POIs (lowered HP & DMG compared to Spider01 accordingly)
Added: Spider01,02,03 and AlienBug02 Small and Baby variant for better use with inside-POI spawns
Added: Additional info about BARKING dialogue state do Dialogues-config-and-examples.txt
Added: New TraderCyborg model
Added: new Zirax Civilians and The Legacy Infected to NPC spawners
Added: Damaged Assault Cyborg ( armed cyborg for use with f.ex. Pirates faction )
Added: Themed Cyborg models (available as Civilian and Trader models): Damaged, Medic, Servant, Engineer
Added: Static variants of civilian NPCs and Cyborgs (spawn via spawnpad > they will stand still, but run away when shot at. To be used for quests, dialogues and other purposes)
Added: Talon Advanced (warrior and civilian)
New group behavior for bug 02 and 03, added bombardment and bug03 can spawn bug02
NPC marked as OLD or TEST or only relevant for Base AttackS and else have been removed from all POI NPC Spawner block dropdowns (set AllowInSpawners: false in EClassConfig.ecf)
Added: Several new and updated POI for Colonists, Zirax, Progenitor etc pp (thx to all builders!)
Added: TESCH Soul Anchor (Lava, LavaNascent)
Added: TESCH Array BAO (thx to Escarli)
Updated: Sigma Fulcrum (Kaeser)
Updated: Talon Monument (Spawns, Loot)
Updated: POIs: SigmaFulcrum (Kaeser) and AbandonedAssemblyYard (Fractalite)
Updated: Polaris Asset Protection (thx to Fractalite)
Updated: Legacy Corruptor now has NPC AdminCore
Database
DB: added a warning message if a query was executed more than 1s after it got scheduled
DB: all write queries now get buffered, this should result in better performance for DB accesses. Improved DB debug write performance of log.
DB: Fixed dockedto column in Entities DB
DB: Added console command 'database' to allow dump all DB queries into text file
DB: added more indexes for optimizing DB queries (registry overview, get next medic station)
DB: added index for long lasting query to get all teleporters in games with huge DBs. Also added index for querying chat messages.
DB: turned some ERR messages into WRN messages
DB: added some more index for player ranking (more to come)
Updated Invader vs Defender scenario - Conflict of Cygnus
Added 100 Random Stars to make Universe more interesting
Old Systems in the Center have still the most resources
All 100 Random Stars are PvE
All 100 Random Stars have neither Zascosium nor Erestrum nor Gold Resources. (except some tiny stones on planets). The PvP System (Cygnus) in the Center has all 3 in big quantity.
Fixed Taldor Sector Map icon
Fixed PDA Preamble not visible in MP on first join
Misc
space_dynamic.yaml: added Pos/Rot to ResourcesDesc. if Pos/Rot are present, fixed positioning is used.
space_dynamic.yaml: added RadialInfo to PositionDesc to allow placing Resources/POIs in a radial way and also attach it to a planet (considering its radius). See docs/website for detailed information.
space_dynamic.yaml: adjusted RadialInfo to support a yOffset. content of float array is now: centerX,Y,Z, Yoffset, radiusMin,Max, angleStart,Increase, rotationX,Y,Z (only center X,Y,Z is mandatory)
Added IsKeepContainers: true for CoreNPC and CoreNPCcpu (Attention: pre-placed items will now be saved and spawned with the blueprint!)
All config files (*.ecf) now get loaded as UTF8. If you want to add special chars into them, save them as UTF8
GrassV2: better check for abrupt steep slopes (will still improve that)
GrassV2: better align to slopes
GrassV2: mapped GrassLowGreen01 to Flower04 as it the occurance number was limited and the GrassLowGreen01 was of poor quality
Added Swamp planet preview pic to Dedi Server for starter planet
Renamed the new asteroid rings around planets from AsteroidFieldRing to AsteroidRingPlanet, keeping the old AsteroidFieldRing instance
Downgrade/Upgrade tool: added max block count check to avoid exploits
Updated asteroid ring of Temperate Creative planet
System map info panel: showing origin name from "Restrict To Origin" instead of "Starter Origin"
Decreased range of light in damaged escape pod from 10 meters to 3 meters and removed shadows to reduce triangle count
structure attack value now uses average value of fixed weapon groups
added infantry A/D values to Blueprint Library window and prefabinfo console cmd
Slightly increased probability/count of space stations in default orbits
Added TSO_Variant8 and Polaris Supply Station to orbits
Updated Starter Planets: swapped AbandonedPOI group with specifically made AbandonedStarter group blueprints
Added / updated head area docu in GalaxyConfig.ecf
Refactored BlueprintHeader class to be able to provide this to modders or anybody who wants to load a BP header
Enabled proximity window for playfields and solar systems when clicking in registry on a playfield and on Proximity button
Added local damage applied to a structure to the HUD if 'di' is enabled
Using filtering ScrollablePopupList for trader type, sorting content for it and for NPC Spawner entities
Enhanced ScrollablePopupList to be used with an InputField for filtering content
Top right game message popup and its content is now centered
Creative Scenario: major update (incl. panel and staring gear update), updating orbits to new galaxy visuals, adding new 'White Canvas' playfield and two testing playfields with higher gravity
Changed: Starter planets now have more appropriate Abandoned POIs (AbandonedStarter group)
Changed: Deactivated SpaceBaseDefense (SBD) and OPV vessels in Starter Orbit
Set back old update frequency of 1 minutes for performance data and player position logging (instead of 3 minutes)
Cannot activate shield while warping active
Added fail safe code to allow empty Value tags in Properties in playfield yamls without Exception
Added Commodity Trader to planetary and orbital Trading station in Starter System
Teleporters: With godmode you can override the blocking message "You cannot use teleporters with a fixed target in player created structures"
Increased stacksize for Fuel, Pentaxid and O2 in Creative scenario
Updated galaxy nebula colors
Updated TemperateSwamp and Alien fog position
Added commodity trader for Communication/Surveillance stations
Added default commodity traders
Updated TraderNPCConfig.ecf: updated Commodity traders and company traders with updated pricing and price-calc mode
Added: Default-Marketprices for relevant blocks and items
Saving game: the important file "game.dat" is now backed up on every save to avoid corrupted savegames. Also it is flushed to disc on every save now.
Freedom mode now doesn't consume stamina and also does not consume food when running
Do not allow to open ControlPanel while warping
Fixes
Fixed: Turrets firing at players through terrain deco
Fixed: Some AI patrols vessels can continue to rotate & turn at the location they were stopped
Fixed: Vessels immediately stop after power off
Fixed: AI patrols vessels can continue to rotate & turn at the location they were stopped
Fixed: Set Home / Respawn at own structures does not work
Fixed: "Show Airtight Blocks" visualisation is not working for the "floor" of a structure
Fixed: Oxygen doesn't fill the back side of force field
Fixed: Center of Mass shifted
Fixed: When a HV enters a gravity gen field it can be launched up away from the structure
Fixed: O2 tanks missed texture after SI collapse
Fixed: Multiple same-faction territories break POI spawn rules and attribute the wrong faction to POIs
Fixed: Increase NPC render range & add max NPC ranged weapon limit. Added check and error message (Max NPC render range & max NPC weapon range are both now 120m)
Fixed: error message when changing worlds: "Net: chunk already loaded..."
Fixed: sun flares not showing up on planet playfields (set directional flag)
Fixed: freshly saved Blueprint spawn exception
Fixed: flares in structures not showing up
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 distant planets having wrong light color sporadically.
Fixed: regression that sun flare did not have the color of the sun. Fixed that the sun flare was shown after sun down for some time.
Fixed: Exception if a playfield.yaml only had one parameter for PlayfieldLevelOverride
Fixed: regression that sometimes not all chunks of a structure did load when connecting to a server
Fixed: Adjusted camera height of MSCockpit02 to avoid head clipping into ceiling blocks
Fixed: Corrected wrong comments in blocksconfig.ecf about count of container extensions for max capacity
Fixed: problem with faction parsing (regression from Factions.ecf).
Fixed: AI Planet Vessel : AIPV’s don't move when the player is out of render range of them on a planet (around 3+ km away)
Fixed: Faction.ecf: Fixed regression that factions defined in the new config file didn't get parsed correctly
Fixed: 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)
Fixed: problem that rockets did not hit a moving ship reliable
Fixed: problem in proximity log that sometimes column did not get truncated correctly
Fixed: problem that nearby black hole model was disappearing in some camera angles when being on a planet
Fixed: Placeable devices do not take any damage in PvP areas
Fixed: 07601 Locked Doors can be closed by the player
Fixed: 06242 Broken deco – 'Bamboo' vanishes close to the player
Fixed: 07639 Thruster boost exploit
Fixed: 07608 MT Downgrade glitch with Public POIs
Fixed: 07625 SV blocks preview have wrong textures
Fixed: 07039 Lava playfield ore deposits have incorrect textures
Fixed: CV & docked vessel repostioned when R2T starts
Fixed: [MP] Delay with shield info on the HUD
Fixed: Exit-throwback when exiting Nibiru (Hovercraft Prefab)
Fixed: Possible fix for AI getting stuck in elevators
Fixed: regression that the distant object light was also lighting the 3d map resulting in wrong sun light there
Fixed: Invisble Blocks
Fixed: Flight control issue on big ship while turning
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