Although the version 1.5 is heavily code-focused, we not only have new content for story runners and explorers (as detailed in the past dev blogs). We also have a few gifts for our builders.
To conclude the April fools joke from last year, we added the ‘modern’ variant for the restrooms to complete this model set, with the modern variant showers already available. We hope you know how to use the three sea shells.
Speaking of sets: when we added the Heavy Window, we also had an additional lineup idea with a few more ‘emperor style’ variants in mind. We are looking forward to what you will be doing with the Heavy Windows (patterned).
motivational posters, made by Rumepelstilskin! You can either get them as a reward from playing the story missions or find a GIN console in one of the trading stations and get a random poster for a minimal ‘GIN Gallery’ support fee! ːsteamhappyː
A few examples:
You want something more menacing for POI bases and NPC vessels? We have you covered! With version 1.5 we have set up the small ‘bulb turrets’ of The Legacy ships with different variants, colored in red, blue, green, cyan, yellow, orange, purple and black to guard the galaxy in style. Their weapons of course have the matching effect color as well! As a little side note: we have added these not only because we could, but with some future (post v1.5) weapon rebalancing in mind. ːsteamhappyː
Last, but not least, if you ever were done with building, but still envious of the Talon having these nice crossbows and you instantly remembered that hairy fellow wielding a similar, but lazer pew pew based weapon .. maybe check out the renewed Tales of the Past story mission!
We hope these new toys will be enjoyable and we had enough movie allusions for this dev blog. :D
Here is the changelog for v1.4.6 with some more changes & fixes we have been working on. Have fun and please report bugs and problems as usual - thanks a lot!
Patch: 2021-05-05 v1.4.7 (Build 3283)
Fixes:
Fixed dedi server exception
An exploit
====
Patch: 2021-04-27 v1.4.6 (Build 3282)
Changes
Changed: Players can now respawn on Control Station as additional fallback for Ancient Revelations mission (Station is set to CIVILIAN now)
"Explosive Devices" can damage shields again
Added server-side anti-cheat feature "short session monitoring" - this is configurable in dedicated.yaml under "ServerConfig":
ShortSessionMinutes: 0 #how many minutes of a client play session are regarded as "short session" (0 = disable short session feature completely)
ShortSessionCountToLog: 0 #after how many consecutive short sessions write a warning line in server log (0 = disable log feature)
ShortSessionCountToBan: 0 #after how many consecutive short sessions ban the player (0 = disable ban feature)
Fixes
Fixed multiple exploits
Fixed 07866: PDA NearPOI Waypoint does not work in MP
In the last blog we teased you a little with the story arc that would be concluded later this year. This is still a bigger project, but we can update you on some other stuff in that regard.
Those of you that are with the game for a while might have played through most of the story missions already several times. Some of the major updates changed things here and there, due to the technical possibilities changed as well. We are trying to take advantage of every new addition that helps storytelling. Be it planet design, mission feature or dialogues.
That being said, with 1.5 the content team finally found the time to achieve most of the badly needed rework of the first six story chapters. These once existed individually, were joined together later but were lacking a lot of consistency - not only in the information they give to the player. This has now been improved to a merely pre-final state and will be ready for testing in the upcoming Experimental phase.
Without too many spoilers: the initial missions on the starter planet have been revamped a lot. The following missions have been spread in the starter system and do NOT take place in the same starter orbit anymore. Also: as we hope these are now in good shape in terms of story content, the missions are now following a certain progression of a literal story LINE, although most of them will NOT activate automatically anymore. Instead you will be given enough info on where to find the next story tidbit and how to activate it.
The question if this setup works and if the information is given in an adequate way, is of course to be answered with your feedback we hope to see a lot in the upcoming Experimental phase. ːsteamhappyː
Last, but not least, there is one open topic which is a quite delicate one: the ingame tutorial. For 1.5 we have re-added an improved ‘Robinson Protocol’ for everyone starting out in the galaxy of Empyrion the first time.
As always the tutorial can be skipped at game start for those that do not need it, but for all the others it should offer the most basic training for the most basic things you need to know about the game.
This is, again, a question that we hope to answer with your help in the upcoming Experimental phase. Although those participating in the Experimental are usually not new to the game, we hope you can help us to answer the question of the tutorial steps will help a new player to survive his first hours and be specific enough to give valuable info, but not be too annoying at the same time.
There is one addition to this topic, which might be quite important for those helping out on that topic: When playing the tutorial, most of you might still find it quite linear. It is still very linear, that is true, but the goal for 1.5 is to track down which elements are really necessary for a new player.
As we wrote in the first paragraph: we aim to include any new technique the game code allows us to use. While we develop version 1.6 and 1.7, new technical features will be added that shall allow us to leave most of the linearity behind and improve to a point where the presentation of the necessary lessons will feel more like an “inline explanation” than following a guide. Not only for the tutorial, but also for mission design.
Which of the current game story missions did you like the most? Which do you think needed improvement because they were too hard or confusing? Anything else you wanted to say on this topic?
Let us know - we still have time to evaluate your feedback. ːsteamhappyː
Have a great day! Read you soon. Empyrion Dev Team
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
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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!
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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
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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
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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'"
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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
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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