đ˘Ready for the latest version #Empyrion Galactic #Survival v1.8 with new challenges, new starting planets, new creatures and more? Then get going & have fun! đžđđ˝
In addition to the previous patch here is the changelog for v1.8.1 with some fixes we have been working on & more to come soon. Have fun and please report bugs and problems as usual - thanks a lot!
Localisation updates for PDA and Main Loca: DE, FR, IT, ES and RU. Note: the localization for the aforementioned languages was added by AI machine translation as a test and will be improved over time
Updated gameoptions.yaml for Default Multiplayer scenario
Fixes:
Fixed: some POI on Omicron did not spawn reliably
Fixed: Frame Module Concrete did not advance Base Building Tutorial
Fixed: Debug entries in PDA were still visible
Fixed: Quest Super Fertilizer could not be completed at quest NPC
Fixed: Quest-Cancel on Akua-exit does create a loop when teleporter is used (Known issue: Quests could still be seen active in the questlog)
After four experimental versions we are releasing the public version 1.8 of Empyrion Galactic Survival today! :)
The main themes of version 1.8 are the following: A new game start on the moons of Akua, Ningues, Masperon and Skillon. A new and improved Robinson Protocol tutorial & a first iteration of a quest system. Improved AI behavior, including all-new creatures on land, in water and in the air! First batch of visually overhauled playfields, including all-new models for above-ground rock resources & new deco. Lots of new toys for content creators, e.g. with new PDA and Dialogue functionalities.
There is of course a lot more! For full details on all of the additions, updates, and fixes, check out the changelog below!
Please do NOT post bugs here in the blog or other discussions, otherwise these important messages might get lost or overlooked!
Our heartfelt thanks go out to all those who, during the experimental phases, have been undauntedly throwing themselves into the latest changes, helping us with bug reports and comments to work towards a successful release!
We would also like to thank you for your continued help and that of all the new players who have - and will be - joining us. That's what makes a great community!
For now, have fun playing version 1.8! :) Eleon Dev Team
Important notes: Because we added the new decoration to more planets, all our Official Servers will be wiped. For modders: You have to update Unity to v2021.3.2f1
v1.8 B3842
Changes:
New game start:
The game start has been completely reworked and may be very different from the previous game experience in the default scenario. Especially for players who have been in the game for a while, there might be some new strategies that can be pursued on the way up into space. Exploration will play a more important role than in the previous game start versions!
New tutorial:
For our new players we offer a revised âRobinson Protocolâ tutorial on the starting moon of Akua.
The new tutorial starts after you crash on the planet with picking up your equipment lying around. The new Robinson Protocol keeps track of all your activities and gives you situational tips and hints whenever you do something for the first time!
There is no prescribed procedure to follow. So just try it out, explore the surroundings and do what you like!
Quests:
Once you've gotten around the world a bit, you can accept one or several quests at a time from the NPCs.
Each quest is related to a specific activity. For example, finding a certain animal or obtaining an item. You will find the corresponding quest item specially marked in your inventory. It cannot be sold and will not be lost when you die.
You can always see the progress of your quests and what exactly you need to do for them in the PDA and in the associated factions quest log.
You can also drop quests there without having to visit the quest giver.
We have worked on some optimisations for the game which should result in your FPS increasing by at least 10 or more when inside or outside a structure (player made bases & vessels, POI's etc) depending on your hardware!
LOD Distance (Low, Medium & High) now sets the distance for render range of objects
New NPCâs added:
âGliding Overseerâ (Skillon)
âAnnoying Mosquitoâ âStunsâ the player (Masperon > Swamp)
"Butterflies" that give "Bandage" heal to the player ( Akua > Forests )
"Salvage Drones" (Skillon)
âFishâ (Akua > Water/Deep Water)
Status effects & medical item changes:
On screen messages for Mitigation & Cures for Status effects updated:
These can be seen on the top center of the HUD & in the player inventory window > âStatsâ > Place your cursor over the Status effect icon
Changed: First Aid Kit now restores up to 250 HP; Detox/Decon Kit do not restore HP anymore. Health Pack does not cure Open Wound anymore
Changes to Medical items in ItemConfig:
Removed negative buffs from all of them except:
RadImmunityShot = unchanged
EnergyPills:
Positive buff chance from 0.8 to 1
BadTrip chance from 0.1 to 0.35
PoisonFood chance from 0 to 0.1
AdrenalineShot:
BadTrip chance from 0 to 0.2
PDA Changes:
Enhanced PDA: Added new Check 'BiomeChanged' to check for entered or left biomes
PDA: Added new Checks "PlayerLevelUp" and "PlayerStatChanged" to compare player stats with a specified value. How to use: Setup of PDA Check "PlayerLevelUp":
use "Value" parameter to specify the level the player has to reach so that the Action gets completed
example: Value: 5
Setup of PDA Check "PlayerStatChanged":
Use "Names" parameter to specify an expression in the form "stat-name comparison-operator compare-value"
The action gets completed when the respective stat value changes from a "condition not satisfied" value to a "condition satisfied" value
This prevents the action from insta-completing if at the moment the Check becomes active the value is already "condition satisfied"
example: Names: [ Food < 100 ]
as soon as the player's Food value decreases from 100 or above (condition not satisfied) to below 100 (condition satisfied) the Action gets completed
[expand type=showmore] Some more info: --------------------------------------- Setup of PDA Check "DayNightChange":
use "Names" parameter to specify "Sunset" or "Sunrise"
example: Names: [ Sunset ]
Setup of PDA Checks "PlayfieldLeft" and "PlayfieldTypeLeft":
identical to "PlayfieldEntered" and "PlayfieldTypeEntered":
respectively specify the playfield name or the playfield type name (from "PlanetType" in playfield yaml)
example for PlayfieldTypeLeft: Names: [ Temperate ]
PDA: Added new Checks "StatusEffectApplied" and "StatusEffectRemoved" (setup via Names parameter)
PDA: Added new Check "PlantHarvested" (setup like ItemsPickedUp)
[/expand]
Config file changes:
Implementation of supporting a "_PoiGroupsConfig.yaml" file in Prefabs folders. (see _PoiGroupsConfig_example.yaml in ../Content/Configuration)
DialogueSystem: Update function OpenHtmlWindow & added CloseHtmlWindow() (see Dialogues-config-and-examples.txt in ../Content/Configuration)
Added new config file DamageMultiplierConfig.ecf to allow grouping damage multipliers in one file (see DamageMultiplierConfig.ecf in ../Content/Configuration)
DamageMultiplierConfig.ecf: added console command parameter "reloaddata dm" to reload the DamageMultiplierConfig.ecf
Templates.ecf: Simplified templates & replaced Iron components with PlasticMaterial components for some basic devices and tools (ArmorLight, Chainsaw, small SV/HV generator, Small BA generator,Player Bike,Deco Blocks, Core, Flashlight, Survival Tent); Preparing introduction of Carbon as a dedicated resource.
Templates.ecf: slightly modified templates (simplified) for medical items following the new progression
Factions.ecf: now outputting an error message on startup when a faction name contains an illegal character
DialogueSystem: added variable type dbglobalpoi_int to be globally valid for a poi/npc
Misc:
Added automated machine translations for DE,FR,IT, ES and RU as a test of the process
Updated unity to 2021.3.2f1
Now it is possible to equip light armor and boosters from inventory without an armor locker.
Core handling logic change: now if the LAST core gets removed, the structure is set to NoFaction (old: if any core was removed). This allows POIs with more than 1 core for higher difficulty.
Added console cmd "rd bp" to reload the blueprint headers + poi config yaml files
Added a warning to the changemode console command
Added Detector (handheld) as physical device
New resource rock models
Implemented a Join Queue system for MP servers (example can found found in the stock dedicated.yaml or paste this in to a current dedicated.yaml):
### Number of players that will be put into a waiting queue if the server is full
PlayerLoginFullServerQueueCount: 10
### If specified, the number of parallel logins to a server are restricted to this number. This is important when you expect a big number of people to login at the same time
PlayerLoginParallelCount: 5
### Add steam ids for preferred players that will get a better position in the login queue
PlayerLoginVipNames: "steamID1,steamID2,steamID3"
ModAPI: Added function IStructure.SetColorOfBlocks(list-of-data) for setting colors of multiple blocks with one function call (and also only one network transfer)
With big steps we are moving towards the final release version of the update 1.8! It should be ready next week - if everything works out as planned ;).
In Experimental Version 4 we have made the last content updates. So now the 'Default Multiplayer' is complete with all new content and additions.
The same is basically true for the singleplayer. However, this does not exclude the tutorial - depending on your feedback! - will get one or the other text-info addition or further microtorials(e.g. for SV building). Also the starting moons in the singleplayer will surely get one or the other change to make especially the more difficult starting planets more interesting!
As always, please post any bugs and errors in our bug forum. Please do NOT post bugs here in the blog or other discussions, otherwise these important messages might get lost or overlooked! Report bugs and issues right over here: https://empyriononline.com/forums/bugs.34/
Modding: Adapted obfuscation exception for C# compiler package
Gliding overseer loot adjustment
Fixes:
Exception triggering when trying to use a turret manually when entering the turrets "view"
Updated IvD scenario:
Changes:
Added a Tutorial to help new players
Added the new NPCs to Atlon, Itaka, Merdar and Korro
Updated the Random Generated Playfields to there latest version
Updated Merdar and Atlon to new Decoration
Updated the starting playfields with various changes and fixes
Added TemperatePlateau, Snow2, DesertBurnt to the Galaxy Generation
Removed Ocean (due to problems) from the Galaxy Generation
Fixes:
Fixed The Epic Gift Mission
====
Changes:
Updated: Full technical rebuild of the Quest system. Can NOW be tested! See feedback thread for more info!
Added Tutorial note when opening trader screen for the first time
Added Tutorial notes and hints about Faction reputation loss and credibility token
Added âapologizeâ dialogue to Settlement Chief on Akua (at least you can try to talk to him when he runs after you :D )
Added: a credibility token can be found in the Settlement Chief farm house.
Changed: Farm/Fields on Akua got some warriors as defenders
Changed:: Farms/Fields on Akua are now set to TALON faction and have a territory
Changed: Farm/Plantation NPCs are now traders (trading goods will be changed)
Changed: Renamed Scraper Drone to Salvage Drone (to imply what is actually does)
Changed: Added more Telluropods to swamp/beach areas on Akua
Changed: Removed eggs from Big/Aggressive Dinosaur/Raptor drop
Changed: Disabled âoldâ Talon missions on Akua (cannot be completed there)
Updated localization (as of 04 06 2022)
Fixes:
Shooting sentry turrets spam errors in the console
Base of the retractable turrets have the wrong shadows
NPC's not firing at players
Vessels with "Docking Pads" couldn't land on a vessel to dock
InventoryOpenedPOI does not work with Personal Locker Devices
Fixed PdaDataOps not persistent
Snow starter moon using cobalt resource textures in wrong places.
Fixed: Tales of Tash logs found did not show new log entries after a certain point. (Requires new savegame if already played into the story; If issue persists, please report at WHICH POI you could not read the found log)
Fixed issues with main story missions looping (might need a new savegame started to fully apply!)
Using the teleporter at "Sanctuary" results in the client getting stuck in the loading screen. (Requires new savegame. Will not update âbrokenâ playfields)
Default Multiplayer:
Changes:
Updated Starting Moon to the latest version
Added a Tutorial to help new players
Known:
Exception triggering when trying to use a turret manually when entering the turrets "view"
Welcome to a new phase in Experimental Version 1.8! First of all, once again our heartfelt thanks to you for all the feedback and bug reports. Thanks to your efforts we are slowly approaching the end of the testing phase for version 1.8!
If all goes well, we plan to release the final version in mid-June ;)
The current version includes - besides a lot of bugfixes - numerous changes and adjustments for the start tutorial and the game start environment on the four starter moons. As always, you can read the details in the changelog below.
A note: To test the changed starting fields and tutorial content, it is necessary to start a new game with the current Experimental III version.
Added: BA Frame Module Concrete added to stock prefabs
Added: Preview of quest objectives added to mission dialogue
Added notification about the teleporter in the space station will not get the player stranded (they can teleport back)
Added fish to Ningues, Masperon, Barren; (Only spawn if water is deep enough, though)
Changed: Tutorial now only activates on Akua (new players starter moon; added notes to game start selection screens.)
Changed: removed all preplaced HV in favor of the new tutorial / improve challenge on other planets
Changed: Drops of golems now following their âbiomeâ definition ( Swamp: Titanium ore chance, Ice: Cobalt ore chance, Desert: Neodymium ore chance); All golems have a chance to drop any of the base ores (iron, copper, silicon, carbon) plus chance of promethium ore and crushed stone.
Changed: Mosquitos now drop Alien Thorn (instead of Toxic Liquid)
Changed: Increased buds drop count for BigFlower from 1 to 2
Changed: removed poison food chance from berries and lowered indigestion chance)
Changed: Wreckage bases devices have been reduced and bases themselves are not airtight anymore ( you first need to fix them up !)
Changed: Non-story relevant âwreckage basesâ set to Alien faction (+core); Note: If your scenario uses Base-Wreckages (filenames BAW_*) without changes to the default BP group > these are now sorted into a BAW_Base blueprint group.
Added: Full guided tutorial for building a basic HV (using a Frame) Note: The HV Tutorial starts when the player reaches level 3; For the BA tutorial to test, place a Portable Constructor, then pick up 100 carbon substrates.
Changed: Increased amount of cobalt rocks in Tundra area
Changed: Improved guided tutorial for building a basic BA (using Frame)
Gamestart - Ningues
Added message to not approach convoy on Ningues unprepared
Changed: Updated Snow starter moon. Still WiP but can NOW be tested in terms of gamestart and survivability.
Changed: Increased pickable plants count in crash site area significantly to improve survivability. (Please retest on medium and hard mode if it is now too easy.Thx!)
Changed: crashsite temperature increased a little
Gamestart - Masperon
Changed: Optimized Alien Swamp starter moon
Changed: Deactivated âdeco/screen effectâ mosquitos (replaced by the ârealâ mosquitos) to avoid confusion.
Changed: Added a few mosquitos to crashsite
Gamestart - Skillon
Added: Gliding Overseer added to barren starter moon
Changed: Increased overall radiation +1
Changed: Reduced amount of Crashed Vessel
Changed: slightly reduced amount of mushroom in start area
Changed: Increased Radiation on NEST biomes (Pentaxid crystals)
PDA updates
PdaDataOps can now include an optional 4th parameter "Reset" to reset the modified chapter-
Fixes:
Blocks (tables, windows, doors etc) can go missing when arriving at a structure
Change & rotate option changes don't render their changed position until reloading back in to the save & changing the tint on a window not working
Box (Farm) and Sacks (Field) were not accessible
Tales of Tash Archive did not close sometimes
Matrix key was generated several times (sometimes caught in a loop dialogue)
EVA Booster tutorial info shown although not completed
Butterflies did block players from sleeping (tent / bed)
Angled blocks do not provide oxygen in sealed rooms
Entering cockpit of HV did trigger âcold in spaceâ tutorial info
Asteroids in crown sector had wrong lables
Mounted weapons can get forced to reload.
Issue with Shadows of NPC's & structures when shadows are off or set to "Low"
Chapter repeats only twice when set to activate 'when rewarded' + chapter activate action
Known issues:
Gliding Overseer cannot be looted yet
NPC's currently don't fire at the player & flee
Docking pads collison box prevents vessels from docking
The loca is not yet rolled out for other languages than English. The translations will be readded for the final release!
The quest system on Akua is not yet final. There might be issues in closing a quest or getting some quest items. Please test it anyways!
If you have already participated in the test version, you will see a lot of changes in the list below, which we were able to implement thanks to your feedback.
New additions are the first four NPCs and creatures that populate two entirely new game spaces for the first time: air and water! We are excited to see how you like them!
The new game start including the tutorial has also made great progress! For example, the tutorial-related info messages are now only displayed if you actually choose to play the tutorial at the beginning of the game. Messages about story and quests are of course not affected by this. Also, there is now an archive or log in the PDA for both tutorial and quests, where you can look up your progress, todos and next steps, or read past messages!
Our work on the other planets is also progressing steadily. In the current update are more revised versions included!
Due to the numerous changes to the starting planets and the mission structure, you should definitely start a new savegame, so that you can test all the changes, from tutorial to NPC to the quests!
We hope for numerous feedback on how you like the changes!
PS: Please note that for the duration of the EXP no localization languages other than English are available. Will be changed for the public release!
Changes:
New NPCâs added:
âAnnoying Mosquitoâ which currently âStunsâ the player (Masperon > Swamp)
Butterflies that give "Bandage" heal to the player ( Akua > Forests )
"Scrapper Drones" (Skillon)
âFishâ (Akua > Water/Deep Water)
New Default Start Changes:
Major updates/changes:
Tutorial: All tutorial related messages are now hidden except the player decides to play with tutorial assistance activated
Tutorial: Updated wording and setup of all relevant tutorial messages and organized them into archives so the player that has chosen to play with tutorial assistance can re-read them at any time!
Game Start: Adjusted barren and alien starter moons in terms of survivability and challenge. Please retest in a new savegame. Note that SNOW starter is not fully ready for game start (> EXP3).
Quests: Changed quest structure and setup (Note: might require a new savegame to be started in EXP2 for testing; Quests are still work in progress!)
Quests: For the talon quest on the temperate starter moon, players can now check and manage active quests from remote (without approaching the quest giver) via the PDA quest log. (WiP)
Other updates/changes:
Added: The first time a player accepts a quest in 1.8 he will get an info where and how to manage these. (this is general info for all players, with or without tutorial activated!)
Added (more) Carbon Rock Resource to barren and alien starter moon crashsite area
Added plant for anti radiation ointment to barren starter moon crashsite area
Added: Scrapper Drones around wreckage type POIs and on Crashsite on Barren starter moon
Added: Annoying Mosquitos to swamp areas on Alien Swamp starter moon
Added: Butterflies added to temperate starter moon (forests)
Added: Shoal of Fish added to shallow water, water and deep water biomes on temperate starter
Added battered drones in space asteroid field (alien faction)
Added: message when first entering an obelisk (about portal/teleporters)
Added: Carbon resource entry added to Empyriopedia
Added new loot groups to Scrapper Drone (Spare Parts, Coolant, Optronics) and Mosquito (Toxic Liquid, Narcotics)
Added: Anti Radiation Ointment to Large Wreckages personal locker on barren starter moon
Added: Some anti-radiation helper now available in Opportunity base on barren starter
Added takeover guide for taking over the Opportunity base (focus on un-claimed POIs)
Added: Tutorial info popup when gold is found (EVA Boost) and when a growing plot is picked up
Changed: Disabled test-Asteroids in starter moon space (swapped with Ice Asteroids)
Changed: Added small Promethium and Neodymium voxel deposits to Barren Starter
Changed: Added small Titanium and Pentaxid voxel deposits to Alien Starter
Changed: Added Cobalt voxel deposits to Snow Starter
Changed: Added additional rewards to the temperate farm and plantation quests (WiP)
Changed: Tribal Barrel, Sacks and Buckets now have more appropriate loot
Changed: Tales of Tash Story now also uses the organized message archives to tell the player what he should do next.
Changed some texts (maintenance, grammar, typos, wording)
Changed: Increased wreckage count on Barren starter (Please check!)
Changed: Increased amount on damaged cyborgs around POI on temperate starter
Changed: Added note/help on Digsite Terminus for opening the underground cover
Changed: Furnishing deco is now available in the Portable Constructor and Small Constructor
Optimisations:
We have worked on some optimisations for the game which should result in your FPS increasing by at least 10 or more when inside or outside a structure (player made bases & vessels, POI's etc) depending on your hardware!
LOD Quality (Low, Medium & High) now sets the distance for render range of objects
Welcome to the first round in the new Experimental version! As always, Experimental 1.8 will be divided into several phases. In the first stage we have a version for you, which mainly release the integration of the new features for testing, such as the new game start, the new tutorial and various technical functions, including to the PDA, servers and more!
You can find a list of the current contents of Experimental Phase 1 in the changelog below!
Please note that we have created specific areas for bugs as well as feedback in the Experimental forums linked below. Please use the pinned topics in the Feedback section to provide your feedback on specific new game features in Verison 1.8. This will help us tremendously in the ongoing evaluation and implementation of your suggestions!
We thank you already for your participation and all your feedback!
Eleon Dev Team
Disclaimer: Version 1.8 will not be a savegame break BUT as always we recommend starting a new game in the Experimental Version. Although we try to avoid this, starting a new game may be necessary again in the next phases of the Experimental Version.
Because we added the new decoration to more planets, all our Official Servers will be wiped on the Public Release.
Important note for modders: You have to update Unity to v2021.3.2f1
Changes:
New default scenario start:
We don't want to spoil too much here, so let's just say that the new game start has been completely reworked and may be very different from the previous game experience in the default scenario. Especially for players who have been in the game for a while, there might be some new strategies that can be pursued on the way up into space. Without giving too much away, it can be said that the starting playfield will not be limited to just one celestial body and that exploration will play a more important role than in the previous game start versions. However, as always, there are shortcuts for those who want to quickly launch into the galaxy. The primary test focus of this first phase is about the content of the new tutorial (please see the notes below!) as well as the content of the planets (poi, quests, etc) on the Temperate Moon named Akua. All other starter moons are playable in principle, but not yet tuned for survivability. HOWEVER, we also look forward to your play experience on the Snow, Barren, and Alien Swamp starter moons. Maybe their current setup is already interesting? Let us know! Stay open minded and have fun! We are looking forward to your feedback!
Debugging notes:
The PDA list in the tutorial and story tab has MANY entries visible! Do not get confused by them as they are merely for debugging and will vanish in the final version. That being said, when you are STUCK in a mission, like something in the PDA list on the right is not âclosingâ, open the PDA and take a screenshot of the list and the mission that is stuck/not resolving and add it to your feedback. Thx in advance!
Known issues:
You CAN start on Snow, Barren and Alien Swamp starter moons BUT they are not yet fully set up for âsurvivabilityâ in terms of resources, animals etc. Would be great to hear your feedback (and suggestions!) about their CURRENT state anyways! :)
The first Tales of Tash log you find is possibly too low in volume and in german language. This is for EXP and for all non-english players to test if the text displayed can help to understand EVEN if you cannot follow the text that is voiced over! (Will be changed in the final version, though.)
There are videos and pictures marked with WiP or visible not finalized. Will be changed.
Quest item found messages might sometimes not be correct. (often happens when more than one quest is active on the same POI)
FPS visible on game start video. Ignore. (All video and sound materials are added to show different art directions that can be explored for different situations, e.g. if you like different voices more than others or different visual experiences. Let us know!!)
PDA tutorial tab has a lot of entries. Ignore. All of these are just visible for testing to see where things might break. All of them will be hidden in the final version (see âDebugging Notesâ above!).
All pickup-missions are active even when declining help at game start. This is set for testing in EXP so you can send in more feedback. See âDebugging Notesâ above!
PDA Changes:
Enhanced PDA: Added new Check 'BiomeChanged' to check for entered or left biomes
PDA: Added new Checks "PlayerLevelUp" and "PlayerStatChanged" to compare player stats with a specified value.
How to use:
Setup of PDA Check "PlayerLevelUp":
use "Value" parameter to specify the level the player has to reach so that the Action gets completed
example: Value: 5
Setup of PDA Check "PlayerStatChanged":
use "Names" parameter to specify an expression in the form "stat-name comparison-operator compare-value"
the action gets completed when the respective stat value changes from a "condition not satisfied" value to a "condition satisfied" value
this prevents the action from insta-completing if at the moment the Check becomes active the value is already "condition satisfied"
example: Names: [ Food < 100 ] - as soon as the player's Food value decreases from 100 or above (condition not satisfied) to below 100 (condition satisfied) the Action gets completed
supported stat-names: Health, Food, Oxygen (1), ArmorO2 (2), Radiation, Temperature (3) (1) this is the player's personal little oxygen reserve to not immediately have the "No Oxygen" alarm when, e.g. going under water (2) this is the oxygen in the armor suit the player has equipped (as displayed in the life stats UI) (3) this is the player's body temperature
use "Names" parameter to specify "Sunset" or "Sunrise"
example: Names: [ Sunset ]
Setup of PDA Checks "PlayfieldLeft" and "PlayfieldTypeLeft":
identical to "PlayfieldEntered" and "PlayfieldTypeEntered": - respectively specify the playfield name or the playfield type name (from "PlanetType" in playfield yaml)
example for PlayfieldTypeLeft: Names: [ Temperate ]
PDA: Added new Checks "StatusEffectApplied" and "StatusEffectRemoved" (setup via Names parameter)
PDA: Added new Check "PlantHarvested" (setup like ItemsPickedUp)
Config file changes:
Implementation of supporting a "_PoiGroupsConfig.yaml" file in Prefabs folders. (see _PoiGroupsConfig_example.yaml in ../Content/Configuration)
DialogueSystem: Update function OpenHtmlWindow & added CloseHtmlWindow() (see Dialogues-config-and-examples.txt in ../Content/Configuration)
Added new config file DamageMultiplierConfig.ecf to allow grouping damage multipliers in one file (see DamageMultiplierConfig.ecf in ../Content/Configuration)
DamageMultiplierConfig.ecf: added console command parameter "reloaddata dm" to reload the DamageMultiplierConfig.ecf
Templates.ecf: Simplified templates & replaced Iron components with PlasticMaterial components for some basic devices and tools (ArmorLight, Chainsaw, small SV/HV generator, Small BA generator,Player Bike,Deco Blocks, Core, Flashlight, Survival Tent); Preparing introduction of Carbon as a dedicated resource.
Templates.ecf: slightly modified templates (simplified) for medical items following the new progression
Factions.ecf: now outputting an error message on startup when a faction name contains an illegal character
DialogueSystem: added variable type dbglobalpoi_int to be globally valid for a poi/npc
Status effects & medical item changes:
On screen messages for Mitigation & Cures for Status effects updated
Changed: Split/added new health packs: Health pack small (restoring 75HP), medium (restoring 250HP) and large (restoring 450HP); Adjusted templates.
Changed: First Aid Kit now restores up to 250 HP; Detox/Decon Kit do not restore HP anymore. Health Pack does not cure Open Wound anymore
Changes to Medical items in ItemConfig:
Removed negative buffs from all of them except:
RadImmunityShot = unchanged
EnergyPills - Positive buff chance from 0.8 to 1 - BadTrip chance from 0.1 to 0.35 - PoisonFood chance from 0 to 0.1
AdrenalineShot - BadTrip chance from 0 to 0.25
Misc:
Updated unity to 2021.3.2f1
Core handling logic change: now if the LAST core gets removed, the structure is set to NoFaction (old: if any core was removed). This allows POIs with more than 1 core for higher difficulty.
Added console cmd "rd bp" to reload the blueprint headers + poi config yaml files
Added a warning to the changemode console command
Added Detector (handheld) as physical device
New resource rock models:
Now it is possible to equip light armor and boosters from inventory without an armor locker.
Implemented a Join Queue system for MP servers (example can found found in the stock dedicated.yaml or paste this in to a current dedicated.yaml):
### Number of players that will be put into a waiting queue if the server is full
PlayerLoginFullServerQueueCount: 10
### If specified, the number of parallel logins to a server are restricted to this number. This is important when you expect a big number of people to login at the same time
PlayerLoginParallelCount: 5
### Add steam ids for preferred players that will get a better position in the login queue
PlayerLoginVipNames: "steamID1,steamID2,steamID3"
ModAPI: Added function IStructure.SetColorOfBlocks(list-of-data) for setting colors of multiple blocks with one function call (and also only one network transfer)
Fixes:
Distant warp lines not showing after map is open
Taking off armor with the jetpack still enabled doesn't disable jetpack ability.
Firing sound plays on loop on death of player.
Vessel toolbar doesn't update what attached devices have been destroyed until exiting.
Teleporters in trading station BAO_Waystation-02 were set to off
Added new config files "_PoiGroupsConfig.yaml" & DamageMultiplierConfig.ecf See "_PoiGroupsConfig_example.yaml" & "DamageMultiplierConfig.ecf" in ../Content/Configuration
DialogueSystem: Update function OpenHtmlWindow & added CloseHtmlWindow(): See Dialogues-config-and-examples.txt in ../Content/Configuration
Implemented a Join Queue system for MP servers (example can found found in the stock dedicated.yaml):
### Number of players that will be put into a waiting queue if the server is full
# PlayerLoginFullServerQueueCount: 5
### If specified, the number of parallel logins to a server are restricted to this number. This is important when you expect a big number of people to login at the same time
# PlayerLoginParallelCount: 5
### Add steam ids for preferred players that will get a better position in the login queue
# PlayerLoginVipNames: "steamID1,steamID2,steamID3"
Fixes:
When a player has too much money in their Bank Account the Station Services don't work