Welcome to the third release of Empyrion Galactic Survival v1.10.5 Experimental branch. Please see the changelog for new additions to this release. As always, we extend our gratitude for your unwavering support and valuable feedback throughout this experimental phase. As always - please report each bug over here for this experimental release phase: https://empyriononline.com/forums/bugs.34/
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Changelog v1.10.5 B4257 2023-12-12
Fixes:
Fix for a regression found with mining/drilling trees & terrain deco on some planets (they cannot be mined/drilled)
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Changelog v1.10.5 B4256 2023-12-11
Changes:
Changed DLSS version to 2.5.1 to avoid the ghosting issue found in later versions
Disabled Sky Reflection with DLSS
Fixes:
Fixed Ghost tree seen on planet in front of the player
Fixed NPC Blocks rotating when accessing a dialogue on it
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Changelog v1.10.5 B4255 2023-12-06
Changes:
Added a video option for Nvidia DLSS2: We have added support for NVIDIA's DLSS2 to our game which can be found at the bottom of the video options in the options menu. Like with FSR2 we recommend using DLSS2 with at least 2k resolution or 4k. You can also choose from three image quality modes: Quality, Balanced, and Performance. Each mode has a different performance boost and a different image quality. DLSS2 can help you achieve smoother and more responsive gameplay, depending on your hardware, resolution + video options, and scene complexity.
Nvidia users at native 2k resolution can also experiment with using DLDSR & or DSR from the nvidia control panel in combination with DLSS2 to improve overall picture quality. To do this simply open the Nvidia control panel from your desktop then navigate to: Manage 3d settings > Global settings > DSR - Factors: If you have the “DL scaling” options at the top of the GUI choose those over the “Legacy” options. For now test with just the 1.78x option by checking the box then select ok & apply in the control panel. You may also want to adjust the "DSR Smoothness" setting to your liking here in combination with your DLDSR/DSR which is just below "DSR -Factors". Typically around 10 to 20% is enough.
Next start the game up & in the video options choose the screen mode “Exclusive Fullscreen” & then in the resolution list select a new resolution which should be at the bottom of the list. Lastly select which mode of DLSS to use at the bottom of the video options on the right side then load into a save game. When in a save you can change to different quality modes with DLSS via the video options. To go back to your native resolution just change it back in the resolutions list in the video options. Additional: you may also want to experiment at this point with locking your FPS in the video options menu to 60 or up to a max of 75 when using such higher resolutions to increase the image quality in combination with DLSS to decrease the workload on your GPU.
Important: DLSS2 only works on Nvidia RTX GPUs and it may have some limitations and trade-offs.
Main Loca updated for new video option settings
Guided Tutorial: Maintenance update:
Updated configs (Switched to new Constructor models, Multitool T1 now uses Small Energy Cells as ammo) - Tweaked some POI for Multitool ammo loot
Fixes:
00938: Fuel for turned off vessels can go missing when the player returns
01108: GUI tiles go blank on the first opening after loading in to a save
Fix the path of some prefabs like "HexapodDeadPrefab" in some scenarios to fix an exception found in PF server logs
Fixed MultitoolT2 not using the MultiCharge as ammo in Default Multiplayer
Welcome to the second release of Empyrion Galactic Survival v1.10.5 Experimental branch. Please see the changelog for new additions to this release. We have also made the dedicated server files available for MP on the Experimental branch as of this release. As always, we extend our gratitude for your unwavering support and valuable feedback throughout this experimental phase.
Added a video option for AMD FSR2 + implementation & default settings: We have added support for AMD’s FSR2 to our game which can be found at the bottom of the video options in the options menu. FSR2 works by intelligently upscaling lower resolution frames to higher resolution ones, while preserving and enhancing the details and sharpness of the original image.
We recommend using FSR2 only with 4K and 2K resolutions, as these are the optimal settings for this technology. Using FSR2 with lower resolutions may result in blurry or pixelated images, as the upscaling process may not have enough information to work with. If you are using a lower resolution monitor or device, you may want to keep FSR2 disabled & use the native resolution of your screen. Each mode has a different performance boost and a different image quality. FSR2 can help you increase your FPS and reduce your GPU usage, depending on your hardware, resolution, and scene complexity. However, FSR2 only works on GPU-bound scenarios, and it has some limitations and trade-offs.
Added/updated POI (Kriel, RAV, Colonists, Talon'Ar; Thx to Don2k7, Stellar_Titan, Escarli, Matcz)
Added new 'City Ruins' POI (by sulusdacor)
Playfield changes:
Ground texture and deco tweaks for the following playfield types: (Desert, MoonIce2, MoonNascent, Scorched, Snow, Arid, Barren, BarrenMetal, Lava, LavaNascent, Moon, MoonDesert, MoonIce, MoonLava, MoonLava2, Temperate, TemperatePlateau, TemperateSwamp, DesertBurn)
Removed some texture artifacts
Added all basic RockResources to each world.
Scorched: Adjusted daylight intensity
DesertBurnt:
Changed some biomes in spawn order
Fixes for some creatures not appearing
Removed Plantation biome, renamed Sand biome into LavaPlains, SandDrift biome into LavaField, added LavaFolds biome
Made playfield day darker again
Tweaked ground fog strength and height variances
Reduced atmosphere O2 percentage
Changed music & description text
Fixes:
Fixed O2 issue on Far Point Outpost (thx to AkevaBanshee)
PDA *Signals are not working if player fly with vessel in area
MP issue with constructors not showing animations
Fixed Farr did not attack hostile players (please retest)
It is with heavy hearts and profound sadness that we share the news of the passing of our esteemed colleague and friend, Jascha. It is an incredibly challenging moment for all of us as we come together to remember and honor the life of someone who was not only a valuable member of our team but also a cherished individual.
He made the Empyrion Admin Helper (EAH) , worked with us on the API and the multiplayer side of the game. Without his contributions Empyrion as you know it, would not exist.
Let us extend our deepest condolences to Jascha's family and friends. Our thoughts are with them during this challenging time.
May we find strength in our shared memories of Jascha and in the support we provide to one another as a united family.
The year is about to come to its end - but not yet! In order to improve multiple areas of the game, we will release version 1.10.5 around mid-December.
Today, we will start the Experimental phase for you to have a look and review the changes and fixes. Note:
On the content side, we would like you to enjoy the all-new models for constructors, deconstructors, and other crafting devices, the new deco indoor trees, a slew of new and updated POIs (some with the new Brotherhood of Farr NPC model added), a few new building shapes, improvements to the blueprint collection toolset, and more.
Of course, 1.10.5 also contains a list of bug fixes.
Please find all the details in the changelog below.
For now only the client is available on the Experimental branch & we have an Experimental server which will be online today shortly after this release for anyone to make use of. The Dedi server files for v1.10.5 will be available from next week on the experimental branch.
With the public release, we will wipe our Official Servers.
Changelog v1.10.5 B4247 2023-11-22
Changes:
Updated Unity version to 2022.3.8f1
MP: We have implemented some Playfield server optimizations which you should see result in less overall RAM being used (around 1GB less per playfield server)
Added: New models for constructors, deconstructor, portables (constructor, water/o2 condenser, heater/cooler, Autominers) these new models have multiple parts that can be colored independently (constructor & deconstructor) & come with some new animations when they are running a task.
Added: DecoIndoorTrees block group with new selection of 20 trees (also added to stock scenarios IvD & DF MP)
Changed: Multitool T1 now using EnergyCellSmall for ammo
Added: EnergyCellSmall (Craftable in all constructors; 5 Steel Plates, 2 Electronics; 15 fuel value)
Updated FARR POIs: Replacement of Soldiers and Guards with Farr NPCs (HumanSoldiers/Elites/AlienSoldiers/Cyborg/CyborgSentinels/Shotgun/AssaultRifle); Please visit and check for issues.
Updated Talon Main Settlement (Omicron) (only works with new savegames / pf not visited)
Updated CIV/DESC POIs (Orbital Defence, Distillery, Waystation, Omicron Command)
This year we are planning to release a lighter update in December compared to previous years that will be tag v1.10.5 with some changes, additions and bug fixes. We are working on something bigger for early next year.
Experimental will start on 22 November 2023 and we aim a Public release on 12 December 2023
Adjusted info panel layout, decreased thickness of green boxes slightly
Added more BP information into the info tab
Added tabs for BP Info/BP Parts/Snap Points
You can now enter various filter criterias into the full text search to filter for BPs. Possible are: ":class>X" ":class<X" ":class=X" ":error" ":block=id" ":blockname=XXX" ":group=XXX"
Added missing icons from the BP Parts tool GUI
Console cmd replaceblocks can now be used to also replace child blocks, f.e. replaceblocks 1006 HullLargeBlocks HullArmoredLargeBlocks. Also the check for block size and structure type was removed, only a warning is issued now.
Buildsettings menu: when pressing Shift key while pasting, air blocks do not get pasted from the selection
Fixes:
Fixed issue with Elite Soldiers being hidden on distance while still shooting at player (also applied fix to other weapon-bearing NPCs for Talon, Zirax and Humanoids); Please retest!
Fixed problem that GlobalConfig.ecf content was not applied to clients in MP games.
01029: HV Bike camera jitter - Now all variants have the fix applied
Fixed: Zirax Trade Station did not have an Admincore (Change only applies if playfield not yet visited / for new games)
Fixed: Collection Point (Skillon) had 2 spawners releasing enemies directly behind player when triggered. (Change only applies if playfield not yet visited / for new games)
Added a new button in N building tools menu to open BPP editor. This new button is only active in creative mode (The building tools menu will still work as it always has)
Slightly adjusted wireframe thickness of green/red boxes of blueprint parts
Opening the window via N menu only in creative allowed & added filter button for "internal blueprints", slightly more space for BP list, sorting BPs in list alphabetically now, selected BP filter buttons get now brighter background
Add requested blank playfield template to the Example Planet
Explosions: added a check to avoid an explosion if the structure was deleted already
Hoverbike:
Now allowed to go over water but with a speed reduction
Improved vertical stability on rough terrain.
Added Auto rotate Key O
Updated: Main Loca updated (manual changes + autotranslated for DE,FR,IT,SE,PT(br),RU,CHS; plz report issues to loca@empyriongame.com); thx to all contributors and helpers
Guided tutorial:
Several fixes for stability, clarity, flow: Space start:
Better armor locker interaction Salvage beach: Possible fixes for Player getting redirected back to beach:
Added task to access the Portable Constructor for the first time
Fix for task stopping when drilling Carbon early & when crafting Hoverbike very early in several combinations
Weather station:
Added reminder message and marker to open cargo palette Copper mine:
Added task to discover tower; prevent possible edgecase softlock if discovering Copper deposit early; message tweaks, better marker position Salt marshes:
Easier travel with Hoverbike at half-submerged beach section (Stamp: ‘Starter_7_Beaches’ very tiny tweak)
Lost Garden:
Clearer task description how to find buried tech cache Farm & Antenna
Added messages to inform player when skipped mining tower
DroneBay: Speed up launch / landing process added in file BlocksConfig with the parameter "ADBDockingSpeedFac" + increased detection range to 1000m
Added stationary hoverbike variants as pickup/for transportation use on some starter playfields mission hubs (Ningues, Masperon, Skillon and Ashon Moon; Note: applies to not-yet-visited playfields & new savegames only); Also available at some traders (Bertrams, Interweap, Servant Corp & Aunt Marys )
Changed: due to popular demand, removed all Omicron locks and limitations ;) (Only applies to new savegames).
Changed: removed Abyssal drones from Masperon to avoid ruining REP and reduce confusion. ( note: the free roaming drones are kept, but they are in the ALIEN faction anyways) (Only applies to new savegames)
Changed: Rebalanced FarrBlaster (now equal to ZiraxLaser)
Changed: Added dedicated, rebalanced weapons for UCH, Prenn, Arkenian and Legacy(infected) Shotgun and Assault soldiers (equals Zirax Shotgun & Minigun).
Changed: Treaders UI lables "Buy > Sells" and "Sell > Buys" to better indicate what the TRADER sells and buys (currently it is from the view of the player, which seems to be confusing)
Changed: ZiraxCommander and ZiraxGuard can now be "picked up" via SHIFT-F from OWN structures for easier relocating them (without having to shoot at them with a multitool/disassemble); Both NPCs are also now individual 'blocks' and not grouped anymore. (Immersion test)
Bad Wolf (Masperon): added Marker for where to find Commander Ezzren after talking to Ikkenz (Only applies to new savegames)
Deserted Powers (Skillon): adde guidance after having spoken to the Guard to better find the captain and oltimer for starting the mission (Only applies to new savegames)
Clear Skies (Akua): improved guidance (markers) assistance to start the mission (Only applies to new savegames)
Updated some Homeworlds to the new decoration system. (HomeworldARC, HomeworldFarr, HomeworldPolaris, HomeworldTesch, HomeworldTrader, HomeworldZirax)
Very slight biome tweaks: Arid, Barren
Guided Tutorial:
Space: Ship interior:
Starting tasks: Wording tweak for clarity
Fix: Missing trigger for eating cereals
Oxygen leak: Slightly better triggers & text clarity
POI tweaks for lighting if player uses best shadow setting
Planet: First island:
Teleporter box: Fix for swim help message playing prematurely. Added trigger for message when carrying tool and sinking into water; box is now SI stable when deconstructed
Added info message for Hoverbike controls
Fix for not getting enough steel plates when salvaging broken blocks
Possible fix for player wrongly getting redirected back to starting beach
Planet: Second island:
Farm: Increased despawn times for critical drop items: Core, BA Small fuel tank, BA Small generator, Solar capacitor, BA CPU Extender T2, Concrete farming plot, Large constructor
HV Workshop: Allow player to spawn in starter HV again (Set unlock cost to zero for Spotlight, Cargo box)
Planet: Challenge island:
Increased despawn times for critical drop items: Clone chamber, BA starter, Artillery turret
Reminder message for Tank third person camera / turret access
Added info of broken armor losing all protection, to keep EVA boost off for fighting
Better message cascade after closing armor locker
Epsilon Spaceport: Invisible commander spawn now visible; POI difficulty tweak
Planet: Dronebase:
Switched an invisible repeating spawner to static
Fix hint marker for switch to open Core Access
Fix for core door not opening
Fix for Patrol Vessels not spawning when fleeing the planet
Fixes:
Light source from the Portable Work Light block was turning off at a short distance
Boarding Ramps LOD were very short on the underside
01011: CV multitool turret cannot be moved
BP Factory gives wrong message when BP is restricted by Spawn Limit
Invader vs Defender: The Epic Gift mission keeps triggering
Fixed an exception with Blueprints when loading in playfields
01005: Cannot pick up a half-submerged hoverbike
00478: LCD projector block distance of text the projector displays was very short
01016: Underwater reflections are missing
O2 and Fuel tanks do not have interaction prompts
01033: Preview model for blocks and devices are missing underwater
00895: Signal triggering with no player in the detection area
00954: Exiting from vessel in the signal detection area breaks the signal Fixes for exceptions found in logs sent in to us
Fixed: Some messaged did not display correct on Akua gamestart (with RP active) (Only applies to new savegames)
Fixed: Team mission 'Gas station' could not be completed (fixed item reference)
Fixed: Updated main Dialogues (EN) typos & grammar (thx to imlarry)
Fixed: In some cases of an old 1.9 savegame, the mission 'Wins & Losses' could not be started. (note: this might not fix all cases; please write to mission@empyriongame.com in case of running into an issue with any mission or quest)
Fixed: Loca reference Golems > Hishkal updated to match changed lore naming
Fixed: Alien Soldiers using the growl of Zirax
Fixed: Bad Wolf > dead ripperdogs despawned on cage 3
Fixed: CutCornerB did not color correctly when mirrored. Note: A dedicated left/right variant was added for the fix to work. PLEASE RETEST!
Fixed: ZiraxCommander was available in two groups.
Fixed: Picking up Zirax Commander and Zirax Guard returned the wrong crew blocks group.
Fixed: Drone Bay Spawner did not return correct materials / device when picked up. PLEASE RETEST!
Fixed mismatched edge issues in new shape blocks; Updated device texture asset to include warm orange material.
Minor adjustments to geometry and UVs of new shapes.
Fixed some of the new shapes to fix gaps at the edges/corners.
Welcome to the 1.10 update of Empyrion Galactic Survival. The summer update has some cool features in store for you. Besides visual improvements of the game world you can expect among other things:
- Drones from your very own Drone Bay will now defend your bases and vessels. - The hoverbike replaces the motorbike! - 23 new block shapes were added together with water & lava blocks and a full blown blueprint parts collection toolset. - Over 300 new and revamped bases and vessels to fight and explore on and around the newly added. faction homeworlds, while the new combat soundtrack supports you in the battle. - 25 new missions on starter planets to sink your time into!
There are two things to note about some important gameplay settings: - Mass/volume & CPU & block limits are now active by default when you start a new game. - Blueprint factory requires all devices in a blueprint to be unlocked in the Techtree.
Note: You can change the above settings in the Difficulty menu when starting a new game.
Check out our release video for a quick overview:
Thanks a lot to all testers that went through the Experimental stages, submitting feedback and bug reports each day and week. :)
For all the features that were added for the game in the summer update, please head over to the feedback forum and check the pinned threads - or start your own: https://empyriononline.com/forums/faq-feedback.25/
We are looking forward to your feedback! Have fun with the Summer Update 1.10! :)
PS: Don’t forget to join our discord for live discussions about the update and its changes: https://discord.gg/empyrion
For Server owners: For any server using a custom scenario please make sure after updating & before you start your server you update the custom config files in the Scenario Configuration folder.
Changelog v1.10 B4232 2023-06-27
Gameplay
Added the ‘Drone Bay’: You can now craft and place the Drone Bay and equip it with Defense Drones. A Drone Bay Spawner is required for starting the drones.
Pay attention to the direction you set the drone spawner block & also place it on the outside of the vessel so the drones have easy access to it to spawn & despawn from.
To “retrieve” spawned drones toggle the power off for the drone bay & wait for them to return & despawn. When they are close to your vessel keep it still so they can find the spawner & despawn.
Please note this is the first iteration of this feature. Please leave you feedback here
Added possibility to create snap points to combine blueprint parts together. With that POIs can be created very fast and easy, especially out of construction sets.
Added console command 'bpcoll' to show the blueprint parts collection window
A demonstration video for the snap points feature to help guide you through the process of creating snap points and utilizing them in your blueprints effectively.
Snap points are an incredibly powerful addition, and once you become familiar with their functionality, you'll discover that they are a remarkable time-saving tool.
Building: Blocks & Shapes
Added 23 new blockshapes; You can find the new blockshapes by checking for missing slots and white blanks on the Cubes, Round and Connector tabs OR hover over the seemingly empty slots on the 2nd page of the "basic shapes" tab
Added: Ramp Round Medium Transition (All blockshapes for 1.10 are now added)
Fixed mirror issues with new blockshapes
Updated new shape icons for clarity
Water and Lava Blocks are now available from in the Item Menu for POI building
Added WaterSplash at high speed fall
Changed: Water block now has 8° temperature effect + drops purified water when picked up in survival
Changed: Lava block now drops rockdust when picked up in survival
Added/updated about 300 space & ground stations, wreckages, dungeons, small and large, weak and strong combat and civilian vessels - created, reworked and updated by various authors and community contributors (check details at: https://empyriononline.com/forums/showroom-submissions.108/).
Thanks a lot to everyone building for Empyrion <3
Missions
Added locale mission arcs (with 5 missions each) to all starter planets:
Akua: Clear Skies
Ningues: Andromeda Strain
Masperon: Bad Wolf
Skillon: Deserted Powers
Ashon: To Good Business
Note: To start the mission, find the main mission hub on the playfield (there are indications in PDAs and/or notifiers when approaching a mission relevant POI)
Adjusted main storyline contents, mission structure and dialogues (eg. shortened amount of text and/or added more SKIP routes)
Changed start location and context of main storyline (Prelude now starts when arriving on Omicron Sector!)
Updated: Story Mission 'Totally Overpowered' updated to new settings and faction references. Dialogues updated to reflect context changes.
Updated: Story Mission 'Glacial Grave': Reduced Log content (amount of text) found on the system consoles down to 1-page logs and made several other refinements on procedures.
Updated: Story Mission 'Ancient Revelations': fixed issues with opening doors too early, changed creatures to variants that better fit some room sizes. Staircase now cleared when using shortcut from main access to upper level; added some additional markers in some places.
Updated: Story Mission 'Uncertain Outcomes': fixed several issues in mission progression; Set stations to civil + admin cores; removed Tier3 ores from mission asteroids.
Updated: Story Mission Interlude 'Meet the GLaD': added some skip areas to Dialogues and streamlined text info for summaries
Updated: Story Mission 'Sigma Fulcrum': Reduced clickcount on station console (each message now only shown once as long as player stays in the dialogue); Fixed a few inconsistencies with mission progress; Note the station is still set to Colonists faction you won't damage your reputation with. So first ask, then shoot.
Updated: Story Mission 'Unexpected Allies': Fixed faction settings to not break mission progress. Updated some dialogues; updated info + added more SKIP routes in dialogues.
Updated: Story Mission 'Wins and losses': Adjusted some text elements; Fixed progression issues. (Note, this is currently the LAST mission. Final mission might be added for 1.11 or 1.12)
Deactivated 'Murky Christmas' mission (as this is seasonal content).
General change on story mission factions & enemies: When there is no chance to proceed in a story mission other than to fight against a dynamic-RP faction, the opponents will be set to "Alien" to not forcefully ruin player reputation. If there is a choice, e.g. to trade, talk or fight, a dynamic faction might be used & the decision to ruin the Reputation towards them is up to the players themselves.
Factions & Reputation & NPCs
Set UCH to dynamic faction reputation
Added a static player-friendly 'technical' faction 'PlayerAssistDefaultHostile' (PDH) to help with mission setups that require combat against default-hostile factions and RP is not spoiled by friendly-fire or the faction is already used in another context. The faction is not intended to have POI or territories but is a "technical" static faction only.
Reworked faction reputation matrix: eg. added more crossover effects (pos and negative), removed too strong level-drop effects and added specific RP-loss amounts to some blocks (f.ex. Cores)
Changed NPC groups (EclassConfig) and updated terrain-spawned patrol groups (Egroup)
Telluropod now available from NPC Spawners
Updated the UCH faction NPCs: the faction now uses a dedicated set of NPC types for military and civilians.
For builders, use the male and female military and non-military variants for NPC spawns that start with ‘UCH’ (eg. UCHSoldierFemale2AssaultRifle, UCHPilotMaleRed, UCHCivilianMale1 and so on.
Gameworld
Updated home systems and home planets for all major and minor factions (1st iteration)
Added home systems for community-submitted factions
Sorted/changed blueprint groups of lots of POIs for the factions
Sorted blueprint groups for all faction OPVs (space and planet) into tiers.
Note: if your scenario uses default BP groups, their contents might have changed!
Changed: Several story-mission-relevant POI did not have an admin core
Changed: Enemy attack in story mission context is now mostly set to "alien" faction to avoid spoiling reputation unintentionally.
Added a few battered, free-roaming cannon drones to Ningues, Skillon and Masperon (Alien faction; will attack player, but not other NPCs)
Changed: Activated Base Attacks on Akua (Talon) and Masperon (Zirax/Abyssal)
Changed: Akua SupplyDepot swapped Raptor02 with RaptorNight and interior AlienBug01v2 with Spider01
Added PlayerFaction Role dropdown UI to Control Panel's Devices page. To use this select a device on your base or vessel & select the role level you want to restrict the devices access to & in the Faction GUI window apply the appropriate roles to faction members.
Important change: Mass/Volume/CPU/Blocklimit = default on (Can be changed in settings at gamestart!); Full changelog & feedback & known issues thread: < >
Important change: Blueprints cannot be put into the Factory if the player hasn't unlocked the needed items in the techtree yet!
New optional parameter "ignoreOtherTarget" is available for Pf-Ops SpawnDrone, SpawnOPV and SpawnTroopTransport
Updated info in galaxyconfig.ecf about hiding a solar system
Added information about AuxPoi setup to example playfield yaml
Added new parameter 'DisableProximityLog' (true/false) for gameoptions.yaml to allow disabling the proximity log button in registry
Dialogue System
Added possibility to omit the cone for NPC with dialogues (class NPCDialogue) by adding the property OmitCone: true in BlocksConfig.ecf
Added function string GetFaction(int entityId) that returns the faction name from the FactionConfig.ecf
Added a property "DialogueState" to BlocksConfig.ecf to be used in blocks of class "NPCDialogue" to allow specifying a hard coded target dialog. If this is present, this block can be placed by users on player bases and be also triggered using "F".
Added new function GetStructure(entityId)[
Creative Mode / Scenario
Creative mode improvement: if SHIFT (run key) is pressed the focus box now focuses inside the target block (pressing RMB will remove it and LMB will replace it). The removal was working before, but now the focus is also placed correctly.
BuildSettingsMenu: Green pasted area can now also be mirrored "in place"
BuildSettingsMenu: Green pasted area will now collide with its surrounding structure if pressing LEFT-SHIFT while moving (using the move handles)
Default Creative scenario: Updated Temperate and Arid playfields to new decoration. Updated selection pictures.
Visual Refinements & Controller upgrades
Added Global Illumination, Dynamic Shadows & Terrain Tessellation & video options to toggle these on & off