EDIT: November 6, 2016 Updated Server to Build 693 - Fixed several internal errors
==========================================
Hi Galactic Survivalists!
We have just released a new version - Alpha 4.2. New features include tracer effects for bullets, the possibility to change the 3rd person camera position in vessels, decorations that can get destroyed with vessels, we added several new wings and thrusters as well as two new weapons that shoot homing missiles. Moreover, we rebalanced several weapons, fixed many bugs and added other improvements to the game.
Try out the newest version and let us know what you think!
Yours, Empyrion Dev Team
Changelog: Alpha 4.2 (Build 688)
Main Features: - Added tracer effects for bullets to certain weapons The new tracer effects that we added to several weapons (including mounted weapons and turrets)
- Added possibility to change 3rd person camera position in vessels by Page UP and Page DOWN buttons (saving camera y and z offset in blueprint) You can now adjust the third person camera for you vessels to find your preferred position.
- Deco trees/bushes/rocks get destroyed when CV collides with them (larger deco will not get destroyed, smaller deco does get destroyed) Remember the situations when a little bush prevented your vessel from landing? These times are over now...
- Added several new wings + possibility to change wings of same size via Change Tool (equip tool, aim at the wing and hit LMB to cycle through the variants) This picture shows a part of the new set of wings that we integrated - the full set of wings is waiting for you! (note: as shown in screenshot, you can easily change the texture on the wings)
- Added new set of thrusters for SV This is the new set of jet-style thrusters
- Added new weapons: Mounted rocket launcher with homing missiles for SV and hand-held rocket launcher with homing missiles Try out the brand-new handheld rocket launcher with homing missiles. It is a lot of fun to shoot down drones with this goodie!
Changes / Improvements: - Slightly increased zoom of turrets and reduced rotation speed if player zooms in a turret - Nights are darker again on some planets (changes take effect in New Game or for unvisited playfields) - Added directional tags to thrusters in Control Panel - Re-balanced HV Thrusters, Hover Engine T2 and Hover Booster based on community feedback - Re-balanced SV Thrusters based on community feedback - Reduced size of muzzle flash for certain weapons - Added damage states for emergency o2 generator - Improved ship statistics: swapped m/s with degree/sec for pitch, yaw, roll based on ships current torque - Optimized polygon count on several building blocks to avoid problems with large blueprints - Disabled Undo and Redo in building-helper menu for Survival Mode - Reduced mass of small O2 tank - Reduced output in template for purified water - Renamed "Small Constructor" to "Mobile Constructor" for SV and HV - Some renaming of homing missiles - Better faction output in 'ents' console command - Better wireframe blue/red displaying of rotate tool - Some internal weapon optimizations
Weapon Balancing: - CV: Allowed Rocketlauncher/Pulse Laser (fixed weapons) for planetary use - SV: Increased RPM for Plasma Gun, Railgun and Rocketlauncher - HV: Increased RPM for Plasma Gun and Rocketlauncher - SVHV: Increased range of all weapons and turrets (~50-100m)
Updates: - Updated Unity to 5.4.2 - Updated Easy Anti Cheat (EAC) to newest version
Bug Fixes: - Fixed: Problem that shooting was still in-accurate for minigun and cannon turrets - Fixed: Problem that turrets could still be shot manually from underground - Fixed: Problem that up/down rotation on player characters was not working in MP - Fixed: Problem that upgrading autominers did not work correctly - Fixed: Problem that highest-tier Autominer T3 still showed upgrade possibility -> by using this, you get the components infinitely - Fixed: Problem that equipped weapons are shown for other players when on motorbike (MP only) - partially fixed - Fixed: Lockcode exploit: "Go Back" arrow could lead to full access of private structures (e.g. constructors) - Fixed: Blueprint client-side exploit: copy blueprints in cache folder in BpProducts and use on MP server - Fixed: Problem that splash of Player-turrets could kill Players in PvE - Fixed: Problem that waypoint arrows in HUD were missing after relogin (MP only) - Fixed: Problem that Lock Code 0000 (public access) did not work with certain devices - Fixed: Problem that vessels rolled while trying to yaw with mouse (left right movement) - Fixed: Problem that some trees jumped around when being harvested - Fixed: Problem that light of spotlights traveled through solid blocks, but not through curved windows - Fixed: Problem that inside of windows was very milky in certain light conditions - Fixed: Problem that it was still possible to dive and move underwater in deep water with vessels - Fixed: Glossiness / white dots on NPCs and some plants - Fixed: Graphical issue in player inventory -> strange reflection on helmet - Fixed: Layer problem on Aitis and Akua (now only grey rocks as layers on Akua) - Fixed: Several line-placed block shapes had missing faces - Fixed: Problem that no smoke was visible when watching other players falling down with capsule - Fixed: Weapon hold on chainsaw - Fixed: Wings were offset in blue preview box - Fixed: Visual issue when looking from certain angle on hull texture - Fixed: Preview color of blocks was wrong for certain blocks - Fixed: Texture problem with wings for certain textures - Fixed: Square flare around Sun - Fixed: Idle animation on certain NPC (animation did not loop) - Fixed: Error reported on support email linked to turret shooting - #CE018 - Fixed: Error reported on support email linked to Resume Game menu - #85A8B
EDIT: November 6, 2016 Updated Server to Build 693 - Fixed several internal errors
==========================================
Hi Galactic Survivalists!
We have just released a new version - Alpha 4.2. New features include tracer effects for bullets, the possibility to change the 3rd person camera position in vessels, decorations that can get destroyed with vessels, we added several new wings and thrusters as well as two new weapons that shoot homing missiles. Moreover, we rebalanced several weapons, fixed many bugs and added other improvements to the game.
Try out the newest version and let us know what you think!
Yours, Empyrion Dev Team
Changelog: Alpha 4.2 (Build 688)
Main Features: - Added tracer effects for bullets to certain weapons The new tracer effects that we added to several weapons (including mounted weapons and turrets)
- Added possibility to change 3rd person camera position in vessels by Page UP and Page DOWN buttons (saving camera y and z offset in blueprint) You can now adjust the third person camera for you vessels to find your preferred position.
- Deco trees/bushes/rocks get destroyed when CV collides with them (larger deco will not get destroyed, smaller deco does get destroyed) Remember the situations when a little bush prevented your vessel from landing? These times are over now...
- Added several new wings + possibility to change wings of same size via Change Tool (equip tool, aim at the wing and hit LMB to cycle through the variants) This picture shows a part of the new set of wings that we integrated - the full set of wings is waiting for you! (note: as shown in screenshot, you can easily change the texture on the wings)
- Added new set of thrusters for SV This is the new set of jet-style thrusters
- Added new weapons: Mounted rocket launcher with homing missiles for SV and hand-held rocket launcher with homing missiles Try out the brand-new handheld rocket launcher with homing missiles. It is a lot of fun to shoot down drones with this goodie!
Changes / Improvements: - Slightly increased zoom of turrets and reduced rotation speed if player zooms in a turret - Nights are darker again on some planets (changes take effect in New Game or for unvisited playfields) - Added directional tags to thrusters in Control Panel - Re-balanced HV Thrusters, Hover Engine T2 and Hover Booster based on community feedback - Re-balanced SV Thrusters based on community feedback - Reduced size of muzzle flash for certain weapons - Added damage states for emergency o2 generator - Improved ship statistics: swapped m/s with degree/sec for pitch, yaw, roll based on ships current torque - Optimized polygon count on several building blocks to avoid problems with large blueprints - Disabled Undo and Redo in building-helper menu for Survival Mode - Reduced mass of small O2 tank - Reduced output in template for purified water - Renamed "Small Constructor" to "Mobile Constructor" for SV and HV - Some renaming of homing missiles - Better faction output in 'ents' console command - Better wireframe blue/red displaying of rotate tool - Some internal weapon optimizations
Weapon Balancing: - CV: Allowed Rocketlauncher/Pulse Laser (fixed weapons) for planetary use - SV: Increased RPM for Plasma Gun, Railgun and Rocketlauncher - HV: Increased RPM for Plasma Gun and Rocketlauncher - SVHV: Increased range of all weapons and turrets (~50-100m)
Updates: - Updated Unity to 5.4.2 - Updated Easy Anti Cheat (EAC) to newest version
Bug Fixes: - Fixed: Problem that shooting was still in-accurate for minigun and cannon turrets - Fixed: Problem that turrets could still be shot manually from underground - Fixed: Problem that up/down rotation on player characters was not working in MP - Fixed: Problem that upgrading autominers did not work correctly - Fixed: Problem that highest-tier Autominer T3 still showed upgrade possibility -> by using this, you get the components infinitely - Fixed: Problem that equipped weapons are shown for other players when on motorbike (MP only) - partially fixed - Fixed: Lockcode exploit: "Go Back" arrow could lead to full access of private structures (e.g. constructors) - Fixed: Blueprint client-side exploit: copy blueprints in cache folder in BpProducts and use on MP server - Fixed: Problem that splash of Player-turrets could kill Players in PvE - Fixed: Problem that waypoint arrows in HUD were missing after relogin (MP only) - Fixed: Problem that Lock Code 0000 (public access) did not work with certain devices - Fixed: Problem that vessels rolled while trying to yaw with mouse (left right movement) - Fixed: Problem that some trees jumped around when being harvested - Fixed: Problem that light of spotlights traveled through solid blocks, but not through curved windows - Fixed: Problem that inside of windows was very milky in certain light conditions - Fixed: Problem that it was still possible to dive and move underwater in deep water with vessels - Fixed: Glossiness / white dots on NPCs and some plants - Fixed: Graphical issue in player inventory -> strange reflection on helmet - Fixed: Layer problem on Aitis and Akua (now only grey rocks as layers on Akua) - Fixed: Several line-placed block shapes had missing faces - Fixed: Problem that no smoke was visible when watching other players falling down with capsule - Fixed: Weapon hold on chainsaw - Fixed: Wings were offset in blue preview box - Fixed: Visual issue when looking from certain angle on hull texture - Fixed: Preview color of blocks was wrong for certain blocks - Fixed: Texture problem with wings for certain textures - Fixed: Square flare around Sun - Fixed: Idle animation on certain NPC (animation did not loop) - Fixed: Error reported on support email linked to turret shooting - #CE018 - Fixed: Error reported on support email linked to Resume Game menu - #85A8B
We just released a small hotfix that addresses some bugs introduced in Alpha 4.1.0. In addition, we made wood and concrete more attractive in the early game by increasing their hitpoints and allowing Rock Dust as a base ingredient for blueprints made of Concrete.
Changelog: Alpha 4.1.1 (Build 678)
Bug Fixes: - Fixed internal error (Number #278C9 from support email) - Fixed: Problem that one could not see particle effects (including sound) of other players in multiplayer anymore (rotation not yet fixed) - Fixed: Problem that Change & Rotate Tool could be used on foreign structures/bases - Fixed layer problem on lava planet - Fixed: "Error 102" on startup
Changes / Improvements: - Increased Hitpoints for Concrete and Wood blocks - BP Factory: Rock Dust now allowed as base ingredient for blueprints made of Concrete (instead of Cement)
We just released a small hotfix that addresses some bugs introduced in Alpha 4.1.0. In addition, we made wood and concrete more attractive in the early game by increasing their hitpoints and allowing Rock Dust as a base ingredient for blueprints made of Concrete.
Changelog: Alpha 4.1.1 (Build 678)
Bug Fixes: - Fixed internal error (Number #278C9 from support email) - Fixed: Problem that one could not see particle effects (including sound) of other players in multiplayer anymore (rotation not yet fixed) - Fixed: Problem that Change & Rotate Tool could be used on foreign structures/bases - Fixed layer problem on lava planet - Fixed: "Error 102" on startup
Changes / Improvements: - Increased Hitpoints for Concrete and Wood blocks - BP Factory: Rock Dust now allowed as base ingredient for blueprints made of Concrete (instead of Cement)
Ready for the pre-Halloween Weekend with Empyrion - Galactic Survival? We finished version 4.1 with more refinements, tweaks and bugfixes just in time!
As the transition to Alpha 4 has caused some inevitable workload for updating blueprints and prefabs, we have added more functionality and a new command for bringing your favorite builds up to speed!
Other Improvements range from making the HV weight balancing more convenient (by adding smaller artificial weight blocks), removing purified water from our high-tech self-hydrating concrete to make it more affordable in the early game, up to giving faction members access to all terrain placeables.
Also important for our builders and engineers: the T2 Multitool got stronger, especially for the high end materials! No tedious grinding of Combat Steel anymore. But maybe you should now handle it with some extra care. ;-)
Have a look at the other tweaks and re-balancing changes below.
If you want to dive into "Empyrion - Galactic Survival" for the weekend, maybe with your friends that do not own the game yet, this is a good chance: we are on a 50% sale on Steam right now. Get your game key for $9.99 and have fun playing!
As always, we are looking forward to your feedback, while helping us to squash the remaining bugs. :)
Cheers and have a great Halloween weekend!
Empyrion Dev Team
Changelog: Alpha 4.1.0 (Build 677)
AMD improvements: - AMD maximum and minimum source quality now scaled relative to the savegames max-min deposit sizes for the selected difficulty level (before: fixed overall scale) - Added new animations to AMD: it now opens/closes the shields and rotates them - Animations + drill laser effect are only triggered when AMD is actually mining (thus you now see from far away whether AMD is active)
The AMD is now closed (Tier 2 and 3) and mining laser is switched off when it is not mining:
Console commands for managing blueprints: - Added new console cmd 'prefabinfo' to obtain detailed info about a BP that is in your BP library. You can now easily identify and replace the forbidden blocks. For example, sometimes there are old blocks in the prefabs that can render a blueprint red in the library. - You can now also replace single forbidden blocks as follows. Open the console and write: “replaceblocks [EntityID] [ForbiddenBlock] DummyBlock” (yes, we added a block called "DummyBlock"). Then just remove or swap the DummyBlock with a suitable device or block. Combined with the prefabinfo-command, this is the way to go in SURVIVAL, where you can not spawn RED blueprints for removing the forbidden blocks or run the BP Converter command. - BP Converter command update: Added old non-automated Large Constructor and Food Processor to "replaceblocks [EntityID] -alpha4" console command (+ adjusted their names to make clear they are obsolete blocks). Note: the command will update all blocks of the blueprint, but you first need to place it in the world in CREATIVE mode and get its EntityID. Just open the console and type in ID. Go close to your blueprint and note down the ID, which is shown in the info panel on top of the screen. - Added console cmd 'ents' to show all spawned entities
Now you can zoom in with your turrest using the scroll wheel: General improvements: - Added Zoom for turrets - Improved weapon shooting on all mounted weapons (SV / HV / CV): the weapons should now shoot accurately - try them out on your shooting range - Faction members can now access and pick up terrain placeable devices that have faction access allowed - When item menu (Creative or activated via console command) is open, items that are shift-clicked out of the toolbar are now put into trash. Note: Works only in creative mode (H-button) or when activated via console command in Survival mode. It does not happen when your player- or container inventory is open in survival mode! - Materials available in Output Area now count to "available resources" in template info - Advanced constructors now put any remaining intermediate products in its Inventory and not in Output grid - Added Hover Engine/Hover Booster info to Vessel Statistics Window for HV - Added info about "max consumption" of a vessel to control panel - Added 3 new artificial mass blocks for HV balancing: 250, 500, 1250 kg (de-activated 2500kg artificial mass block)
We adapted the light intensity on all starter prefabs:
General tweaks: - Tweaked multitool: It should now be much stronger (especially multitool T2) - handle with care when using it ;-) - Tweaked starter prefabs: * Adapted light intensity on all BA / CV + some SV to adapt to linear space * Added doors / shutter blocks to groups in control panel * Upgraded BA / CV with new blocks - Tweaked templates: Concrete Blocks do not need water anymore -> makes concrete much more attractive in beginning - Added 20 Unlock Points for completing the techtree - Tweaked hitpoints on building blocks: half HP for thin compared to full blocks - Tweaked templates and reduced craft time for some intermediate components - Tweaked model of CV Cockpit 2 (reduced size of console part) - Increased Moneycard value of ZIRAX/NPC drops - ATM: Withdraw is now limited to 50k credits per click (i.e., Each moneycard can only hold 50k credits) - Changed: Crushed stone can now be found in lower layers - but: reduced drop probability of it
The Multitool is now much stronger - handle with care:
Visuals: - Improved main hull texture: Reduced scratch effect and improved metallic look - Updated model of emergency o2 generator - Adjusted drill particles to better match day/night conditions - Enabled "deferred reflections" on all blocks - Updated several preview pictures - Adjusted colors of structural integrity SI Effect
Bug Fixes: - Fixed: Problem that turrets which were built below ground or filled up with terrain (e.g. fillertool) could shoot through mountains (now auto turrets do not shoot anymore if buried) - Fixed: Problem that Hover Engine/Booster were still activated even when switched off in Control Panel - Fixed: Infinite loop caused by repair block resulting in freezes, crashes and damaged save games - Fixed: Problem that terrain place-ables could be destroyed in PvE - Fixed: Error or Freeze when opening Inventory on MP and SP or when opening Player Setup (for some players with weak GPUs) => Overall Texture Resolution (except Character Model) is limited to "Half" if Video Memory is 1GB or Less => Texture Resolution of Character Models is limited to "Half" if Video Memory is 2GB or to "Quarter" if Video Memory is 1GB - Fixed: Problem that Epic Weapons could be sold in Market but not bought - Fixed: Problem that Repair Block was not colorable - Fixed: Problem that sometimes POIs were not nicely placed (ugly cutout of terrain) - Fixed: Vessels shooting themselves in 1st Person if weapons/cockpit is set back too far - Fixed: Problem that thrusters used power even when turned off - Fixed: Problem that map / radar icons of terrain placeables sometimes did not show properly on map - Fixed: Problem that it was not possible to blueprint structures with Alien Core in Creative mode anymore - Fixed: Shadow issue with stairs, elevators, shutter windows, railings (before these blocks did not take any shadow and were thus overbright) - Fixed: Colour issue on Preview/Block Placement with Stairs, Elevators, Shutter Windows, Railing, Walkways etc - Fixed: Exploit: food processor chain - create endless food (MP only) - Fixed: Problem that weapon hold position was different between Male and Female - Fixed: Problem that de-activated vessels had no updrift in water - Fixed: Problem that handheld weapons could also damage combat steel - Fixed: Problem that drill T1 and T2 could damage certain blocks and devices - Fixed: Destroying/removing item from group does not update group-item count display - Fixed: Problem that LCD Screens did not reliably save text when blueprinting - Fixed: Moneycard: can maximal hold 16959 credits: Any 999.999 will revert to the value when resuming/relogin - Fixed: Possible to move items via REGISTRY via STATISTICS -> Button Back button now returns to Registry when Statistics is opened via Registry - Fixed: Problem that it was possible to mine with SV weapons - Fixed: Atlas too small warning in console - Fixed: German Umlauts have no small letters - Fixed: Overbright light and wrong spotlight position on pistols and assault rifles - Fixed: Overbright light of Player drone and too small spotlight area - Fixed: Problem that CenterOfMass CoM Indicator was not always rendered "above" axis indicator - Fixed: Problem that old interior blocks were not grey but white (e.g. on starter BA Tier 2) - Fixed: Weapon hold animation on several weapons + reduced jittering (snipers + assault rifles) - Fixed: Problem that Sathium asteroids had no name tags anymore - Fixed: Problem that aiming with turret on an asteroid showed message "Currently occupied" - Fixed: Problem that Radar antenna was higher than block size of radar dish - Fixed: Problem that flare showed intensity and range in control panel even though they have no effect (now: intensity and range do not appear anymore for flares) - Fixed: Problem that shutter window and walkway ramp/railing did not show properly in SI shader - Fixed: Problem that ATM withdrawal box was not limited to 6 digits as 999999 is the maximum amount of a moneycard (higher amounts result in glitches) - Fixed: Problem with laser shots clipping into camera when very close - Fixed: Problem that HP of wood + concrete blocks did not show up in block info - Fixed: Several internal errors
Ready for the pre-Halloween Weekend with Empyrion - Galactic Survival? We finished version 4.1 with more refinements, tweaks and bugfixes just in time!
As the transition to Alpha 4 has caused some inevitable workload for updating blueprints and prefabs, we have added more functionality and a new command for bringing your favorite builds up to speed!
Other Improvements range from making the HV weight balancing more convenient (by adding smaller artificial weight blocks), removing purified water from our high-tech self-hydrating concrete to make it more affordable in the early game, up to giving faction members access to all terrain placeables.
Also important for our builders and engineers: the T2 Multitool got stronger, especially for the high end materials! No tedious grinding of Combat Steel anymore. But maybe you should now handle it with some extra care. ;-)
Have a look at the other tweaks and re-balancing changes below.
If you want to dive into "Empyrion - Galactic Survival" for the weekend, maybe with your friends that do not own the game yet, this is a good chance: we are on a 50% sale on Steam right now. Get your game key for $9.99 and have fun playing!
As always, we are looking forward to your feedback, while helping us to squash the remaining bugs. :)
Cheers and have a great Halloween weekend!
Empyrion Dev Team
Changelog: Alpha 4.1.0 (Build 677)
AMD improvements: - AMD maximum and minimum source quality now scaled relative to the savegames max-min deposit sizes for the selected difficulty level (before: fixed overall scale) - Added new animations to AMD: it now opens/closes the shields and rotates them - Animations + drill laser effect are only triggered when AMD is actually mining (thus you now see from far away whether AMD is active)
The AMD is now closed (Tier 2 and 3) and mining laser is switched off when it is not mining:
Console commands for managing blueprints: - Added new console cmd 'prefabinfo' to obtain detailed info about a BP that is in your BP library. You can now easily identify and replace the forbidden blocks. For example, sometimes there are old blocks in the prefabs that can render a blueprint red in the library. - You can now also replace single forbidden blocks as follows. Open the console and write: “replaceblocks [EntityID] [ForbiddenBlock] DummyBlock” (yes, we added a block called "DummyBlock"). Then just remove or swap the DummyBlock with a suitable device or block. Combined with the prefabinfo-command, this is the way to go in SURVIVAL, where you can not spawn RED blueprints for removing the forbidden blocks or run the BP Converter command. - BP Converter command update: Added old non-automated Large Constructor and Food Processor to "replaceblocks [EntityID] -alpha4" console command (+ adjusted their names to make clear they are obsolete blocks). Note: the command will update all blocks of the blueprint, but you first need to place it in the world in CREATIVE mode and get its EntityID. Just open the console and type in ID. Go close to your blueprint and note down the ID, which is shown in the info panel on top of the screen. - Added console cmd 'ents' to show all spawned entities
Now you can zoom in with your turrest using the scroll wheel: General improvements: - Added Zoom for turrets - Improved weapon shooting on all mounted weapons (SV / HV / CV): the weapons should now shoot accurately - try them out on your shooting range - Faction members can now access and pick up terrain placeable devices that have faction access allowed - When item menu (Creative or activated via console command) is open, items that are shift-clicked out of the toolbar are now put into trash. Note: Works only in creative mode (H-button) or when activated via console command in Survival mode. It does not happen when your player- or container inventory is open in survival mode! - Materials available in Output Area now count to "available resources" in template info - Advanced constructors now put any remaining intermediate products in its Inventory and not in Output grid - Added Hover Engine/Hover Booster info to Vessel Statistics Window for HV - Added info about "max consumption" of a vessel to control panel - Added 3 new artificial mass blocks for HV balancing: 250, 500, 1250 kg (de-activated 2500kg artificial mass block)
We adapted the light intensity on all starter prefabs:
General tweaks: - Tweaked multitool: It should now be much stronger (especially multitool T2) - handle with care when using it ;-) - Tweaked starter prefabs: * Adapted light intensity on all BA / CV + some SV to adapt to linear space * Added doors / shutter blocks to groups in control panel * Upgraded BA / CV with new blocks - Tweaked templates: Concrete Blocks do not need water anymore -> makes concrete much more attractive in beginning - Added 20 Unlock Points for completing the techtree - Tweaked hitpoints on building blocks: half HP for thin compared to full blocks - Tweaked templates and reduced craft time for some intermediate components - Tweaked model of CV Cockpit 2 (reduced size of console part) - Increased Moneycard value of ZIRAX/NPC drops - ATM: Withdraw is now limited to 50k credits per click (i.e., Each moneycard can only hold 50k credits) - Changed: Crushed stone can now be found in lower layers - but: reduced drop probability of it
The Multitool is now much stronger - handle with care:
Visuals: - Improved main hull texture: Reduced scratch effect and improved metallic look - Updated model of emergency o2 generator - Adjusted drill particles to better match day/night conditions - Enabled "deferred reflections" on all blocks - Updated several preview pictures - Adjusted colors of structural integrity SI Effect
Bug Fixes: - Fixed: Problem that turrets which were built below ground or filled up with terrain (e.g. fillertool) could shoot through mountains (now auto turrets do not shoot anymore if buried) - Fixed: Problem that Hover Engine/Booster were still activated even when switched off in Control Panel - Fixed: Infinite loop caused by repair block resulting in freezes, crashes and damaged save games - Fixed: Problem that terrain place-ables could be destroyed in PvE - Fixed: Error or Freeze when opening Inventory on MP and SP or when opening Player Setup (for some players with weak GPUs) => Overall Texture Resolution (except Character Model) is limited to "Half" if Video Memory is 1GB or Less => Texture Resolution of Character Models is limited to "Half" if Video Memory is 2GB or to "Quarter" if Video Memory is 1GB - Fixed: Problem that Epic Weapons could be sold in Market but not bought - Fixed: Problem that Repair Block was not colorable - Fixed: Problem that sometimes POIs were not nicely placed (ugly cutout of terrain) - Fixed: Vessels shooting themselves in 1st Person if weapons/cockpit is set back too far - Fixed: Problem that thrusters used power even when turned off - Fixed: Problem that map / radar icons of terrain placeables sometimes did not show properly on map - Fixed: Problem that it was not possible to blueprint structures with Alien Core in Creative mode anymore - Fixed: Shadow issue with stairs, elevators, shutter windows, railings (before these blocks did not take any shadow and were thus overbright) - Fixed: Colour issue on Preview/Block Placement with Stairs, Elevators, Shutter Windows, Railing, Walkways etc - Fixed: Exploit: food processor chain - create endless food (MP only) - Fixed: Problem that weapon hold position was different between Male and Female - Fixed: Problem that de-activated vessels had no updrift in water - Fixed: Problem that handheld weapons could also damage combat steel - Fixed: Problem that drill T1 and T2 could damage certain blocks and devices - Fixed: Destroying/removing item from group does not update group-item count display - Fixed: Problem that LCD Screens did not reliably save text when blueprinting - Fixed: Moneycard: can maximal hold 16959 credits: Any 999.999 will revert to the value when resuming/relogin - Fixed: Possible to move items via REGISTRY via STATISTICS -> Button Back button now returns to Registry when Statistics is opened via Registry - Fixed: Problem that it was possible to mine with SV weapons - Fixed: Atlas too small warning in console - Fixed: German Umlauts have no small letters - Fixed: Overbright light and wrong spotlight position on pistols and assault rifles - Fixed: Overbright light of Player drone and too small spotlight area - Fixed: Problem that CenterOfMass CoM Indicator was not always rendered "above" axis indicator - Fixed: Problem that old interior blocks were not grey but white (e.g. on starter BA Tier 2) - Fixed: Weapon hold animation on several weapons + reduced jittering (snipers + assault rifles) - Fixed: Problem that Sathium asteroids had no name tags anymore - Fixed: Problem that aiming with turret on an asteroid showed message "Currently occupied" - Fixed: Problem that Radar antenna was higher than block size of radar dish - Fixed: Problem that flare showed intensity and range in control panel even though they have no effect (now: intensity and range do not appear anymore for flares) - Fixed: Problem that shutter window and walkway ramp/railing did not show properly in SI shader - Fixed: Problem that ATM withdrawal box was not limited to 6 digits as 999999 is the maximum amount of a moneycard (higher amounts result in glitches) - Fixed: Problem with laser shots clipping into camera when very close - Fixed: Problem that HP of wood + concrete blocks did not show up in block info - Fixed: Several internal errors
We just released a new version where we integrated the promised manual console command to convert all blocks automatically. Please note that it is only necessary to convert the old blocks on BA / CV (thus the new command only works on these structures).
How to use the extended replaceblocks cmd: 1. Start a creative game 2. Spawn the blueprint you want to convert 3. Use console cmd "di" to show the id of the entity 4. Use console cmd "replaceblocks" as follows: replaceblocks <EntityID> -alpha4
We just released a new version where we integrated the promised manual console command to convert all blocks automatically. Please note that it is only necessary to convert the old blocks on BA / CV (thus the new command only works on these structures).
How to use the extended replaceblocks cmd: 1. Start a creative game 2. Spawn the blueprint you want to convert 3. Use console cmd "di" to show the id of the entity 4. Use console cmd "replaceblocks" as follows: replaceblocks <EntityID> -alpha4
We probably found the reason for the inventory crashes and the overall lagginess that experienced some players in Alpha 4. Thanks for all your feedback on this matter - it helped us to fix this problem!
The problems originated from the new UMA characters and the way how their textures are generated (remember you will soon be able to change armor and appearance of your character dynamically in game). For those that already operated at the limit regarding VRAM in pre-Alpha 4, the new UMA character setup was the "straw that broke the camel's back". To fix the problems, we have now reduced the resolution of the textures and force low-res textures on systems that have only 1GB of VRAM.
If you have 2GB of VRAM but you are still experiencing lags and crashes, please set the texture resolution to "half" in the video options.
CHANGELOG: Alpha 4.0.1 (Build 663)
Changes / Improvements: - Added check on opening Main Menu to force half texture resolution if VRam < 1500mb or DRam < 4500mb - Reduced resolution of UMA character textures
Bug Fixes: - Fixed: Wrong assigned texture on female helmet - Fixed: Colouring on female armour - Fixed: Blank menu/background texture on DX9 - Fixed: Preset selecting in options window
P.S. If you are experiencing problems with your blueprints in Alpha 4.0, please bear with us: in Alpha 4.0.2 we will introduce a manual console command that will convert all blocks for those blueprints that were spawned and saved in the experimental version in Builds 639 and 640. For more info, see: http://steamcommunity.com/app/383120/discussions/0/333656722972453685 Thus, we suggest to wait before you do the more than 50 replacement commands by hand.
We probably found the reason for the inventory crashes and the overall lagginess that experienced some players in Alpha 4. Thanks for all your feedback on this matter - it helped us to fix this problem!
The problems originated from the new UMA characters and the way how their textures are generated (remember you will soon be able to change armor and appearance of your character dynamically in game). For those that already operated at the limit regarding VRAM in pre-Alpha 4, the new UMA character setup was the "straw that broke the camel's back". To fix the problems, we have now reduced the resolution of the textures and force low-res textures on systems that have only 1GB of VRAM.
If you have 2GB of VRAM but you are still experiencing lags and crashes, please set the texture resolution to "half" in the video options.
CHANGELOG: Alpha 4.0.1 (Build 663)
Changes / Improvements: - Added check on opening Main Menu to force half texture resolution if VRam < 1500mb or DRam < 4500mb - Reduced resolution of UMA character textures
Bug Fixes: - Fixed: Wrong assigned texture on female helmet - Fixed: Colouring on female armour - Fixed: Blank menu/background texture on DX9 - Fixed: Preset selecting in options window
P.S. If you are experiencing problems with your blueprints in Alpha 4.0, please bear with us: in Alpha 4.0.2 we will introduce a manual console command that will convert all blocks for those blueprints that were spawned and saved in the experimental version in Builds 639 and 640. For more info, see: http://steamcommunity.com/app/383120/discussions/0/333656722972453685 Thus, we suggest to wait before you do the more than 50 replacement commands by hand.