Author Topic: Empyrion - News / Updates  (Read 6593 times)

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Alpha EXPERIMENTAL 10 - Release Candidate
« Reply #179 from previous page: June 12, 2019, 01:01:36 PM »

Alpha EXPERIMENTAL 10 - Release Candidate

Hi Galactic Survivalists!

As promised last week, we are releasing the Alpha 10 Release Candidate today!

This final step of the Experimental phase is, among other changes, taking into account your feedback on a few of the latest feature additions: the combined Color-Texture tool now allows texturing and coloring independent from each other again (please read below), the Zirax soldiers got another buff of their AI routines and those creators that want to deactivate base attacks on a given playfield can now do so.

Besides a lot of other refinements, changes and improvements, we made the O2 calculation more accurate (technically, we reduced the basis for the O2 calculation from 2m to 1m Voxels). For example, in the old 2m Voxel calculation, a thin wall block entirely blocked the O2 flow even though there was visually “empty space” in front of the wall. The new calculation will let the air flow past these kind of shapes from now on! In addition, we added a thin variant of the ventilator for more compact builds.

Please find all the updates, changes and bug fixes in the changelog below.

Please make use of the feedback threads in the Experimental forum and report any bug in the appropriate forum section over here: https://empyriononline.com/forums/#experimental-branch.33

For everyone waiting for an announcement of the public release date: rest assured, the Alpha 10 release is not that far away anymore. We will officially announce the release date for Alpha 10 tomorrow but we can already say that Alpha 10 will be released early next week.

Yours,

Emp Dev Team

======

CHANGELOG: Alpha EXPERIMENTAL 10.4.0 (Build 2498)

Improvements to combined Texture/Color Tool:

- When clicking on a texture or color with LMB, close window immediately (it is like the old behavior)
- When clicking on a texture or color with RMB, just select/highlight texture/color (do not close window)
- Separate color and texture preview in right-bottom corner (i.e. 2 preview slots, only color and only texture)
- Allow only texture and color mode:
(i) "Only texture" mode (keep current color) - when selecting left upper slot and choosing a texture
(ii) "Only color" mode (keep current texture) - when selecting left upper slot and choosing a color
- Restore default texture and color - when selecting left upper slot for both texture and color
- Add icon to left upper slots and also display in right-bottom corner (if either selected for color or texture)
- Replace function affects textures and colors based on selected items

Base Attack Update:
- Zirax soldiers are now attacking all turrets > priority is on sentries and turrets closer to the Zirax and those with higher damage

- Added 'BaseAttackCount' to playfield_static.yaml with a default value of 1 (see Example planet playfield for usage) > Determines whether there are base attacks on this playfield. 0 =  no base attacks, 1 = base attacks enabled (later the INT will determine the number of simultaneous base attacks on a playfield)
- Base attack is now triggered only on planets
- Adjusted "Last Attack Time" display to consistent string format.
- Added network sync when a BA attack was started in MP to also notify the clients
- Base Attack Scenario: spawn drop box over predefined drop location

O2 Update:
- More accurate O2 calculation in BA / CV (O2 is now calculated on 1 meter Voxels in BA and CV instead of 2 meter Voxels)

In this situation, the O2 flow would have been blocked. Now, O2 can circulate freely
- Added thin ventilator block

Other Changes:
- Updated model for legacy cockpit 07 > we will add an armored version for the public release of A10

- Added some more window shapes
- Display far away terrain changes now also in MP
- Faster flattening mode on handheld drill
- Increased damage of multitools to be equivalent to A9.7
- Removed Filler-Flatten Ammo from Creative Menu (not needed anymore)
- Increased Config.ecf number to 7 (please adapt your Config.ecf accordingly)
- Cockpit 1 (open) for SV/HV is now again 3 blocks high due to bad camera position on 2 blocks high cockpit. Cockpit 2 (open) is still 2 blocks high
- Ship controller: When auto-rotating a vessel to horizontal position with "O" key in pilot mode, the crosshair is reset to the center
- Ship controller: Slightly bigger crosshairs in pilot mode
- AI behavior refactoring and optimizations for faster loading and less stuttering

Updated EAH Tool:
https://empyriononline.com/threads/tool-emp-admin-helper-eah-free-v1-47-x.5771/page-57#post-312760

Enhanced ModApi:
- Implemented device locking so that, for example, not a player and a mod access the same container at the same time
- Added a lot of player data to IPlayer
- Added new containers to GetDeviceTypeNames(): "AmmoCntr", "Fridge" and "HarvestCntr"
- Added Fuel and Oxygen tank access to IStructure
- Added console command 'mod' to execute an optional 'ExecCommand' method in a loaded mod
- Enhanced ModApi's IStructure: added GetDockedStructures, Pilot, GetPassengers and more
- Legacy ModInterface: tagging log outputs to immediately see if a log line was issued by a mod and by which one

Bug Fixes:
- Fixed: Shield at 0% but not letting all damage through
- Fixed: Playfield parameters MapDistance, HudDistance don't work further than 500m
- Fixed: Mechanical Drill in the LootTables
- Fixed: Avatar legs can be seen clipping through cockpits when re-entering a cockpit in 3PV with the jetpack enabled
- Fixed: Zirax soldiers firing at sentries through wall
- Fixed: HeavyWindowPConnect could not be mirrored correctly
- Fixed: A structure's faction is not maintained after either changing window in the CP or closing & reopening it
- Fixed: Exception on dedi when spawning a BP with radar turret block
- Fixed: Some railing blocks had broken texture
- Fixed: CT Tool: Color mode of texture & color tool won't remain continuous until you have placed a texture
- Fixed: CT Tool: Color shown in the lower right preview is not correct
- Fixed: CT Tool: Replace mode of the texture & color tool only works for colors.
- Fixed: Regression that you could not overlap blocks any more with terrain reliable
- Fixed: Screen/display texture of constructor and other devices was always enabled (even without electricity)
- Fixed: Ship controller: Drill navigation mode can now be activated also by pressing Right Shift+O
- Fixed: Ship controller - Pilot mode crosshairs jiggle when using arrow keys
- Fixed: Ship controller - X and Y mouse sensitivity difference when rotating a ship
- Fixed: BoardingRamp2x4x6 did not display hitpoints
- Fixed: Not always able to destroy Radar Turret (collider problem)
Source: Alpha EXPERIMENTAL 10 - Release Candidate

 

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Save the Date: Release Date of Alpha 10 (June 17, 2019)
« Reply #180 on: June 13, 2019, 01:00:25 PM »

Save the Date: Release Date of Alpha 10 (June 17, 2019)


Hi Galactic Survivalists!

After four major Experimental releases during the last four weeks, we are very excited to reveal the planned date for the upcoming public release of Alpha 10:

June 17, 2019

Thank you so much for all the valuable feedback and bug reports during this intense Experimental phase.

For the remaining days until June 17, we will continue to work on polishing features and squashing more bugs.

Empyrion Dev Team
Source: Save the Date: Release Date of Alpha 10 (June 17, 2019)

 

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Alpha EXPERIMENTAL 10 - Release Candidate
« Reply #181 on: June 14, 2019, 11:27:26 PM »

Alpha EXPERIMENTAL 10 - Release Candidate

Update: June 14, 2019 (Build 2502)

Base Attack (Survival) Update:
- Increased impact of reputation on base attack probabilities
- Zirax soldiers will now consider which turret did a damage to the group, and they will protect against such turret as a group
- Added "Attack Difficulty" entry to Control Panel statistics for Base Attack probabilities

Base Attack (Scenario) Update:
- Added 3-6 HS blocks every second drop
- Increase re-capture timer by 30 seconds
- Drop resupply from a little lower to prevent collision misses with landing pad + drop position on landing pad

Ship Controller Update:
- Added more deco containers to weight calculation
- Slightly reduced the turn rate to match A9 behavior
- Pilot mode is now persistent for the player
- Added hotkey "Shift - i" to toggle pilot mode
- Added weight of fuel into the total mass of the ship
- Reduce the x-axis mouse sensitivity for HV

Changes:
- Set version number to "Alpha 10.0.0" for public release
- Jetpack state is now persistent
- Added armored version of cockpit 08
- Re-added legacy version of cockpit 08
- Added some documentation comments to IPda. Add documentation config file for PdaScript. Clean a couple warnings
- Allow to define new templates of existing items that don't have a template yet in Config.ecf
- Added shield state to console command 'shield'
- RCS Device (CV) can now be constructed in Large Constructor
- Mods: Implemented check if a Mod throws an exception during Game_Start / Init call and disabling mod in that case
- Debug O2: combining the debug O2 diamonds within air blocks + added culling of O2 diamonds for better performance
- Added culling for debug airtight blocks for better performance
- PdaScript: in-line documentation (part 1)

Bug Fixes:
- Fixed: O2 not working any more in HV/SV
- Fixed: [MP] Shield is regenerating after being hit
- Fixed: CT Tool: 2nd page of textures clear-slot does not work as expected
- Fixed: CT Tool: pages shown for texture symbols swap back and forth between 1/2 and 1/4
- Fixed: Problem that sometimes the base attack probabilities could be >100%
- Fixed: 'Sliced Corner A1 medium' & 'Wall double' when next to other blocks can make other blocks invisible
- Fixed: When textures & colors are put on Ramp low C 8th they can look darker than other blocks next to them
- Fixed: Exception during O2 calculation on large structures. Optimized O2 calculation.
- Fixed: Block Shapes: Textures Ramp A / C don't line up
- Fixed: Block Shapes: Cube round transition graphical glitch
- Fixed: Block Shapes: Beam and CubeEighth UV issue
- Fixed: Block Shapes: Wall edge + wall sloped corner texture glitch
- Fixed: ForceField Placed Horizontally not AirTight
- Fixed: Thin Ventilator was not airtight
- Fixed: Exception in BAISensorVision.ScanForEntities
- Fixed: Trapdoor disappeared too early (too early culling)
- Fixed: Base Attack Scenario - timer reset function in TimerAction
- Fixed: Exception when applying replace mode to plastic blocks.
- Fixed: CP ToolTips Wrong

=========

Hi Galactic Survivalists!

As promised last week, we are releasing the Alpha 10 Release Candidate today!

This final step of the Experimental phase is, among other changes, taking into account your feedback on a few of the latest feature additions: the combined Color-Texture tool now allows texturing and coloring independent from each other again (please read below), the Zirax soldiers got another buff of their AI routines and those creators that want to deactivate base attacks on a given playfield can now do so.

Besides a lot of other refinements, changes and improvements, we made the O2 calculation more accurate (technically, we reduced the basis for the O2 calculation from 2m to 1m Voxels). For example, in the old 2m Voxel calculation, a thin wall block entirely blocked the O2 flow even though there was visually “empty space” in front of the wall. The new calculation will let the air flow past these kind of shapes from now on! In addition, we added a thin variant of the ventilator for more compact builds.

Please find all the updates, changes and bug fixes in the changelog below.

Please make use of the feedback threads in the Experimental forum and report any bug in the appropriate forum section over here: https://empyriononline.com/forums/#experimental-branch.33

For everyone waiting for an announcement of the public release date: rest assured, the Alpha 10 release is not that far away anymore. We will officially announce the release date for Alpha 10 tomorrow but we can already say that Alpha 10 will be released early next week.

Yours,

Emp Dev Team

======

CHANGELOG: Alpha EXPERIMENTAL 10.4.0 (Build 2498)

Improvements to combined Texture/Color Tool:

- When clicking on a texture or color with LMB, close window immediately (it is like the old behavior)
- When clicking on a texture or color with RMB, just select/highlight texture/color (do not close window)
- Separate color and texture preview in right-bottom corner (i.e. 2 preview slots, only color and only texture)
- Allow only texture and color mode:
(i) "Only texture" mode (keep current color) - when selecting left upper slot and choosing a texture
(ii) "Only color" mode (keep current texture) - when selecting left upper slot and choosing a color
- Restore default texture and color - when selecting left upper slot for both texture and color
- Add icon to left upper slots and also display in right-bottom corner (if either selected for color or texture)
- Replace function affects textures and colors based on selected items

Base Attack Update:
- Zirax soldiers are now attacking all turrets > priority is on sentries and turrets closer to the Zirax and those with higher damage

- Added 'BaseAttackCount' to playfield_static.yaml with a default value of 1 (see Example planet playfield for usage) > Determines whether there are base attacks on this playfield. 0 =  no base attacks, 1 = base attacks enabled (later the INT will determine the number of simultaneous base attacks on a playfield)
- Base attack is now triggered only on planets
- Adjusted "Last Attack Time" display to consistent string format.
- Added network sync when a BA attack was started in MP to also notify the clients
- Base Attack Scenario: spawn drop box over predefined drop location

O2 Update:
- More accurate O2 calculation in BA / CV (O2 is now calculated on 1 meter Voxels in BA and CV instead of 2 meter Voxels)

In this situation, the O2 flow would have been blocked. Now, O2 can circulate freely
- Added thin ventilator block

Other Changes:
- Updated model for legacy cockpit 07 > we will add an armored version for the public release of A10

- Added some more window shapes
- Display far away terrain changes now also in MP
- Faster flattening mode on handheld drill
- Increased damage of multitools to be equivalent to A9.7
- Removed Filler-Flatten Ammo from Creative Menu (not needed anymore)
- Increased Config.ecf number to 7 (please adapt your Config.ecf accordingly)
- Cockpit 1 (open) for SV/HV is now again 3 blocks high due to bad camera position on 2 blocks high cockpit. Cockpit 2 (open) is still 2 blocks high
- Ship controller: When auto-rotating a vessel to horizontal position with "O" key in pilot mode, the crosshair is reset to the center
- Ship controller: Slightly bigger crosshairs in pilot mode
- AI behavior refactoring and optimizations for faster loading and less stuttering

Updated EAH Tool:
https://empyriononline.com/threads/tool-emp-admin-helper-eah-free-v1-47-x.5771/page-57#post-312760

Enhanced ModApi:
- Implemented device locking so that, for example, not a player and a mod access the same container at the same time
- Added a lot of player data to IPlayer
- Added new containers to GetDeviceTypeNames(): "AmmoCntr", "Fridge" and "HarvestCntr"
- Added Fuel and Oxygen tank access to IStructure
- Added console command 'mod' to execute an optional 'ExecCommand' method in a loaded mod
- Enhanced ModApi's IStructure: added GetDockedStructures, Pilot, GetPassengers and more
- Legacy ModInterface: tagging log outputs to immediately see if a log line was issued by a mod and by which one

Bug Fixes:
- Fixed: Shield at 0% but not letting all damage through
- Fixed: Playfield parameters MapDistance, HudDistance don't work further than 500m
- Fixed: Mechanical Drill in the LootTables
- Fixed: Avatar legs can be seen clipping through cockpits when re-entering a cockpit in 3PV with the jetpack enabled
- Fixed: Zirax soldiers firing at sentries through wall
- Fixed: HeavyWindowPConnect could not be mirrored correctly
- Fixed: A structure's faction is not maintained after either changing window in the CP or closing & reopening it
- Fixed: Exception on dedi when spawning a BP with radar turret block
- Fixed: Some railing blocks had broken texture
- Fixed: CT Tool: Color mode of texture & color tool won't remain continuous until you have placed a texture
- Fixed: CT Tool: Color shown in the lower right preview is not correct
- Fixed: CT Tool: Replace mode of the texture & color tool only works for colors.
- Fixed: Regression that you could not overlap blocks any more with terrain reliable
- Fixed: Screen/display texture of constructor and other devices was always enabled (even without electricity)
- Fixed: Ship controller: Drill navigation mode can now be activated also by pressing Right Shift+O
- Fixed: Ship controller - Pilot mode crosshairs jiggle when using arrow keys
- Fixed: Ship controller - X and Y mouse sensitivity difference when rotating a ship
- Fixed: BoardingRamp2x4x6 did not display hitpoints
- Fixed: Not always able to destroy Radar Turret (collider problem)
Source: Alpha EXPERIMENTAL 10 - Release Candidate

 

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Alpha EXPERIMENTAL 10 - Release Candidate
« Reply #182 on: June 16, 2019, 07:02:23 PM »

Alpha EXPERIMENTAL 10 - Release Candidate

UPDATE: June 16, 2019 (Build 2504)

Changes:
- Implemented: In 'Salvage' mode MultiTool and SurvivalTool now return a random set of top-level items (instead of deconstructing fractions of a top-level item to lower level items)
- Added ability that an open door/hangar door will be used by AI and considered as "open space" to path through it
- Slightly increased base attack difficulty for low levels
- Reduced reload time of player sentry turrets
- Increased resolution of screens on O2 Station
- Bring back old Asteroid Ring blueprint (use "AsteroidFieldRingOld" in playfield.yaml)
- Better highlight of active toolbar slot
- Don't show reputation warning message when trying to open container or pickup plants from Alien or Admin factions
- Allowing to create a blueprint from any structure in survival if godmode invisible is enabled

Bug Fixes:
- Fixed Exploit: Logistic dupe outside of WiFi range
- Fixed: Zirax soldiers did not change targets correctly when attacking sentries in a base attack
- Fixed: New asteroid ring did not take into account rotation from playfield.yaml
- Fixed: possible exception when opening Sector Map.

==========

Update: June 14, 2019 (Build 2502)

Base Attack (Survival) Update:
- Increased impact of reputation on base attack probabilities
- Zirax soldiers will now consider which turret did a damage to the group, and they will protect against such turret as a group
- Added "Attack Difficulty" entry to Control Panel statistics for Base Attack probabilities

Base Attack (Scenario) Update:
- Added 3-6 HS blocks every second drop
- Increase re-capture timer by 30 seconds
- Drop resupply from a little lower to prevent collision misses with landing pad + drop position on landing pad

Ship Controller Update:
- Added more deco containers to weight calculation
- Slightly reduced the turn rate to match A9 behavior
- Pilot mode is now persistent for the player
- Added hotkey "Shift - i" to toggle pilot mode
- Added weight of fuel into the total mass of the ship
- Reduce the x-axis mouse sensitivity for HV

Changes:
- Set version number to "Alpha 10.0.0" for public release
- Jetpack state is now persistent
- Added armored version of cockpit 08
- Re-added legacy version of cockpit 08
- Added some documentation comments to IPda. Add documentation config file for PdaScript. Clean a couple warnings
- Allow to define new templates of existing items that don't have a template yet in Config.ecf
- Added shield state to console command 'shield'
- RCS Device (CV) can now be constructed in Large Constructor
- Mods: Implemented check if a Mod throws an exception during Game_Start / Init call and disabling mod in that case
- Debug O2: combining the debug O2 diamonds within air blocks + added culling of O2 diamonds for better performance
- Added culling for debug airtight blocks for better performance
- PdaScript: in-line documentation (part 1)

Bug Fixes:
- Fixed: O2 not working any more in HV/SV
- Fixed: [MP] Shield is regenerating after being hit
- Fixed: CT Tool: 2nd page of textures clear-slot does not work as expected
- Fixed: CT Tool: pages shown for texture symbols swap back and forth between 1/2 and 1/4
- Fixed: Problem that sometimes the base attack probabilities could be >100%
- Fixed: 'Sliced Corner A1 medium' & 'Wall double' when next to other blocks can make other blocks invisible
- Fixed: When textures & colors are put on Ramp low C 8th they can look darker than other blocks next to them
- Fixed: Exception during O2 calculation on large structures. Optimized O2 calculation.
- Fixed: Block Shapes: Textures Ramp A / C don't line up
- Fixed: Block Shapes: Cube round transition graphical glitch
- Fixed: Block Shapes: Beam and CubeEighth UV issue
- Fixed: Block Shapes: Wall edge + wall sloped corner texture glitch
- Fixed: ForceField Placed Horizontally not AirTight
- Fixed: Thin Ventilator was not airtight
- Fixed: Exception in BAISensorVision.ScanForEntities
- Fixed: Trapdoor disappeared too early (too early culling)
- Fixed: Base Attack Scenario - timer reset function in TimerAction
- Fixed: Exception when applying replace mode to plastic blocks.
- Fixed: CP ToolTips Wrong

=========

Hi Galactic Survivalists!

As promised last week, we are releasing the Alpha 10 Release Candidate today!

This final step of the Experimental phase is, among other changes, taking into account your feedback on a few of the latest feature additions: the combined Color-Texture tool now allows texturing and coloring independent from each other again (please read below), the Zirax soldiers got another buff of their AI routines and those creators that want to deactivate base attacks on a given playfield can now do so.

Besides a lot of other refinements, changes and improvements, we made the O2 calculation more accurate (technically, we reduced the basis for the O2 calculation from 2m to 1m Voxels). For example, in the old 2m Voxel calculation, a thin wall block entirely blocked the O2 flow even though there was visually “empty space” in front of the wall. The new calculation will let the air flow past these kind of shapes from now on! In addition, we added a thin variant of the ventilator for more compact builds.

Please find all the updates, changes and bug fixes in the changelog below.

Please make use of the feedback threads in the Experimental forum and report any bug in the appropriate forum section over here: https://empyriononline.com/forums/#experimental-branch.33

For everyone waiting for an announcement of the public release date: rest assured, the Alpha 10 release is not that far away anymore. We will officially announce the release date for Alpha 10 tomorrow but we can already say that Alpha 10 will be released early next week.

Yours,

Emp Dev Team

======

CHANGELOG: Alpha EXPERIMENTAL 10.4.0 (Build 2498)

Improvements to combined Texture/Color Tool:

- When clicking on a texture or color with LMB, close window immediately (it is like the old behavior)
- When clicking on a texture or color with RMB, just select/highlight texture/color (do not close window)
- Separate color and texture preview in right-bottom corner (i.e. 2 preview slots, only color and only texture)
- Allow only texture and color mode:
(i) "Only texture" mode (keep current color) - when selecting left upper slot and choosing a texture
(ii) "Only color" mode (keep current texture) - when selecting left upper slot and choosing a color
- Restore default texture and color - when selecting left upper slot for both texture and color
- Add icon to left upper slots and also display in right-bottom corner (if either selected for color or texture)
- Replace function affects textures and colors based on selected items

Base Attack Update:
- Zirax soldiers are now attacking all turrets > priority is on sentries and turrets closer to the Zirax and those with higher damage

- Added 'BaseAttackCount' to playfield_static.yaml with a default value of 1 (see Example planet playfield for usage) > Determines whether there are base attacks on this playfield. 0 =  no base attacks, 1 = base attacks enabled (later the INT will determine the number of simultaneous base attacks on a playfield)
- Base attack is now triggered only on planets
- Adjusted "Last Attack Time" display to consistent string format.
- Added network sync when a BA attack was started in MP to also notify the clients
- Base Attack Scenario: spawn drop box over predefined drop location

O2 Update:
- More accurate O2 calculation in BA / CV (O2 is now calculated on 1 meter Voxels in BA and CV instead of 2 meter Voxels)

In this situation, the O2 flow would have been blocked. Now, O2 can circulate freely
- Added thin ventilator block

Other Changes:
- Updated model for legacy cockpit 07 > we will add an armored version for the public release of A10

- Added some more window shapes
- Display far away terrain changes now also in MP
- Faster flattening mode on handheld drill
- Increased damage of multitools to be equivalent to A9.7
- Removed Filler-Flatten Ammo from Creative Menu (not needed anymore)
- Increased Config.ecf number to 7 (please adapt your Config.ecf accordingly)
- Cockpit 1 (open) for SV/HV is now again 3 blocks high due to bad camera position on 2 blocks high cockpit. Cockpit 2 (open) is still 2 blocks high
- Ship controller: When auto-rotating a vessel to horizontal position with "O" key in pilot mode, the crosshair is reset to the center
- Ship controller: Slightly bigger crosshairs in pilot mode
- AI behavior refactoring and optimizations for faster loading and less stuttering

Updated EAH Tool:
https://empyriononline.com/threads/tool-emp-admin-helper-eah-free-v1-47-x.5771/page-57#post-312760

Enhanced ModApi:
- Implemented device locking so that, for example, not a player and a mod access the same container at the same time
- Added a lot of player data to IPlayer
- Added new containers to GetDeviceTypeNames(): "AmmoCntr", "Fridge" and "HarvestCntr"
- Added Fuel and Oxygen tank access to IStructure
- Added console command 'mod' to execute an optional 'ExecCommand' method in a loaded mod
- Enhanced ModApi's IStructure: added GetDockedStructures, Pilot, GetPassengers and more
- Legacy ModInterface: tagging log outputs to immediately see if a log line was issued by a mod and by which one

Bug Fixes:
- Fixed: Shield at 0% but not letting all damage through
- Fixed: Playfield parameters MapDistance, HudDistance don't work further than 500m
- Fixed: Mechanical Drill in the LootTables
- Fixed: Avatar legs can be seen clipping through cockpits when re-entering a cockpit in 3PV with the jetpack enabled
- Fixed: Zirax soldiers firing at sentries through wall
- Fixed: HeavyWindowPConnect could not be mirrored correctly
- Fixed: A structure's faction is not maintained after either changing window in the CP or closing & reopening it
- Fixed: Exception on dedi when spawning a BP with radar turret block
- Fixed: Some railing blocks had broken texture
- Fixed: CT Tool: Color mode of texture & color tool won't remain continuous until you have placed a texture
- Fixed: CT Tool: Color shown in the lower right preview is not correct
- Fixed: CT Tool: Replace mode of the texture & color tool only works for colors.
- Fixed: Regression that you could not overlap blocks any more with terrain reliable
- Fixed: Screen/display texture of constructor and other devices was always enabled (even without electricity)
- Fixed: Ship controller: Drill navigation mode can now be activated also by pressing Right Shift+O
- Fixed: Ship controller - Pilot mode crosshairs jiggle when using arrow keys
- Fixed: Ship controller - X and Y mouse sensitivity difference when rotating a ship
- Fixed: BoardingRamp2x4x6 did not display hitpoints
- Fixed: Not always able to destroy Radar Turret (collider problem)
Source: Alpha EXPERIMENTAL 10 - Release Candidate

 

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Alpha 10: Out Now!
« Reply #183 on: June 17, 2019, 04:54:55 PM »

Alpha 10: Out Now!

Hi Galactic Survivalists!

After more than 4 weeks in Experimental phase, we are very excited to release Alpha 10 to the public branch today!

Thanks to all Experimental testers, who helped with tracking down bugs and who sent in their feedback over the past weeks, we managed to greatly improve the initial feature releases.

Here is a short overview of the main features of Alpha 10:
- Polarized hull shields
- More than 100 new building block shapes
- Increased mining speed and improved drill handling
- New base attack & AI improvements (including a standalone Base Attack Scenario)
- Combined color and texture tool
- New movement controller mode for vessels
- New multiplayer chat
- Increased texture resolution of our 3d models

When looking at the overview and the full changelog below (with a LOT more changes, improvements and bug fixes), you will notice that we introduced several “first time” features and some gameplay changes. We are aware of the fact that this might lead to some relearning of mechanics, which can be inconvenient for everyone that is used to a certain play-style. However, the goal of the Alpha phase is still to add, change and introduce large feature updates.

Thanks a lot in advance to keep this in mind when playing Alpha 10. Said that, especially the new Base Attack (including a significant AI update for NPC ground troops) and the Modding API are additions that will still evolve over time. That’s why we value your feedback on ANY of the game topics and try to incorporate ideas and suggestions wherever possible and we hope everyone will continue to do so with the public release.

Please check out Alpha 10 and make good use of the Feedback forum: https://empyriononline.com/forums/faq-feedback.25/

Of course, please also report any bug or issue with Alpha 10 in the bug forum: https://empyriononline.com/forums/bugs.24/

Have fun playing Alpha 10!

Yours,

Empyrion Dev Team

=====

CHANGELOG: Alpha 10.0.0 (Build 2504)

MAJOR FEATURES:

1. Shields
- Added polarized hull shield for vessels and bases

Hitting a shield-protected base
- Added shield generator (Pentaxid is required to charge the shield and energy is needed to power the shield)

- Added shield info to Control Panel and shortcut button “Shield” to the GENERAL window to switch on/off shield. In addition, shield can be switched  on/off via hotkey “X” (default key can be remapped)
- While shield is active, you cannot place any new blocks on the structure or warp jump with your vessel
- Allow Warp Drive Tank also on HV (now renamed into Pentaxid Tank)
- Pentaxid Tanks now accept stacks of Pentaxid (instead of single items only)

2. More than 100 New Building Block Shapes
- Added more than 100 new building shapes

Some of the new shapes
- Added tabbed block shapes menu for easier selection

- Added BlockShapesWindow.ecf for your very own custom block shape menu sorting and configuration

3. Increased Mining Speed and Improved Drill Handling
- Significantly increased drill speed so that terrain is now removed much faster (less grinding)
- Faster resource gathering (less grinding)
- Improved drill mode (removes terrain as a semi-sphere) so that you can cut out tunnels more nicely

- Merged resource drill and stone drill mode into one mode for all drills + survival tool
- Improved fixed drill mode for HVs

The underground handling of HVs is now significantly easier: you can dig very nice straight tunnels with your HV (to activate drill mode, press SHIFT+O)


When your HV is in the fixed drill mode, you can now use W/A/S/D, the arrow keys and the mouse to precisely navigate. In addition, pressing LMB while in the fixed drill model will enable auto mode of your drills so you do not need to keep LMB pressed

> For more changes to drilling and mining, see the additional changelog below.

4. New Base Attack & AI Improvements 
- Zirax ground troops can now invade player bases

Zirax attacking a base

- Zirax Ground troops have 2 types of special weapons: Demolition Tool (cuts through ANY material) and Remote Hacking Device (can hack/replace a core remotely)

The demolition tool in action


The remote hacking device in action

- Added several rules and parameters for base attack probability calculation: the probability that your base is attacked now depends on your reputation vs Zirax as well as the location, energy footprint and size of your base
- Base attack coefficients can be seen for each base in statistics page of Control Panel (as well as expected difficulty of next base attack + time of last base attack)
- Allow also NPC bases that were captured by the player to be attacked subsequently by Zirax
- Zirax soldiers consider which turret did a damage to the group and they will protect against such turret as a group
- If there is already an ongoing base attack, we then do not launch another attack (avoids multiple simultaneous base attacks on a server)

5. Color-Texture Tool
- Added new tool that combines texturing and coloring

Instead of applying first the new texture, then changing to the color tool and choosing the new color....

....you can now just choose a texture and color at the same time and the apply both with one click:

> When clicking on a texture or color with LMB, close window immediately (it is like the old behavior)
> When clicking on a texture or color with RMB, just select/highlight texture/color (do not close window)
> Separate color and texture preview in right-bottom corner (i.e. 2 preview slots, only color and only texture)

- Only texture and color mode:
(i)  "Only texture" mode (keep current color) - when selecting left upper slot and choosing a texture
(ii) "Only color" mode (keep current texture) - when selecting left upper slot and choosing a color
> Restore default texture and color - when selecting left upper slot for both texture and color
> Added icon to left upper slots and also display in right-bottom corner (if either selected for color or texture)
> Replace function affects textures and colors based on selected items

6. New Movement Controller Mode for Vessels:
- Added a new "mouse pointer" directional behavior for controlling your vessels (aka "Pilot Mode")
- Pilot mode can be enabled
- Added hotkey  to toggle pilot mode

How it works:
- If your mouse pointer (i.e., the circle) is in the center crosshair, your vessel just goes straight forward

- If your mouse pointer moves out of the center crosshair, the vessel will keep turning "at the direction" your mouse is pointing, and keeps turning in that direction until the mouse is "again", in the center

- The further your mouse pointer is away from the center crosshair, the faster your vessel turns
- You can switch this mode on/off via the Control Panel or via hotkey "Shift + I"

7. New Multiplayer Chat

- Added new chat system with tabs and many convenience features
- Chat now has an auto-complete popup list for names / factions (use Up, Down, PgUp, PgDown and Enter to control)
- Shows Alliance channel messages
- Chat input field scrolls with long texts
- Added 'new messages' indicator per channel
- Added cycling through Tabs with CTRL + Left/Right
- Added "/clr" chat command to clear a chat channel
- Added separator to show what messages are new

8. Increased Texture Resolution:
- Thanks to Unity 2018.3, we are now able to use ‘Texture Streaming’

We increased the resolution of all textures for our 3d models:

=====

ADDITIONAL FEATURES:

Building & Templates:
- Added volumetric lights to player suit light, growlight, flashlight, motorbike and all spotlights (eg vessel spotlights or base lights when used in spotlight mode)


- Updated color masks on most devices to have better coloring (no un-colorable gray parts anymore)
- Added new cockpit


- Added new heavy window shapes


- Added large drill module for HVs

- Added thin ventilator block (more variants planned)

- Added new Asteroid Ring to space playfields (scenario creators might need to update the position for voxel asteroids if they are handplaced). You can still use old Asteroid Ring via "AsteroidFieldRingOld" in playfield.yaml

- Added more variants for Boarding Ramps, Hangar Doors, Shutter Doors and Shutter Ramps
- Allow to place Boarding Ramps now also on Bases
- Added 4 new CV Containers

- Added more variants to Armored Doors

- Added new deco Antenna Blocks
- Deco devices (antenna, pipes, etc) from group DecoVesselBlocks are now also placeable on bases > renamed into "General Devices (Deco)"
- Replaced all Zirax weapon models with higher quality versions (same for Polaris Assault Cyborg)
- Updated models of Constructors, De-Constructor, Power Generators (BA,CV), Fuel/O2 Tanks (BA,CV), Oxygen Station (BA,CV), Medic and Cloner Station (BA,CV), Portal and Water Generator

- Cockpit 2 (open) for SV/HV is now 2 blocks high for sleeker SV/HV designs
- Added new "Repository" deco block (under Deco group)
- Added human trader "TraderHuman"
- Moved ScifiChair to front (better combination possibility with table)
- Renamed many block shapes for consistency (no impact on save games)

Gameplay Improvements:
- Updated drone colliders to have more "weak" spots > emissive areas on drones (head multipliers will apply)
- Allow upgrading device when needed material is in connected inventory/container
- Shotguns can now destroy enemy spawner pads
- Added weight of fuel into the total mass of the ship
- Added more deco containers to weight calculation
- Implemented: In 'Salvage' mode MultiTool and SurvivalTool now return a random set of top-level items (instead of deconstructing fractions of a top-level item to lower level items)
- Removed Recoil from Salvage Mode of Survival Tool
- Added possibility to upgrade growing pots: Wood > Cement > Steel
- Auto level player when near water line to avoid being in an in-between state above/below water
- Slightly increased gun elevation for Turret Cannon and Flak as well as increased gun depression for Sentry Guns

NPC Factions:
- When opening a container of a NPC faction, now a warning popup appears to indicate that opening the container will result in a drop of reputation
- When now destroying an NPC block/device, reputation behaves as with attacking an NPC or opening container > reputation falls to neutral and with repeated action then to unfriendly
- Don't show reputation warning message when trying to open container or pickup plants from Alien (Aln) or Admin (Adm) factions

Global Handling & Game Feedback:
- Jetpack state is now persistent
- Added new plant growing messages (no oxygen, temperature not adequate, radiation too high, no light) to better indicate why a plant is not growing
- Allow godmode in creative mode with G (no console cmd needed anymore)
- Drone types are now differentiated by color (Minigun = blue, Rocket = red)
- Do not display dead enemy drone units (red blips) in maps anymore
- Better highlight of active toolbar slot
- Allowing to create a blueprint from any structure in survival if godmode invisible is enabled
- Added info to status effect (displayed after certain time) into which other status effect it will evolve if not treated otherwise
- Drilling: added message when trying to drill bedrock or any terrain layer that is too hard for the driller
- Drilling: added message when hitting not destructible terrain with the drill
- Cockpit: allowing to turn head for 150° in FPV mode for some cockpits (old was 75°) to better look back

AI & NPCs:
- Added ability that an open door/hangar door will be used by AI and considered as "open space" to path through it
- Improved AI behavior of Talon, Alien Civilians and Assault Cyborg
- AI behavior refactoring and optimizations for faster loading and less stuttering

Base Attack Scenario:
- We added a first iteration of a pure base attack scenario
- You will start in a base on a planet that is under attack. The Zirax launch waves of base attacks
- Your goal is to survive as long as possible
- The base attack scenario is intended for SP and COOP

Improved O2 Calculation:
- More accurate O2 calculation in BA / CV (O2 is now calculated on 1 meter Voxels in BA and CV instead of 2 meter Voxels)

In this situation, the O2 flow would have been blocked. Now, O2 can circulate freely

Drilling / Mining Update (continued):
- Displaying angle of inclination with respect to horizontal position > so you can drill tunnels very accurately now
- Possible to use WSAD, arrow keys and mouse when in HV fixed mode
- Added Drill mode to Survival Tool, so you can now also dig holes and drill with this tool
- Removed Mechanical Drill T1; Survival Tool will take its place (with 5m range for the drill mode) - adapted PDA, playfield.yaml, templates etc (renamed “Drill T2” into “Drill”)
- Rebalanced: Survival Tool, Drill T2, Epic Drill, Debug Drill
- Added fine drill mode for Drill and Epic Drill
- Flattening mode now uses new drill mode and thus is now very fast in flattening areas
- Stronger filler mode for faster filling of terrain
- Added new drill mode to all vessel-based drill (but without projector HUD element)
- Switched ordering of drill modes on handheld Drill and Epic Drill
- Handheld Drill and Epic Drill: Each mode now has a visually slightly different particle effect
- Added better muzzle flash to Survival Tool, Drill and Epic Drill
- Improved filler mode on drill: Updated filler texture and improved blending/usage
- Removes terrain as a whole semi-sphere instead of small voxels (= significantly fewer terrain-updates per m³ changed = CPU saving and network traffic)
- Added first iteration of resource material progression
* Tier I: Iron, Silicon, Copper, Promethium
* Tier II: Cobalt, Magnesium, Gold, Neodymium, Sathium
* Tier III: Erestrum, Zascosium, Pentaxid

Improved Game Start for Random Default Scenario:
- Several convenience improvements
- More rock resources in starter biome
- Added "Base Starter" to Personal Container of Wreckage
- Overall more resource deposits (+ added 1 gold resource deposit for special discovery)
- Wreckage spawns now closer to start area
- Improved deco distribution, added more biomes
- Better biome spawning of creatures

Robinson Protocol Improvements:
- Better player guidance
- Updated information given for some PDA Info descriptions (f.ex. Vessel-Build descriptions)
- Crushed Stone now also completes rock mining
- Added reference of Empyriopedia (Doctors Journal, Biologist Guide) in appropriate places
- Updated formatting
- Removed info-reference about arid playfield in temperate playfield robinson protocol mission

Updated Epic Weapons:
- Assault Rifle (Epic): Increased DMG, Increased Reload Time
- EM Pulse Rifle (Epic): Renamed from Pulse Rifle (Epic), Increased DMG, Increased Reload Time, Small DMG to shields
- Laser Minigun (Epic): Small DMG to shields
- Heavy Sniper Rifle (Epic): Renamed from Epic Sniper Rifle; Significantly increased DMG; Increased Reload Time; Now uses Railgun Bullet; Small damage to HS and CS blocks
- Sniper, Sniper T2: Increased DMG
- Plasma Rifle (Epic); Renamed from Epic Laser Rifle; Increased DMG, Increased DMG vs. Shields; Increased Reload Time
- All Epic weapons: adjusted Rate of Fire

Global Balancing & Progression:
- Increased range of Repair Bay and improved Repair-2-Template activation process
- RCS Device (CV) can now be constructed in Large Constructor
- Reduced reload time of player sentry turrets
- Adjusted mass, energyIn and hitpoints of Cockpits
- Full rebalancing of mass and hitpoints of Doors, Boarding Ramps, Shutter Doors and Hangar Doors (Weight and HP now grow with size; Increased HP significantly for lager variants)
- Globally adjusted mass and hitpoints for Shutters and Ramp groups
- Adjusted volume for Shutter and Armored Door groups
- Balancing damage on survival tool (lower dmg), multitool and tool turrets (higher dmg) for Deconstruct and Disassemble modes
- Rebalanced Zirax Minigun: stronger against turrets and other devices
- Techtree tweaks: SV can now be built at level 5, CV can now be built at level 7 (before there were some inconsistencies)
- Significantly reduced damage of rocket drones on player
- Increased health gain from Bandages
- Increased hitpoints of SV and CV Thrusters and Jet-Thrusters
- Increased SU of some deco blocks (Furniture and tech block that should visually have a bigger inventory)
- Added VolumeCapacity to ContainerPersonal
- Increased HP of Troop Transport
- Reduced attack damage of Alien Bugs 02, 03 and 04

Rebalanced Handheld Weapons:
- All values are now calculated in a consistent manner: T2 = x% better than T1, Epic = x% Better than T2
Global Value Changes in %: (T1 vs. T2; T2 vs. Epic)
> Degradation: -25%; -35%
> RoF: +15%; +15%
> Range: +10%; +20%
> Bullet Spread: -25%; -50%
> Recoil: -20%; -40%
> Magazine Size: +40%; +60%
> Reload Time: -5%; -15%
> Damage: +15%; +30%
Exceptions: Epic Rocket Launcher and Epic Plasma Cannon do have non-calculated values for reload time (higher), magazine size (fixed to 3) and RoF (fast).

PDA Improvements:
- Added possibility to script a PDA in C# (added in-line documentation - part 1)
- Added some documentation comments to IPda. Added documentation config file for PdaScript
- Added possibility to hide Action Titles in the HUD
- Reduced time before autostarting PDA when spawning in a structure from 5 to 1.5.
- Resized dialog box to height instead of width for very long messages
- NearUnit check now more flexible for designers. Wait up to 3 seconds for structures to load to find Unit blocks when unloading proxy entities.

Playfields & Creation:
- Added new lava planet: LavaNascent


- Implemented faction dropdown for Traders: you can now set the trader to a different faction than the POI the trader spawned in, eg you can now spawn a Admin POI and set the trader to the Zirax faction
- Added possibility to generate random custom scenarios
- Display far away terrain changes
- Supporting property "Discovery: False" in Properties of yaml now. Added new yaml param to several starter bases (eg TemperateStarter2) so they are not "discovered" (XP gain) on game start
- Added possibility to color clouds in the night similar to day cloud color (CloudsNightZenithColor, CloudsNightHorizonColor)
- Playfield tweaks on Alien, Barren, Ocean (clouds, weather, terrain textures)
- Temporarily disabled Ocean Planet in random scenarios (until playfield is better optimized)
- Slightly updated setting for Temperate2 starter planet (start equipment, distribution of POIs etc)
- Added 'BaseAttackCount' to playfield_static.yaml with a default value of 1 (see Example planet playfield for usage) > Determines whether there are base attacks on this playfield. 0 = no base attacks, 1 = base attacks enabled (later the INT will determine the number of simultaneous base attacks on a playfield)
- Several playfields tweaks (terrain textures, night clouds color, music etc)
- Some renaming for consistency (pls adapt your custom config.ecf, trader config and PDA):
* CrystalWarp > PentaxidCrystal
* WarpDriveTank > PentaxidTank
* WarpDriveTankSV > PentaxidTankSV
- Added possibility to use 4 additional underground textures (for layers or resources) - see "te" editor:
* In total 20 texture slots (slots 0-19)
* Surface textures: slots 0-11
* Underground / resource textures: slots 9-19 (note: slots 0-11 can also be used for underground/resource textures)
> Now all Voxel resources on planets have correct textures (no generic texture anymore)
- Removed 2 broken space POIs (BAO_Migotzu-Orbital-Hub, BAO_AntarisSpacefarm)
- Major update of POI set for XENU: a big thanks to Frigidman
- Updated Ghyst and Rados POIs: thanks to Frigidman
- Updated several POIs with better offset, terrain removal or flatten settings

Sound:
- Updated current biome sounds and added new tracks (thanks to Alex). These new tracks can be used in playfield.yaml: AlteredPhase, Anomalous, Apogee, Artefact, Blight, ColdDivide, Dusk, Fragments, Ghost, Magnitude, Obelisk, Praxis
- Hurt sound of male/female is now less dominant and annoying

Graphics, Models, Visuals & GUI:
- Improved player light (added flare, MP support, light now only available when wearing armor)

- Improved tooltip behavior: Tooltip text is displayed below mouse cursor (not next to it) and tooltip will be removed when the player clicks on the respective UI item
- Added “Spawn Name” as a new column (behind Group Name) to F2 BP Window
- Tweaked night light intensity on moons (most were too dark, MoonIce was too bright)
- Updated MP Choose Planet window
- Block preview: wire frame tiles now on each block
- Slightly updated Boarding Ramps
- Updated deco plants for bases (plant pots)
- Updated 3d models of rocket projectiles
- Desaturated flashy NPC faction colors
- Improved map and planet outside view

Updated Control Panel Display:
- Pentaxid Tank now always displayed even if not placed on structure (was not consistent with eg oxygen tank behavior)
- Re-arranged windows in lower part. From left to right > Power | Shield | Ammo | Oxygen | Fuel | Pentaxid
- Do not display Thruster and Auto Break buttons for BASES (only for CV, SV, HV)
- Added “Damage Level” in % above Battery (WIP)
- Lerping shield + power values in control panel for better visuals
- Added additional toggles for Signals and Customs to Control Panel

Other Changes:
- Structural integrity of terrain: terrain supports first version of SI by removing not connected small terrain pieces
- Renamed "Body Temperature" into "Suit Temperature"
- Renamed "Hover Thruster" to "Ground Repulsor Engine" (to indicate that it is less capable than the more advanced Hover Engine) and changed block description accordingly
- Implemented new fullscreen handling (incl. 'Exclusive Fullscreen'), fixed wrong description of borderless window, fixed init bug in multiple choice button
- Changed server start scripts to close their window after a timeout (otherwise they may stay forever)
- Allow to spawn Base Attack drones via "debug menu"
- Build settings dialog: activating selection button switches symmetry plane now off
- Better player guidance for solar panels: added efficiency to block info
- Debug O2: combining the debug O2 diamonds within air blocks + added culling of O2 diamonds for better performance
- Added culling for debug airtight blocks for better performance
- Updated Unity to 2018.4.1

Console Commands:
- Added shield state to console command 'shield'
- Added Epic Armor to console cmd "equip armor"
- Enhanced console command "di damage" to enable per entity debug output on console (only SP)
- When using 'di', now also showing shield information (shield points/percentage/shield state) in the debug panel
- No Blueprint spawn restrictions applied in GodMode-Invisible anymore (now you can spawn any POI in survival for testing)
- Added possibility to dynamically reload new shape window while game is running via "shapeswdw reload"
- Added console command to monitor the solar panels
- Added permissions to more console cmds and added missing permission info to several console cmds (cmds were already were restricted)
- Added console cmd "shield"
- Added hitpoints of a block to console command 'di' debug overview
- Added console command 'gameid [id]' for dedicated servers that shows/changes the unique game id. Changing the game id will result in regenerating the cache on client side on next connect

Custom Config.ecf:
- Increased version number of custom Config.ecf > your current version is not active until you increase version number (pls update ecf properly)
- Added ShieldCapacity, ShieldRecharge, ShieldCooldown, ShieldPerCrystal to ECF
- Supporting shield damage multiplier (DamageMultiplier and BlastDamageMultiplier) > you can now create weapons that only reduce shields and do no damage to hull

Modding Update:
A10 includes a draft of a new Mod API that uses C# interfaces for the different game domains instead of a request-response structure. In addition, it allows mods to be loaded in all host processes (not only in dedi as before).
For those who are interested: there is a first documentation included, please check Content/Extras/Modding Doc.
PLEASE NOTE: This is still work-in-progress and for the upcoming weeks there will be breaking changes. But you are invited to already check this out and maybe do some first tests as well as giving us feedback.
We'll announce it once the API is stable enough for production code. Stay tuned!

Updated Empyrion Admin Helper (EAH) Tool:
- For the different updates to the EAH, please refer to:
https://empyriononline.com/threads/tool-emp-admin-helper-eah-free-v1-47-x.5771/page-57#post-312760

======

For the list with the more than 175 bug fixes, please refer to the full changelog: https://empyriononline.com/threads/alpha-10-out-now.49963
Source: Alpha 10: Out Now!

 

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Alpha 11.5 - Refinements
« Reply #184 on: April 16, 2020, 07:04:20 PM »

Alpha 11.5 - Refinements

Hi Galactic Survivalists!

Being the last update in this years development cycle  - hotfixes aside -  Alpha 11.5 will not only add bugfixes, but also a few important changes and additions to enjoy in your winter holidays!

Examples:

  • Small and Large Optronic Bridges/Matrix are now craftable
  • Loot Tables are now exported to the Config_Example.ecf
  • We have reactivated the new, reworked galaxy map
  • The Default-Random scenario now creates up to 6 solar systems
  • Multitool has now a downgrade option
  • HV Drills are now usable in space

And a lot more. Please have a look at the full changelog below.

Please contribute any feedback over here[empyriononline.com]

Forum updates:

As always: please report any bug and issue in our bug-forum[empyriononline.com]

Before making a bug report, please read about how to use the bug section[empyriononline.com]

Have a great time and happy holidays from everyone here at Eleon! :-)

PS: Although the development team will be on holidays from christmas to the new year as well, we have of course already made some plans for Alpha 12… ;)

===========

Alpha 11.5.8 Patch 2020-03-24 (Build 2785)

Fixes:
- an exploit

===========

Alpha 11.5.7 Patch 2020-02-28 (Build 2784)

Fixes:
- When a POI container is opened the UI can close by itself
- Some exploits
- Zirax base attack behavior error
- Net code exception
- Vessel crosshair can get 'stuck' when adjustments are trying to be made when the weapon is in range of a target
- Faction chat messages not always shown in-game
- [MP] Docked vessels moving when the player returns to them

===========

Alpha 11.5.6 Patch 2020-01-29 (Build 2777)

Fixes:
- CoQ from LCD signs when approaching a structure with an LCD with "bad" content
- Rockets kill its own pilot

===========

Alpha 11.5.5 Patch 2020-01-22 (Build 2776)

Fixes:
- Fixed COQ when opening Advanced Constructor (improved template recursion detection)

===========

Alpha 11.5.5 Patch 2020-01-21 (Build 2775)

Changes:
- Updated: Merc MX5E (Thanks to jrandall; Alpha 11 feature & visual update + interior rebuild + prepared for upgrade to T3: info can be found on info LCD)
- Updated: FORGE Skyfortress (fixed medbay leading to getting stuck when spawning)
- Galaxy map: removed zoom when opening it
- CPU Extender T3 can be upgraded to T4; T4 can be downgraded to T3
- PdaScript: prevent possible exceptions and cleaner initialization. Read data from correct directory in subscribed managed scenarios.

Fixes:
- CoQ when opening the advanced constructor
- Item exploit
- NullRef spam in EAI Manager fixed
- NPC textures missing after playfield change
- DynamicC# (needed for PDA.cs) now references dll for old ModInterface
- HV's tilting to the left & backwards
- HV HUD does not show ammo-bar when harvester/drill equipped
- Console cmd 'gopt' doesn't show correct game options in MP
- 'CPU Efficiency' display in Control Panel's main page showed wrong on/off state
- Changing the seed in a randomized custom scenario causes CoQ error and it won't start
- Unwanted water texture shows through on terrain altitude zero (Moons, Dead planets)
- When a player returns to a previously visited POI & kills an NPC it can instantly disappear
- Template modifications in Config.ecf could trigger the client to close to desktop

===========

Alpha 11.5.4 Hotfix 2020-01-09 (Build 2763)

Fixes:
- CoQ fix when using upgrade function in MultiTool

===========

Alpha 11.5.4 Patch 2020-01-09 (Build 2762)

Changes:
- Galaxy map: some UI improvements
- Less network RTT by using less thread switching
- Internal optimization should result in more performance if a scene has potential low fps
- O2 Station (SVHV) now airtight due to model change
- Changed description for Medic Station (HV), removed info about being a spawnpoint
- Add Offline Protection player options

Fixes:
- [MP] Drones becoming unresponsive & not moving
- [MP] Trees re-appearing after being removed
- Exception when opening double doors
- A face of the block shape Ramp C face becomes see through when when next to stairs wedge
- When light 6 is placed & viewed from behind the center becomes transparent
- Fixed flickering of voxel asteroid that are far away from the origin
- Client is kicked back to the main menu after selecting to respawn at 'Home base'
- Armored single & double doors frames can go invisible after taking some damage
- When SV/HV Cockpit 8 is damaged the model goes invisible
- Multitool: Possible to downgrade and upgrade other players structures and POI
- 'Wipe All' command duplicates POIs
- Landing gear 2 (Folding to side) does not mirror correctly
- Broken Deco: "AlienPlant11Blue" has an un-fitting, large movement hitbox
- Turret targeting in MP not working

===========

Alpha 11.5.3 Patch 2019-12-20 (Build 2759)

Fixes:
- Ship randomly shaking behavior in some cases bug -> fixed

===========

Alpha 11.5.3 Patch 2019-12-19 (Build 2758)

Fixes:
- Infinite speed possible fix 2
- Ship rotation speed bug -> fixed
- Space carrier have sometimes a mass equal to zero bug -> fixed
- possible fix for texture-streaming crash

===========

Alpha 11.5.2 patch 2019-12-18 (Build 2757)

Changes:
- added video option "Texture Streaming" to allow players to decide if they want to use it (default active on machines with more than 8GB RAM)
- added special config file 'Empyrion.props' to override settings if, for example, the game crashes early
- Added new story mission: Uncertain Outcomes (Requires Friendly standing with Polaris)
- Updated BAOs  Trading Station, Polaris Asteroid Mining Facility and Planetary Remnant for story mission
- Updated help text of Galaxy Map

Fixes:
- Blueprint exploit
- Client crash when getting into the cockpit of a HV with ground repulsor engines flat on the terrain
- Pre-11.5 Blueprints are not update to the new torque / movement speed calculation

==========

Alpha 11.5.1 patch 2019-12-17 (Build 2755)

Changes:
- added workaround that machines with 8 GB RAM don't use texture streaming (to avoid crashes)
- Reactivated Auto-Fire: SV Pulse Laser, SV Raril Gun, SV Plasma Cannon, CV Pulse Laser
- Small Generator and Fuel Tank now also complete 'Robinson Protocol - Vessels" task
- Starter Orbit: Updated Polaris Trading Station
- Address issue with selecting a sector, but being unable to use the mouse to manipulate the data window (scroll, etc)
- Updated EAH: https://empyriononline.com/threads/tool-eah-empyrion-admin-helper-v1-48-x.5771/page-61#post-380808

==========

Hotfix 2012-12-12 (Build 2754)

Fixed:
- CoQ when opening Marketplace from top menu

==========

Changelog (Build 2753)

CPU

  • Added crafting template for small/large Optronic Bridge & Matrix (Adv. Constructor)
  • Increased drop count for Optronic Matrix/Bridge
  • If active CPU Tier is lost, the efficiency will not drop instantly, but after 3mins
  • Sending alert message when CPU Extender ( CPU Tier) is lost
  • Increased hitpoints for BA and CV CPU Extenders
  • CPU Extenders are now auto grouped to CORE group
  • CPU efficiency is reduced to 20% when overshooting the CPU max limit by 100%

FLIGHT CONTROLLER

  • Reduced min speed to warp to 30 m/s
  • Ship booster reload time now affected by efficiency
  • Ground Repulsor engine thrust has been doubled and CPU cost increase from 300 -> 400
  • SV thruster: rebalanced all jet thruster by increasing the CPU cost by 10%
  • Reduced technical max speed without booster. Space : CV 150m/s -> 100m/s, SV 200m/s -> 130m/s, Booster will allow to go beyond those limits

GAMEPLAY

  • Added DOWNGRADE feature to Multitools
  • BA attacks can now only be triggered by players of the same faction or the creators of the Base (if private)
  • Base attack, zirax soldiers will attack also generators and shield generators in random order
  • Portable Constructor now available at Unlock Level 1
  • HV Drills and Laser Drills now allowed in space
  • Allowed several devices of level 1 and 3 to be crafted in Small Constructor (O2 Station, Small O2 Tank, Lights, Growing Lights, Ammo Box, Food Processor, Large Solar Panels and Sentry Gun)
  • Increased Pentaxid Tank content to 500 (before: 200) to increase AU warp range for games under mass/volume limitation, reduced mass of Pentaxid crystal

MULTI SOLAR & PLAYFIELDS

  • Reactivated new Galaxy Map (Not yet finished; See [?] info overview for features/handling info)
  • Implemented new "OriginRestricted" feature for the orbits around the starter playfields
  • Using wormholes now costs the full amount of AU traveled (1 AU = 1 Pentaxid; before: capped to 25 Pentaxid)
  • Playfield settings: Added AllowMaxCPUTierSV, AllowMaxCPUTierCV, AllowMaxCPUTierHV, AllowMaxCPUTierBA, RestrictToOrigin
  • Updated 'Default Akua-Omicron' scenario
  • Galaxy map: stars now use color from sectors.yaml, stars in the background use grey now instead of white for circle and text
  • Improved existing sun flare quality by optimizing compression on flares
  • Improved nebula quality be optimizing compression (reducing visible artefacts)
  • Updated stamp database
  • BP Library :  Spawning checks CPU Tier restrictions of playfield
  • Updated Invader vs Defender II Scenario
  • Activated CPU and Mass&Volume for Official Eleon US & EU MP server

ADDITIONS

  • Added Crafting Templates for new Small Generator/FuelTankReactivated new Galaxy Map
  • Added Small HVSV Generator (Unlock Level 1; Moved HVSV Generator to Level 3)
  • Added Small HVSV Fuel Tank (Unlock Level 1; Moved HVSV Generator to Level 3)
  • Only for Creative/POI: Add a new Core No CPU  that behave like a player core but is not using the CPU system
  • Only for Creative/POI: Add new NPC Core : Behaves the same as the NPC Core but is using the CPU system

OTHER CHANGES

  • LootTables and LootGroups are now available in custom Config.ec
  • Blueprint Library info card now shows CPU efficiency instead of used points
  • Relaxed server side player muting by allowing muted players to use faction messages
  • Added some visual noise to shore lines of planet outside view
  • Slowed down player drone rotation
  • Added to public config: FuelTankSVSmall, GeneratorSVSmall
  • Increased HP of CV Landing Gears
  • Increased HP of SV/HV Landing Gears; Reduced Mass

BLUEPRINTS

  • Updated: Ascalon Eclipse, Ascalon Nibiru, FORGE Heavy Gunship, FORGE Neoburst, UCH Storm MK2, UCH Raider, UCH Raider Technical, CORE Heavy Fighter, ZeroG Malo
  • Added: FORGE Bulldog (Vermillion), Box Cutter Mk2 (XCaliber)
  • Updated MS Titan and Rapier on CREATIVE Orbit (Station)

TECHNICAL

  • Internal naming change of sub folders in save game folder Shared: now the folder names of structures are only named by their ids. Old folder names are still loaded.
  • Improved planet outside view (sharper texture transitions)
  • Showing volumetric light now only on planets (turned down compared to the last public release)
  • Added an option to turn Volumetric lighting on & off (TURNED DOWN VOL LIGHT PRETTY MUCH, NO OPTION ADDED YET)
  • Local Coop no longer needs admin rights for dedicated exe
  • Enabled ConstructorT0 to be used for templates production location as ‘BaseC’ ("Small Constructor"; Previously: Small Constructor and HV Mobile Constructor shared templates )
  • Low memory check  detects if pagefile is enabled, and displays messages accordingly. It is now forcing low textures only when it's necessary for the game startup. Messages are shorter and cleaner
  • Updated to Unity 2019.2
  • Playfield servers with a PvP playfield loaded will not load additional pf's to avoid FPS drops
  • Updated Empyrion Admin Helper (EAH): check changelog[empyriononline.com]

BUGFIXES

- Jet thrusters can idle when used with cruise mode & maintain speed
- Fixed: Trading Stations broken in MP
- Fixed: Balanced HV tilting sideways
- Fixed: Vessel stats are not refreshing until the player gets into the cockpit & reopens the stats window of the CP
- Fixed:  Retrieving the CPU extenders cause COQ
- EnableCPUPoints setting not persisted when setting for a new Scenario game.
- Fixed: Efficiency update for base bug -> fixed
- Fixed regression that adjacent planets on moons did not have the correct texture set
- Fixed: Multiplayer Reputation sometimes ignored
- Fixed: prohibit re-uploading a scenario you're currently subscribed to
- Fixed: Difference in torque values added by RCS when a vessel is spawned in as a BP
- Fixed: Some ventilator shapes did not mirror correct
- Fixed: [Player report] Supplied vessel triggering CoQ's when opening CP>Stats window or when trying to sit in cockpit
- Fixed: Cruise mode can only go to 100%
- Fixed: SV prefab uncontrollably spinning after rolling + CoQ from it's stats window
- Fixed: When a vessel is flying, rolls & turns in a direction (left or right) the thrust appears to get stuck
- Fixed: Placement preview of starter blocks AND blueprints does not vanish after disconnecting container
- Fixed: CoQ if resume a savegame in orbit
- Fixed: When AlienBug03 fires at the player no projectile is fired from it
- Fixed: Thruster flares can be seen to flicker & shine very bright
- Fixed: [MP] When trying to spawn a BP in MP a CoQ is triggered & the BP doesn't appear
- Fixed: Ship inertia tensor bug fixed. May change the turn rate of a specific ship up or down.
- Fixed regression in BP Lib window: playfield spawn restrictions are applied even with 'gm iv'
- Fixed planet clouds rendering in front of LCD text (f.e. when starting a creative game in space)
- Fixed: Rocks or ore bearings falling under terrain after being drilled
- Fixed: Not possible to warp to a 15.0 AU playfield with a SV
- Fixed: Ship booster >  fixed boost recover rate + rebalance boost recover time form 23s to 20s and boost duration from 3 to 10
- Fixed: Request_Player_ChangePlayerfield causes player issues if destination is same playfield
- Fixed planet outside view not loading correct splatmap if planet was never visited
- Fixed: Wall shape L block can partly go invisible when another block is placed next to it
- Fixed: Lag when changing block of a vessel
- Fixed: Rocket launcher & plasma cannon shots when fired inside a structure can ghost through blocks
- Fixed: Trees, surface rocks & pickable terrain plants becoming 'Containers'
- Fixed exception spam on a playfield server started with UI and pressing F9
- Better fix for playfield exc. spam when loading instance and space playfield at the same time
- Fixed: Teleporter Doesn’t work with Type: CV_player
- Fixed: Color & texture tool with personal drone can sometimes not work (better fix)
- Fixed: Solar panel not active in some cases -> bug fixed
- Fixed: Infinite speed possible
- Fixed: Structure hull blocks micro stutter when moving
Source: Alpha 11.5 - Refinements

 

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Game Survey 2020
« Reply #185 on: April 16, 2020, 07:04:22 PM »

Game Survey 2020

Hi Galactic Survivalist!

We hope you all had a great start in 2020! We have been a bit silent on the current progress on Empyrion and you deserve to know what is going on behind the curtain.

While we still run smaller patches on the Alpha 11.5.x branch, the development on the Alpha 12 features (we are working on since early January), have already made some noticeable progress.

That being said, we want to share with you a brief summary of some of the features that will be in the next major update. These blog posts are currently in preparation and will be released in the next few days. Please excuse the delay.

In the meantime, we would like to announce our GAME SURVEY 2020: Participate here![survey.empyriongame.com]

This time, the survey contains additional game-related topics, questions about your hardware, your likings on certain game features and such.

Please also make good use of the surveys free-text answers, but please keep your replies on the spot and as brief as possible (so we have a chance to read them all) .. or instead, link a forum or reddit thread you already have set up on a certain topic!

Thanks a lot in advance for your participation and also thanks a lot for all your ideas and suggestions you have shared over the last months and years which have - or will be - changing the shape of the game in the future!

Yours,
Empyrion Dev Team
Source: Game Survey 2020

 

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Dev Blog on Alpha 12 Features
« Reply #186 on: April 16, 2020, 07:04:22 PM »

Dev Blog on Alpha 12 Features

Hi Galactic Survivalists!

Welcome to our dev blog on the Alpha 12 features!

We have dedicated the first release of the planned blog series to the most substantial change coming with the new major updates: The galaxy.

What does it mean, when we say  ‘galaxy’ ?

Let's answer that question with a picture:


All these suns are visitable.
Some will have planets.
Some won’t.
Some might be void of anything.
Some might be crowded spaces.

This is where we will start. But there is more!

In Alpha 11.5, when you look at the galaxy map, you will only see one type of a central star: The default-yellowish sun. For Alpha 12 we have added all of the main sequence star types (archetypes, following the OBAFGKM scale; while the blue-white O stars are the largest and the orange-red M stars are the smallest). We also added a variant of a  Black Hole and a Neutron Star.


A little note for our Creators: The star types will be placed by a probability factor. For example M is a lot more common than O. Black Holes are rare. Of course you can customize the probability factor for each sun type individually.
Also, the galaxy you can see in the picture above, is configurable by the amount of stars (min/max) as well as the diameter of the galaxy (which influences how far the stars are away from each other)

More variants of star types will follow in future updates.

As you can see, the new “galaxy” is not just an “improvement” over the Alpha 11.5 ‘Multi Solar System’ mechanic. It is something entirely new.

Downwards compatibility?
Now you might ask: but what is happening with all the savegames and fixed solar or multi solar games started in Alpha 11.5.

The answer has two parts

    We will add a “legacy mode” for the old scenario and savegames. The galaxy will simply NOT be generated. The downside: you cannot use any of the new features that come with the new system.

    We plant to have a new method of how a galaxy is created, including the combination of a fixed part and a generated part

Point 2 might need some further explanation, but it's not complicated.

Example: Let's we want to place a system with a starter world and the home planet of a npc faction. You want to place those systems with a certain distance or on a specific, galactic position. You of course also want to have a galaxy, filling up the other solar systems spots, but you actually do not want to add as few as a couple thousand more systems in that config? :D

We of course have a solution for that.

Fixed-Random Galaxy Combination

This info is again a bit more for our creators, but as this was asked several times, we would like to share our current approach right now.

The method we currently aim for, works like that: you will place your “unique systems” and their parameters in a single sectors.yaml (similar like you did with Alpha 11.5 - although different in some details), then set the “create galaxy” flag to true...and the game will create the galaxy random systems AROUND the positions of your “fixed” solar systems.

Easy as that! :)
(Although it’s not even remotely ‘easy’ for our devs to achieve that)

In the end, you get a galaxy with so many solar systems you will possibly never be able to visit all, different sun types (with different colors!), in a combination of fixed and random generation and a legacy mode for old systems.

And Gas Giants.

This blog covers only the very basic elements about the new galaxy creation  - but how does this sound to you?

Cheers,
  Empyrion Dev Team

PS: Do not forget to participate in and share our GAME SURVEY 2020![survey.empyriongame.com]

Source: Dev Blog on Alpha 12 Features

 

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Alpha 12: Part II - CPU and Flight Model
« Reply #187 on: April 17, 2020, 01:13:12 AM »

Alpha 12: Part II - CPU and Flight Model

Hi Galactic Survivalists!

Welcome back to Part II of our Alpha 12 feature update dev blog!

While you have read through the first part of this blog, you might have wondered what's added to the game besides the galaxy feature.

Of course there is a lot of code work going on on other elements as well, ranging from adding new features to the ModAPI, the Terrain Editor Settings, down to refactoring code elements and fixing and streamlining settings.

One of those topics has been CPU in conjunction with the new Flight model. The following might be interesting for a lot of players and all the forum discussions on that topic.

To start with, we will aim for a few balancing changes.

Examples:

  • Cut CPU cost on SV and HV RCS by 40% to make it more workable for small builds and on game start
  • Tier 4 for HV will be increased (planned from 70k to 100k)
  • Thruster CPU Cost rebalancing: Larger thrusters are planned to be more CPU-efficient than their smaller versions.
  • Materials/Items/Devices in containers will get a storage bonus, in terms of a 50% mass reduction when computing max speed of the ship (the mass of the vessel will remain the same)

Further improvements of the flight model ( fixing issues with drag and lift calculations ) and smaller, additional up- and down balancing of CPU cost aside, we also plan to make a few more in-depth changes on these feature(s) themselves.

  • Per-Axis Torque setting
    With Alpha 12 you will get three sliders in the Control Panel > Statistics tab to adjust the Torque of your vessel. One slider for each axis.

  • CPU Tier Buffs
    Unlocking a CPU Tier will add benefits. The same way overshooting the CPU count is penalized, we might give you certain buffs or bonuses when reaching a new tier. For example we already internally added a 5% speed up on the booster reload time for every new CPU tier level. We are of course open to your suggestions on this topic!
  • CPU Tier 5
    We currently discuss an expansion of the Tier System - starting with Capital Vessels. The approach is currently not yet decided, but will be referred to as “Tier 5” (whether it is a real CPU Tier or something different)

We are looking forward to your thoughts! :)

This has been a little bit more condensed on only one topic. Expect more dev blogs about the other topics later this week!

Until then, take care. Read you soon.
Empyrion Dev Team

PS: Do not forget to participate in our GAME SURVEY 2020![survey.empyriongame.com]

Source: Alpha 12: Part II - CPU and Flight Model

 

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Dev Blog Alpha 12: Part III - Content & Convenience
« Reply #188 on: April 17, 2020, 01:13:13 AM »

Dev Blog Alpha 12: Part III - Content & Convenience

Hi Galactic Survivalists!

Today, while the developers are heavily at work with the galaxy generation, NPC dialogues and such, we will talk about some of the more global content and convenience updates.

Global Updates

  • Lots of POI updates, that should have made it to A11 already, like dust and snow versions, fixes on signals and triggers etc pp.
  • Multitool: now works with UNDO in Creative mode
  • Projectors can have  a background layer
  • Removed Alien01 and Spiders from starter areas (Crashsite and starter area)

Feature Updates

  • Inventory Sorting (alphabetically, item type, food points, mass and volume)
  • Increased Stacksize (up to 4000 per stack; Stacksizes are derived from item mass)
  • Player Turrets can now be used on any NPC Faction POI (without having to cheat in ammo
    and ammo boxes!)


(Sorting Options)

There are of course more interesting changes coming with Alpha 12, for example the new SPACE POI DEFENSE mode: Meet the renewed Polaris and Zirax Patrol Vessels, called in as reinforcements when you attack their orbital POI. We plan to do an own dev blog on this topic anytime soon.


(Zirax Destroyer)

On the ground Base Attacks, the Talon got a new building, the Talon Ziggurat, which will serve as a headquarter or ‘end boss' which, when beaten, will stop any planetary Base Attack from that NPC faction. The end of the Base Attacks is also now tied to a so-called  ‘headquarter setting’ which any playfield designer can individually set to any POI. For example you do not need to use the Dronebase as a BA Attack-Stop for Zirax anymore, if you do not want to.


(Talon Ziggurat)

More content updates include:

  • Reworks are planned for other devices as well (Armor Stations, Warp Tanks etc; feel free to make other suggestions in the comments!)
  • We plan to rework the Alien Turrets and give them a consistent design appeal, f.ex for the Zirax
  • All-new Energy Turret for the (planned) Legacy Faction ships and POI
  • Adding Heavy Blast Doors (two sizes for now)

We’ll of course release more screenshots on the model and blueprints as soon as they near their completion.


(Blast Doors, Size 1 and 2)


(SV and HV O2 Station and Armor Locker)

What‘s on your wish-list in terms of this blog posts context, model updates and alike? ;)

Cheers,
  Empyrion Dev Team

PS: Do not forget to participate in our GAME SURVEY 2020[survey.empyriongame.com]!
Source: Dev Blog Alpha 12: Part III - Content & Convenience

 

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Alpha 12: Part IV - Dialogues, Tokens, Loot and Services
« Reply #189 on: April 17, 2020, 01:13:13 AM »

Alpha 12: Part IV - Dialogues, Tokens, Loot and Services

Hi Galactic Survivalists!

While the Content and the Global updates from the previous dev blogs are pretty much set - given nothing unexpected will keep us away from adding them to the game - the following topics are a bit more a ‘What we plan to add to the game, when time permits’ thing.


(WiP NPC Dialogue with 3 answer options)

The following Prototypes have been added only recently to the Alpha 12 feature list, but have a good chance to be in the initial Alpha 12 release. If not, then in Alpha 12.1 and onwards  ;-)

Prototypes

  • NPC Dialogue with Multi-Answer options
    Ever wondered why the bartender in one of the Pax Purgatory bars only wants to sell his beverages but has nothing to say? Want to play a round of Black Jack with those NPCs that seem to dish out cards anyhows? These are only two straight forward possibilities for the upcoming Multi-Answer NPC Dialogue system, Alpha 12 will add. The new way to set up dialogues will be configurable in its own (public) config file and you, as a creative or POI designer, will be able to ‘assign’ a dialogue to certain NPCs. We are looking forward to all the ideas our community will come up with!

  • Dynamic Key Tokens
    This is more of a technical advancement, as the game can now modify an item dynamically in the game to provide a specific function.The first implementation will for example allow the game to create an individual “Keycard”-item, giving it an integrated lock code for use with a specific device in a POI, like a door or any devivce that is using lock codes. This specific Keycard (Token) can then either be placed in a container or be added as a loot item, given via PDA or by an NPC. Of course YOU can decide what the 4-digit lock code looks like, for example using the super safe 1234 combination is always a good way!
  • Per-Container Loot Table ID
    This is where the new loot setup system comes into play. Currently the loot IDs are set in a config file, so all Zirax Soldiers drop a fixed range of items. With Alpha 12 we plan to add new settings, which will add the possibility to set certain Loot Table IDs for each container or NPC (spawners) individually and directly in your POI - overwriting the “default” Loot Table ID. This will give all creators more granular control over the loot drops for anything that has an ‘inventory’.
  • Station Services
    By those we think of services like, re-arm, refill (Fuel, O2, Pentaxid), repair and other services. To make use of these services, we plan to allow the pilot to hail the station and use a dialogue system or a specific UI to make a choice. Although this has just been added to the schedule, there is a chance for this feature to make an appearance in the main release.

Part IV of the dev blogs is concluding the initial series of 'feature reveal’ info posts.

We plan to release more detailed explanations, single-topic blogs and also in-game teasers on a regular basis, as we are nearing the Experimental stage - which will possibly start more towards early April at the earliest (No liability assumed).

Until then. Read you soon,
- Empyrion Dev Team

PS: Do not forget to participate in our GAME SURVEY 2020[survey.empyriongame.com]!
Source: Alpha 12: Part IV - Dialogues, Tokens, Loot and Services

 

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Alpha 12: Space Defense & NPC Factions
« Reply #190 on: April 18, 2020, 01:02:28 PM »

Alpha 12: Space Defense & NPC Factions

Hi Galactic Survivalists!

What happens when you attack a POI in space?

The question may sound trivial. You fight, you win or you get defeated. But beyond that point, there is not a lot of interactivity. Small and large space bases alike do not seem to be that important for the NPC factions, otherwise they would defend them better and very likely have a garrison of combat ships or reinforcements, right?

We recently spoke to our Zirax Empire and Polaris consultants, and as especially our always slightly nervous, weapon wielding friends brought up very convincing arguments, we cannot let this be the case any longer.

Reinforcements incoming!

With Alpha 12, when you are on a hostile or unfriendly standing with the owner of the POI in front of your guns, the station commander will call for help when you are coming too close. Depending on the level of the playfield, the NPC faction's vessels will warp in after a while - or sometimes the call will remain unanswered. There are a few variations possible at that point.

You, as a player, will get a note as soon as enemy warp signatures are detected. But remember: the incoming vessels might only be a part of the full fleet coming for you. ;)

As always, the range of reactions, the ships used and other parameters can be defined by creative minds in the FactionWarfare.ecf.

Each of the current and upcoming factions will of course send their very own vessels. The Polaris, Zirax and also the Legacy have gotten a total overhaul of their combat vessels lineup only recently. If you do not yet follow our posts on hat topic, have a look in our ‘Lore, Story and Factions’[empyriononline.com] sub forum

You will not only find previews of the new ship types of the different factions, but also background info to the story of the game!

NPC Factions: Call For Papers!

That being said, we also want to add a few new NPC Factions to the upcoming galaxy. As promised, we will eventually open the submission phase for NPC Faction applications!

Submissions & Info: threads/npc-factions-call-for-papers[empyriononline.com]

Spread the word!
We are looking forward to your creative ideas!

While you start to think about your NPC factions stories and lore, have a look at the all new Zirax CV turrets (WiP HighRes) you might soon run into. These will replace the generic “Alien turrets” on all Zirax AI Capital Vessels -  step by step. :)

Cheers,
Empyrion Dev Team


Zirax CV Laser Turret (HighRes WiP)


Zirax CV Plasma Turret (HighRes WiP)


Zirax CV Rocket Turret (HighRes WiP)

Source: Alpha 12: Space Defense & NPC Factions

 

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Alpha 12: The sky is full of giants...
« Reply #191 on: April 18, 2020, 01:02:29 PM »

Alpha 12: The sky is full of giants...

Hi Galactic Survivalist!

We recently completed the technical integration of the gas giants. Similar to the new suns, you cannot land or fly to the gas giant itself, but they will offer more than enough moons for your exploration demands.

Time for a few impressions of this milestone progress. :)

Cheers,
Empyrion Dev Team

PS: Find all the dev blogs over here[empyriononline.com]









Source: Alpha 12: The sky is full of giants...

 

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Alpha 12 - Wednesday Roundup
« Reply #192 on: April 18, 2020, 01:02:30 PM »

Alpha 12 - Wednesday Roundup

Hello Galactic Survivalists!

It’s wednesday again! First and foremost: We hope you are all well - and if not, we hope you will get well very soon! And because we got a lot of concerned emails and messages: Everyone in the team is Ok or is already getting better. Thanks a lot for all the wishes. :)

We have been kind of silent the last 2 weeks, simply because a lot of code work had to happen, to flesh out the features.

Today we have a mix of different things that made good progress and got added until recently.

  1. The Empyrion ingame card game?
    Our Modelling team has been busy with some new stuff. We added two new devices (we will not disclose just yet. Sorry ;) )  and a few others, like the Zirax CV turrets that are currently in a finishing phase.

    A new entry to the blocks and devices are two gambling tables.

    What started as an internal use case, just for testing the NPC Dialogue system with a Black Jack script, found some interest in the tester group and the team itself. So we thought: Where Star Trek TNG has had Poker, Star Wars has Sabacc, BSG has Triad Cars .. how would the favored Card-game based amusement of Polaris, Talon, Zirax and other species in Andromeda be named and how would it work?
    Any ideas? Let us know your suggestions for a name and a system! We might use it! :)

  2. New playfield types!
    While the galaxy has grown the amount of stars to fill with something to explore, we are constantly looking for new playfield types to integrate. While we are happy to review any suggestion you send us via email, we have opened the CUSTOM PLAYFIELDS forum[empyriononline.com] for that purpose.

    That being said, reworks of old playfield types and new iterations, are in the works already. A new Ice Moon and a Forest Moon will be part of the mix, soon.


    Hint: Alpha 12 will also see the addition of a menacing  “Legacy Faction” playfield type, which will reveal a lot of what this faction is up to. Playfield will be revealed in the next weeks. ;)

  3. New models and resources!
    In Alpha 12 we will not only have Ice available on Asteroids in space eventually, but we will also add a new resource to the game the first time ever: Titanium

    And while we added a forest moon with endless quantities of Plant Fiber, and because the item has become a very popular meme in the current pandemic times, we added Toilet paper (including a slightly updated toilet model)  as an item for your very discreete player avatar needs as well. Of course you cannot buy it at a trader. ;)

    Feel free to make suggestions which status effect we should allow to be cured with it! (except the obvious ;)

  4. Respawn changes
    Alpha 12 will also see some changes in the Respawn mechanic which everyone, who has run into a literal dead end, might like.

    First, the survival tent is now a possible respawn option. When you die, you can select the closest survival tent from the respawn menu. So make sure to be prepared.

    Second: you will now get a respawn option, even if you have NO home-button checked CV or BA or even a survival tent. You can respawn in a Clone Chamber or Medbay of the CLOSEST BA or CV that belongs to you or your faction, even if these structures have not been set in the HOME checkbox in the Control Panel!

    In addition, you get a third way of respawning: When you are at least NEUTRAL with a NPC Faction AND you discovered one of their stations, equipped with either Medbay or Clone Chamber, before, you will get offered the closest of these stations as a respawn option as well!

  5. Registry and Markers
    We are currently reworking how the  REGISTRY works. Not only because the Registry needed an update to handle the new star systems, but with Alpha 12 it will offer a lot more options and work more like a real Journey-book, where all your discoveries are noted. Not only your own or your faction's stuff, but also terrain placeables like Autominers, ore deposits and a lot more. Filters will help to manage all these entries.

    In addition, when setting a Waypoint on one of those entries, those markers are now visible on planets while you are in space - and vice versa!

    And: the markers will also work in space as a pre-set warp target. So aim for them, accelerate and warp right away! No need to hammer the Lock-Target Button on the Map anymore.

As a closing comment - and because we got asked this quite a lot: we are currently preparing for the Experimental to start mid of April (if nothing goes wrong). As always: No liability assumed. :D

Watch out for a scheduled live Q&A ahead of the EXP.

Read you soon,
Empyrion Dev Team

Source: Alpha 12 - Wednesday Roundup

 

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Alpha 12: Beam me up...!
« Reply #193 on: April 18, 2020, 07:06:44 PM »

Alpha 12: Beam me up...!

Welcome back, Galactic Survivalists!

For today's blog, we would like to give you more insight on a device feature, a lot of you have asked for.

Until now, you could make use of the device in question in NPC stations and some dungeons.
Now, it will be available to you players: Teleporters!


(New CV teleporter model)

The Teleporters will come in two versions:

  • Teleporter for bases. Their range will be 30 LY
  • Teleporter for capital vessels. They will allow you to teleport within a sector, what means between Planet <-> Orbit, Planet <-> Moon, Orbit <-> Moons etc. No need to EVA over to a space station anymore!

There are a few constraints of course.

  • You can NOT teleport to another PLAYER or PLAYER FACTIONS teleporters! You can only use your own teleporters, those of your faction and from NPC factions you are at least in a friendly state.
  • It is not possible to teleport FROM or teleport TO a CV that is currently MOVING
  • It is not possible to use a CV or BA teleporter (as outgoing-transport) when
    a) shields are active
    b) the structure is under fire (cooldown of 20 seconds after last “hit”)

Incoming teleports currently can end on devices that are off or behind a shield - of course only if you ‘allowed’ to use the teleporter as a target.

If there is any condition that denies you to use a teleport target, its destination simply will not show in the teleporter target overview.

We hope you will like this little feature improvement.
As usual, feel free to post an questions to the comments. :)

Read you soon,
Empyrion Dev Team

Source: Alpha 12: Beam me up...!

 

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Alpha 12 Experimental - Info
« Reply #194 on: April 18, 2020, 07:06:46 PM »

Alpha 12 Experimental - Info

Hi Galactic Survivalists!

Most of you might wonder, when the Alpha 12 Experimental will hit your PC. Good news!

If everything works out as planned, the Experimental phase will start anytime next week!
As always..no liabilities assumed.

There is one thing to know about the upcoming Experimental:

For Alpha 12 we made a real BIG change in how the game handles data and info by adding a persistent database. This offers a myriad of new possibilities - in fact, it made some of the Alpha 12 features possible in the first place - but this needs to be tested in-depth, especially for Multiplayer.

That’s why this time, in the first week of the Experimental release, we will only have our own EXP Server as a testing field.

This way, we will be able to grab all the logs directly and track the performance of the database in a live environment with the highest possible load. Again, and to be precise: this is for the initial phase (only!)
We hope everyone planning to set up an own EXP Server will understand this move, as testing the database is crucial for the progress of the game as a whole.

Rest assured the EXP will have a server version released, as soon as the tests are passed and we are confident about the stability of the database.

The Singleplayer version will of course be available from day one, just the dedicated server version will be delayed.

If things go accordingly, this initial phase might only last a few days. A minor period, given the Alpha 12 is a milestone release with an Experimental phase of several weeks, where we will be happy to see a lot of Experimental-version servers out there.

A note for the server owners, as this might not be known a lot: feel free to get in touch with us about any global topics via server@empyriongame.com   (Feedback, Ideas etc.. no specific topic ;) )

Hope to see you soon playing the Experimental version! :)
- Empyrion Dev Team

PS: For all of you interested in an evening talk about Alpha 12 and maybe some gameplay right from the final Experimental pre-release candidate, tune in to our Dev Q&A[empyriononline.com], hosted by Spanj

Source: Alpha 12 Experimental - Info

 

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Alpha 12 Experimental - Phase I
« Reply #195 on: April 21, 2020, 07:06:13 PM »

Alpha 12 Experimental - Phase I

Hello Galactic Survivalists!

Today we kick off the first testing phase of the Alpha 12 Experimental! :)

Main feature additions:

  1. The Galaxy
  2. Active detection system
  3. Registry journeybook
  4. Interactive dialogues
  5. Dynamic key-token generation
  6. Space Base Defense
  7. Player-build teleporter system
  8. Full config files exposition

Besides those major topics, we added several new NPC Factions, a slew of technical and feature additions, new crafting materials like Titanium, updated POIs, Model and a lot more.

Have a look at the full changelog over here[empyriononline.com]

Remember: For the first days of the Experimental version, multiplayer games can only be played on our Alpha 12 Experimental server, because we first need to thoroughly test the new database, before we can release the EXP server version. The Singleplayer/Coop client version of the Experimental version are of course available with todays release! Please read the full reasoning over here[empyriononline.com]

As with every major releases, the Experimental version phase will see several stages and last at least a few weeks, until we will release to the 'public' branch eventually. ;)

Please also note:

  • Report bugs and issues right over here[empyriononline.com]
  • Any bug fixed for A12 can be found here[empyriononline.com]
  • Known Issues List is here[empyriononline.com]

For discussing the new and updated features, please head over to the pinned threads in our Experimental Feedback forum[empyriononline.com]

There, we will also gladly answer your questions and set up help topics as we go.

Now, please have fun playing Alpha 12 Experimental Phase 1! :)
- Empyrion Dev Team


Source: Alpha 12 Experimental - Phase I

 

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Alpha 12 Experimental - Phase III
« Reply #196 on: May 15, 2020, 07:13:23 AM »

Alpha 12 Experimental - Phase III

Hi Galactic Survivalists!

Welcome to week 3 of Alpha 12 Experimental.

For all those waiting to get hands on the dedicated server files: With phase 3 we made good progress in terms of performance and functions of the database and in fixing issues related to the server files. That being said, although the changes now have to be tested with your help in the current update, we are quite confident that next week's phase 4 will have the server files included eventually! :)

Please also note, there are a few more adjustments to be made for phase 4, which will result in a savegame break for your current, running savegames - which will also result in a full wipe of our Experimental Server.

Although this might be a bit inconvenient, but as you know: only new games, started with each phase will have all the changes on playfields, POIs and missions - as these game elements, unlike config changes, do not get updated in a running savegame.


[ New mission: Offworld Grave ]

As usual:

While the Phase 3 lasts, we will continue to update the following post with the latest Experimental version changelogs for hotfixes and intermediate patches:  https://empyriononline.com/threads/alpha-12-experimental-updates-and-hotfixes.92687/

For discussing the new and updated features, please head over to the pinned threads in our Experimental Feedback forum: https://empyriononline.com/forums/experimental-features-discussion.35/

= CHANGELOG =

REGISTRY

  • Added toggle button groups for private, faction, others to filter results

FACTIONS

  • Traders Guild is  now an intractable faction (you can change your standing up and down now)
  • Updated Reputation actions for Traders Guild
  • Adjusted reputation points of other factions (reduced/adapted gains and losses; please check ingame  NPC faction screen)

MISSIONS / DIALOGUE

  • Added / Full rework: Human Remains Solo Mission (WiP, Test Ready!)
  • Added: Offworld Grave as follow up to HR (WiP, Test Ready!)
  • NPC dialogue system: added function DeltaTimeToString()
  • DialogSystem: added control element "@d<n>" to set typewriter effect speed for current page, use "@d0" to show remaining text immediately
  • Updates/ fixes on Talon/Polaris/Zirax quest missions ( Approaching targets should now work again)

POI and PLAYFIELDS

  • Added Polaris Shuttle T1 ( PV )
  • Added OPV Corvettes for Pirates ( Original creators: urialia & Sulusdacor)(Note: Space Base Defense not yet set up)
  • Added new settlements for Polaris ( now following the "Polaris Style") + swapped all Polaris-held CivilSettlements on all playfields to new design group
  • Re-added Civil Settlements (remaining POI) to playfields
  • Added new water-floating settlements for Polaris on Ocean playfield (incl. Defenses!)
  • Added Kriel Defense T1 (by vermillion)
  • Added PV for Zirax (XenuCutter; Not yet added to PV group)
  • Updated Rados Fuel Depot Desert variant
  • Added more POI to Traders Guild faction
  • Added Traders Guild to more planets Now available at: Temperate, TemperateSwamp, Desert, Arid, Snow, Ocean, MoonDesert, MoonForest
  • Added more 'other' factions to galactic faction territories (Check \Content\Configuration\GalaxyConfig.ecf for details)
  • Added Kriel Empire to all planetary playfields (They only spawn their POI in their galactic territory, though)
  • Added Pirates to all Planets and Moons  Main bases are often found on desert and forest moons; Ambush POI are most on the lush planets but also spread a lot;  Waystations are seen on places where the Pirates only want keep up a presence for whatever undisclosed reason.
  • Removed mapdistance/huddistance from all playfields (where not necessary) as it breaks scanning mechanic and is not necessary anymore (except you want to really hide a POI from the scanners)
  • Added Crashed Legacy Infector to AlienLegacy playfield

Thanks to all builders and contributors! :)

GAME WORLD TECH

  • Extended space playfield area also in SP from +/-50k to +/-100k. Only outside this area, the warning message will appear
  • Supporting "Main" as a faction in playfield yamls to take the faction from the territory ( 'Faction: Main' ). If no territory then this POI will be left out

BALANCING / CRAFTING

  • Armored Windows S now made from TitanPlates instead of Hardened Steel (Sathium)
  • Reduced output of Fiber (40>30) and WoodPlanks (60>50)
  • Fridge (HV and SV) now available in Portable Constructor
  • Reduced PowerBar Food points to 45
  • Reduced CPU on Generators ( related to reduced power output and other changed parameters )
  • Reduced CPU on Harvester (HV)
  • Ground repulsor engine for HV : torque decrease from 10 -> 5
  • CV Projectile Turrets can now be crafted in Large Constructor as well

OTHER

  • Updated Armor Locker model for BA and CV as a preview test
  • Detectors can now also be fired underwater
  • Changed submarine-style scanner ping to a more sci-fi variant
  • Time in character window is now shown in "game time played" and not in "real time" as it was before

DATABASE & TECH

  • DB: optimized query for getting medic station on player death, added info what BP got spawned
  • DB: writing now player inventory on every player data save. added possibility to execute multiple update queries with one call
  • DB: Added deadticks and isdead to Entities
  • DB: added entity death timestamp, added bool if structure was spawned from BP library
  • The structure .txt files are not written into the Shared folder any more. Instead of that, we put this information into the DB table StructuresHistory
  • Relaxed timing for threads
  • Set Animator component to "AlwaysCull" on a lot of turret/weapon animations to improve performance (a bit)
  • Optimized Animator component on doors and retractable weapons to not be active when not needed
  • Stripped down some dedi unity prefabs for better performance of playfield server: CockpitSS04Prefab_dedi, VentilatorEdgeRoundMediumHalfPrefab_dedi, PassengerSeatSVPrefab_dedi, TurretMSCannonRetractPrefab_dedi, TurretMSMinigunPrefab_dedi, WeaponSSMinigunRetractPrefab_dedi, FuelTankSVSmallPrefab_dedi
  • Optimization from pf server profiling: mapped SphereCast to Raycast for all none player checks for "which structure we are on".
  • Added automatic VC Redistributable installation to fix missing dll dependencies problems

MOD API

  • ModApi.IPlayfield: added SolarSystemName and SolarSystemCoordinates
  • ModApi.IBlock: Implemented Get/SetTextures, added SetTextureForWholeBlock, added equivalent methods for colors
= BUGFIXES =
  • Fixed: Waypoints from space mirroring to the ship on the planet
  • Fixed: HUD markers do not show the shortest direction on a planet
  • Fixed: Wrong fps logging of playfield servers
  • Fixed: NPC dialogue arrow showing too high on HolographicAIConsole
  • Fixed: NPC dialogue system > fixed bug that when using OptionIf the wrong index was chosen if options were "thinned out"
  • Fixed: HV > unexpected oscillation with very light HV
  • Fixed: Polaris floating POIs
  • Fixed: HV ground repulsor engine switching back on unexpectedly when switched off in control panel bug
  • Fix for not possible to spawn blueprints in some orbit playfields (2nd try)
  • Fixed retractable weapons and hangar doors in MP
  • Fixed: Registry > fixed exception when a bookmark was corrupt
  • Fixed: Registry > corrected bug that when in faction private stuff was not displayed reliable
  • Fixed: Player window > fix for "day X" not displaying game time in days correctly (game time is roughly real time * 6)
  • Fixed: Waypoints from space mirroring to the ship on the planet (fixed special case)
  • Fixed: Devices morphing onto docked vessels (FIX UPDATED)

  • Fixed: CoQ regression if starting a new game and opening character window
  • Fixed: PDA > On re-log chapter-activation done even for active and repeat-waiting chapters and for not / no longer repeatable chapters
  • Fixed: PDA > fixed exception when starting a Creative game
  • Fixed Totally Overpowered intro (Finding TOP Manager on Akua Orbit)
  • Fixed: Serdu Monastery sunk into ground (plz retest)
  • Fixed: Devices morphing onto docked vessels
  • Fixed: NPC blocks showing only T-Pose
  • Fixed: Remove Seed from Game Start > CoQ
  • Fixed: Nothing is shown on devices for Energy in or out when the Italian [or Spanish] language is being used
  • Fixed: Ship cruise mode UI pin indicator not moving bug -> fixed
  • Fixed: [Possible fix for] Radial menu can become frozen when using "Back" whilst a device window is open

Source: Alpha 12 Experimental - Phase III

 

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Alpha 12 Experimental - Phase IV
« Reply #197 on: June 07, 2020, 07:00:23 AM »

Alpha 12 Experimental - Phase IV

Hi Galactic Survivalists!

First of all, thanks a lot for your patience, while he had to delay Phase 4. We have made good use of these additional days and a lot has happened in the code and in the game.

A few highlights:

  • The galaxy is now a lot more configurable. You can now use ‘Regions’ for local hotspots and for the general shape and design (amount and type of stars etc).
  • We have added the ‘Scoreboard’ to the old player overview (Button: B). You can now see a lot of stats and info in a leaderboard style
  • The Registry now allows to directly jump to a system with the ‘show on map’ button

Please find the full changelog added below.

There is one caveat, though: the flexibility for the galaxy-setup, database changes and other adjustments, now require a new game start. As already announced, old savegames from the previous Experimental phases are no longer compatible anymore.

The good thing: starting a new savegame will allow you to play the updated story missions and explore the reworked POI, as those cannot be updated in existing savegames as well. :)

As usual:

  • Report bugs and issues right over here[empyriononline.com]
  • Any bug fixed for A12 can be found here[empyriononline.com]
  • Known Issues List[empyriononline.com]
  • Fixed Experimental version bugs can be found there[empyriononline.com]

While the Experimental phases last, we will continue to update the following post with the latest Experimental version changelogs for hotfixes and intermediate patches[empyriononline.com]

For discussing the new and updated features, please head over to the pinned threads in our Experimental Feedback forum[empyriononline.com]

Have fun with Phase 4 - and tell us what you think about the changes! :)

= CHANGELOG =

GALAXY & GALAXY CONFIG

  • Better elliptical galaxy generation, improved naming algorithm for stars.
  • Added REGIONS: up to 99 StarRegions & StarClass are possible (See GalaxyConfig for examples)
  • Updated GalaxyConfig.ecf and created new galaxy appeal, using the new techniques
  • Added in-line documentation an info to the GalaxyConfig.ecf
  • Warp target playfield names 'around the sun' got renamed from f.ex. 'Ellyon_0,0,-1' to 'Ellyon [Sun Back]'
  • All warp target playfields are now PvE
  • Add player/hover target position to system/galaxy maps. Make input boxes bigger to accommodate full sector coordinates.
  • Info cards in the system map for sectors will now show a class of the playfield
  • Added display names for space sectors map
  • First draft of galaxy nebulas

GAME WORLD

  • Space Base Defense enabled for Pirates faction (FactionWarfare.ecf)
  • Adjusted TemperateStart planet and starter zone
  • Decreased spawning of ground AI on TemperateStarter
  • Added new icons for space sectors: Junkyard and SpaceEmpty (System map)
  • Updated: Moved Legacy galactic territory to new position + changed content
  • Updated playfields: Increased spawn probability of asteroids in space slightly

GAMEPLAY

  • TurretAlien ( Pulse Laser Turret T2 ) is now fully working (Legacy Infector and Decimator class vessels will now shoot back!)
  • Added Titanium Rods to MA Corp Traders
  • First draft: Item-Sorting now persistent per container/inventory (In-Session. Not yet saving to savegame)

SCOREBOARD

  • Added Ranking to scoreboard ( press B )
  • Added leaderboard values ( Visited systems, Blocks placed, deaths,..and a lot more)
  • Added sections to scoreboard window: Player, Player's Faction and All Factions

REGISTRY

  • Registry now remembers last selected entry and selects it again when reopening
  • Added "Show On Map" for selected stars and solar systems
  • Showing bookmark icon now always for all bookmarks and not the chosen icon of the bookmark, to easier identify bookmarks in registry

POI & BLUEPRINTS

  • In playfield yaml, random POI config: Added "UseEachGroupPoiOnlyOnce" flag to force each POI of a POI group to be spawned only once
  • POI in orbit are now distributed up to 15.000m from center in each direction (before: 2000)
  • Manually spawning blueprints: limiting the move down into terrain until the first device
  • Manually spawning blueprints: added game option 'UndergroundBpSpawn' to override spawn limit  (see possible values and default in an gameoptions_example.yaml)
  • Improved RandomPlacer to overlap less, to better use the allowed distance between POIs (even before one POI fails to be placed)
  • Updated: Small adjustments to Ancient Revelation Control-Station POI
  • Updated: Removed cores from orbital CV wreckages
  • Updated: Reworked Unknown Artifact, Helix, Structure
  • Updated: Xenu POI groups (standard, advanced and special POI)

PDA, DIALOGUE & MISSIONS

  • All Story Missions are playable on all starter planets now
  • All Story Missions have been updated and improved (sometimes significant changes) for consistency with the game story ( Note: The missions are currently 'free to activate' or will activate automatically in certain conditions. They are not linked in a row, to make testing easier. This will change with the public version!)
  • PDA window improvements: for each category the last selection (chapter or task) is remembered, if the active chapter is displayed the currently active task is selected
  • PDA window: Added hint to "Activate" button if disabled because chapter is ChapterActivation controlled
  • Dialog window: Changed all texts to TextMeshPro, now all features of the Sign blocks can also be used here, e.g. alignment
  • DialogueSystem: added function GetInstanceTicket()
  • DialogueSystem: added dbglobal_int
  • Allow optional scenario Localization.csv (SP and MP!)

BALANCING

  • Added Radiation-removal to all Anti-Rad medicals ( Ointment: -1, Pill: -3, Injection: -5, Decontamination Kit: -7)
  • Reduced RP gain from killing a member of an NPC faction

DATABASE

  • Now logging player AI vessel destruction
  • Now logging player completed PDA chapters
  • Added network profiling data (package count + size), added IsPvp flag for playfields,
  • Added dialogue states visited, player structures visited, build nr and version, player credits

CONSOLE COMMANDS

  • ConsoleCmd GalaxyConfig: added output where the config file is loaded from
  • Added console command 'galaxy' to reload the GalaxyConfig.ecf of the current savegame and test the parameters on the galaxy. Might break the current savegame!

== BUGFIXES  ==

(Experimental 12.4 2913)

  • Fixed: Regeneration of asteroids, POI's etc not working
  • Fixed: Can’t click "New Game" with some languages
  • Fixed: Terrain "Walls" appearing in or around structures
  • Fixed: Planet resource deposits are identifiable with map marker
  • Fixed: Clone chamber does not appear in the respawn options
  • Fixed: Autominer cannot be upgrade to T2 and T3 anymore
  • Fixed: A waypoint that is setup for a planet follows the player when the player enters the planet
  • Fixed: Unable to warp to a waypoint setup in another star
  • Fixed: Difference in distance between the warp line & "Lock button" distance
  • Fixed: Infinite fuel/CP access exploit with faction "none" POIs
  • Fixed: [MP] Vessels don't load/update in correct position for other clients
  • Fixed: Waypoints persist after picking up a waypointed terrain placeable
  • Fixed: Added touchable collider to station console hologlobe element
  • Fixed: Alien turrets should not attack predator animals (like spiders) any more
  • Fixed: LY distances between stars, as a result: galaxy radius is now 500 instead of 3000 LY (it was always smaller than 3000LY, the display before was faulty)
  • Fixed: Wipe command to work also with the new DB
  • Fixed: Label anchors for player position and other labels
  • Fixed: Incorrect display of LY label and distance in sector list
  • Fixed: Solar panel in space not producing energy bug
  • Fixed: Exception sometimes when opening system mapMode
  • Fixed: Menu tab not updated to system map when double clicking star to open console Window
  • Fixed: Missing entry for LY distance
  • Fixed: Access Constructor step did not work in RP-2 tutorial
  • Avoiding exception when ticks get out of bounds and opening player window
  • Fixed: Wrong tooltip for minimap when in various screen aspects
  • Fixed: Legacy planetary playfield issues
  • Possible fix for sometimes flickers when switching between system and galaxy maps
  • Fix for bookmarks in instances not showing up
  • Fixed missing scrollbars in system description panels
  • Fixed sorting visited star system list
  • Registry: fixed problem that two entries for some objects appeared
  • DB: fix for communication abort when entering a server the very first time and opening the player window
  • Fixed: Polaris Scout pivot issue

Source: Alpha 12 Experimental - Phase IV

 

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Alpha 12 Experimental - Phase 4.1 Update
« Reply #198 on: June 07, 2020, 07:00:25 AM »

Alpha 12 Experimental - Phase 4.1 Update

Hi Galactic Survivalists!

Although phase 4 was released just a few days ago, we have worked on some important bugfixes which we do not want to delay any longer.

That being said, this is not only a bugfix update or a hotfix to phase 4, but also adds several new elements in terms of gameplay and visuals for you to test as well! Some of these are currently work-in-progress, but - as always - require your dedicated feedback to improve them up to the next phase-release. :)


Please find the full changelog added below.

As usual:

  • Report bugs and issues here[empyriononline.com]
  • Any bug fixed for A12 can be found here[empyriononline.com]
  • Check known Issues List here[empyriononline.com]
  • Fixed Experimental version bugs can be found here[empyriononline.com]

While the Experimental phases last, we will continue to update this post[empyriononline.com] with the latest Experimental version changelogs for hotfixes and intermediate bugfix patches.

For discussing the new and updated features, please head over to the pinned threads in our Experimental Feedback forum[empyriononline.com].

Have fun! :)

= CHANGELOG =

Gameworld

  • Space: now using real stars and nebulas instead of skybox images. (only for games started with 12.4.1; For old scenarios: remove the Nebula/Stars property from playfield.yaml )
  • Space: POIs now will be placed within a max radius of 15000m around the center of the playfield (only for games startet with 12.4.1)
  • Galaxy Map: coordinates are now displayed as LY instead as sector coordinates

Story and POI

  • Added story intro mission: Starting The Journey (auto-activates on completion or decline of Tutorial BUT can also be activated manually!)
  • Storyline missions now require a RP of 'neutral' (Talon, Polaris); Note: All story missions can be activated manually!
  • Uncertain Outcome: Improved waypoints to avoid being guided to the wrong POI
  • Uncertain Outcome: Asteroid Mining Station now has an Admin Core to avoid ruining Polaris RP while fighting with the Zirax
  • Totally Overpowered: Removed secondary trading station from AridStarter to not confuse the pda mission
  • Human Remains: Removed creature spawns from UCH Heidelberg position on starter planets ( avoids distraction by being attacked while reading )
  • Added Defense stations for Traders Guild (thx to sulusdacor)
  • Added Polaris Gas Refining orbital station (thx to Kaeser; for now added to playfields: Asteroid, Asteroid Few)
  • Added more VOID and Progenitor Artifacts (thx to Fractalite)
  • Updated Legacy POI and ships (thx to vermillion)
  • Updated Legacy Matter Converter (thx to Kaeser)

Materials & Crafting

  • Added Platinum ( Ore > Bar > Ounce) and Aluminum ( Ore > Powder > Coil); Currently only as collectibles and for trading; not used in crafting yet. Obtainable from planetary deposits and asteroids in certain locations only (Hint: Watch out for Zirax Commanders ;) )
  • Known issue: Resource icons might not shown on some planet info cards (only number of deposits displayed; Will be fixed in Phase 5)
  • Added back Iron/Copper/Silicon ore deposits around Tutorial 'Large Wreckage' site to reduce search-frustration at game start (for new players).
  • Renamed 'Hardened Steel Plates' to 'Sathium Plates' to reflect the changed crafting logic and to reduce confusion (As of Alpha 12, Hardened Steel blocks use Titanium; Combat Steel blocks use Sathium).

Registry

  • Added a ‘proximity log’ for own structures in the registry (see new button)
  • Reduced amount of information shown in the Registry.
  • Explanation: In the old version there was way too much data shown, also it was too expensive on opening (network traffic, etc). This is the first implementation in a try to optimize the data that is shown in the registry (compromise regarding performance and usability).

Multiplayer

  • Added offline chat messages via DB (WIP): In Private and Faction channels, you can now send chat messages to a player who is offline. He will receive the message when coming online again and opening the chat window for the first time.

Technical changes

  • Not showing star distribution on loading the game any more but only when using console command 'galaxy info' (new parameter)
  • Removed custom VC Redistributable installation
  • Better compression quality for nebulas
== BUGFIXES ==
  • Database: API Destroy calls don’t set parameter in DB
  • Fixed NPC Spawn on Polaris Smelter POIs
  • Fixed: CV RCS could not be upgraded to T2 version
  • Fixed: Solar panel producing energy during night bug
  • Fix for sporadic CoQ when crossing the 'green wall' border on a planet with a player bike
  • Fixed error message in PF log: Kinematic body only supports Speculative Continuous collision detection.
  • Fix jittering distance labels in maps. Correct distance label in system map.
  • Fixed CoQ when taking over an enemy POI and spawners still try to spawn entities
  • Fixed problem that you could choose a freighter CV as spawn point as medic station/clone chamber
  • Fixed: sporadic exception when closing the space map before all planets were generated
  • Fix for  legacy (old) scenarios not sending all playfields to clients
  • Fixed random POI overlapping bug
  • Fixed container/constructor logic on Firebase POI (thx to Pantera)
  • Fixed ore texture for Titan underground voxel deposits
  • Fixed: Missing damage state for Armor Locker (BACV) made it vanish when damaged
  • Fixed: Teleporter (CV) now returns the appropriate crafting materials on deconstruction and requesting the appropriate materials for Repair and BP Factory
  • Fixed sporadic CoQ when opening registry
  • Fixed: CoQ spam from Troop transport when loading into a save game
  • Fixed missing loca entries for Orbit Lines and other panel toggle buttons
  • Fixed: CoQ when opening Registry/Teleporter UI
  • Fixed: Thruster torque at 0 for yaw, pitch & roll

Source: Alpha 12 Experimental - Phase 4.1 Update

 

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Alpha 12 Experimental - Phase 5
« Reply #199 on: June 07, 2020, 07:00:25 AM »

Alpha 12 Experimental - Phase 5

Hi Galactic Survivalists!

The public release of Alpha 12 is coming closer. For those that asked: Expect it to happen around mid of june! No liability assumed, of course :D

That being said, Experimental Phase 5 is adding one of the last features, related to the new galaxy: the Station Services.

Station Services will allow you to refill fuel and pentaxid, restock your ammo, repair your vessel or fast-charge your shields in exchange for credits. For testing how this will work, visit the Polaris Trading Station on the Temperate starter planet. When in range, open the Control Panel (P) and find the new tab ‘Station Services’.

Keep in mind this is a new feature addition. The pricing will change. We also plan to add the Station Services to more planetary and orbital structures until the next phase.

For now, let us know what you think: https://empyriononline.com/threads/a12-exp-station-services.93655/ :)

We have of course also worked on the galaxy, the stars, nebula - which are now part of the orbital skybox as well! - and bugfixes. ;)

Please find the full changelog added below.

As usual:

  • Report bugs and issues right over here[empyriononline.com]
  • Any bug fixed for A12 can be found here[empyriononline.com]
  • Known Issues List[empyriononline.com]
  • Fixed Experimental version bugs can be found here[empyriononline.com]

While the Experimental phases last, we will continue to update this post[empyriononline.com] with the latest Experimental version changelogs for hotfixes and intermediate bugfix patches.

For discussing the new and updated features, please head over to the pinned threads in our Experimental Feedback forum[empyriononline.com]

Have fun! :)

== CHANGELOG ==

New Feature 'STATION SERVICES'

When in range of a station (300m) which has the station services enabled, open the control panel of your vessel (P) and find the new tab 'Station Services'. You can buy and refill fuel, ammo and pentaxid, as well as repair your ship (repair-2-template!) and quick-load your shield - in case you have the required credits. The availability of station services (and which services are offered) can be set individually for an orbital or planetary POI in the playfield_static.yaml PROPERTIES entry. The pricing is taken from a new parameter, set in the ItemsConfig.ecf. This base pricing can then be further modified by factors in the playfield_static.yaml file.

The station services can be tested at the Polaris Trading Station on the Temperate starter planet. You can also find a setup example in its playfield file!

Feedback thread: https://empyriononline.com/threads/a12-exp-station-services.93655/

GALAXY

  • Now supporting 20 starter planets (old: 10)
  • Space: fading out now nebulas if they are farther away than 50 LY until they fully disappear in 250 LY distance
  • Galaxy nebulas: changed from single billboard to 'billboard cloud' to allow star systems to be within a nebula and show it 'around' the star system playfields. More to come!
  • Moved Legacy NPC territory closer to galaxy ( should now be in range of the warpdrive )
  • Space and distant stars: adjusted brightness and color (less bright and less saturated)

GAME WORLD

  • StarterMoon now a bit more 'forgiving' + reduced enemy drone presence
  • Swamp Starter: Added back 1 Anti Radiation Ointment to MEDIUM difficulty start escape pod equipment

GAMEPLAY

  • Item grid auto-sorting now combines stacks of same item type and meta and saves the selected mode in the savegame
  • Increased Shield-Damage of NPC Faction Plasma Turrets (Green/Red)
  • Add label to identify unmarked column for Loot Id in Devices page for spawner pad setup
  • Ventilator Blocks now also available in Small Constructor

PDA / MISSIONS / POI

  • Offworld Grave: Found logs can now be re-read on the token console (intermediate workaround for now)
  • Offworld Grave: Added some 'gifts' near some of the story-relevant consoles (mainly directed to new players)
  • Tales of the Past: Prison should now spawn more reliably (please retest your seeds and report back if it does not!)
  • Replaced story-POI cores with NPC Admin Cores: Control Station (Minefield), Com Array (Moon), Mainframe (Moon), Ilmarinen (slight updates as well), Pirates Hidden Base
  • Added: Trader Defense outposts HQ-version (thx to sulusdacor)
  • Added/Updated: Trader/Polaris Gas Refineries (orbital station; thx to Kaeser)
  • Added more Progenitor Artifacts (thx to Fractalite)
  • Added new Pirates Main base variant (creator: Twibras: modified: Fractalite)
  • Added new Pirates CV for SpaceBaseDefense ( Reworked by sulusdacor)
  • Updated: Polaris Asteroid Mining station (Story; thx to vermillion)
  • Added: New version of the Tales of the Past Alien Tower (thx to vermillion)

BUGFIXES

  • Fixed: PDA NearDeposit returns CoQ
  • Fixed: Old/legacy scenarios: added another fix for solar systems not showing up on first connect to a dedicated server
  • Fixed: CoQ on start when selecting the orbit start for creative mode
  • Fixed: Shared markers when copied to another players private list no longer persist after server restart
  • Fixed: The "Remove" button in the "Add a map marker" window isn't working
  • Fixed: Ship controller torque generated by thrusters leads to zero rotation ability when adding thrusters in some cases
  • Fixed: 'wipe poi' removing structures instead of regenerating them.
  • Fixed: 'wipe player' not removing player structures
  • Fixed: Infinite fuel/CP access exploit with faction "none" POIs
  • Fixed: Planet Info shows always the 0 Origin and not working properly
  • Fixed: Shared markers still appearing after being expired.
  • Fixed: offline chat messages not displayed if only quit to main menu
  • Fixed: faction messages not displayed in chat log until player first opened chat window
  • Fixed: AIPV's once spawned do not move or "Patrol"
  • Fixed: Remove button for bookmark dialog doesn't work
  • Fixed: loot drops on NPC Spawner for a LOT of POIs (thx vermillion!)
  • Fixed: several issues and exceptions when starting the Base Attack scenario.
  • Fixed: double occurrence of structures that were taken over by players.
  • Fixed: wrong selection on reopening.
  • Fixed: wrong distance calculation sometimes

Source: Alpha 12 Experimental - Phase 5

 

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Alpha 12 EXP - Phase 6
« Reply #200 on: July 12, 2020, 07:07:31 PM »

Alpha 12 EXP - Phase 6

Hi Galactic Survivalists!

Giving a fixed date for a release is always a bit of a risk, but if everything goes accordingly, you should save the following date for the Empyrion Alpha 12 public release: June, 15th.

Just as a disclaimer, although we know all of our community members are pretty much aware of the following: If  today's Experimental phase 6 and the upcoming phase 7 release (scheduled for this friday) show any serious issues, well, then the release day will of course be pushed back a day or two. ;)

That being said, on behalf of the Eleon Game Studios development team and the QA crew: thanks a lot for your tremendous amount of positive comments on the upcoming Alpha 12 features and thanks even more for all the bug reports and helpful feedback! :)

With today’s phase 6 release, we add another bunch of fixes and adjustments but also a new variant to start your game experience: Snow Starter!


Note: the Snow Starter will NOT offer any tutorial, but will let you play all the missions.

Please find the full changelog added below.

As usual:

  • Report bugs and issues right over here[empyriononline.com]
  • Any bug fixed for A12 can be found here[empyriononline.com]
  • Known Issues List[empyriononline.com]
  • Fixed Experimental version bugs can be found here[empyriononline.com]

While the Experimental phases last, we will continue to update this post[empyriononline.com] with the latest Experimental version changelogs for hotfixes and intermediate bugfix patches.

For discussing the new and updated features, please head over to the pinned threads in our Experimental Feedback forum[empyriononline.com]

Important note, related to our Experimental Server: the server needs to be wiped with today's update, as we integrated some database related changes that will help us to improve not only multiplayer-related features. The wipe is also necessary to introduce all the POI changes as well as having the Station Services added to the game world - which is, for the same reasons, recommended for Single Player as well.

For everyone who wants to play the new Invader vs Defender Scenario, please be aware that a final version is coming with the public release next week.

For the public release, we strongly recommend starting a new game with the release version, for getting all the latest fixes and features in your multiplayer AND singleplayer games!

Have fun playing! :)

== CHANGELOG ==

GALAXY

  • Slightly increased probability of all NPC factions to appear in non-faction territory
  • Added nebula color green/blue. Nebulas change color slightly faster now
  • Nebulas: tweaked billboards a bit, nebulas get now colored according to their positioning to avoid too many colors adjacent
  • Slightly desaturated red/blue nebula
  • Solar system map: added ability to highlight all moons

STATION SERVICES

  • All TradingStations (orbital) are now offering Station Services
  • Added Station Services to many more orbital stations (those that make sense and with services that mostly apply to the POIs theme)
  • All Starter Plantes Polaris Trading Stations are now offering Station Services
  • Added & adjusted  pricing for all items relating to 'Station Service' (ItemsConfig / BlocksConfig)
  • Added ingame message when a player gets close enough to a structure with station services
  • Added faction logo to station services window

GAME WORLD

  • Added new SNOW STARTER playfield (No Tutorial; All Story and Loyalty missions activated.)
  • The Legacy playfields: updated description / removed other factions POI and ships
  • Updated other space playfields (removed very old Zirax Stations)
  • Updated all space playfields: Only vessels and bases of the territory owner (and those allowed in their territories) should show up; Drones/Dronebase not yet changed (needs new code).

REGISTRY

  • Showing now fill level for the planet resources (also on other playfields)
  • Optimization to load less data on opening
  • Added icon for teleporter and station services if structure supports

OTHER & TWEAKS

  • Updated Default (Random) Multiplayer scenario (does not offer Tutorial or Story Mission!)
  • Allowing proximity log now on terrain placeable (f.e. auto miners or survival constructors)
  • Voxel resource drill resistance: Titan now "medium", Sathium now "hard"  (was reverse before)
  • Tweaked scanner delay a bit, so POIs should popup a bitter better synced to scanner graphics effect (only on planet)
  • DialogSystem window: Exchanged font for main text and answer options to our standard UI font, reduced default font size
  • HUD objects: Z sorting and dark background to improve readability
  • Player drone may now spawn nearby Admin POIs
  • AI drone and vessel configuration : AI in configuration yaml file will be filtered according the faction allowance in the current world
  • Adjusted some NPC prefabs to better support the dialog arrow
  • Rework of Marketplace to work with the DB

POI

  • Added Progenitor artifacts to more playfields
  • Added: Outpost Nina (Pirates), Xenu Fuel Depot T1 (Zirax); thx to sulusdacor
  • Updated Zirax: Epsilon Com Center, Epsilon Defense 1; thx to vermillion
  • Added Kriel: Vectrum, Turrim Alveo; Updated Kriel Center; thx to jrandall
  • Updated Trader: Added new TraderDefenseHQ POI to defend TraderMain POIs
  • Added placeholder OPV for Kriel and Traders Guild
  • Updated: Tutorial Hoverbike, UCH Dart, Epsilon Defence II (thx to vermillion)
  • Updated: Outpost Nina (Pirates) & Xenu Fuel Depot (thx to sulusdacor)

MISSIONS

  • Tales of The Past: optimized AlienTower interior lighting timing
  • Totally Overpowered: Pirates drop to unfriendly when base is discovered (they know you are coming from Polaris)
  • Ancient Revelations: The Illmarien will be fully salvageable for those completing the mission

BUGFIXES

  • Fixed: Thruster heat & radiation zone misplaced when vessel is rotated
  • Fixed: PaxPurgatory and SkyGuy bars do not buy Platinum Bars
  • Fixed: Lock sector button issues with non-galaxy mode games, and several other discrepancies with its enabled state and distance label.
  • Fixed dialog arrow being wrong positioned on sitting SciFi gambling NPC
  • Fixed: Sometimes a COQ can trigger after turret fire
  • Fixed: Projectile Turrets hit themselves
  • Fixed: Global seed doesn't work with fixed Scenarios
  • Fixed: Duplicate playfield name exception
  • Fixed: Declining Robinson Protocol leads to corrupted savegame
  • Fixed: Station service takes money without services
  • Fixed: Pirates territory does not contain stars for some seeds
  • Fixed: Two sentries in Hidden Pirate base were not destructible
  • Fixed: Loot Container not reachable anymore in Derelict Ship due to indestructible walkway
  • Fixed: Station service buttons do not have text
  • Fixed: Door Corner 01 forcefield showing from one side when door is closed
  • Fixed: Wildlife Cam completing on 1st deposit found
  • Fixed: Repositioning vessels on entering a moon/planet was not working when they got repositioned on moons or planets that were not located at 0,0,0
  • Fixed: Removal of warp tank is not recognised by CV as missing until warp engaged resulting in CoQ
  • Fixed: Station Interface: fix for warp container not getting filled correctly if mass/volume active
  • Fixed problem that sometimes your own structures without a clone chamber/medic bay showed up as respawn option
  • Fixed: [MP] Teleporter trap base with public faction
  • Fixed: Jetpack turns off after teleport from planet to space
  • Fixed: Blocks placed in wrong locations when using pageup/pagedown
  • Fixed: Blast Doors can get stuck & not fully open
  • Fixed: CoQ on dedi when doing 'gents' console command or the mod command to request all structures
  • Fixed: Incorrect state of target lock button when ctrl-clicking
  • Fixed: Sometimes system map doesn't open correctly when double clicking from galaxy map
  • Fixed: The Legacy planets appearing outside of The Legacy territory
  • Fixed: Marketplace old savegame compatibility
  • Fixed: DroneBases, PlanetVesselBases & Drones / PV missing
  • Fixed: No ammunition display for turrets in vessels
  • Fixed problem that asteroid fields were not created in territory areas
  • Possible fix for sporadic DB exception when changing playfields

Fixed: Station service cost button text blinking

Source: Alpha 12 EXP - Phase 6

 

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Alpha 12 Public Release
« Reply #201 on: July 12, 2020, 07:07:31 PM »

Alpha 12 Public Release

Hi Galactic Survivalists!

Today is the day: we are releasing Alpha 12 to the public!

First of all, a giant thank you to all our testers and bug reporters and to all of you players out there, sharing feedback on the new and updated features, starting new games and retesting new setup over and over again. This cannot be valued enough! :)

For those, that did not actively follow the Experimental phases, find a brief breakdown of some of the main features below.

While you read, we suggest to open up our Empyrion Soundtrack[soundcloud.com] and check out the three new 'Legacy Faction' tracks, created by Alex Jordon

Feature Overview

1. The Galaxy

  • A fully randomly generated galaxy with several thousand star systems.
  • For the start, the galaxy offers nearly two dozen new celestial objects, like different sun types, gas giants and even black holes!
  • The skybox in any orbit is now showing the real galaxy stars and its nebulae. Both elements are correctly displayed, depending on where you are in the galaxy.
  • Each of the (new) NPC main faction not only has gotten its own POI and vessel design, but also has its own territory in the galaxy: Zirax, Polaris, Kriel, Traders Guild, Pirates, The Legacy (UCH and Talon are available as well, but are used as implicit faction in the default game) 

2. Station Services

  • When in range of a station which has the station services enabled, open the control panel of your vessel (P) and find the new tab 'Station Services'.
  • You can buy and refill fuel, ammo and pentaxid, as well as repair your ship (repair-2-template!) and quick-load your shield - in case you have the required credits.

3. All new scanning detection systems

  • Detectors, available as handheld devices with low range, but also for every vessel, will reveal deposits and points of interest while actively managed.
  • Detectors work on planets and in space!

4. Player-build Teleporter

  • Add a teleporter device to your base or your capital vessel to create shortcuts between your structures or simply to avoid landing or having to go outside in your space suit..
  • You can use teleport destinations from discovered stations of friendly NPC factions

5. Interactive Dialogue System

  • The player avatar now has choices when talking to an NPC (depending on the mission or the setup of the NPC of course)
  • The dialogue system can be used to create short quests (without using the PDA) or react dynamically on what the player has achieved in a mission

6. Storyline

  • The game now includes the first part of a multi-staged storyline, which currently includes six consecutive chapters for several hours of playtime!
  • The Robinson Protocol Tutorial has been updated as well, especially for early vessel repairs and base building basics.

7. Crafting

  • Four new materials: Titanium, Platinum, Aluminum and Ice
  • (Note: Titanium Plates will be used for Hardened Steel from now on. Sathium plates (Former 'hardened steel plates') will be used for combat steel.)
  • Stacksize up to 4000 + a heap of balancing (blocks, devices, techtree etc pp)
  • Sorting persistent per inventory per savegame & auto-stacks when used!

8. Registry

  • The Registry got improved up to serving as your personal Journey Book, achieving all your discoveries and allowing to easily browse all its items and plan your next steps
  • Markers and Bookmarks can be shown beyond playfield borders (managed in Registry), for example you can see your base marker from orbit.

9. Multiplayer

  • The old scoreboard has now been created into a fully fledged leaderboard with up to 15 rankings, seperated to you personally, all players or your faction
  • The Proximity log is an addition to the Registry. It will show you which players got close to one of your structures
  • Offline Chat messaging has been added!
  • Marketplace has gotten several updates too, e.g. now you can claim your goods at any Trading Station Device, if you do this remotely some transport costs are applied.

10. CPU

  • The CPU system now offers the 'Advanced Core' which, when replacing your structures core, will remove the CPU limitations. It can only be looted from very  dangerous (!) enemies..
  • CPU system offers a buff for not exceeding CPU Tier amount of points

Beyond those main features, Alpha 12 will of course add a lot of other changes as well.

For example:

  • New Snow Starter Planet for experienced players! No Tutorial or help given, but all Story and Loyalty missions are activated.
  • Invader vs. Defender and Multiplayer Default scenarios fully updated
  • NPC Faction structures in space will call for reinforcements when you attack them
  • Generators now take damage and will explode after 2 minutes, when constantly overloading
  • You can now respawn in a survival tent and you get respawns options to spawn on friendly NPC factions or own structures (without the HOME button set)
  • Use the new TOKEN-system for creating keycards and such.
  • Multitude of POI updates and additions, Device model updates and Rebalancings!
  • All of the game configs are now available for you to edit in the configuration folder!

One change is maybe one of the most important, although not really visible to you as a player at all: the Database.

The 'database' is now the backbone of the game and most of the features of Alpha 12 rely on it or would not have been possible at all. A lot of changes had to happen behind the curtain, before the Alpha 12 features have had the chance to go into full swing.

We will of course set up feedback threads for each of the major features right here[empyriononline.com] in the next hours

Feel free to ask any question there & help us to track down and eliminate remaining bugs by reporting them over here:

  • Read first[empyriononline.com]
  • Bug reports[empyriononline.com]
  • Note: Please retest your not yet solved A11.5 issues!
  • Most of the A11 & A12 bugs fixed during A12 Exp can be found here[empyriononline.com]

Now, without further ado - have fun playing the Alpha 12!

We are looking forward to your feedback!

Cheers,
Empyrion Dev Team & QA

PS: All our multiplayer servers will be wiped completely for the Alpha 12 release, including the benefits gained from the EAH Virtual Orbital Autominers to ensure a clean and fair restart into the Alpha 12 season.

Foe those interested, please find the full changelog[empyriononline.com] at the end of the copy of this release post in our forum.

==========

Latest updates:

- 2020-06-19 Patch 12.1[empyriononline.com]
Source: Alpha 12 Public Release

 

 

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