Empyrion-Servers.com Blog Feed en https://empyrion-servers.com/ Thu, 02 Apr 2020 10:16 CEST Empyrion-Servers.com is a Empyrion servers list. Its goal is to provide an efficient way for players to find a server that suits their needs and also for servers owners to get more players on their servers. 60 Alpha 12 - Wednesday Roundup https://empyrion-servers.com/blog/99/alpha-12-wednesday-roundup/ https://empyrion-servers.com/blog/99/alpha-12-wednesday-roundup/ Thu, 02 Apr 2020 10:16 CEST 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
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Alpha 12 - Wednesday Roundup https://empyrion-servers.com/blog/98/alpha-12-wednesday-roundup/ https://empyrion-servers.com/blog/98/alpha-12-wednesday-roundup/ Thu, 02 Apr 2020 10:16 CEST here.]]> Alpha 12: The sky is full of giants... https://empyrion-servers.com/blog/97/alpha-12-the-sky-is-full-of-giants/ https://empyrion-servers.com/blog/97/alpha-12-the-sky-is-full-of-giants/ Thu, 19 Mar 2020 13:35 CET 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]








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Alpha 12: The sky is full of giants... https://empyrion-servers.com/blog/96/alpha-12-the-sky-is-full-of-giants/ https://empyrion-servers.com/blog/96/alpha-12-the-sky-is-full-of-giants/ Thu, 19 Mar 2020 13:35 CET here.]]> Alpha 12: Space Defense & NPC Factions https://empyrion-servers.com/blog/95/alpha-12-space-defense/ https://empyrion-servers.com/blog/95/alpha-12-space-defense/ Wed, 11 Mar 2020 16:47 CET 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)
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Alpha 12: Space Defense & NPC Factions https://empyrion-servers.com/blog/94/alpha-12-space-defense/ https://empyrion-servers.com/blog/94/alpha-12-space-defense/ Wed, 11 Mar 2020 16:47 CET here.]]> Alpha 12: Part IV - Dialogues, Tokens, Loot and Services https://empyrion-servers.com/blog/93/alpha-12-part-iv-dialogues-tokens-loot-and-services/ https://empyrion-servers.com/blog/93/alpha-12-part-iv-dialogues-tokens-loot-and-services/ Wed, 04 Mar 2020 09:35 CET 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]!]]>
Alpha 12: Part IV - Dialogues, Tokens, Loot and Services https://empyrion-servers.com/blog/92/alpha-12-part-iv-dialogues-tokens-loot-and-services/ https://empyrion-servers.com/blog/92/alpha-12-part-iv-dialogues-tokens-loot-and-services/ Wed, 04 Mar 2020 09:35 CET here.]]> Untitled https://empyrion-servers.com/blog/91/untitled/ https://empyrion-servers.com/blog/91/untitled/ Sat, 29 Feb 2020 13:37 CET 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]!]]>
Untitled https://empyrion-servers.com/blog/90/untitled/ https://empyrion-servers.com/blog/90/untitled/ Sat, 29 Feb 2020 13:37 CET here.]]> Alpha 12: Part II - CPU and Flight Model https://empyrion-servers.com/blog/89/alpha-12-part-ii-cpu-and-flight-model/ https://empyrion-servers.com/blog/89/alpha-12-part-ii-cpu-and-flight-model/ Wed, 26 Feb 2020 17:09 CET 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]
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Alpha 12: Part II - CPU and Flight Model https://empyrion-servers.com/blog/88/alpha-12-part-ii-cpu-and-flight-model/ https://empyrion-servers.com/blog/88/alpha-12-part-ii-cpu-and-flight-model/ Wed, 26 Feb 2020 17:09 CET here.]]> Dev Blog on Alpha 12 Features https://empyrion-servers.com/blog/87/dev-blog-on-alpha-12-features/ https://empyrion-servers.com/blog/87/dev-blog-on-alpha-12-features/ Tue, 25 Feb 2020 10:23 CET 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]
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Dev Blog on Alpha 12 Features https://empyrion-servers.com/blog/86/dev-blog-on-alpha-12-features/ https://empyrion-servers.com/blog/86/dev-blog-on-alpha-12-features/ Tue, 25 Feb 2020 10:23 CET here.]]> Game Survey 2020 https://empyrion-servers.com/blog/85/game-survey-2020/ https://empyrion-servers.com/blog/85/game-survey-2020/ Thu, 20 Feb 2020 09:40 CET
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]]>
Alpha 11.1: Stabilization, new stock Blueprints https://empyrion-servers.com/blog/84/alpha-111-stabilization-new-stock-blueprints/ https://empyrion-servers.com/blog/84/alpha-111-stabilization-new-stock-blueprints/ Fri, 22 Nov 2019 12:07 CET
Today we release Alpha 11.1 as a 'stabilization update' for Alpha 11. As the name indicates, we primarily focused on bugfixing and a few more refining changes.

For 11.1 we temporarily have reverted the new galaxy map to the previous version, as the new map needs more refinement.
Please feel free to tell us, if you want to either stay with this known map or if you would prefer to go with the new one - with some fixes and adaptions, of course. In the latter case, please give us feedback what needs to be improved to finally replace the old one - thanks a lot :)

Please continue to use the feedback and info threads pinned over here[empyriononline.com] for any ideas and suggestions on those topics.



With regards to the CPU system, we also started to add new, CPU-compliant stock Blueprints and also retired some of the old ones from that category. Please not only check out the additions in your game's Blueprint Libary (F2) but also head over to the 'Vessel and Base BLUEPRINTS'[empyriononline.com] section in our new creators forum, where you can comment on each of the new models - and even download the retired blueprints if you like to still use them.





Thanks a lot in advance for reporting 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]

Also, ahead of reporting any issue, please have a quick look at the KNOWN ISSUES[empyriononline.com]

And now: have fun playing :-)

===============

RELEASE Alpha 11.1 2019-11-22 (Build 2717)

Changes:
- Planet Life Manager - animals are not spawned if player is more than 150 meters above or below them
- Runtime memory check which informs when memory is too low and forces low quality textures if necessary. It will now account for memory used by the game itself
- Console command 'destroy' now removes the entity immediately without showing it dead for some time. Use 'destroy <id> -dead' if you want the old behaviour
- added server-side muting of players incl. new console cmd 'mute'
- Set shadow distance in Best setting to 300 meters (old: 140) and in Good setting to 150 meters (old: 60)
- Mountains on planet outside view of class 2 planets are now 10% less high to not stick through the atmosphere
- Dedi will not add new playfields to a playfield server if this server needs more than 6GB of total memory
- Dedi now checks if emptied pf server uses too much memory, if yes process is killed instead being managed as idle server again
- Reworked and added new CPU-compliant stock Blueprints (they have a unique name compared to the old ones; thanks to Jennyphurr, Vermillion, Kieve, Zovya, Frigidman, jmcburn, sulusdacor)
- Retired some older stock Blueprints (retired ones will be made available in the forums)
- SpotlightBlocks are now available from the beginning (previously starting at Techtree level 3)

Fixes:
- Fix bug that dedicated server asked a playfield server to load several playfields if player join in very short time
- Better fix for 'gents' dedi console command mixing entities on a playfield server that loads several playfields
- Proper fix for sporadic 'Exceeded entity id list' exception
- Fixed pooling of drone prefabs. Activated pooling for Zirax prefabs (as example)
- Fix for sporadic warning messages on playfield servers: 'Cannot save FOW database for player X'
- Fixed for not possible to connect to a locally started dedi a second time, if there was a password set on the second start of the dedi
- Better fix for NRE exception with GetTemperatureAt() (=loading/unloading of playfield data)
- Old Mod interface: Event_GlobalStructure_List lists structures in multiple playfields (final fix)
- Completely hiding HUD with F6 while in a vessel and exiting keeps Toolbar vanished when trying to show again
- Ship max speed changing when turning
- ArgumentNullException in PF logs after warping to another playfield
- Fix for NRE when warping between Tull and Omkar Orbits
- Instances are broken
- Cruise mode for every direction but forward is not applying the correct speed
- In control panel -> CPU Statistics some incoherence with the CPU costs bug fixed
- [MP] No sound is heard from explosives blocks when placed
]]>
Alpha 11.1: Stabilization, new stock Blueprints https://empyrion-servers.com/blog/83/alpha-111-stabilization-new-stock-blueprints/ https://empyrion-servers.com/blog/83/alpha-111-stabilization-new-stock-blueprints/ Fri, 22 Nov 2019 12:07 CET here.]]> Alpha 11: Flight model, CPU, Docking https://empyrion-servers.com/blog/82/alpha-11-flight-model-cpu-docking/ https://empyrion-servers.com/blog/82/alpha-11-flight-model-cpu-docking/ Mon, 18 Nov 2019 13:04 CET

Hi Galactic Survivalists!

Those community members who followed the pre-info, live streams or even actively took part in the experimental phase will already have some insight on how the Alpha 11 gameplay mechanic changes and additions like CPU points, new Flight Mechanics and all the other features will affect the way how the game is played.

Said that, and instead of giving a lengthy explanation here, we would instead ask any new and recurring player to do the following: PLEASE read through the pinned INFO AND FEEDBACK[empyriononline.com] posts before starting into a new game or giving feedback.

Alpha 11 is again a “game changer” milestone and we are well aware that such changes might break playing habits which were ok and accepted for a lot of versions. But such changes also bring more depth and diversity to the game and, as you all know, we have and always will try to make transitions as fluid as possible (by avoiding savegame breaks, f.ex). On the other hand, changing an old or adding a new core gameplay will never be frictionless nor perceived the same by everyone. We are taking all (fact-based) feedback and discussions to heart and, as those that are around for some time have seen a lot of times, we are more than willing to refine initial feature releases (although maybe not in the initial release) with those well thought ideas and suggestions made - if applicable and if time permits.

Said that, and on behalf of anyone here at Eleon Game Studios, we would like to express our biggest thanks to all those, that are constantly offering help to improve features with on the spot feedback and are supporting the game design on a global level. Not only by in-detail testing new and changed features, bringing up issues and problems but also by helping new (and sometimes also recurring) players to get accustomed to new features and game changing updates in general! You guys rock! :)



Now, without further ado, everyone please check out the feature list and the full changelog below.

Main Features & Additions of Alpha 11
  • CPU Points & Tier System
  • New Flight Mechanic & Techniques
  • New Pilot HUD
  • Docking: any-to-any (except CV->Base, not needed)
  • Thruster Rebalancing
  • Base Attack changes
  • Building additions
    - Material Blockshapes (+16)
    - Heavy Windows (Full Glas, Connectors,...)
    - Railings (2 entirely new design groups: Metal and Metal-Glass + Double-Railings)
    - New Hangar door models
  • New POIs
    - Default Survival Orbit: Wreckages
    - Default Survival Snow: Civilian buildings updated
    - CREATIVE Mode Orbital Base Start: New Base with Library (How To Build / Use Tools..)
  • Technical demo for Multi Solar System: Akua-Omicron Scenario (MSS will be extended in the next releases)

NOTE:
- Version of Config.ecf has been increased - please review and adapt your modifications!
- When using available mods you might also need to update to their most recent version (please refer to their respective creators for further questions)

Thanks a lot in advance for reporting any bug and issue in our bug forum[empyriononline.com]

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

Also, ahead of reporting any issue, please have a quick look at the KNOWN ISSUES[empyriononline.com]

And now: Have fun playing! :-)







PS: Please note about the "Official Public" server: we will full wipe our "Vanilla" Eleon server and activate CPU system to get moderate feedback about it. The Official EU and US server will be full wiped at a later stage (around Christmas).

Full Changelog
CPU
  • Added CPU Extender T2-T4 for HV, SV, CV and BA
  • Added 4 new collectibles required to craft T3 and T4 Extenders (Large/Small Optronic Bridge, Large/Small Optronic Matrix), available in rare and ultra rare alien containers as well as from all QuantumSTAR, Bertrams and Servant traders (more will be added, Default Survival > Polaris Orbital Trading Station)
  • Added crafting templates for all CPU Extenders
  • Added CPU information to 'di' console command overlay
  • CPU Points system is by default active in CREATIVE mode
  • CPU Penalties: Ships with at least one Core admin or NPC core or NPC core admin will no be subject to CPU penalties
  • CPU efficiency rebalancing: 100% overshoot of the CPU tier level -> 70% efficiency
  • Added CPU infos to list of data in Blueprint window
  • Added option toggle for CPU system (CPU = OFF by default)
Base Attack
  • Zirax attack Hacking Swipe has been reduced to 8-10m
  • Zirax attack troopers have gotten a new behavior: When they are stuck, they will start to wander around (Patrol behavior) and check if their target (core) is in range once and a while.
  • Hacking swipe for Talon Shaman has been removed
  • Note: both changes are temporary changes. More changes are planned for future releases (Change of attack pattern, targets, damage balancing)
  • Added new particle effect for Talon Shaman (visible during Talon Base Attack)
LCD & Projector
  • LCDs: Replaced checkbox for switching between new and legacy modes by a button for one-time conversion from legacy to new (legacy mode costs performance)
  • Improved LCD Projector:
    • dimensions and offsets now all have 1/4 block steps
    • 4x resolution of dimensions
    • 2x resolution of offsets, value is now also displayed in blocks (was 1/2 blocks)
    • added z offset (front / back)
    • added 45° rotations for all three 3 axes
  • LCD screens: increased character limit
New models & model updates
  • Addel L, M2 and L2 Thruster for SV (available in Small, Large, Advanced Constructor)
  • Added new Ventilator shapes
  • Added new full-glass Heavy Window shapes
  • Added 16 new Material shapes to all block groups and blockshape menu
  • Added 2x6 new Railing types to Walkways & Railings group (BA, CV)
  • Added 4x double Railings to Walkways & Railings group
  • Updated Boarding Ramps (Removed front side ledge)
  • Added standard and armored round, centered and corner doors (BA, CV)
Other additions & changes
  • Allowing to spawn HVs in space
  • Ship controller: add a small force in all directions on HV in space (for docking ability; HV can move in space with a max speed of 3 m/s)
  • Added possibility to upgrade from Carbon Composite blocks to Steel Blocks
  • Supporting now flexible docking between ALL ship types
  • Rockets that are fired from a moving ship now always inherit the speed of the ship (additional)
  • Docked ships are now considered when calculating the total weight of a structure
  • Enhanced Blueprint Workshop: in Creative Mode structures with "forbidden blocks" can be published as POI's; they are tagged accordingly and can be used in the Workshop search bar
  • Added type name and custom tag checkboxes to Blueprint Publish dialog
  • Doubled "Steer your Escape Pod" message display time from 5 to 10 seconds
  • updated playfield of "Invader vs Defender II" scenario
  • SSG: Improvements to Sector Type parameter settings
  • CtrModifier key now configurable
  • Added blueprint name to 'di' output command (only available as game host)
  • Add “Target in Range” Crosshair color change also to non-zoomed weapons and all fixed vessel weapons as well as manually aimed turrets (all structures) => crosshair gets red (bright) if in range
  • Removed RCS from 'essential devices' as they are no longer needed always
  • Steam Workshop now contains filter checkboxes for custom POI tags, e.g. "Terrain Base" (can be set when publishing / updating a Blueprint from within the game)
Playfields & Multi Solar System (tech demo)
  • 'Multiple solar systems' tech demo: distributed the planets of 'Default Akua-Omicron' scenario into 6 solar systems
  • added first version of a Galaxy Map
  • The LightZenithColor of a planet can force the light color of its orbit when the new playfield_static.yaml parameter OrbitUsesLightColor is set to TRUE ( playfields without this parameter are set to FALSE by default)
  • Added NoShield parameter to all planetary playfields to make sure shields of POI do not recharge when brought down to 0
  • Added OrbitUsesLightColor to ExamplePlayfield playfield_static.yaml (incl. explanation how to use)
  • Set OrbitUsesLightColor to false for creative playfields
  • Lava planet has slightly less redish atmosphere color
  • A playfield server will now load several playfields (1 planet playfield and 1 orbit playfields or 3 orbit playfields)
New/updated POI
  • Added new SNOW versions for Civil and Polaris POI to be used on Snow-Playfields
  • Added new group of orbital Wreckages (BAs, but also a CV and a SV) for all orbits except starter orbits
  • Updated non-snow POIs (Civil Settlement-B)
  • Updated the Default CREATIVE Scenario ORBITAL BASE start with an all new Starter Base that now offers all the necessary info to get started with building and creating awesome stuff in Empyrion. The Base also has a goodie spawned nearby to toy around with.
Balancing
  • Reduced mass of Fuel Tanks (CV, BA) and Large O2 tank (CV,BA)
  • Total Thruster Rebalancing ( Larger Thrusters/Jets more efficient per block/kg/m³ than smaller ones; CPU values adjusted to match significant increase of thrust power)
  • Increased crafting times of all Thrusters
  • Increased crafting times for all RCS
  • Techtree SV/HV: Manual doors now default unlock; Shutter doors lvl 3, Ramps lvl 5
  • Reduced Unlock-Level on SV Thruster L, M2 and L2
Technical optimizations and changes
  • optimized explosion related code
  • Setting max count of spotlights to 30 to avoid performance problems
  • Suppressing now Unity error message failed triangles and outputting a warning instead
  • Structure information text files in the Shared folder now have dots '.' again as fraction separator in all locales
  • Improved the internal ticking of the game by using the unity FixedUpdate calls. Set physics ticking to 0.025
  • Docked ships will not send position updates in MP any more (optimization)
  • performance improvement when loading LCDs in 'new mode'
  • Console command 'servers' will now list all loaded playfields per playfield server on a dedicated server
  • Performance improvement when shooting a gun
  • Pooling now rockets, ground blast and destroy particles
  • Removed MaxFireAngle from items config
  • Low memory check on startup, texture resolution reduction on low memory on startup
Server
  • Playfield server outputs INFO line now for each loaded playfield
  • adapted the 'stoppf' command to multi-pf servers: when more than one pf is loaded only that one is unloaded
  • Dedi: added server name and password to UI
Dedicated.yaml
  • The two (helper) parameters Srv_Visible and Srv_ForceHiding should no longer be used. The only valid parameter to determine public visibility is Srv_Public. So please, replace them if you still use them.
  • If none of the above mentioned parameters is in a yaml file, the server is by default visible, so if you want your private server to not be visible simply add a line "Srv_Public: false".
ModAPI
  • Added IApplication.GetPfServerInfos() to get data about pf server processes and their loaded playfields
  • Enhanced IPlayer by two new properties: IsPilot and DrivingEntity, added IEntity back-ref in IStructure
  • adapted to work with multiple playfields per pf server process: pf [un]load callbacks have an IPlayfield parameter instead of the pf name
  • callback for playfield unloading is called earlier (before pf cleanup is done), renamed to OnPlayfieldUnloading
  • renamed Playfield to ClientPlayfield - this is now for Client mods only: contains currently loaded playfield
  • INetwork: Replaced Dedi and Playfield DataReceived delegates by the common ModDataReceivedDelegate (since the playfield name is needed in both directions)
  • added IPlayfield.GetTerrainHeightAt()
Updated 'Invader vs Defender II' scenario
  • Implemented optronic items to NPC Trader to be able to build large CPU Extender
  • Added repeatable PDA Mission to get CPU Extender items
  • Reduced Resource quantity in the outer and middle ring greatly
  • Added variety of Resources in the outer and middle ring to motivate more exploration to get the resources you want
  • Fixed couple of issues

Bug Fixes:
  • Fixed: Alien Dancer now properly "picked up" as Crew (Alien) instead of Crew (Human)
  • Fixed: CoQ from global effects manager -> Solar panels
  • Fixed bug with player digged out areas in far terrain not showing correctly
  • Fixed: [Coop] 'AllowedBlueprints: None' is not being added in the dedicated.yaml in Coop mode
  • Fixed: Terrain placeable devices (Portable constructor & water generator) get removed after terrain under them is drilled
  • Fixed: Can’t connect to LocalDedi => App not Running
  • Fixed: When drilling an ore deposit with or without a PD the drill can stop drilling until the cursor is moved again
  • Fixed: [MP] Replace mode not showing changes made in creative MP until structure is respawned
  • Fixed: NPC's stop moving when they 'fall' from a structure into space/orbit
  • Fixed: Lower res textures appearing on devices - NGui camera is excluded from Texture Streaming computations
  • Fixed: All AI controlled vessels (AIPV, freighters, patrol vessel etc) 'fall' when the player approaches them
  • Fixed problem that when a passenger initiated a playfield change (teleport/warp), the pilot was not taken with him
  • Fixed: Turret targeting other turrets below ground
  • Fixed: Texture & colour tool 'Textures' UI glitched
  • Fixed: Shooting effects and blinking planet atmosphere
  • Fixed: In orbit the players suit light can cause the clouds of a planet to flash between white and black
  • Fixed: Accessing and editing an LCD Screen or Projector will activate it, ignoring settings and power
  • Fixed: Docked vessels can get moved far away from the parent vessel after a playfield change & remain 'docked'
  • Fixed: Players can be disconnected from their vessel if their internet connection drops
  • Fixed: [MP] Constructor Input & Output empty when the player quits and re-joins an MP game
  • Fixed: Distant planets go black & disappear when viewing from certain angles
  • Fixed: Text from LCD screens appearing on other LCD screens
  • Fixed: X key already assigned to action message when X key is unbound from shield
  • Fixed: AsteroidFieldRing does not rotate for Class 2 and Class 3 planets
  • Fixed: AlienBug02 hitbox
  • Fixed: Invisible block face 'Sliced corner A2' & 'Sliced corner B2' when next to other blocks
  • Fixed: Small container controllers clipping through blocks that are placed over them- 06842: CoQ triggering after entering, exiting then re-entering a planet repeatedly
  • Fixed: CoQ when try to open Chat
  • Fixed: CoQ prevents loading into playfields with lpf command
  • Fixed: {keybind(...)} PDA doesn't work in Chapter Titles/Description (and several other locations)
  • Fixed: [MP] Not possible to load into a MP server if character was left on a planet
  • Fix for 3rdp camera getting stuck directly above the player's head sometimes (esp. when the player uses the player bike
  • Fixed: Motorbikes get caught in a repositioning loop when trying to cross over the poles
  • Fixed: Base attacks triggering on a player base whilst honoured with zirax
  • Fixed: Access to locker cause COQ
  • Fixed: Base attack not appearing after alert triggers (full fix)
  • Fixed: Reloading weapons or tools triggers a CoQ
  • Fix for ship not moving in MP
  • Fixed: CoQ loop from Drone data
  • Fixed: Internal Error when destroying a structure with a selection tool active on any part of the structure
  • Fix for terrain showing gaps sometimes
  • Fixed: In "New Game Scenario" no Workshop icon in the scenario's list
  • Fix for OutOfBounds exception when leaving a playfield
  • Fixed: Long render time for structures
  • Fixed problem with collider of boarding ramp on playfield server
  • Fixed: Gameoptions flag ForvePvP was not considered in choose starter planet window
  • Fixed: POI Shield Gen Keeps Resetting
  • Fixed: Chunks of structure missing on first visit
  • Fixed: Spawner set wrong in POI "Abandoned Excavation Site"
  • Fixed: Survival Constructor stuck on backward time skip
  • Fixed: shields cycle on & off repeatedly when docked
  • Fixed: Copy Paste of multiple LCDs result in wrong order / issue
  • Fixed: Previosuly placed Solar panels are not working
  • Possible fix for ticks getting out of sync
  • Fix for console command 'ticks' not working any more
  • Fixed icon size of Sprite selection button in Screen Edit window
  • Fixed: When a HV touches the bedrock it will get repositioned above terrain
  • Fixed: When a vessel with retractable turrets changes pitch the turrets barrels aim downwards
  • Fixed: Game freezes up & stops responding after a player base is taken over by zirax when a new wave is triggered
  • Fix for slight camera stuttering when exiting a cockpit in MP in 3rdp
  • Fixed: Weapons and tool effects remain after docking
  • Fixed: [MP] R2T: Repair console 'last saved', 'Total repair time' & 'Remaining time' don't update when first opened
  • Fixed: [MP] The repair bay 'Green' shield gets removed from the vessel it wraps around when a player moves far away & returns
  • Fixed: Chapter window does not take CSV key
  • Fixed: NoSkip does not work in COOP and bug carries over to SP
  • Fixed: Items can disappear from containers when CE's are added
  • Fix runaway "CONSTRUCTION" difficulty setting label
  • Fixed: Removed wrong pivotpoint from BAJ_JunkT1_06.epb
  • Fix for sporadic NRE when changing playfields
  • Fixed: [MP] Items given by NPC's are spoiled when looting their corpse
  • Fixed: Dedi: fixed that stamps txt files got copied into wrong location (NewGame/Stamps)
  • Fixed: [SELECTION BUILD TOOL] Possible to symmetry-glitch 2 or more cores per structure
  • Fixed problem that on bad connections it was not possible to enter the game
  • Fixed: Corrected a bug that caused rockets not to fly their full range
  • Fixed: CoQ when loading into a playfied with 'lpf' which can also make current saves unloadable
  • Fixed: Blank inventory spots prevent scrolling
  • Fixed: Scrolling in cargo doesn't work in slots below initially visible ones
  • Fixed: Turret target options element becomes stretched out when turrets in the group have different target options set
  • Fixed problem that tracers sometimes did disappear immediately after shooting
  • Fixed: [ModApi] IContainer.SetContent doesn't work and removes visible in-game items
  • Fixed: [MP] WA for 'Exceeded id list' reported from public test server
]]>
Alpha 11: Flight model, CPU, Docking https://empyrion-servers.com/blog/81/alpha-11-flight-model-cpu-docking/ https://empyrion-servers.com/blog/81/alpha-11-flight-model-cpu-docking/ Mon, 18 Nov 2019 13:04 CET here.]]> Alpha EXP 10.6: CPU, Flight model, HV>SV docking https://empyrion-servers.com/blog/80/alpha-exp-106-cpu-flight-model-hvsv-docking/ https://empyrion-servers.com/blog/80/alpha-exp-106-cpu-flight-model-hvsv-docking/ Tue, 29 Oct 2019 15:28 CET

Hi Galactic Survivalists!

Most of you will have heard already about the features that are coming in Alpha 10.6, like the CPU, the new Flight Model, HV-to-SV docking and more.

Without further ado, some important general info on the CPU system and their use in the Experimental version.

The primary goal of adding the CPU system was to add a way to allow some basic specialization and an additional way to balance vessels in regards of thrust, RCS, weaponry and other parameters. Other features, added alongside CPU, will support that goal and open up alternative approaches. For example with 10.6 you do not necessarily need a (CPU costly) RCS anymore, because the position of thrusters will gain you a decent torque as well and the new aerodynamics lift/drag model will allow for SV designs, that can lift off on planets (with an atmosphere) by having only back-facing thrusters - without the need of any additional side, up or down thrusters!

In this context, there are a few important info you need to know about:
  • The values you see in the device infos are not yet final. They might move up or down or anywhere in between, even AFTER 10.6 has gone live on the public branch (but then possibly in a lower amplitude).
  • Because this is the case, we decided to do two things: First, the current Experimental version will have the CPU System activated by default with no option to deactivate it, so we get the most of the feedback. Second, when this version goes live on the public branch, we will not only add a SWITCH so you can decide if you want to play with CPU or not, but we also will set CPU Points to OFF per default. Server owners will of course get the same options.
  • At some point in the future, when the feedback indicates the CPU Points have grown to a workable balance, we will switch the setup again, so from then on CPU will be activated by default, BUT you will still be able to decide to not use them as the setting for On/Off will stay in the game of course!

Note: When resuming a 10.5 savegame, CPU system is off. We recommend to start a new savegame for EXP anyhow, due to all the other feature updates and POI changes (f.ex. The QuantumSTAR traders you can get the components for the CPU Extenders, will not be available in resumed 10.5 games!)

Please read the detail-info thread about CPU (and the other new features) BEFORE starting into the Experimental version: https://empyriononline.com/forums/faq-feedback.25/ :)

Main Features & Additions of Alpha 10.6
  1. CPU Points & Tier System
  2. New Flight Mechanic & Techniques
  3. New Pilot HUD
  4. HV-to-SV Docking
  5. Thruster Rebalancing
  6. Base Attack changes
  7. Building additions
    - Material Blockshapes (+16)
    - Heavy Windows (Full Glas, Connectors,...)
    - Railings (2 entirely new design groups: Metal and Metal-Glass + Double-Railings)
    - New Hangar door models
  8. New POIs
    - Default Survival Orbit: Wreckages
    - Default Survival Snow: Civilian buildings updated
    - CREATIVE Mode Orbital Base Start: New Base with Library (How To Build / Use Tools..)

As always in an Experimental phase:
- Please read through the pinned and ‘Showcase WIP’ marked INFO threads before starting a game (these threads are also the place for discussions about a feature!):
https://empyriononline.com/forums/faq-feedback.25/
- Please make good use of the feedback threads for your actual EXP GAMEPLAY feedback (not for discussions): https://empyriononline.com/forums/experimental-features-discussion.35/

Thanks a lot in advance for reporting any bug and issue in our bug-forum over here: https://empyriononline.com/forums/bugs.34/

Before making a bug report, please read about how to use the bug section: https://empyriononline.com/threads/read-before-reporting-bug-report-template-requirements-known-issues.47118/

Also, ahead of reporting any issue, please have a quick look at the KNOWN ISSUES
https://empyriononline.com/threads/read-before-reporting-bug-report-template-requirements-known-issues.47118/#post-290341

Please note that the Experimental phase will last at least 2 weeks.

Now, have fun playing Alpha 10.6 Experimental ! :)

PS: Also do not forget to check out our awesome Empyrion Galactic Survival Soundtrack, composed by Alex Jordon! Enjoy! https://soundcloud.com/empyrion-game/reposts

Full Changelog
NOTE: Version of Config.ecf has been increased! Please review and adapt your modifications!

CPU
- Added CPU Extender T2-T4 for HV,SV,CV and BA (models are placeholders!)
- Added 4 new collectibles required to craft T3 and T4 Extenders ( Large/Small Optronic Bridge, Large/Small Optronic Matrix) which will be added to the rare and ultra rare alien container loot tables and QuantumSTAR traders
- Added Collectibles for CPU T3/4 Extenders to Loot Tables
- Added Collectibles for CPU T3/4 Extenders to new Trader: QuantumSTAR ( Default Survival > Polaris Orbital Trading Station)
- Added crafting templates for all CPU Extenders
- Added CPU information to 'di' console command overlay

Base Attack
- Zirax attack Hacking Swipe has been reduced to 8-10m
- Zirax attack troopers have gotten a new behavior: When they are stuck, they will start to wander around (Patrol behavior) and check if their target (core) is in range once and a while.
- Hacking swipe for Talon Shaman has been removed
Note: both changes are TEMPORARY changes. More changes are planned for A11 release (Change of attack pattern, targets, damage balancing)
- Added new particle effect for Talon Shaman (visible during Talon Base Attack)

LCD & Projector
- LCDs: Replaced checkbox for switching between new and legacy modes by a button for one-time conversion from legacy to new (legacy mode costs performance)
- Improved LCD Projector:
- dimensions and offsets now all have 1/4 block steps
-> 4x resolution of dimensions
-> 2x resolution of offsets, value is now also displayed in blocks (was 1/2 blocks)
- added z offset (front / back)
- added 45° rotations for all three 3 axes
- LCD screens: increased character limit

New models & model updates
- Addel L, M2 and L2 Thruster for SV (Available in Small, Large, Advanced Constructor)
- Added new Ventilator shapes
- Added new full-glass Heavy Window shapes
- Added 16 new Material shapes to all block groups and blockshape menu
- Added 2x6 new Railing types to Walkways & Railings group (BA, CV)
- Added 4x double Railings to Walkways & Railings group
- Updated Boarding Ramps (Removed front side ledge)

Other additions & changes
- Ship controller : add a small force in all directions on HV in space (for docking ability; HV can move in space with a max speed of 3 m/s)
- Rockets that are fired from a moving ship now always inherit the speed of the ship (additional)
- Docked ships are now considered when calculating the total weight of a structure
- Enhanced Blueprint Workshop: in Creative Mode structures with "forbidden blocks" can be published as POI's; they are tagged accordingly and can be used in the Workshop search bar!
- Added type name and custom tag checkboxes to Blueprint Publish dialog
- Doubled "Steer your Escape Pod" message display time from 5 to 10 seconds
- updated playfield of "Invader vs Defender II" scenario
- SSG: Improvements to Sector Type parameter settings
- CtrModifier key now configurable

New/updated POI
- Added new SNOW versions for Civil and Polaris POI to be used on Snow-Playfields
- Added new group of orbital Wreckages (BAs, but also a CV and a SV) for all orbits except starter orbits
- Updated non-snow POIs (Civil Settlement-B)
- Updated the Default CREATIVE Scenario ORBITAL BASE start with an all new Starter Base that now offers all the necessary info to get started with building and creating awesome stuff in Empyrion. The Base also has a goodie spawned nearby to toy around with.

Balancing
- Reduced mass of Fuel Tanks (CV, BA) and Large O2 tank (CV,BA)
- Total Thruster Rebalancing ( Larger Thrusters/Jets more efficient per block/kg/m³ than smaller ones; CPU values adjusted to match significant increase of thrust power)
- Increased crafting times of all Thrusters
- Increased crafting times for all RCS

Technical optimizations and changes
- A playfield server will now load several playfields (1 planet playfield and 1 orbit playfields or 3 orbit playfields)
- optimized explosion-related code
- Setting max count of spotlights to 30 to avoid performance problems
- Suppressing now unity error message failed triangles and outputting a warning instead
- Structure information text files in the Shared folder now have dots '.' again as fraction separator in all locales
-Improved the internal ticking of the game by using the unity FixedUpdate calls. Set physics ticking to 0.025
- Docked ships will not send position updates in MP any more (optimization)
- performance improvement when loading LCDs in 'new mode'
- Console command 'servers' will now list all loaded playfields per playfield server on a dedicated server

Server
- Playfield server outputs INFO line now for each loaded playfield
- adapted the 'stoppf' command to multi-pf servers: when more than one pf is loaded only that one is unloaded

Dedicated.yaml:
- The two (helper) parameters Srv_Visible and Srv_ForceHiding should no longer be used. The only valid parameter to determine public visibility is Srv_Public. So please, replace them if you still use them.
- If none of the above mentioned parameters is in a yaml file, the server is by default visible, so if you want your private server to not be visible simply add a line "Srv_Public: false".

ModAPI
- ModAPI: Added IApplication.GetPfServerInfos() to get data about pf server processes and their loaded playfields
- ModAPI: Enhanced IPlayer by two new properties: IsPilot and DrivingEntity, added IEntity back-ref in IStructure

List of Bugfixes
- CoQ from global effects manager -> Solar panels
- Fixed bug with player digged out areas in far terrain not showing correctly
- Fixed: [Coop] 'AllowedBlueprints: None' is not being added in the dedicated.yaml in Coop mode
- Fixed: Terrain placeable devices (Portable constructor & water generator) get removed after terrain under them is drilled
- Fixed: Can’t connect to LocalDedi => App not Running
- Fixed: When drilling an ore deposit with or without a PD the drill can stop drilling until the cursor is moved again
- Fixed: [MP] Replace mode not showing changes made in creative MP until structure is respawned
- Fixed: NPC's stop moving when they 'fall' from a structure into space/orbit
- Fixed: Lower res textures appearing on devices - NGui camera is excluded from Texture Streaming computations
- Fixed: All AI controlled vessels (AIPV, freighters, patrol vessel etc) 'fall' when the player approaches them
- Fixed problem that when a passenger initiated a playfield change (teleport/warp), the pilot was not taken with him
- Fixed: Turret targeting other turrets below ground
- Fixed: Texture & colour tool 'Textures' UI glitched
- Fixed: Shooting effects and blinking planet atmosphere
- Fixed: In orbit the players suit light can cause the clouds of a planet to flash between white and black
- Fixed: Accessing and editing an LCD Screen or Projector will activate it, ignoring settings and power
- Fixed: Docked vessels can get moved far away from the parent vessel after a playfield change & remain 'docked'
- Fixed: Players can be disconnected from their vessel if their internet connection drops
- Fixed: [MP] Constructor Input & Output empty when the player quits and re-joins an MP game
- Fixed: Distant planets go black & disappear when viewing from certain angles
- Fixed: Text from LCD screens appearing on other LCD screens
- Fixed: X key already assigned to action message when X key is unbound from shield
- Fixed: AsteroidFieldRing does not rotate for Class 2 and Class 3 planets
- Fixed: AlienBug02 hitbox
- Fixed: Invisible block face 'Sliced corner A2' & 'Sliced corner B2' when next to other blocks
- Fixed: Small container controllers clipping through blocks that are placed over them- 06842: CoQ triggering after entering, exiting then re-entering a planet repeatedly
- Fixed: CoQ when try to open Chat
- Fixed: CoQ prevents loading into playfields with lpf command
- Fixed: {keybind(...)} PDA doesn't work in Chapter Titles/Description (and several other locations)
- Fixed: [MP] Not possible to load into a MP server if character was left on a planet
- Fix for 3rdp camera getting stuck directly above the player's head sometimes (esp. when the player uses the player bike
- Fixed: Motorbikes get caught in a repositioning loop when trying to cross over the poles
- Fixed: Base attacks triggering on a player base whilst honoured with zirax
- Fixed: Access to locker cause COQ
- Fixed: Base attack not appearing after alert triggers (full fix)
- Fixed: Blocks can be placed inside devices
- Fixed: Reloading weapons or tools triggers a CoQ
- Fix for ship not moving in MP
- Fixed: CoQ loop from Drone data
- Fixed: Internal Error when destroying a structure with a selection tool active on any part of the structure
- Fix for terrain showing gaps sometimes
- Fixed: In "New Game Scenario" no Workshop icon in the scenario's list
- Fix for OutOfBounds exception when leaving a playfield
- Fixed: Long render time for structures
- Fixed problem with collider of boarding ramp on playfield server
- Fixed: Gameoptions flag ForvePvP was not considered in choose starter planet window
- Fixed: POI Shield Gen Keeps Resetting
- Fixed: Chunks of structure missing on first visit
- Fixed: Spawner set wrong in POI "Abandoned Excavation Site"
- Fixed: Survival Constructor stuck on backward time skip
- Fixed: shields cycle on & off repeatedly when docked
- Fixed: Copy Paste of multiple LCDs result in wrong order / issue
- Fixed: Previosuly placed Solar panels are not working
- Possible fix for ticks getting out of sync
- Fix for console command 'ticks' not working any more
- Fixed icon size of Sprite selection button in Screen Edit window
- Fixed: When a HV touches the bedrock it will get repositioned above terrain
- Fixed: When a vessel with retractable turrets changes pitch the turrets barrels aim downwards
- Fixed: Game freezes up & stops responding after a player base is taken over by zirax when a new wave is triggered
- Fix for slight camera stuttering when exiting a cockpit in MP in 3rdp
- Fixed: On a client a folder 'Stamps' is created in the 'Saves' folder when connecting to a server
- Fixed: Weapons and tool effects remain after docking
- Fixed: [MP] R2T: Repair console 'last saved', 'Total repair time' & 'Remaining time' don't update when first opened
- Fixed: [MP] The repair bay 'Green' shield gets removed from the vessel it wraps around when a player moves far away & returns
- Fixed: Chapter window does not take CSV key
- Fixed: NoSkip does not work in COOP and bug carries over to SP]]>
Alpha EXP 10.6: CPU, Flight model, HV&gt;SV docking https://empyrion-servers.com/blog/79/alpha-exp-106-cpu-flight-model-hv/ https://empyrion-servers.com/blog/79/alpha-exp-106-cpu-flight-model-hv/ Tue, 29 Oct 2019 15:28 CET here.]]> Alpha 10.5: Optimizations, Bug Fixes and other Improvements https://empyrion-servers.com/blog/78/alpha-105-optimizations-bug-fixes-and-other-improvements/ https://empyrion-servers.com/blog/78/alpha-105-optimizations-bug-fixes-and-other-improvements/ Tue, 17 Sep 2019 10:23 CEST

Hi Galactic Survivalists!

We are thrilled to release Alpha 10.5 to the public today! This update does not only contain a LOT of bug fixes but we also dedicated a lot of our time to some major (multiplayer) optimizations! The first pass of these changes should allow for a more fluid gameplay experience, especially in combat. We have implemented a few new methods on how data and events are handled and would like to have your feedback on how things have improved. Please use the feedback thread pinned in the feedback forum!

Besides bug fixes and optimizations, Alpha 10.5 has a lot to offer: The orbital planet view is now a real 3D Mesh, showing also terrain heights and other specialities. The Talon will no longer ignore you and also have their own Base Attack. If you ever wanted to toy around with floating text messages and signs, you now can do that with the new LCD Projector device. In the same context, we improved the LCD panel creativity options, which now are offering a slew of sprites, icons, signs and a lot of formatting options for your creative all-out art attack (also available for the projector, of course).

Last, but not least, beyond a heap of other changes, optimizations and updates, our Builders League has set its hand on various POIs and also added several new ones. Large and small orbital bases, mining facilities, artifact sites and many more are waiting for you. If you are around on a snow planet, check out the new Rados bases - they might now be covered with snow, but they are even better prepared to give you a warm welcome.

As always, before giving feedback, read the changelog below and give Alpha 10.5 a try. Then, please head over to our feedback forum and let us know what you think: https://empyriononline.com/forums/faq-feedback.25/

If you run into any issue - or if you reported an issue in the experimental phase that does not seem to be fixed - please add your bug report to our bug report forum. There is also a description on how to set up a bug report, so the QA team can track it and work on your issues.

https://empyriononline.com/threads/read-before-reporting-bug-report-template-requirements-known-issues.47082/

https://empyriononline.com/forums/bugs.24

Without further ado: Have fun playing Alpha 10.5! :)

Yours,

Empyrion Dev Team

=======

CHANGELOG: Alpha 10.5 (Build 2646)

MAIN FEATURES:

1. Optimizations:
- Dedicated server now calculates planets instead of playfield server, planets are now calculated on demand and not all at startup. This prepares the way for solar systems and infinite space.
- Significantly improved internal network communication. This should result in more fluid experience (less lags, less kicks etc in multiplayer).
- Added interpolation of entities to reduce rubber banding
- Binarizing playfield yaml files to improve loading and networking time when the game is loaded a 2nd time
- Optimized dedicated server and playfield server: now using memory pools for the network connection to avoid heap garbage and defragmentation
- Changing terrain blocks will now be sent only to the clients that are around the changed area. Should improve drilling performance in MP a lot
- No voxel terrain chunks are built if flying above 700 meters
- Set EAC packages to unreliable/unordered. This might result in less player kicks when there is a lot of network traffic
- Turret rotation update rate is set to two updates per second and sent on unreliable channel to relief network channel

2. Improved Planet Outside View (3D mesh, better atmosphere etc)


- Planet 3D view now using AtmosphereColor from playfield.yaml
- Planet 3D view: now using clouds color to color the clouds (color gets brightened a bit) and using atmosphere color for atmosphere (for savegames builds < 2600 the color gets brightened, please adjust your scenarios before you start new savegames)

- Deactivated local clouds when leaving/entering a planet and also deactivated atmosphere fire on ships
- Updated atmosphere colors on all playfields
- Planet 3D view: not showing clouds if playfield yaml has exactly one weather 'Clear'
- Planet 3D view: added normal map to clouds

3. Improved LCD Panels

- Added LCD Projector block (can be found in LCD Group) - a projector has no own screen but projects the content into the surrounding area (with configurable size and offset)
- Newly placed signs will by default use the “new mode" that allows multi-color text and sprites
- note that some international character sets are not yet available (e.g. East Asian characters), if you need them please use the Legacy mode (works exactly as before)
- Extended 'Sign Edit' window by font symbol and sprite selection windows (sprites only usable with new LCD mode)
- Added 'Help' button to show the new formatting possibilities
- Added tooltips to most UI elements to indicate functionality

4. Talon Base Attack

- We added a new base attack for the Talon faction: they will not invade your base but they position around your base and will deactivate the power of your base so you have to get out of your base to hunt them down

5. Improved Controller Support
- Several improvements for the handling of the controller
- Added an option to turn in game controller support on & off
- D-Pad down to work with inventory to move stack in one click
- Added Logistics and Factions to the radial menu accessed by controllers
- Added a way for a controller to enlarge & shrink the sensor detection area in sensor view mode
- Added 'Building tools' to the radial menu for controllers

6. Improved ModApi
- ModApi has been enhanced by some new functionality, other things have been changed
- please check the "Changelog" included in the documentation's start page (in folder Content/Extras/Modding Doc)

=====

OTHER FEATURES:

Major POI Update:

- Reworked Drone Bases (now have a one-time shield that does not regenerate when brought down)
- Added shield generator to more POIs
- Added specifically designed Rados SNOW set, replacing old Rados bases on snow playfields; includes renewed, revamped and also completely new bases.

- Added: Lava Processing Facilities on Lava Planets
- Updated: Orbital Trading Station (Variant4 TSO)
- Updated crashed Titan POI
- Added new orbital structures:

*Hideout, Base, Black Market, Slave Market for further use with future Pirates Faction addition; For now assigned to Polaris)
* Mining Bases, Alloy Synthesis Factories, Artifact Sites and more
- Updated: Talon Temple
- Added: Planet Remnant asteroid site

> An enormous "Thank you" to: Vermillion, Fractalite, ravien_ff, Dinkelsen, Frigidman, Needleship & Ramachandra

Improved Visuals:
- Sector map: setting color of planets now as a combination of AtmospherColor and LightHorizonColor color
- Entering a planet now creates the terrain immediately without showing intermediate results
- Tuned water shader a bit: using less local fog to give the water more its 'real' color
- Space: slightly increased light intensity
- Adjusted water parameters to use more specular again to reflect the sky stronger. Adjusted waves slightly
- Removed space fog in space playfields. Please give feedback if you miss it and want it back (maybe turned down a bit)
- Ground blast particles of ships are more transparent now
- Improved visuals of some sun flares (SunFlareYellow and SunFlarePurple)

Gameplay:
- Added PentaxidOre as alternative template to Advanced Constructor to open up an additional (although costly) path to produce PentaxidOre ( in late game phase)
- Added "NoShieldReload" property for Shields per POI in playfield.yaml: setting this property will not load the shields after getting them down any more
- Allow removing of structure's lock codes and device grouping in Control Panel
- When a player opens CP or a container it will now set this structure to 'visited/touched' delaying any wipe

Changes:
- Updated Alien and Snow playfields


- Activated better UDP delay detecting
- Forcing now half texture resolution if the system has less than 10 GB of main memory (before 8 GB)
- Added console cmd 'structure' to manage structure internals
- Added new armored windows + railings
- Keeping the latest three input config files to allow switching between Public and EXP branches without losing the setup
- Added max size detecting when trying to spawn a blueprint to avoid too heavy server network load (max file size=3MB)
- Adjusted max blueprint size detecting: now only done when a CLIENT wants to spawn a blueprint
- Mask typical swear words and the name "Eleon" as part of a non-official server name
- Config files TraderNPCConfig, EGroupsConfig and DefReputation are now read from the scenario folder if they exist (else the default folder is used as before) - note: check if you already placed such files in scenarios and if they are up to date

Updated Scenario “Invader vs Defender” (by RexXxuS):

"The Golden Phoenix Asteroid Field grants many treasures at a hot price"

Since it's a new Universe with new logic it is now called "Invader vs Defender II".
Some highlights (still wip):
- new meticulous created Universe with smooth transition from PvE to PvP (hier das Golden Phoenix Bild einfügen)
- a lot of PvE content and great boost for PvP in the center
- Origins have more impact on your gameplay now
- More (PDA) Missions to play

Bug Fixes:
- Base attacks set to OFF in the difficulty setting is not working & attacks are still triggered
- Repair console UI does not update the needed resources until exiting & re-entering the console
- Possible fix for showing "Connection lost" dialog when changing worlds
- Not all shutters flowing O2 (1x3, 1x4 & 1x5)
- Multiple block types (concrete, steel etc) when picked up from SI drops are not put into the correct block groups
- Cockpit 8 - single hit removes almost all of the cockpit
- Drones and Troop Transport set to player faction after Drone Base Capture
- [Edge case] Drilled out terrain returning after loading back into save game
- Structures not getting DSL'ed on startup of a game
- Asteroids rendering issue
- Water appears in bases placed closed to lakes when player returns from being 5km+ away from a base
- Possible to damage other players BA or Vessel shield in PvE playfield
- Lava flickering
- Zirax troops sometimes not firing on player despite being hostile
- Zirax patrols are not present on Arid starting planet
- [SSG] Directory not found exception
- Returning to a structure that has lights setup to blink can result in some lights appearing on when they should be off
- More relaxed times for 'UDP delay detection' to avoid "connection lost" popups
- Drilling particles did not get correctly lit
- Fixed jumping animation was not working for other player in MP games
- Possible to place blocks in the center of a warp drive
- Player looked into wrong direction on some angles when using jetpack in space
- In MP other players did not look up/down correctly
- Using Auto level in a vessel can cause the thrusters of a vessel to get stuck switching quickly between 2 directions
- [MP] Vessel exploit
- Not possible to place a symmetry plane or place the selection area on a structure when the building tools window is open
- On screen Soft Cursor cannot be used until the controllers Right stick has been pressed/'Clicked'
- Oxygen death after melee death gives wrong message
- Fix for showing blank screen after warping when deleting cache on server side
- Fix Sector Warp Lock reticule text overlap
- Telluropod & Desert golem sometimes do not damage the player when attacking
- Drill Animation sometimes not stopping
- POI found to always be floating above terrain & is offset from center in BP preview
- Fixed 'Start' button on controller as ESC not working in all windows
- Scrolling stops working in 1 faction window when switching to a faction window with no scrolling option & back
- Dark stretching on 3D representation of planets close the poles
- Troop transports sometimes freeze above where they should land until reloading back into the save game
- Moon playfield has atmosphere until 'Terrain LOD' kicks in when getting closer to the moon
- [SELECTION BUILD TOOL] LCD screen text or symbols not maintained when copy & pasting screen
- [SELECTION BUILD TOOL] NPC settings for NPC-Spawners as well as motion sensor / light barrier areas not maintained
- [Player report] Troop transport is triggered every time when returning from orbit to planet-side base
- 'struct remove-device-signals' command not resetting removed circuit signals
- Water appears in bases placed closed to lakes when player returns from being 5km+ away from a base
- Polaris mission - Privacy matters waypoint not activating on mini map or planet map
- 'Reset to Defaults' option should only reset selected 'Input'.
- Turret Barrels Protruding from Block
- Plants, rocks & trees don't get removed for players who are far away from where they have been removed
- POI found to always be floating above terrain & is offset from center in BP preview
- Planet terrain in the map view loses detail & goes dark after changing from a moon playfield to a planet playfield
- Fixed texture view in SSG
- Outputting to log when a player spawned a blueprint in MP
- Xbox Controller: Weapons won't react to left & right triggers on first load until they are fired by a mouse button first
- Xbox Controller: Radial menus will not open for controllers on first load into a save game until they are used by a mouse
- Xbox Controller: Mounted weapons & Turrets cannot be fired from the controller until LMB on the mouse is used 1 time
- Issue with origin & sensors
- Symmetry & Copy & paste modes are both not functioning
- Warp lines turn back on after being turned off when the sector map is reopened
- Fixed: Positioning of "static" checkbox for NPC spawners
- Controller/mouse UI checks fixes
- Blocks can be placed when selecting a block shape
- Vessel speed is not maintained after warping when moving into a sector you have not been before
- Unable go back to main menu after pressing escape when trying to bind a key
- The "Fill all" ammo option when the ammo container is connected causes the client to crash
- Space Vessel : after resuming some games, the vessel head to the coordinates 0,0,0)
- Problem that mission "Totally overpowered" was not possible on LavaNascent playfield since some POIs did not spawn
- Left & right bumper for 'Common controls' to roll left or right when the jetpack is on whilst in space doesn't work
- Spawner plates set to 'static' ignore power state, sensor logicCD)
- Device names appear wrong after opening the control panel
- 'Teleporting...' disappeared when the target world was not yet generated
- Players getting damaged when teleporting and the target world needed to be generated
- Talon base attack UI on planets with no talon shows values above 0
- MP: Player vessels markers on the map go out of sync when 1 player moves far away from another
- Allow building mode to switch between toolbars
- MP: when turrets are trying to track & fire at a target the barrels aim in other directions
- MP: Exceptions from flying around a planet coming from map icons
- Constructor continues to put crafted items in assigned container even if it has been removed (losing those items)
- Planets and moons with an atmosphere but no clouds will still show clouds when viewed from the planet's surface
- Exception when text spanning more than one line in projectors if size is 90 or above
- MP: Desync issues with clients when returning from distance away from another player
- When viewed from a planet's surface, clouds on moons don't display correctly under certain circumstances
- LCD Projector: CoQ when adding and removing Sprites
- LCD Projector: Adding Sprites in a row longer than the display will break the line-break and cursor position in preview window
- MP: Desync issues with clients when returning from distance away from another player (FIX FOR DECO)
- Whatever DefReputation.ecf file is loaded in first, will override any other DefReputation.ecf file
- Exception loop from Troop transporter when it is returning to the Drone base
- Exception triggered when crafting a T3 Auto mining device
- Exception triggered by o2 calculation
- Stiff, slightly twitchy grass during weather transitions
- "Weather: RainMedium" resulting in very visible 'scan line' artifacts on grass
- Fixed: Several internal exceptions]]>
Alpha 10.5: Optimizations, Bug Fixes and other Improvements https://empyrion-servers.com/blog/77/alpha-105-optimizations-bug-fixes-and-other-improvements/ https://empyrion-servers.com/blog/77/alpha-105-optimizations-bug-fixes-and-other-improvements/ Tue, 17 Sep 2019 10:23 CEST here.]]> Alpha EXPERIMENTAL 10.5 https://empyrion-servers.com/blog/76/alpha-experimental-105/ https://empyrion-servers.com/blog/76/alpha-experimental-105/ Wed, 28 Aug 2019 21:25 CEST

Hi Galactic Survivalists,

We are excited to release the first EXPERIMENTAL version of Alpha 10.5.

Alpha EXP 10.5 features massive optimizations and bug fixes, an improved outside view of planets, new LCD panels, Talon base attack and many other changes and improvements.

Please report any bug in our EXP Bug Forum: https://empyriononline.com/forums/bugs.34/
Please read the 'HOW TO REPORT A BUG 'ahead of adding a new thread: https://empyriononline.com/threads/...ort-template-requirements-known-issues.47118/

Thanks a lot for your appreciated help and have fun playing Alpha 10.5 Experimental :)

Yours,
Emp Dev Team

=====

CHANGELOG: Alpha EXPERIMENTAL 10.5

MAIN FEATURES:

1. Optimizations:
- Big internal change: dedi now calculates planets (instead of playfield server), planets are now calculated on demand (not all at startup)
- Significantly improved internal network communication > more fluid experience (less lags, less kicks etc). We are still working on the interpolation of entities to reduce rubber banding > we will add this interpolation in one of the next EXP releases
- Binarizing playfield yaml files to improve loading and networking time when the game is loaded a 2nd time
- Optimized dedicated server and playfield server: now using memory pools for the network connection to avoid heap garbage and defragmentation
- Changing terrain blocks will now be sent to only the clients that are around the changing area. Should improve drilling performance in MP a lot
- No voxel terrain chunks are built if flying above 700 meters
- Set EAC packages to unreliable/unordered. This might result in less player kicks when there is a lot of network traffic to increase fly speed on planets

2. Improved Planet Outside View:
- Improved planet 3D mesh, better atmosphere etc
- Planet outside view now using AtmosphereColor from playfield.yaml
- Planet 3D outside view: now using clouds color to color the clouds (color gets brightened a bit) and using atmosphere color without modification for atmosphere (for savegames build < 2600 the color still gets brightened, please adjust your scenarios before you start new savegames)
- Deactivated clouds when leaving/entering a planet and atmosphere fire
- Updated atmosphere colors on all playfields

Feedback thread: https://empyriononline.com/threads/alpha-10-5-improved-planet-outside-view.69767/

3. Improved LCD Panels:
- Added TextMeshPro to LCD 1x1 NoFrame as a test
- Please check with "1x1 NoFrame" LCDs how the new display system works (multi-color etc.)
- newly placed signs will by default use the new "Pro mode"
- Enhanced '2x1 LCD with frame' to work with the new mode
- Extended 'Sign Edit' window by a font symbol selection popup (usable for old and new LCD modes)

Feedback thread: https://empyriononline.com/threads/alpha-10-5-exp-improved-lcd-panels.69766/

4. Talon Base Attack:
- We added a new base attack for the Talon faction: they will not invade your base but they position around your base and will deactivate the power of your base so you have to get out of your base to hunt them down

Feedback thread: https://empyriononline.com/threads/alpha-10-5-exp-talon-base-attack.69765/

5. Improved ModApi:
- ModApi has been enhanced by some new functionality, other things have been changed
- please check the "Changelog" included in the documentation's start page (in folder Content/Extras/Modding Doc)

====

OTHER FEATURES:

POI Update:
- Reworked Drone Bases (now have a one-time shield that does not regenerate when brought down)
- Added shield generator to more POIs
- Orbital Trading Station updated (Variant4 TSO)
- Updated crashed Titan POI
- Added new orbital structures (Hideout, Base, Black Market, Slave Market for further use with future Pirates Faction addition; For now assigned to Polaris)
- Talon Temple udpate
> Thanks to: Dinkelsen, Frigidman, Fractalite, Needleship, Ramachandra, ravien_ff, Vermillion

Visuals:
- Improved visuals of some sun flares (SunFlareYellow and SunFlarePurple)
- Sector map: setting color of planets now as a combination of AtmospherColor and LightHorizonColor color
- Entering a planet now creates the terrain immediately without showing intermediate results
- Tuned water shader a bit: using less local fog to give the water more its 'real' color
- Space: slightly increased light intensity
- Adjusted water parameters to use more specular again to reflect the sky stronger. Adjusted waves slightly

Improved controller support:
- Several improvements for the handling of the controller
- Add an option to turn in game controller support on & off
- D-Pad down to work with inventory to move stack in one click
- Add Logistics and Factions to the radial menu accessed by controllers
  • Before starting the experimental client go to your saves folder 'Empyrion - Galactic SurvivalSaves' & create a new file called it f.ex 'Input backup'
  • Copy the file 'inputconfig_v31' from the saves folder & place the copy into the newly created folder to back it up
  • Now when you start the experimental release another input file will appear in the saves folder but with a new version number 'inputconfig_v32' you may now also put this into the backup folder you created
  • If you decide to go back to the public branch B2554 delete both the inputconfig_v31 & inputconfig_v32 files from the saves folder & place the backed up copy of v31 back into the saves folder & do the same if you decide to go back to the experimental branch with the backed up v32 file to restore any custom layouts you created.

Gameplay:
- Added PentaxidOre as alternative template to Advanced Constructor: Feedback required
- Added "NoShieldReload" property for Shields per POI in playfield.yaml: setting this property will not load the shields after getting them down any more
- Allow removing of structure's lock codes and device grouping in Control Panel
- When a player opens CP or a container it will now set this structure to 'visited/touched' delaying any wipe

Other Changes:
- Activated better UDP delay detecting
- Forcing now half texture resolution if the system has less than 10 GB of main memory (before 8 GB)
- Added console cmd 'structure' to manage structure internals
- Added new armored windows + railings
- Keeping the latest three input config files to allow switching between Public and EXP branches without losing the setup
- Added max size detecting when trying to spawn a blueprint to avoid too heavy server network load (max file size=3MB)
- Adjusted max blueprint size detecting: now only done when a CLIENT wants to spawn a blueprint
- Mask typical swear words and the name "Eleon" as part of a non-official server name

Bug Fixes:
- Repair console UI does not update the needed resources until exiting & re-entering the console
- Not all shutters flowing O2 1x3, 1x4 & 1x5
- Cockpit 8 - single hit removes almost all of the cockpit
- Structures not getting DSL'ed on startup of a game
- Base attacks set to OFF in the difficulty setting is not working & attacks are still triggered
- Asteroids rendering issue
- Dark stretching on 3D representation of planets close the poles
- Troop transports freeze above where they should land until reloading back into the save game
- Moon playfield has atmosphere until 'Terrain LOD' kicks when getting closer to the moon
- [SELECTION BUILD TOOL] LCD screen text or symbols not maintained when copy & pasting screen
- [SELECTION BUILD TOOL] NPC settings for NPC-Spawners as well as motion sensor / light barrier areas not maintained
- Multiple block types (concrete, steel etc) when picked up from SI drops are not put into the correct block groups
- [Player report] Troop transport is triggered every time when returning from orbit to planet-side base
- 'struct remove-device-signals' command not resetting removed circuit signals
- Drones and TT set to player faction after DroneBase Capture
- Lava flickering
- Water appears in bases placed closed to lakes when player returns from being 5km+ away from a base
- POI found to always be floating above terrain & is offset from center in BP preview
- Planet terrain in the map view loses detail & goes dark after changing from a moon playfield to a planet playfield
- Fixed texture view in SSG
- Outputting when a player spawned a blueprint in MP
- Possible fix for space particles flashing
- Drilling particles did not get correctly lit
- Possible to place blocks in the center of a warp drive
- Zirax patrols are not present on Arid starting planet
- Xbox Controller: Weapons won't react to left & right triggers on first load until they are fired by a mouse button first
- Xbox Controller: Radial menus will not open for controllers on first load into a save game until they are used by a mouse
- Xbox Controller: Mounted weapons & Turrets cannot be fired from the controller until LMB on the mouse is used 1 time
- Fix for planet outside view not showing atmosphere sometimes
- Possible fix for showing "Connection lost" dialog when changing worlds
- Issue with origin & sensors
- When repeatedly using the BA command for Talon a CoQ can be triggered sometimes
- Returning to a structure that has lights setup to blink can result in some lights looking on when they should be off
- Zirax troops not firing on player despite being hostile
- POI found to always be floating above terrain & is offset from center in BP preview (better fix)
- Fix 'Start' button on controller as ESC not working in all windows
- Water appears in bases placed closed to lakes when player returns from being 5km+ away from a base
- More relaxed times for 'UDP delay detection' to avoid "connection lost" popups
- Symmetry & Copy & paste modes are both not functioning
- [Edge case] Drilled out terrain returning after loading back into save game
- No longer possible to copy & paste symbols from an input field to another (e.g. LCD screen)
- Warp lines turn back on after being turned off when the sector map is reopened
- Fixed jumping animation was not working for other player in MP games
- Fixed: Positioning of "static" checkbox for NPC spawners
- Possible to damage other players BA or Vessel shield in PvE playfield
- [SSG] Directory not found exception
- Controller/mouse UI checks fixes
- Blocks can be placed when selecting a block shape
- Fix for showing blank screen after warping when deleting cache on server side
- Fix Sector Warp Lock reticule text overlap
- Telluropod & Desert golem do not damage the player when attacking
- Drill Animation not stopping
- player looked into wrong direction on some angles when using jetpack in space
- in MP other players did not look up/down correctly.
- Using Auto level in a vessel can cause the thrusters of a vessel to get stuck switching quickly between 2 directions
- [MP] Vessel exploit
- Not possible to place a symmetry plane or place the selection area on a structure when the building tools window is open
- Black screen loading after teleport
- On screen Soft Cursor cannot be used until the controllers Right stick has been pressed/'Clicked'
- Possible fix for ghost ships appearing sometimes in MP in playfields
- Oxygen death after melee death gives wrong message
- Vessel speed is not maintained after warping when moving into a sector you have not been before
- Unable go back to main menu after pressing escape when trying to bind a key
- The "Fill all" ammo option when the ammo container is connected causes the client to crash
- Space Vessel : after resuming some games, the vessel head to the coordinates 0,0,0)
- Left & right bumper for 'Common controls' to roll left or right when the jetpack is on whilst in space doesn't work
- CoQ loop from Troop transporter when it is returning to the Drone base
- Exception triggered when crafting a T3 Auto mining device
- Problem that mission "Totally overpowered" was not possible on LavaNascent playfield since some POIs did not spawn
- CoQ triggered by o2 calculation
- Stiff, slightly twitchy grass during weather transitions
- "weather: RainMedium" resulting in very visible 'scan line' artifacts on grass]]>
Alpha 10.4: Unity 2019 and more Improvements and Bug Fixes https://empyrion-servers.com/blog/75/alpha-104-unity-2019-and-more-improvements-and-bug-fixes/ https://empyrion-servers.com/blog/75/alpha-104-unity-2019-and-more-improvements-and-bug-fixes/ Mon, 29 Jul 2019 12:58 CEST
we just released Alpha 10.4, using Unity 2019. Please check the changelog below.

Thanks again for your appreciated feedback and bug reports!

Yours,
Empyrion Dev Team

==========

CHANGELOG: Alpha 10.4.0 (Build 2545)

Changes:
- Allow to export Child properties to Config.ecf
- Exported "Prob" for resource deposits (= probability that a resource voxel drops sth)
- Network: better detecting if a player is trying to cheat with using low bandwith (not activated yet)
- Added console cmd 'structure' to manage structure internals

Fixes:
- Troop transports freeze above where they should land until reloading back into the save game
- Fixed thrusters in U2019
- When some blueprints are spawned they lose their device list & signals setup
- Aln faction structures no longer firing on players.
- When pasting a selection in creative, the axis slider is not aligned with the pasted selection
- SSG exception when exporting random scenario
- Cockpit 8 - single hit removes almost all of the cockpit
- texture view in SSG
- structures not getting DSL'ed on startup of a game (last fix was not working)
- U2019 Asteroids rendering issue
- Drones and TT set to player faction after DroneBase Capture
- dark stretching on 3D representation of planets close the poles]]>
Alpha 10.3: Improvements and Bug Fixes - Part III https://empyrion-servers.com/blog/74/alpha-103-improvements-and-bug-fixes-part-iii/ https://empyrion-servers.com/blog/74/alpha-103-improvements-and-bug-fixes-part-iii/ Mon, 15 Jul 2019 12:59 CEST
we just released Alpha 10.3, please check the changelog below.

Thanks again for your ongoing feedback and bug reports :)

Yours,
Empyrion Dev Team

==========

CHANGELOG: Alpha 10.3.0 (Build 2531)

Updated Base Attack:
- Added "Time to next attack" to Registry and Control Panel stat window: you will now roughly know when your bases will be attacked
- Swap out Last Attack time with Next Attack time in Base control panel
- A base that is under attack will now not be unloaded (DSL) anymore when a player goes far away

Changes:
- Added Anti-Grief Zone also around Space Asteroids similar to Resource Deposits on planets (when enabled in gameoptions)
- Structures are now set to invisible before they get DSL'ed
- Planetary Trading Stations are now discoverable on planets like other POIs (before: on some planets, they had reduced HUD distance due to cluttering)
- Orbital Trading Stations have now a slightly increased discovery distance (2500m)
- Orbital Trading Stations of Polaris faction are now not displayed with Admin map tag anymore
- Since we introduced the new hitscan logic, we do not allow that ships can damage itself any more
- Base Attack: size has now a slightly stronger impact on BAP

Fixes:
- Hitscan and 3rd Person View
- Using an ADMIN POI Core makes Polaris, Talon Visable on Map
- When using Discovery=false in playfield.yaml there is no map icon shown
- Sometimes on game entry no structure was DSL'ed
- Hud NPC health bar not at correct value, in some cases
- Some wreckage POIs had no player spawner block (=> player spawned outside in strange positions)
- When spawning in some blueprints they lose their device list & signals setup
- Some blueprints can have missing parts in the visible preview & after spawning in
- Invisible blocks in blueprint spawn preview
- Clone chamber: not possible to paint/texture below
- Wall Mounted sentry view clipping into wall and CAN shoot through wall
- Clipping issue with mini-gun turret
- POI ShieldGenerator not automatic 100%
- Uncontrolled ship rotation after take off from the planet
- When close to walkway & shutter window blocks the avatar can continue moving with no directional key presses
- Incorrect structure color palette selected with C/T tool
- Sit in cockpit and leave can give CoQ ]]>
Alpha 10.2: Improvements and Bug Fixes - Part II https://empyrion-servers.com/blog/73/alpha-102-improvements-and-bug-fixes-part-ii/ https://empyrion-servers.com/blog/73/alpha-102-improvements-and-bug-fixes-part-ii/ Tue, 02 Jul 2019 10:48 CEST
We released Alpha 10.2 with more bugs fixes and improvements. Please check out the changelog below.

Yours,

Empyrion Dev Team

=====

CHANGELOG: Alpha 10.2.0 (Build 2521)

Updated Base Attack:
- Base Attacks now depend on presence of drone base: If the drone base has been destroyed or there is no drone base on a planet => no base attacks (see new label "Drone Base" in Stat window)
- Display message when a drone base has been deactivated
- Base attack will now spawn 600m from the edge of the base (not from the center of it)

Updated Behavior of Pangolin and Triceratops:
> the old charging behavior was removed where the animal tried to run over the position of the player in a straight line, causing damage along the way. This did not always work and sometimes lead to player damage without visible reason
> New behavior:
when calm:
- the animals use the same behavior as for example Parasaur - wandering the land, considering the terrain and avoiding buildings
- if they see player, they currently ignore him.
when shot:
- they run to the player and then use melee attack with occasional roars
- the range of pangolin attack was reduced from 7 to 4 meters (it is possible to evade the attack)

Changes:
- Internal optimizations
- Increased render distance of thruster and mounted weapons
- Apply click-able links to PDA Window Description panel.
- Slight color improvements on planet map
- PdaWindow: add format option to yaml to allow to print mapped hotkey to PDA messages.
- PDA now takes into account custom keybinding, i.e. if you change your keybinding, PDA will take this into account. You have to use eg {keybind(Map)} or {keybind(Inventory)}

Bug Fixes:
- Fixed: Shield does not protect player in open cockpit
- Fixed: Shooting at NPC Faction POI with active shield does not have any effect on Reputation
- Fixed: Explosive blocks missing explosion effect
- Fixed: Sound and visual effects of weapon hit is missing
- Fixed: New Drill destroys everything around
- Fixed: CoQ triggered after multiple playfield changes
- Fixed: [MP] CoQ triggered after closing the logistics window & reopening it
- Fixed: Adjust Block Collider to prevent shots / interactions through them
- Fixed: Passenger is booted out of active turret control as soon as AI is trying to shoot at a target
- Fixed: Textures on solar panels looked different depending on angle of sun light
- Fixed: Back button in constructor visible although no back-target set
- Fixed: PlanetLife: spawn points underneath bases, that are not completely touching the ground could get spawned
- Fixed: Title menu buttons Single and Coop still visible when going back to title menu after clicking Back button.
- Fixed: 'Heavy landing gear 2' & 'Landing gear 2' misaligned
- Fixed: SSG 3D preview texturing
- Fixed: CT Tool: Using Replace Mode on Walkway with Textures leads to vanishing blocks
- Fixed: Exception reported from servers: sometimes playfield server reports too early unload of playfield, leading to errors
- Possible fix for error message found in logs '-ERR- Double faction found'
- Fixed: Several internal exceptions found in logs]]>
Alpha 10.1: Improvements and Bug Fixes https://empyrion-servers.com/blog/72/alpha-101-improvements-and-bug-fixes/ https://empyrion-servers.com/blog/72/alpha-101-improvements-and-bug-fixes/ Tue, 25 Jun 2019 10:32 CEST
We just released Alpha 10.1.0. Please check out the changelog below.

Thanks a lot for your ongoing feedback and bug reports.

Yours,

Empyrion Dev Team

=====

CHANGELOG: Alpha 10.1.0 (Build 2517)

Updated Base Attack:
- Increased spawning distance from 360m to 600m
- Now base attack is not immediately executed when returning to a base

Changes:
- Added 3 more variants of heavy doors


- Added CubeHalf version of ventilator

- Added all ventilators to block group

- Added inclination angle for Drill tools closer to lower right window
- Allow to make links in PDA clickable
- SSG: scrolling/panning moves sector camera after sector generation click

Bug Fixes:
- Fixed: POIs were not placed in Freedom mode
- Fixed: Not possible to start FREEDOM mode in COOP
- Fixed: CT Tool: Closing CONFIGURE with X breaks GUI / does not open tool on RMB afterwards.
- Fixed: [MP] Shields can recharge to 100% after playfield changes
- Fixed: Collider problem with boarding ramp when closed: before player needed to jump over invisible border, now player can walk over border
- Fixed: Some item tooltips are cut at top or bottom of screen
- Fixed: Wall Mounted sentry view clipping into wall and CAN shoot through wall (adapted camera position)
- Fixed: Problem that sometimes no more base attacks were launched (now added safe check: any drones not loaded for 60 seconds for base attack are ingored, so the attack can continue without them
- Fixed: When placing a thruster, flare is now not shown anymore in the preview mode
- Fixed: Forcefield of Boarding Ramps not switched off when unpowered
- Fixed: Rotation axis of generators BA/CV was not in the middle
- Fixed: Tooltips in BP Library for BA,CV,SV,HV were wrong
- Fixed: All ore deposits are generating directly beneath the surface.
- Fixed: Detector showing already discovered POI again when going out of discovery range
- Fixed: Solar panel (sloped version) indicators are dark & not visible when turned on
- Fixed: Constructor sometimes did not show all rows of an assigned container
- Fixed: New Chat: Private message issues with player names with blanks
- Fixed: 4 Way Connector Heavy Window does not swap tints like all of the other windows.
- Fixed: [MP] Player taking damage through blocks (partly fixed: should be much better but can still happen in some use cases)
- Fixed: Thrusters will not idle when vessels are placed on a flat surface of a structure & docked to it
- Fixed: Terrain-placeable devices can be placed inside each other's bounding box
- Fixed: When damaging Ventilator Thin it can become invisible
- Fixed: Clipping problem when jumping inside Medic Station and Clone Chamber
- Fixed: Several problems with turret aiming
- Fixed: Dragging/line-placing a 1x1x1 Thruster leads to graphical glitches
- Fixed: RenderTexture error message in logs
- Fixed: RakNetServer incorrect stats on player disconnect
- Fixed: Planet life did try to load the same spawnpoint multiple times in certain situations
- Fixed: Ranged animals did not always fire due to unprecise body rotation in time of firing, removed delay for spider03 attack animation
- Fixed: SSG writing custom sector configs check color component values for culture invariance.
- Fixed: Several internal exceptions found in output logs]]>
Alpha 10: Hotfix Releases https://empyrion-servers.com/blog/71/alpha-10-hotfix-releases/ https://empyrion-servers.com/blog/71/alpha-10-hotfix-releases/ Wed, 19 Jun 2019 09:15 CEST
We just released the first hotfix for Alpha 10. Stay tuned for more stabilizing and polishing updates (we will keep this post updated - so please keep an eye on it).

CHANGELOG: Alpha 10.0.1 (Build 2507)

Bug Fixes:
- Possible fix for missing chunks on connect to a server
- Fixed: Color Tool usage permission
- Fixed: Definitions of new templates in Config.ecf didn't work reliable
- Fixed: Setting Video quality to FAST by keeping Textures on MAX results in billboard issue and exception
- Fixed: Possible exception when disconnecting from server running PDA.cs
- Fixed: Problem that turrets sometimes did not aim accurately
- Fixed: Clone chamber / Medic Station: not possible to paint/texture below (we removed the base plate)
- Fixed: Cockpit 8 non armored has the same model as the armored version
- Fixed: Internal exception linked to Status Effects
- Fixed: Several internal exceptions found in logs]]>
Alpha 10: Out Now! https://empyrion-servers.com/blog/70/alpha-10-out-now/ https://empyrion-servers.com/blog/70/alpha-10-out-now/ Mon, 17 Jun 2019 13:12 CEST

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

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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]]>