Empyrion-Servers.com Blog Feed en https://empyrion-servers.com/ Tue, 29 Oct 2019 15:28 CET 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 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>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

======

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]]>
Save the Date: Release Date of Alpha 10 (June 17, 2019) https://empyrion-servers.com/blog/69/save-the-date-release-date-of-alpha-10-june-17-2019/ https://empyrion-servers.com/blog/69/save-the-date-release-date-of-alpha-10-june-17-2019/ Thu, 13 Jun 2019 12:51 CEST
Hi Galactic Survivalists!

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

June 17, 2019

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

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

Empyrion Dev Team]]>
Alpha EXPERIMENTAL 10 - Release Candidate https://empyrion-servers.com/blog/68/alpha-experimental-10-release-candidate/ https://empyrion-servers.com/blog/68/alpha-experimental-10-release-candidate/ Wed, 12 Jun 2019 09:34 CEST
As promised last week, we are releasing the Alpha 10 Release Candidate today!

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

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

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

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

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

Yours,

Emp Dev Team

======

CHANGELOG: Alpha 10.4.0 (Build 2498)

Improvements to combined Texture/Color Tool:

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

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

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

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

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


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



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

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

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

Bug Fixes:
- Fixed: Shield at 0% but not letting all damage through
- Fixed: Playfield parameters MapDistance, HudDistance don't work further than 500m
- Fixed: Mechanical Drill in the LootTables
- Fixed: Avatar legs can be seen clipping through cockpits when re-entering a cockpit in 3PV with the jetpack enabled
- Fixed: Zirax soldiers firing at sentries through wall
- Fixed: HeavyWindowPConnect could not be mirrored correctly
- Fixed: A structure's faction is not maintained after either changing window in the CP or closing & reopening it
- Fixed: Exception on dedi when spawning a BP with radar turret block
- Fixed: Some railing blocks had broken texture
- Fixed: CT Tool: Color mode of texture & color tool won't remain continuous until you have placed a texture
- Fixed: CT Tool: Color shown in the lower right preview is not correct
- Fixed: CT Tool: Replace mode of the texture & color tool only works for colors.
- Fixed: Regression that you could not overlap blocks any more with terrain reliable
- Fixed: Screen/display texture of constructor and other devices was always enabled (even without electricity)
- Fixed: Ship controller: Drill navigation mode can now be activated also by pressing Right Shift+O
- Fixed: Ship controller - Pilot mode crosshairs jiggle when using arrow keys
- Fixed: Ship controller - X and Y mouse sensitivity difference when rotating a ship
- Fixed: BoardingRamp2x4x6 did not display hitpoints
- Fixed: Not always able to destroy Radar Turret (collider problem)]]>
Alpha EXPERIMENTAL 10 - Part IV https://empyrion-servers.com/blog/67/alpha-experimental-10-part-iv/ https://empyrion-servers.com/blog/67/alpha-experimental-10-part-iv/ Wed, 05 Jun 2019 12:29 CEST
Welcome to Part IV of Alpha 10 Experimental!

While we are constantly making progress towards the first release candidate in our weekly EXP updates, today’s patch will again add a few more toys and feature updates. Enjoy the new Texture-Color Tool that combines coloring & texturing in one tool and an entirely new movement controller mode for vessels. Please note: both are test candidates. So please have a closer look. As always, it will depend on your feedback, if those features make it into the Release Candidate and the public version!

For our creative minds and all builders: we increased the available shapes for the heavy windows by adding a few more of the requested connectors and variants. For those that might wonder if the “standard” and “armored” window groups will be worked on in this way as well, the short answer is: yes!

The Base Attack mode also got a few upgrades to the Zirax Troop behavior: they no longer ignore sentries but they will attack active sentries now (normal turrets will be added in the next update).

But most importantly: Thanks to your dedicated feedback, we now have a basic understanding of what currently works and what needs to be improved in the future. The AI behavior will be improved as we develop, BUT as testing AI in a dynamic environment that does not have any “fixed setup” and thus has a myriad of side effects that could lead to a problem or pathing issues with AI behavior, we cannot just make a use case on our own and even the detailed descriptions will not always help to track down why AI behaves as it did. So we would like to ask everyone who has or had an issue with the BA Attack in a specific base or setup, to either send in a Blueprint of the contested base OR (better) send in the savegame to the feedback thread. This way we can directly check the setup and will not lose the important context and all the contributing factors. Thanks a lot in advance! :)

Last, but not least, with this update we have also dedicated some time into balancing a few aspects of the game, like mass and hitpoints of certain “door type” groups as well as shields. Please have a CLOSE LOOK on their new values and report your feedback in the appropriate threads in the feedback forum, so we can see if we are on the right track with those changes.

You can find all the feedback threads pinned in this forum: https://empyriononline.com/forums/experimental-features-discussion.35/
If you cannot find a certain topic already created, feel free to start a new thread right away!

As always, please also report remaining and new bugs right here : https://empyriononline.com/forums/bugs.34
Please also check your reported bugs and update your report if bugs that are not fixed despite labeled as fixed or listed as fixed in the bug fix section of this post.

Have fun playing Alpha 10 Experimental - Part IV! :)

Yours,

Emp Dev Team

======

CHANGELOG: Alpha 10.3.0 (Build 2491)

Combined Texture and Color 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:

- Removed the old texture tool and color tool from the Creative Menu and techtree

New Movement Controller Mode for Vessels:
- Added a new "mouse pointer" directional behavior for controlling your vessels

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 for each vessel


Additions:
- Added connectors for heavy windows
- Added new pillar block shape
- Added new Repository block (under Deco group). Fixed position of Repository 2 block

Updated Base Attack:
- Zirax now also attack Sentry Guns (we will integrate normal turrets as targets in the next update)
- Rebalanced base attack Zirax soldiers (increased damage against devices, higher health of Zirax)
- Improved help in console base attack cmd "ba" to make it more user friendly and intuitive
- Added more sentry guns to base in "Base Attack" Scenario
- Checking now if there is already a running attack and then do not launch another attack (avoids multiple simultaneous base attacks on a server)

Gameplay:
- Added info to status effect (displayed after certain time) into which other status effect it will evolve if not treated otherwise
- Allow godmode in creative mode with G (no console cmd needed)
- Drills: now displaying angle of inclination with respect to horizontal position > so you can drill tunnels very accurate now
- Drill navigation mode: increase speed and turn rate by 50% and limit the height gain when reaching the max limit allowed
- Slightly increased gun elevation for Turret Cannon and Flak
- Sentry guns can now better aim downwards (better gun depression)

Shield Balancing:
- Adjusted multipliers for several weapons
- Tweaked RechargeRate (ShieldGeneratorBAT2 = 150, ShieldGeneratorCVT2 = 120, ShieldGeneratorSV = 300, ShieldGeneratorHV = 300)
- Tweaked Shield Hitpoints (ShieldGeneratorSV = 4000, ShieldGeneratorHV = 6000)

General Balancing:
- Adjusted mass, energyIn and hitpoints of CV Cockpits + new/missing SV 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

Updated EAH Tool:
- See changelog https://empyriononline.com/threads/tool-emp-admin-helper-eah-free-v1-47-x.5771/page-57#post-311304

ModApi:
- Added some more functionality (check updated documentation)
- IStructure: GetCustomDeviceNames and GetDevicePositions
- IBlock (for device blocks): CustomName and LockCode
- Updated ModApi documentation

Other Changes:
- Updated Unity to 2018.4.1
- Added additional custom switch and signal toggle to Control Panel's main page

Bug Fixes:
- Fixed: Starting a 'Default Base Attack' scenario game shows up a exception and attack script isn't running
- Fixed: [MP] Shooting NPC after they are dead gives unlimited xp and reputation
- Fixed: Beveled edges on Heavy windows > now they are completely symmetrical
- Fixed: Mirror issues with Heavy Windows
- Fixed: Some issues with heavy windows such as: HeavyWindowT has no low-tint variant, LMB on HeavyWindowL tints and rotates the block at the same time, HeavyWindowL is also showing an overlapping zone when put against each other
- Fixed: Problem that only the contents of Cargo boxes and Regular "container Controllers" added to ship weight when Mass/Volume is enabled (all other blocks with storage were ignored)
- Fixed: Regression that CP did not show accurate shield percentage sometimes
- Fixed: When the shield is knocked to to 0% it is not entirely disabled (not fully fixed)
- Fixed: Unpick-able alien plasma plant underwater
- Fixed: Reappearing deco that becomes indestructible
- Fixed: Shadow of terrain deco can disappear when player moves head away
- Fixed: Bases are not lowering as far as they should when trying to place a base in the terrain
- Fixed: Base attack command "ba" exception when no faction tag is present
- Fixed: When some cockpits were damaged they displayed a pink texture
- Fixed: Suit lights of other players is seen from large distances
- Fixed: Orbit map markers disappearing
- Fixed: Half-size block shapes missing sides when placed next to other blocks
- Fixed: Problem that Armored Cockpits could be upgraded to themselves
- Fixed: Some hangar doors cannot be closed once opened
- Fixed: Mirror issues: Ramp Connector block shapes
- Fixed: Mirror issue: Ramp block shapes
- Fixed: Windows did not have shadow
- Fixed: Exception when running Default Base Attack. Modify Default Base Attack PDA.cs to conform with new namespace for ModApi
- Fixed: Laboratory / medical equipment did not show LCD displays anymore (emissive missing)
- Fixed: Unneeded '+' icon in active item info and chat log lines
- Fixed: Drilling surface rocks can result in the terrain deforming & sometimes holes appearing
- Fixed: Cargo Palette containers were airtight
- Fixed: RampCHalf was placing the wrong shape (it placed RampD) - same for destroyed version
- Fixed: Retractable rocket launcher turret for all structures types has parts still visible when retracted > fixed now also when spawning a BP
- Fixed: Force field (7x14) collapse (SI) -> we deactivated the 7x14 forcefield and added instead a 7x12 forcefield
- Fixed: Several internal exceptions]]>
Alpha EXPERIMENTAL 10 - Part III https://empyrion-servers.com/blog/66/alpha-experimental-10-part-iii/ https://empyrion-servers.com/blog/66/alpha-experimental-10-part-iii/ Tue, 28 May 2019 19:15 CEST
The updated Alien Planet

Hi Galactic Survivalists!

Welcome to the third installment of Alpha 10 Experimental, where we added even more new stuff for your enjoyment! This time we introduced a highly requested balancing parameter for shields (recharge delay when the shield is hit) and a hotkey to activate / deactivate the shield. In addition, we added a first batch of new window shapes (Heavy Windows for testing), as well as more variants for doors and shutters.

Moreover, the new blockshapes menu can now be configured with less hassle: We renamed all the internal ‘key names’ that are used in the config file. Now, you simply need to skip the blank of the localized name. If you want to add ‘Ramp C Low’ to a slot, simply use ‘RampCLow’ - and so on. You do not need to dig through the Loca file or other configs anymore!

Please check the Experimental forum for our feedback threads where we are now asking about your ‘Basic Shapes’ (or ‘Favorite Shapes’) recommendations:
https://empyriononline.com/forums/experimental-features-discussion.35/

One word about the current development plan since some of you asked how long the Experimental phase will still last. At the moment, we do not yet have a fixed release date for the A10 public release other than early-to-mid June. We plan to stick with the major EXP update at least once per week until we think the Experimental version is ready for release - or the feedback given indicates that some features might require a bigger player base, while all the breaking bugs are solved.

Thanks in advance for your dedicated help! Please keep reporting bugs in our bug forum and please revisit issues that you had and bump threads if they are not solved, although listed as solved in the changelist below: https://empyriononline.com/forums/bugs.34/

Enjoy EXP Phase III!

Yours,

Emp Dev Team

======


CHANGELOG: Alpha EXPERIMENTAL 10.2 (Build 2481)

Shield Update:
- Add 5 sec “recharge delay” (cooldown) for shields, each time the shield is hit. This will reset the regeneration countdown and prevent recharging as long as the shield is ‘under fire’.

- Added hotkey “X” for activating / deactivating shield generator (default key can be remapped)
- Adapted color of shield particle effect: instead of green, it is now purple/blueish (to reflect color of Pentaxid)
- "Shield" console command now shows also shield charge in percentage

Additions:
- Added more heavy window shapes


- Added more variants for Hangar Doors, Shutter Doors and Shutter Ramps (new blocks still need balancing)

Block Shapes:
- Renamed many block shapes for consistency (no impact on save games)
- Added "Basic Shapes" tab in shape window

- "All Shapes" tab now display shapes without line break > they now fit on 2 pages

Gameplay:
- Auto level player when near water line to avoid being in an in-between state above/below water

- Added large drill module to techtree and templates
- Display "last base attack time" in the Statistics Panel

Visuals:
- Increased resolution of displays for Constructors
- Lerping shield + power values in control panel for better visuals
- Reduced intensity of fog on volumetric lights
- Block preview: wire frame tiles now on each block
- Slightly updated Boarding Ramps
- Playfield tweaks on Alien, Barren, Ocean (clouds, weather, terrain textures)

Config.ecf Update:
- Renamed some hangar doors for consistency (now their internal names indicate their size)
> Config.ecf has to be adapted (increased number to 6)

Changes:
- Reduced attack damage of Alien Bug 02 (also slightly for 03 and 04)
- Driller: outputting bedrock and indestructible message also when drilling with HV
- Changed new chat's internal command prefix from '/' to ':'
- Drilling: added message when trying to drill bedrock or any terrain layer that is too hard for the driller
- Temporarily disabled Ocean Planet in random scenarios (until playfield is better optimized)
- Updated several POIs with better offset, terrain removal or flatten settings

Modding Changes:
- Changed: New ModApi is no longer a static class but an instance of the new interface IModApi, new mods need a class that implements IMod (analogous to the former ModInterface)
- Playfield server now also operates mods (independent of EAC usage)
- Moved chat message functionality from IGui to IApplication since IGui is only available in client mods
- Delivering the mini DemoMod no longer as zip (you should delete Content/Mods/DemoMod.zip) but as a folder with files
(however, the mod dll is configured as inactive - see DemoMod_Info.yaml for details)
- Improved documentation
- Old ModGameApi no longer sends the temporary 'Event_ChatMessageEx' event, please use the new ModApi event
(for some time there's still the classic 'Event_ChatMessage' which tries to map the new chat data fields to the old structure)
- It's now allowed to place more than one dll in a mod folder if the corresponding xx_Info.yaml files exist
- Added dedi demo mod (in addition to client demo mod)
- Added IPlayfield.IsPvP, IStructure.IsPowered and IPlayer.SteamId

Updated Console Commands:
- Console 'ba' command now provides feedback to clients in MP.
- 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

Bug Fixes:
- Fixed: Exception after changing between half & max textures
- Fixed: Shield status not showing on HUD
- Fixed: Several issues with SI (collapse of devices that should not collapse after placement, eg Force Fields, Solar Panels etc)
- Fixed: When you "draw" a line to place multiple blocks at once, SI can break
- Fixed: [Co-op] Not possible to start a coop game 'Data for ClientId not found'
- Fixed: HV / CV DrillLaserBeam Broken
- Fixed: Underwater area grants clear view if player is on the brink of the transition zone
- Fixed: [MP] Player can take damage through intact hull blocks
- Fixed: [MP] Ion cannons can disable shields with 1 shot.
- Fixed: Exit point of certain cockpits is broken
- Fixed: Shield generator lets you place blocks inside it's bounding box
- Fixed: Damage multipliers in Config.ecf > sometimes eg shield multipliers were not taken into account (especially when used with "Ref:" items)
- Fixed: Exception when opening Map Official EXP Server
- Fixed: Color mask on solar panels
- Fixed: Warp lock target HUD object disappearing when re-entering orbit.
- Fixed: Dirt terrain texture did not show for base in BA Attack scenario
- Fixed: Generic Resource texture missing in "te" resource tab
- Fixed: Retractable rocket launcher turret for all structures types has parts still visible when retracted
- Fixed: SSG can't generate playfields anymore
- Fixed: Page Down Logic with blueprints
- Fixed: "Player A has Entered B" System Faction Messages: fixed translation and discarding own messages
- Fixed: Texture problems on Furnishings (Deco) Closet
- Fixed: Barrels of SV Weapon Rocket Launcher were not round due to scaling > replaced model (it is now 1x3x1)
- Fixed: First Person View in open cockpit camera height
- Fixed: Water plane getting cut too early on some beaches
- Fixed: TribalOven: Broken texture
- Fixed: The old ammo box triggers exception when placing a item into any row past row 4 in the UI]]>
Alpha EXPERIMENTAL 10 - Part II https://empyrion-servers.com/blog/65/alpha-experimental-10-part-ii/ https://empyrion-servers.com/blog/65/alpha-experimental-10-part-ii/ Wed, 22 May 2019 15:53 CEST
The new volumetric lights on CV spotlights

Hi Galactic Survivalists!

We just released Part II of Alpha EXPERIMENTAL 10. Thanks to your dedicated feedback, we already improved a lot of the new features and added a heap of new bug fixes!

Said that, the update also includes a few new features and feature refinements, as you can see from the changelog below.

Among others, we improved the “fixed” drill mode of the Hover Vessel by adding a fine-grained directional steering to the previously fully-locked mode. You can now use W/A/S/D and the arrow keys to precisely navigate your vessel while drilling. In addition, when pressing LMB in fixed mode, your drills will remain active until you press LMB again. Thus, you can now concentrate on moving the vessel (which is slower with fixed-mode activated) and aiming its fixed drills on the target area without the need to hold LMB all the time in order to keep the drills running! Remember the fixed drill mode is activated for HVs that have a drill module with SHIFT-O.

Alpha 10 EXP Part II also adds a completely new scenario, designed around the new “Base Attack” system you already got to know in the first Alpha 10 EXP iteration in standard survival (default-random scenario). But unlike the default-random survival scenario, the Base Attack Scenario will have you starting directly in a contested base. Take your time - but not too long - to familiarize yourself with the compound and ramp up the defences. Waves of drones and troops will come for you! This is a test case not only for the base attack system itself and how it can be scaled as well as an offer for you to easily drop in a COOP game with some friends and have, but also adds the first (code-side) iteration of the redesigned PDA tech - adding more setting and management options by offering C# as an additional PDA scripting language.

If you are a mission designer and are capable of using C#, keep an eye on the latter. We will release more info about that particular topic in the next weeks!

As always with a major EXP update, we worked in some of your feedback, eg., rebalancing, a missing corridor roof block shape, updated base attack rules and more.

There are of course more topics that your feedback encompassed, like balancing of shields, renaming of block shapes, so you can easily set up your own favorite block shape menu and more. Those will be subject of the upcoming EXP phases, so please do not stop giving feedback on those as well! :)

Please find all the changes and additions in the changelog below and do not forget to drop your feedback in our dedicated EXP feedback forum: https://empyriononline.com/forums/experimental-features-discussion.35/

Please keep reporting remaining bugs in our bug forum and please revisit your reported issues if they are already fixed: https://empyriononline.com/forums/bugs.34/

Thanks a lot in advance - and keep on having fun with Alpha EXP 10!

Yours,

Emp Dev Team

======

CHANGELOG: Alpha EXPERIMENTAL 10.1 (Build 2468)

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 because we are now able to use Unity's texture streaming



Improved HV Drilling:
- Improved drill mode for HVs

> you can now dig very nice straight tunnels with your HV

> when your HV is in the fixed mode (SHIFT+O), you can now use W/A/S/D and the arrow keys to precisely navigate

> in fixed mode, pressing LMB will enable auto mode of your drills so you do not need to keep LMB pressed

- Added large drill module for HVs

How do you like this new large drill? (we did not yet add it to the tech tree or as a template for constructors - we first wanted to get your feedback about it)

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 or COOP



Updated Base Attack in Survival:
- Allow also NPC bases that were captured by the player to be attacked subsequently by Zirax
- Zirax hacking now takes twice as long
- Zirax demolition tool is now half as effective against shields
- Increased HP of Troop Transport

Volumetric Lights for Spotlights:
- We added the volumetric lights now also to other spotlights (eg vessel spotlights or base lights when used in spotlight mode)


Updated Epic Weapons:
- Epic Sniper: does not use laser projectile anymore (uses again standard ammo)
- Epic Laser: now uses blue laser tracer
- Epic Pulse Rifle: now uses green laser tracer
- 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

Balancing:
- Rebalanced hitpoints for Boarding Ramps (based on exposed area by 100HP/block)
- Tweaked HV Drills

Other Changes:
- Exported several models into own asset bundle to reduce size of main asset bundle
- Added left/right variants of new armored doors
- PdaScript is now persistent ie it saves its state
- Removed Recoil from Salvage Mode of Survival Tool
- Separated shield generator for SV and HV
- Slightly updated setting for Temperate2 starter planet (start equipment, distribution of POIs etc)
- Muzzle flare less bright on handheld drillers
- Added message when hitting not destructible terrain with the drill
- Updated model of Water Generator

Block Shapes:
- Added missing block corridor shape: WallInteriorCornerOuterRoof
> now you can build a complete room with these corridor shapes
- Improved texture mapping for several block shapes

Optimizations:
- We optimized the spawning of NPCs on planets, which should result in a smoother experience (ie less stuttering) when flying over the planet

Modding:
- Added a first version of generated Modding documentation
- Included a first small DemoMod project (zipped, otherwise it would be active)
- Scripts console command is not executed as client with active EAC any more to avoid cheating
- Exporting now "ChildBlocks" to Config.ecf (so you can remove blocks from block groups such as deco block group)
- Added better description for PDA script cmd

Bug Fixes:
- Fixed: Problem that when core was removed because of SI you could not place another core because of wrong block statistics calculation
- Fixed: When mining with a HV it can get repositioned back above ground
- Fixed: [MP] Shield will temporarily deactivate when changing playfields with SV or CV
- Fixed: SI causing a collapse when using line-plane building
- Fixed: Drilling visualization becomes visible on survival tool when dropped on the ground
- Fixed: When drilling a ore deposit with or without a personal drone the drill can stop drilling until the the cursor is moved again
- Fixed: Concrete & wood stairs are missing other shape selections
- Fixed: Shields stop recharging from 0% until exiting & reloading into the save after being disabled by damage
- Fixed: Some shapes when upgraded by the multitool do not maintain there original shape & get changed to another shape
- Fixed: Grass in wind motion too fast
- Fixed: Space plasma drones can takes shield down to 0% with 1 or 2 shots
- Fixed: Exploit - Logistic POI access
- Fixed: Shooting at NPC Commander removes POI completely
- Fixed: Truss blocks when picked up from SI drops are not put into the correct Truss block groups
- Fixed: Screen resolutions may appear repeatedly in video options menu
- Fixed: When drilling a ore deposit with or without a PD the drill can stop drilling until the the cursor is moved again
- Fixed: Underwater area grants clear view if player is on the brink of the transition zone
- Fixed: Water plane sometimes appearing as 'Container'
- Fixed: PdaScript map markers not appearing in co-op mode.
- Fixed: SI collapse reveals NPC or Player Spawner preview (green or red dummy character)
- Fixed: Drill attachment laser showed briefly particle effect on placement
- Fixed: rocket hitting own BA getting stuck
- Fixed: Texture stretching on Rocket Turrets + more exact colliders
- Fixed: Mesh issues with new oxygen station
- Fixed: Difficult to interact with Human Trader (collider was too small)
- Fixed: Exception spam with sub-emitters when using HV Drill Turret
- Fixed: Local Coop server connection problems
- Fixed: Shield-Multiplier issue for handheld Rocket and Plasma Launchers in Config
- Fixed: Space map radar lines showing in sector map.
- Fixed: Exception when opening sector map.
- Fixed: Sometimes planet objects showing up in sector map.
- Fixed: UV issue on QuarterRoundV2 shape
- Fixed: LOD jumping of some asteroids
- Fixed: T3 fuel tank gets tilted slight when orientated to be flat on a surface
- Fixed: In the vessels part of the Robinson Protocol changed Hover Thrusters to Ground Repulsor Engine
- Fixed: Damage state of Radar (Deco) had no textures
- Fixed: Health bar indicator for Asteroid Resource + removed level label
- Fixed: Issue with billboards after changing textures & playfields
- Fixed: Old mechanical drill was still purchasable from trader
- Fixed: Locked sector HUD element is now orange again
- Fixed: Several internal exceptions]]>
Alpha EXPERIMENTAL 10 https://empyrion-servers.com/blog/64/alpha-experimental-10/ https://empyrion-servers.com/blog/64/alpha-experimental-10/ Tue, 14 May 2019 13:00 CEST
We are very excited to start the Experimental phase for our upcoming major update. Alpha 10 will feature more than 100 new building block shapes, shields for vessels and bases, a highly improved (and speed up) drilling gameplay, an improved base attack mode, a new tabbed chat for multiplayer and a huge amount of bug fixes, gameplay refinements and other changes!

While many of the changes and improvements are pretty straightforward, the new base attack in Alpha 10 might need some words of explanation: Previously, only drones would attack your base, given some arbitrary rules, like activating the first generator or placing a turret. Starting with Alpha 10, the rules that will now provoke a base attack are much more meaningful and fully tied to the NPC faction system.

Basically, in Alpha 10, the Zirax will attack you with drones AND ground troops, if you manage to pi** them off too much. For example, building a huge base right in front of their noses and rising the hostility will most likely trigger an appropriate response. You better make sure your defenses are up and running, because the drones got more punch and the troopers will not only be able to blast through your walls, but will also attempt to capture your base with their remote hacking devices.

Last but not least, shields will make their first debut in Alpha 10! Shields are available for all vessels and for bases - in different protection levels. Please note, that these are not ‘bubble shields’ but are rather designed as an integrated layer on top of the individual building blocks. This means, even if you are inside a base, the shield is not a barrier, but active on ANY exposed block! Because of that, we call it, a ‘polarization hull shield’, adding a virtual shell with a defined value of hipoints (HP) around your vessel or bases. This of course also means that you or your opponent cannot add or remove or repair blocks or devices (like turrets) in the middle of a fight, as this this would feel like exploiting the polarized hull protection. You will have to make a choice when to activate the shields and when to drop them. ;)

The shields require a shield generator and Pentaxid tank. While the Shield-HP are “loaded” by converting some amount of Pentaxid, the shields themselves of course need some significant amount of power when being activated and run. When the shield is hit by weapon fire, the Shield-HP will drop, but each shield has a recharge rate to counter that to some extent. When the shield is loading up the first time as well as when reactivating a formerly deactivated (but not nullified) shield, you need to consider a cooldown/activation delay. So you cannot simply have a shield shut down and reactivated in no time. But: the shield WILL conserve its HP level when deactivated, and offer the same HP level when being reactivated (of course not instantly, but, as described, after a short load-up time).

As always, concerning any feedback: please give the new version a try and add your feedback afterwards. Some of the mechanics are - as usual - not fully balanced yet and some might see different stages of rebalancing in the EXP phase or afterwards.

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/read-before-reporting-bug-report-template-requirements-known-issues.47118/

Thanks a lot for your dedicated help!

Have fun playing Alpha 10 EXP! :)

======

CHANGELOG: Alpha EXPERIMENTAL 10 (Build 2446)

MAIN 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 a hotkey button “Shield” to the GENERAL window to switch on/off shield
- 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)

Feedback Thread: https://empyriononline.com/threads/alpha-10-exp-shields.49012/

2. More than 100 New Building Block Shapes
- Added 110 new building shapes

Some of the new shapes
- Added tabbed block shapes menu

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

Feedback Thread: https://empyriononline.com/threads/alpha-10-exp-blockshapes-menu-and-new-shapes.49013/

3. New Drilling / Mining

- Removes terrain as a whole semi-sphere instead of small voxels (= significantly fewer terrain-updates per m³ changed = CPU saving and network traffic)
- Faster drilling (as a result of the aforementioned)
- Improved drill mode that, for example now allows to cut out tunnels more nicely (try handheld drill or HV drill)

- Faster resource gathering (less grinding)
- Added Drill mode to Survival Tool, so you can now also dig holes and drill with this tool
- Rebalanced: Survival Tool, Drill T2, Epic Drill, Debug Drill (Mechanical Drill T1 will not be used anymore; the Drill mode for Survival Tool will take its place - renamed “Drill T2” into “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
- Merged resource drill and stone drill mode into one mode for all drills + survival tool
- 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

Feedback Thread: https://empyriononline.com/threads/alpha-10-exp-drilling-mode-changes-and-improvements.49014/

4. New Base Attack

- Zirax Ground troops can now invade player bases

- 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

- Several rules and parameters for base attack probability calculation (Added Base Attack coefficients to Control Panel statistics page)

Feedback Thread:
https://empyriononline.com/threads/alpha-10-new-base-attack-survival.49015/

5. 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

6. Updated Terrain

- Structural integrity of terrain: terrain supports first version of SI by removing not connected terrain pieces
- Changes in terrain made are now also visible in the distance (before: terrain changes were only visible close to player)
- Reduced stuttering when flying over terrain

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

OTHER FEATURES:

Additions:
- Added new lava planet: LavaNascent





- Added new CV Containers


- Added new deco Antenna Blocks
- Added new sizes for Boarding Ramps
- Added more variants to Armored Doors
- Added human trader "TraderHuman"
- 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

Gameplay Improvements:
- Implemented faction dropdown for Traders: you can now set the trader to a different faction than the POI he spawned in, eg you can spawn a Admin POI and set the trader to the Zirax faction
- Cockpit: allowing to turn head for 150° in FPV mode (old was 75°) to better look back
- Added new plant growing messages (no oxygen, temperature not adequate, radiation too high, no light) to better indicate why a plant is not growing
- Updated drone colliders to have more "weak" spots (head multipliers will apply)
- Do not display dead enemy drone units (red blips) in maps anymore
- Drone types are now differentiated by color (Minigun = blue, Rocket = red)
- Techtree tweaks (before there were some inconsistencies): SV can now be built at level 5, CV can now be built at level 7
- Allow upgrading device when needed material is in connected inventory/container
- Increased range of Repair Bay and changed Repair-2-T Activation Process
- Differentiate now resources with different hitpoints: ResourceSoft, ResourceMedium, ResourceHard
- Shotguns can now destroy enemy spawner pads
- Added possibility to upgrade growing pots: Wood > Cement > Steel
- Reputation balancing: 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
- 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 repuation

Visuals and Sound Improvements:
- Updated color masks on most devices to have better coloring (no un-colorable gray parts anymore)
- Improved player light (added flare, MP support, light now only available when wearing armor)
- Added volumetric lights to player suit light, growlight, flashlight and motorbike

- Replaced all Zirax weapon models with higher quality versions (same for Polaris Assault Cyborg)
- Added more variations for Zirax (helmet etc)
- Added new Asteroid Ring to space playfields (scenario creators might need to update the position for voxel asteroids if they are handplaced)

- Updated models of Constructors, Deconstructor, Power Generators (BA,CV), Fuel/O2 Tanks (BA,CV), Oxygen Station (BA,CV), Medic and Cloner Station (BA,CV), Portal


- Updated deco plants for bases (plant pots)- Hurt sound of male/female is now less dominant and annoying
- Updated 3d models of rocket projectiles
- Tweaked night light intensity on moons (most were too dark, MoonIce was too bright)
- Desaturated flashy NPC faction colors
- Improved map and planet outside view
- Several playfields tweaks (terrain textures, night clouds color, music etc)

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
- 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

Builders and Scenario Creators Improvements:
- Allow boarding ramps now also on Bases
- Deco devices (antenna, pipes, etc) from group DecoVesselBlocks are now also placeable on bases > renamed into "General Devices (Deco)"
- Open Cockpit SV/HV is now only 2 blocks high
- Moved ScifiChair to front (better combination possibility with table)
- No Blueprint spawn restrictions applied in GodMode-Invisible anymore (now you can spawn any POI in survival for testing)
- Build settings dialog: activating selection button switches symmetry plane now off
- 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)

AI Update:
- Improved Talon behavior
- Improved Alien Civilians and AssaultCyborg behavior

General Balancing:
- Significantly reduced damage of rocket drones on player
- Increased health gain from Bandages
- Increased hitpoints of SV and CV Thrusters and Jet-Thrusters
- Corrected a few settings in handheld weapon stats ( f.ex. stats that were not in line with expected T1>T2>Epic progression; example: Recoil should be lower on Epic than on T2 version )
- Survival Tool: increased Damage (ResourceDrill)
- Drill T2 & Epic Drill: increased Damage and Radius (ResourceDrill & FineDrill)
- Increased SU of some deco blocks (Furniture and tech block that should visually have a bigger inventory)
- Survival Tool: increased damage from 20 to 35

Drill Balancing Update:
- Added first iteration of material progression
* Tier I: Iron, Silicon, Copper, Promethium
* Tier II: Cobalt, Magnesium, Gold, Neodymium, Sathium
* Tier III: Erestrum, Zascosium, Pentaxid
Note: The progression currently only decides how FAST you can mine a tier with each drill, where Tier 3 "times" are currently similar wo what it would take to mine for example Iron in the current public version
- Removed Mechanical Drill T1; Survival Tool will take its place (with 5m range for the drill mode) - adapted PDA, playfield.yaml, templates etc
- Adjusted all handheld and vessel drill speeds to new material tiers
Example: For our Test Deposit T1 it took 26 seconds to fully mine it with the Survival Drill Mode. With a T2 Handheld Drill it would take 9 seconds. With a HV fixed drill it takes about 2-3 seconds. For our Test Deposit T3, ST drill took 40 seconds (that is actually the same speed for a T3 deposit as in the current public alpha for the ores, all considered T1!) and the Epic Drill took 15 seconds.

> Balancing Note: Currently a DAMAGE value beyond 900 does not make drilling faster, as this is already the 'Instant-Remove' for a T3 deposit (T2 = 750, T1 = 600), what means damage of 2000 is not faster than a damage of 900, as you can not work faster than 'instant' of course ;)

> Testing Please test the new drilling speeds well. The drills should be considerably faster than in the current alpha by at least factor 1.5 - 3 compared to the T1 ores and should not be slower than the current public alpha speed for the now grouped T3 deposit ores.

Gameplay Improvements: Epic Weapons
- Epic Sniper: Laser particle effects
- Epic Minigun: Laser particle effects
- Epic Shotgun: auto mode (+increased RoF)
- Epic Pistol: auto mode
- Epic Rocket Launcher: auto mode (RoF needs to be increased to make sense)
- Epic Plasma Cannon: auto mode (RoF needs to be increased to make sense)

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%
> Mag 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), Mag Size (fixed to 3) and RoF (fast).

Notes:
- The balancing of the hand weapons is first and foremost aimed towards bringing all the hand weapons in line with a consistent progression within their own tiers.
- Therefore all the values have been slightly adjusted to achieve this goal.
- We might do further changes, like adjusting damage values (very likely) or for specializing certain weapons vs. certain enemies or give some weapons unique properties (like the Fast-Firing Mode of the Epic Plasma and Rocket Launchers) which might then required to adjust the weapon performance out of the order of the calculated progression.
- Said that, the current re-balancing should be seen as an intermediate step towards a more interesting hand weapon gameplay.
- We are looking forward to your ideas how we should proceed with the hand weapons progression in future iterations.


Additional Changes for Rebalanced Weapons:
- Reduced Drop chance of Epic weapons due to their significantly increased performance figures
- Epic Sniper and Epic Minigun now use laser rifle ammo to reflect the changes made.
- Added beam to laser rifle epic (for testing > feedback required. problem is that in aimed mode the weapon shakes too much)

GUI Improvements:
- 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 additional toggles for Signals and Customs to Control Panel
- Updated MP Choose Planet window.
- Added “Spawn Name” as a new column (behind Group Name) to F2 BP Window
- Updated Control Panel display:
* Pentaxid Tank should always be displayed even if not placed on structure (currently not displayed and thus not consistent with eg oxygen tank)
* 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

Modding:
- Added possibility to script a PDA in C#
- Increased version number of custom Config.ecf > your current version is not active until you increase version number (pls update ecf properly)
- Added ShieldCapacity and ShieldRecharge to ECF
- Supporting shield damage multiplier (DamageMultiplier and BlastDamageMultiplier) > you can now create weapons that only reduce shields and do no damage to hull
- 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
- "ShieldCooldown", "ShieldPerCrystal" are now exported to Config.ecf
- ModApi: some enhancements, loading mods now also on a PF server
- Added possibility to color clouds in the night similar to day cloud color (CloudsNightZenithColor, CloudsNightHorizonColor)

Other Changes:
- Allow to spawn Base Attack drones via "debug menu"
- Renamed "Body Temperature" into "Suit Temperature"
- Renamed Hover Thruster to "Ground Repulsor Engine" (to indicated 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
- Better player guidance for solar panels: added efficiency to block info
- Solar panels: memory allocation optimization
- Changed server start scripts to close their window after a timeout (otherwise they may stay forever)
- Added VolumeCapacity to ContainerPersonal
- Proof-read and corrections to Robinson Protocol.
- Removed 2 broken space POIs (BAO_Migotzu-Orbital-Hub, BAO_AntarisSpacefarm)

Console Commands:
- 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
- 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.

SSG Update:
- Added possibility to generate random custom scenarios

PDA Improvements:
- 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.

POI Update:
- Major update of POI set for XENU: a big thanks to Frigidman
- Updated Ghyst and Rados POIs: thanks to Frigidman
- Some Wreckage POIs are now buried 1m in ground

Bug Fixes:
- Fixed: Several block shapes with mirror issues > now all blocks should mirror correctly
- Fixed: Bug that did not allow to let players enter playfields if there were more than 255 structures (old limit)
- Fixed: [MP] Food can insta-spoil when picked whilst connected to a different structure's container
- Fixed: Problem that player bike was not able to drive underground as it was always teleported up
- Fixed: Buying from Trader/Trading Station still possible when inventory capacity reached
- Fixed: Problem that NPC did not move correctly in some space POIs (we now spawn all space POIs horizontal to avoid this problem)
- Fixed: Docked vessels can become misplaced after playfield changes
- Fixed: Some NPCs not respecting sensor checkboxes
- Fixed: Sometimes not starting in the wreckage base but in a crashed ship on Starter Planet 2 (Wreckage Start)
- Fixed: Problem that player could respawn underground in crashed ship that was buried (removed medic station/clone chamber from crashed POIs)
- Fixed: Signal/Circuit UI list disappearing after opening a drop down option
- Fixed: Wrong error message "Ship type cannot be repaired" when the ship to repair was hovering a bit too high over the repair bay
- Fixed: When armor is shift+Left clicked from the armor locker while seated in a cockpit it gets stuck & lost in the ship's tool bar
- Fixed: SI working incorrect from some sides
- Fixed: Sentry Gun 2 - Player (Retractable) breaks off when placed the first time
- Fixed: Disconnecting from a connected container with items in the connected toolbar leads to an empty grid and the yellow coloring stays
- Fixed: Not enough Upgrade Points to unlock all devices at level = 25 (now added 250 more Upgrade Points)
- Fixed: [MP] Entering a cockpit of a docked vessel at high altitude will kill the player & the vessel will get removed on 2nd attempt
- Fixed: Blueprint sometimes spawns without Solar Panels
- Fixed: The SI debug display doesn't always correctly show the amount of stress when weight is added vertically.
- Fixed: Logistic Menu: Right side does not scroll with mouse wheel
- Fixed: Fuel disappears from a base if you power it on before adding fuel to it.
- Fixed: Colliders on large boarding ramps
- Fixed: Animals not walking in special places - getting stuck in small corridors
- Fixed: Possible to still fly whilst thrusters are turned off whilst cruise is on
- Fixed: Bloom was overblown in several use cases
- Fixed: Logistics window: Access-Device button sometimes not usable in MP after DSL unload
- Fixed: Fire status effect gets not removed in some use cases
- Fixed: After a Drone base has regenerated Drones no longer spawn from it
- Fixed: Ground blast particles of SV/CV not working correctly anymore
- Fixed: Thruster speed exploit
- Fixed: Landing a vessel on a repair bay with 'Automatic mode' checked will activate it before the player leaves the bounding box.
- Fixed: Changemode option in some scenarios when used can trigger a CoQ after leaving the save & trying to reload into it
- Fixed: Issue with seed 0 overwriting new save games seeds when trying to make a new game after leaving a server.
- Fixed: Retrieving 'DecoTribalBlocks' deco puts the retrieved block into the wrong group 'Furnishings (Deco)'
- Fixed: Grass movement messed up during 'bad weather' transitions
- Fixed: Problem that sometimes bases had no O2 even though O2 indicator is shown
- Fixed: Changing from orbit to atmosphere sometimes removes all deco from terrain
- Fixed: Inconsistency with upgrading devices (eg Cockpits T1 > T2, Thruster GV T1 > T2): for these devices you needed T1 as input even though T1 was already placed
- Fixed: Anti Grief only if RegenAfter is set
- Fixed: Drone manager - reset correctly the number of replacement drone
- Fixed: Drones with double barrel did not hit player reliable
- Fixed: Revealing sectors were causing map breakage.
- Fixed: Cockpits collision model is incorrect
- Fixed: Sometime unable to start game due to input exceptions (invalid control config data)
- Fixed: Plants have stopped growing in growing plots
- Fixed: Space playfields do not work with AllowBlueprint parameters
- Fixed: Problem that HV/CV drill/turrets could not harvest resource rocks
- Fixed: NPC's getting stuck sometimes on surroundings in underground POI
- Fixed: Structural integrity is not updating when placing blueprints in suitable locations
- Fixed: PvP mode overlay in world map
- Fixed: Thruster 'heat & radiation volume' area changes when depending on the vessels orientation.
- Fixed: Memory leak due to AI spawning
- Fixed: Scenario games in MP not using correct static template if scenario is purely random (its own solarsystemconfig.yaml)
- Fixed: Exception in some cases when generating playfields where very first POI is a player start (no NullPoi available)
- Fixed: Aiming of Pulse Rifle (now scoped aiming)
- Fixed: Tribal Bazar Arid was indestructible (changed Admin Core into normal Alien Core)
- Fixed: SurvivalTool beams had wrong distance (visually)
- Fixed: Alien containers have been listed in dropdowns in Logistic Menu
- Fixed: NPC Health Bars not scaled properly
- Fixed: Building exploit (ghost devices)
- Fixed: Ore deposit 'overspawned' by POI and removed > now place resources after all POIs have been placed to prevent structures from 'overspawning' resources, causing empty resource nodes and POIs placed directly over deposits.
- Fixed: Mod: Player inventory modifying requests don't respect open Logistic window showing that
- Fixed: Possible to place blocks inside of Boarding Ramp bounding box.
- Fixed: SI debug overlay not always activating when checked
- Fixed: Instant-Production speed does not trigger PDA checks when used in any constructor
- Fixed: Deco – OmicronPlant: White squares as falling leaves if removed
- Fixed: PDA (Default Akua-Omicron, Default Multiplayer) - Changed GHOST entries to GHYST so the missions affected work again
- Fixed: Area damage gets removed when firing from forward moving vessel
- Fixed: LCD getting switched off automatically if underground
- Fixed: Corrupt player avatar colors
- Fixed: 'Small Table' deco positioned incorrectly
- Fixed: Problem with not placing some POIs (MoonDesert, Ghyst HQ etc)
- Fixed: PDA Mission "Raid Alien POIs" did not work due to wrong Core check
- Fixed: Wrong spotlight on stock HV T1a
- Fixed: Player report: Plants have stopped growing in growing plots
- Fixed: Decoration Respawn on GreenWall
- Fixed: Wrong loot in very rare alien container (single device instead of group)
- Fixed: Modular Wing Connector (Medium) was placed wrong
- Fixed: It was possible to destroy rocks with plasma cannon
- Fixed: PDA - creature spawns of 'Crime Scene Cleaner' (Now Alien/Legacy creatures should spawn again and be counted towards the mission goal)
- Fixed: [Mirror] Placing any block or device INTO the mirror plane leads to loss of one device
- Fixed: Orbit resource asteroids are not depleting when mining them with CV lasers or the drill turret
- Fixed: Do not re-autoactivate chapters that are completed with no remaining repeats with ChapterActivation.
- Fixed: BA/CV/HV/SV O2 Station - No Sound
- Fixed: PDA tasks are not completed when player is not seated in his vessel
- Fixed: Exception when starting a PDA mission in certain use cases.
- Fixed: Exploit: [MP] Armor locker / repair station item duplication
- Fixed: Not working animation on Troop Transport / Not working Thruster effect
- Fixed: Exception for space playfields when fixed player start assigns equipment.
- Fixed: Video Options: Changing Depth-of-Field reloads Trees
- Fixed: Particle effect on MoundzTreePrefab was wrong
- Fixed: Invisible blockface in structures
- Fixed: NPC's with ranged attacks not firing at players
- Fixed: Deconstructing T2 cockpits return T1 cockpits
- Fixed: Stair blocks had inconsistent hitpoints
- Fixed: Tribal Cauldron 2 cannot be removed
- Fixed: Allow editing properties of "Internal" BPs in BP Library in Survival Mode when in godmode
- Fixed: Xeno Steel Localization Wrong
- Fixed: Space playfield descriptions not loaded from space_dynamic.yaml templates.
- Fixed: Problem that beam of several turrets/fixed weapons were not long enough (Drill, Multitool, Laser Module)
- Fixed: NPC's hitting & inflicting damage to the player through hull blocks (fix for AlienBug01)
- Fixed: Actual Dimension of 3x13x3 & 3x10x3 thrusters for SV are Smaller than what is both reported in the tooltip and visually.
- Fixed: Center of mass visualization doesn't appear until you enter the cockpit of any vessel.
- Fixed: Center of mass visualization appears with wrong color
- Fixed: Consuming any item sometimes reduces body radiation
- Fixed: [MP] Issue with capacitor/battery amount not updating fast enough
- Fixed: HV Docking issue
- Fixed: When de-selecting the checkbox for "Symmetry Plane" and re-checking it it does not go back to the plane that was set.
- Fixed: Weather HeatWave, ColdWave, Wind had broken cloud transition
- Fixed: Removing Walkway Slopes provides different Walkways
- Fixed: Sector Map shows wrong PvP / PvE
- Fixed: Harvestable Tomato missing from item menu
- Fixed: BA Stock Prefab T1e was not airtight
- Fixed: Jet Thruster collider > now cannot place blocks "inside" it
- Fixed: SVHV open cockpits have broken building size model
- Fixed: Ship control]]>
Alpha 9.7: Unity 2018.3 - Back to RakNet https://empyrion-servers.com/blog/63/alpha-97-unity-20183-back-to-raknet/ https://empyrion-servers.com/blog/63/alpha-97-unity-20183-back-to-raknet/ Mon, 06 May 2019 13:17 CEST
We just released a new update with Unity 2018.3 on the public branch. For this update, we switched the network protocol back to RakNet since UNET could not handle the network traffic on busy servers. We had to do some extensive internal refactoring to ensure that RakNet is working with Unity 2018.3.

Please let us know if you experience any problems.

Changelog: Alpha 9.7 (Build 2319)

Changes:
- Switched network protocol back to RakNet
- Internal refactoring to make sure RakNet is compatible with Unity 2018.3
- Optimized RakNet protocol (now sending packages with different priorities)
- Updated EAH Tool: https://empyriononline.com/threads/tool-emp-admin-helper-eah-free-v1-45-x.5771/page-54#post-305591

Bug Fixes:
- Fixed: Set Anti Grief distance only if RegenAfter is set for a POI
- Fixed: Several internal exceptions]]>
Alpha 9.7: Unity 2018.3 https://empyrion-servers.com/blog/62/alpha-97-unity-20183/ https://empyrion-servers.com/blog/62/alpha-97-unity-20183/ Tue, 23 Apr 2019 12:06 CEST
Given that our Unity 2018.1 version finally seems to be stable, we released Alpha 9.7 where we upgraded the game engine to Unity 2018.3. For this upgrade, we had to switch the network protocol to Unity UNET.

Please let us know if you notice any problems in multiplayer.

==========

Changelog: Alpha 9.7 (Build 2316)

Changes:

- Upgraded game engine to Unity 2018.3
- Switched network protocol to Unity UNET
- Increased wait time for local coop server from 10 to 20 seconds
- Improved telnet connection
- Added PDA parameter ListVisibility to allow for previews of deactivated, invisible chapters. To help guide players to activation positions
- Mod: Player inventory modifying requests don't respect open Logistic window showing that

Bug Fixes:
- Fixed: Instant-Production speed does not trigger PDA checks when used in any constructor
- Fixed: Broken inner glass texture on vessel cockpits for last damage state
- Fixed: Sometimes consuming an item reduces body radiation
- Fixed: Several internal exceptions]]>
Alpha 9.6: Unity 2018.1 https://empyrion-servers.com/blog/61/alpha-96-unity-20181/ https://empyrion-servers.com/blog/61/alpha-96-unity-20181/ Wed, 27 Mar 2019 11:36 CET
We are giving Unity 2018 another try. As mentioned the last time, the ideal outcome would be that you do not see any difference to the last public release version Alpha 9.5.0 (Build 2294) - except performance improvements :)

For bug reports, please visit: https://empyriononline.com/threads/...ort-template-requirements-known-issues.47082/

Yours,

Emp Dev Team

----

CHANGELOG: Alpha 9.6.0 (Build 2302)

Changes:
- Upgraded game engine to Unity 2018.1: in a first step, we have upgraded to Unity 2018.1 and if everything runs smoothly we will upgrade to Unity 2018.3 in a second step
- Re-added legacy cockpits to cockpit block group due to popular demand
- Updated Robinson Protocol and PDA missions (better timing, better explanations etc)
- Updated Localization.csv

Bug Fixes:
- Fixed: Problem that sometimes in Coop player do not start in same wreckage POI. It could happen that player spawns in POI far away from crashsite (to fix this problem, we had to rename some BPs to make sure they do not have "Wreckage" as spawn name)
- Fixed: Choose planet window for multiplayer always showing default image.
- Fixed: Some Wreckage POIs are now buried 1m in ground
- Fixed: Culture-dependent floating point conversions
- Fixed: Mass / Volume of Open Cockpit 1
- Fixed: Sector map does not load
- Fixed: No POI was spawning on Ocean Planet
- Fixed: Problem that player could get stuck in a pile of corpses
- Fixed: Unable to start game due to input exceptions (invalid control config data)
- Fixed: Several internal exceptions


Alpha 10: Sneak Preview
Our small team continues to work hard on the upcoming major update Alpha 10. A highly requested feature will make it into Alpha 10. Can you guess what feature we are working on?
]]>
Alpha 9.5: Armored Cockpits, New Planet, Advanced Game Start https://empyrion-servers.com/blog/60/alpha-95-armored-cockpits-new-planet-advanced-game-start/ https://empyrion-servers.com/blog/60/alpha-95-armored-cockpits-new-planet-advanced-game-start/ Wed, 06 Mar 2019 10:43 CET

Hi Galactic Survivalists,

To sweeten the waiting time for Alpha 10, we decided to release Alpha 9.5 from the A9 branch with some goodies such as armored SV/HV cockpits, a new planet, an advanced game start for experienced players, bug fixes and more.

In addition, we are still working on preparing the code for the Unity 2018 upgrade. Unfortunately, it takes more time than expected.

For bug reports, please visit: https://empyriononline.com/threads/...ort-template-requirements-known-issues.47082/

Yours,

Emp Dev Team

----

CHANGELOG: Alpha 9.5.0 (Build 2294)

New Armored Cockpits (SV / HV):
- Added armored cockpits for SV / HV that have much higher hitpoints than standard cockpits


- Armored cockpits can be upgraded from standard cockpits


Re-Balanced SV/HV Cockpits and other Cockpit Tweaks:
- Slightly increased Hitpoints of most standard Cockpits
- Reduced Hitpoints and Mass of both Open Cockpits considerably
- Reduced Hitpoints and Mass of standard Closed Cockpit 05 to match size/block count relative to the others
- Do not display old legacy cockpits anymore
- Added max count of 2 for SV/HV cockpits (per group) - only active if enabled in gameoptions.yaml
- Updated model of Cockpit 3 (less frames to have better visibility)

New Planet:
- Added new Ocean Planet




Improved Game Start:
- Added alternative start on Temperate Planet (TemperateStarter2):

Start in wreckage base with advanced equipment and no Tutorial (Robinson Protocol)
> for experienced player who do not need the tutorial and who want to progress faster
- Added Wreckage POI instead of JunkT2 so player has already a base earlier in game (only on Temperate Planet - Escape Pod start)
- When Robinson Protocol is skipped, the player gets Portable Constructor, Motorbike and Detector
- Added more info about starter planets in New Game Menu
- Reduced amount of Crushed Stone needed to obtain Iron, Copper, Silicon Ore in Constructor
- Added more rock resources in starter biomes to easier obtain Crushed Stone
- Zirax POI is now sufficiently far away from JunkT2 / Wreckage

Other Changes:
- More code preparations for Unity 2018 upgrade
- Removed CPU Points from main page of Control Panel (now CPU Points are only displayed in Statistics window): It seems that some players were irritated by the prominent place CPU points had in the control panel.
- Adapted info text in gameoptions_example.yaml to make clear that CPU Points is WIP
- Decreased energy consumption of CC / CE (BACV: CC = 10PU. CE = 3PU, SVHV: CC = 3PU, CE = 1PU)
- Updated terrain of moon playfields

- Renamed "Body Temperature" into "Suit Temperature"
- Added energy need for "Wireless Connection"
- Added new (non-craftable) items for Trading:

AlienOrganism, AncientRelics, Fertilizer, Leather, Liquors, LuxuryGoods, Narcotics, Optronics, RawDiamond, Robotics, ToxicWaste
(items not yet used for traders in the Vanilla version but you can already use them for your custom scenarios)
- Sun is now less flat to have better lighting in Creative Mode > Orbit
- Added new yaml parameter "PlanetClass" which can be used to not display PDA chapters if multiple planets of the same type are available (see TemperateStarter and TemperateStarter2)
- Exchanged PlantMonster with Creepy in PDA (Akua-Omicron Scenario)

Updated PDA Robinson Protocol:
- Better integrated Wreckage into PDA Robinson Protocol
- Updated information given for some PDA Info descriptions (e.g. Vessel building description)
- Crushed Stone now also completes rock mining
- Added references to Empyriopedia (Doctors Journal, Biologist Guide) in appropriate places
- Removed info-reference about arid playfield in temperate playfield Robinson Protocol mission

Bug Fixes:
- Fixed: Not possible to add blocks to a starter block placed on a Base surface
- Fixed: Troop transporters constantly attacking player base
- Fixed: Backpack sync exploit
- Fixed: Creative Mode: cannot access POI after replacing NPC type core
- Fixed: Mining rocks did not give XP
- Fixed: Container Scrollbar cache makes smaller containers first rows sometimes inaccessible
- Fixed: Survival tent destroyed when dropped and when picked up with inventory full
- Fixed: Dropping Antenna Blocks did not give back any devices
- Fixed: Problem that all devices displayed mass of 2kg in Control Panel
- Fixed: Problem that MoonNascent playfield was always the same (fixed seed)
- Fixed: Problem that under POI texture was changing between Forest and DeepForest on Temperate Planets
- Fixed: Problem that lava fog was activated in all Lava playfields
- Fixed: Colliders too wide on 2 sector map buttons]]>
Alpha EXPERIMENTAL 9.5 https://empyrion-servers.com/blog/59/alpha-experimental-95/ https://empyrion-servers.com/blog/59/alpha-experimental-95/ Tue, 05 Mar 2019 10:53 CET
We just released the EXPERIMENTAL version of Alpha 9.5. Even though it is a relatively small update for our standards, we decided to increase the version number to 9.5 since it has more content than just a hotfix.

CHANGELOG: Alpha EXPERIMENTAL 9.5 (Build 2290)

New Armored Cockpits (SV / HV):
- Added armored cockpits for SV / HV that have much higher hitpoints than standard cockpits
- Armored cockpits can be upgraded from standard cockpits

Re-Balanced all SV/HV Cockpits:
- Slightly increased Hitpoints of most T1 Cockpits
- Reduced Hitpoints and Mass of both Open Cockpits considerably (> please feedback!)
- Reduced Hitpoints and Mass of Closed Cockpit 05 to match size/block count relative to the others

Improved Game Start:
- Reduced Amount of CrushedStones need to obtain Iron, Copper, Silicon Ore in Constructor
- Added more rock resources in starter biomes
- Added Wreckage POI instead of JunkT2 so player has already a base earlier in game (only on Temperate Planet)
- Zirax POI is now sufficiently far away from JunkT2 / Wreckage

Updated PDA Robinson Protocol:
- Added skip rewards to Robinson Protocol: when RP is skipped player gets Portable Constructor, Motorbike and Detector
- Better integrated Wreckage into PDA Robinson Protocol
- 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
- Removed info-reference about arid playfield in temperate playfield Robinson Protocol mission

Other Changes:
- More code preparations for Unity 2018 upgrade
- Removed CPU Points from main page of Control Panel (now CPU Points are only displayed in Statistics window): It seems that some players were irritated by the prominent place CPU points had in the control panel.
- Adapted info text in gameoptions_example.yaml to make clear that CPU Points is WIP
- Decreased energy consumption of CC / CE (BACV: CC = 10PU. CE = 3PU, SVHV: CC = 3PU, CE = 1PU)
- Renamed "Body Temperature" into "Suit Temperature"
- Added energy need for RemoteConnection
- Added new (non-craftable) items for Trading: AncientRelics, ToxicWaste, AlienOrganism, Leather, Optronics, Liquors, Narcotics, Robotics, Fertilizer, LuxuryGoods, RawDiamond (not yet used for traders in the Vanilla version but you can already use them for your custom scenarios)
- Sun is now less flat to have better lighting in Creative Mode > Orbit
- Exchanged PlantMonster with Creepy in PDA (Akua-Omicron Scenario)

Bug Fixes:
- Fixed: Not possible to add blocks to a starter block placed on a Base surface
- Fixed: Backpack sync exploit
- Fixed: CREATIVE: cannot access POI after replacing NPC type core
- Fixed: Mining rocks did not give XP
- Fixed: Survival tent destroyed when dropped and when picked up with inventory full
- Fixed: Dropping AntennaBlocks did not give back any devices]]>
Alpha 9.4.1: Bug Fixes and Changed Folder Structure https://empyrion-servers.com/blog/58/alpha-941-bug-fixes-and-changed-folder-structure/ https://empyrion-servers.com/blog/58/alpha-941-bug-fixes-and-changed-folder-structure/ Wed, 27 Feb 2019 10:43 CET
We just released Alpha 9.4.1 from the A9 branch with important bug fixes that cannot wait until the next major A10 release. Moreover, we changed the folder structure of the Client and the Dedicated Server in the Steam install directory to prepare the upcoming Unity 2018.3 game engine upgrade.

The new folder structure is as follows:

Empyrion Client:
|----- Client
|----- DedicatedServer (for local Coop)
|----- SolarSystemGenerator

Empyrion - Dedicated Server:
|----- DedicatedServer
|----- PlayfieldServer

After updating to A9.4.1, please make sure to "Verify Integrity of Game Files" via Steam Client before you start the game.

For bug reports, please visit:
https://empyriononline.com/threads/read-before-reporting-bug-report-template-requirements-known-issues.47082/

Yours,

Emp Dev Team

----

Changelog: Alpha 9.4.1 (Build 2288)

Bug Fixes:
- Fixed: Terrain is not correctly removed for POIs that use playfield parameter "DroneBaseSetup" (eg drone bases)
- Fixed: Wrong y-offset for several POI (especially drone bases)
- Fixed: Issue with capacitor/battery amount not updating fast enough leading to problem with food spoiling in Food Processor and Fridge (MP)
- Fixed: Problem with explosion calculation in PvE (MP)
- Fixed: AI sometimes shooting through walls
- Fixed: Docked ship not always getting attached to parent ship (invisible colliders)
- Fixed: Cockpit collision exploit
- Fixed: HV Docking exploit
- Fixed: Not enough Upgrade Points to unlock all devices at level 25 (we added 250 more Upgrade Points)
- Fixed: Normal Zirax had still new Base Attack weapon config and thus were overpowered (ie Zirax could easily destroy base blocks)
- Fixed: Modular Wing Connector (Medium) was placed wrong
- Fixed: Problem that SciFi Bed could not be removed / had strange collision
- Fixed: Tribal Cauldron 2 cannot be removed
- Fixed: Troop transports turning & moving away when they reach a destination
- Possible fix for occasional problem with structure duplication
- Fixed: SVHV open cockpits have broken building size model
- Fixed: Occasional PDA entity link didn't find the block due to the entity still loading. Wait up to 3 seconds for structure to load to link the pois.
- Fixed: Actual Dimension of 3x13x3 & 3x10x3 thrusters for SV are Smaller than what is both reported in the tooltip and visually.
- Fixed: Pda NearPoi and NearUnit checks
- Fixed: Missing new shapes for Xeno Steel Blocks and wrong Block Info for Xeno Steel Blocks
- Fixed: Several problems with terrain deco (AkuaPlant2 and CrystalsPyramidOrange have wrong colliders, AlienPlant11Blue has broken texture, AlienPlant11 is placed deep underground, AlienPlantReef2 is scaled far too small and has missing texture on fruits )

Changes:
- Changed folder structure of Client and Dedicated Server in Steam install directory
- Removed NPC faction missions from MP Default Scenario (note that the MP scenario intentionally has a different setup of POI and playfield content. As a consequence, the missions that work in the SP Default Scenario do not work in the MP Scenario. We will have a look at more/new MP missions for the future)
- PDA: Improved POI and Near unit checks to include prefabSpecialLocalName in checks for more flexibility

Updated EAH Server Tool (Version 1.46.2.0):
- For the changelog, see https://empyriononline.com/threads/tool-emp-admin-helper-eah-free-v1-45-x.5771/page-54#post-297740

----

Sneak Preview of A10:

On the main development branch, our team is working hard on Alpha 10 features which will be announced in due time. What we can already say is that the new base attack with Zirax troopers invading the base is coming along nicely.

The Zirax are approaching your base with drones and troop transporters:


Troop Transporters are unloading their units:



Troopers are approaching and invading your base:


Do your best to fend off the attack:


What might this special Zirax weapon be?


In our opinion, the new base attack adds a completely new dimension to the survival aspects of the game. It will give you a new threat level. The probability that your base will be attacked depends on several factors (proximity to enemy bases, in enemy territory or not, reputation, energy footprint of the base, size of the base etc).

Not only Zirax will attack your base but we are also working on a Talon base attack with a different attack flavor - more like a siege than an assault on your base.

But the new base attack is only one feature of the upcoming major Alpha 10 release. Stay tuned for more info….]]>
Alpha 9.4 - Hotfix Releases https://empyrion-servers.com/blog/57/alpha-94-hotfix-releases/ https://empyrion-servers.com/blog/57/alpha-94-hotfix-releases/ Wed, 13 Feb 2019 15:00 CET
We just released a hotfix for Alpha 9.4. Thank you for your feedback and bug reports.

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

Yours,

Emp Dev Team

----

Changelog: Alpha 9.4.0 (Build 2279)

Changes:
- Showing correct VolumeCapacity of Container Controllers also in ControlPanel, ie VolumeCapacity will now be dynamically adapted according to number of Container Extensions
- UI improvements with dynamic grids (added missing grid backgrounds)
- Increased resolution of SV/HV Containers
- Turret Targeting: Predator faction checkbox now includes Alien faction (+adapted text of checkbox in Control Panel)
- Adapted Factions of NPCs: Creepy is now Predator faction and AlienBug02 is now Alien faction
- Updated some POI (AbandonedPOI and Artifacts): consistent spawning of NPC (eg no Spider01 in Aln Faction POI)
- Updated PDA: Added new bulletpoint 'NPC faction origins' to Explorers Journal (F1 > Empyriopedia), adding info which creatures and NPC belong to which faction (general and in terms of turret targeting)
- Allowing console command 'deco' only for game masters now
- Tweaked weapon handling of Survival Tool
- Updated ExamplePlanet with full list of available Soundtracks for scenario creators

Bug Fixes:
- Fixed: Problem that food decayed in Food Processor after crafting some recipes
- Fixed: Exception when damaging blocks with low HP
- Fixed: Exception spam after placing the Survival tool into the quick access bar whilst in the escape pod
- Fixed: Constructor doesn't show all Templates
- Fixed: Floating decoration in POIs that use terrain filler blocks
- Fixed: CV/BA Controller wrong texture
- Fixed: Texture problem with SV Container (when container is placed, number was not displayed)
- Fixed: Alignment of scoped weapon is slightly tilted (Laser Pistol T2, Pulse Rifle T2, Epic Pulse Rifle)]]>
Alpha 9.4: General Update https://empyrion-servers.com/blog/56/alpha-94-general-update/ https://empyrion-servers.com/blog/56/alpha-94-general-update/ Mon, 11 Feb 2019 13:15 CET

Hi Galactic Survivalists!

With Alpha 9.4, we are adding a few more refinements, a completely new planet type, more variants and updated models of cargo containers and controllers, dynamic grids for large cargo containers, three new HV thrusters, many model updates, a major POI update, new building shapes, calculation of hitpoints and mass according to the shape of a block and much more.

Check out the full changelog below and do not forget to add your feedback on the changes, as well as report remaining bugs in our forum

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

Yours,

Emp Dev Team

----

CHANGELOG: Alpha 9.4.0 (Build 2275)

Added new Planet “Barren Metal”:

- It is a highly radiated, dead planet with extreme temperatures

- Added BarrenMetal to random solar system generator
- Added new stamps and POIs for BarrenMetal

Added more Shapes for Building Blocks:

- This is a first iteration to expand the shapes atlas (which was limited to 64 slots before).
- The shapes added right now are some of those that were created a while ago, but did not fit into the old atlas as it ran out of slots.

- We already created a list of desirable new shapes from all your suggestions (and beyond). Those will go in production soon, but it might take a while until more will be added (Alpha 10)

Model Update and Additions:
- Updated models of SV/HV Container Controllers

- Updated models of SV/HV Containers

- Updated models of CV/BA Container Controllers

- Added new CV Cargo Containers (Palette)


- Added new plain emissive block texture (Xeno Steel)
- Updated Talon Crossbow model
- Updated model of Teleporter
- Updated sofa model
- Portal model has now a non-transparent backface to make clear that you cannot go through it

Thruster Update:
- Added 3 new HV Thrusters
- Updated Techtree for HV thrusters
- Added missing specs for some thrusters (temperature, radiation)
- Increased Thruster Force for all HV thrusters
- Balanced other parameters based on the changed Thruster Force for HV Thrusters
- Slightly adjusted SV Thrusters and Jet Thrusters
- Slightly adjusted CV Thrusters

Gameplay:
- Using voxel shape of blocks to calculate their weight and hitpoints

- Added gameoptions.yaml parameter to limit the max number of spawned AI entities (MaxSpawnedEnemies): per default = 50
- Added dynamic grids for containers with VolumeCapacity larger than 8000 SU: the grids now extend if they are full
- Constructors using internal data containers (e.g. Portable Constructor) now also uses stuff from OUTPUT grid to craft next items
- Reduced impact of actions on reputation > Feedback required
- Removed motion sensor and light barrier sound > Feedback required
- Added Tx signal to Retractable Landing Gears
- Landing Gears are now visible in CP
- TotalHorror NPC: Reduced attack range and reduced probability to get AlienParasite
- Improved behaviour of Troop Transport: it now adapts its landing position dynamically dependent on player behavior

Major POI Update:
> Over 60 POIs adapted (updated / added) > A special thank you to our Builder's League - especially Fractalite, Frigidman, Ramachandra, Pantera and Taelyn
- Abandoned Buildings: Switched most of the Aln Buildings to Flat spawners and set to "Static" so you can actually clear an area without respawns.
- Updated several POIs (Abandoned Mine, Orbital Spire, Weapon Bunker etc): thanks to Frigidman, Ramachandra, Pantera
- Complete rework of Ghyst POIs > thanks to Frigidman
- Added new set of Talon POIs on Arid planet > thanks to Ramachandra
- Added new Talon Burial Chamber POI: thanks to Kaeser
- Added new Polaris POI: thanks to ravien_ff
- Updated POIs with underground part (now also set with "flatten terrain")
- Fixed: Door codes so you do not need to blast doors when on neutral/friendly/honored state for some Polaris POI
- Fixed: Wrong y offset of POIs (some POIs were not lowered sufficiently into terrain)

Updated Grass shader:
- Better visuals (more realistic wind effect, grass looks wet when raining, etc)

- Better performance
- Added possibility to scale grass on a per-biome basis (added YScale param to playfield_dynamic.yaml - see eg TemperateStarter or ExamplePlanet)

Playfield Update:
- Updated snow playfield / desert playfield

- Updated POI underground texture on several Moon playfields

SSG:
- Improved preview in SSG so that you can now see the terrain (stamps and textures) as it appears ingame


Modding:
- Exporting "FoodDecayTime" to Config.ecf
- Exporting more blocks to Config.ecf (eg all deco plants such as ElderberryBushDeco that are placeable in BA/CV etc)

Other Changes:
- Updated "Shadows of Starlight" scenario and made it visible again: Thanks to ASTIC > Feedback required
- Updated SSAO / Bloom Effects: should now have less performance impact
- Better ordering of block stats (Mass, Volume higher up in list)
- Directional sensor tuning for AI: should improve direction in which do animals wander or run away from the player
- Use 'N/A' for orbit 'planet size' in new game windows, rather than hiding the button.
- Depth-of-Field effect does not change with Quality Presets anymore - similar to SSR effect (if switched off, stays off even if Quality = Best)
- Updated gameoptions_example.yaml: added better descriptions and fixed several inconsistencies (it is now also generated for Default MP scenario)
- Updated Example Planet playfield_static.yaml
- Updated UI of "planet info" in-game (Planet Size: Small, Medium, Large, Extra Large; Added Planet Difficulty; Removed Weather)
- Constructor Filter: Improved tooltip texts to better explain the filter's meaning

Bug Fixes:
- Fixed: [MP] Plants spoiling after being picked when re-joining a server
- Fixed: Ventilator Oxygen exploit to get free O2
- Fixed: Picking up Dropcontainer with SHIFT-F when inventory slots are full, excess items are destroyed
- Fixed: Debug radar exploit
- Fixed: Landing gears animation stuck after removing other landing gears
- Fixed: Multiple NPC Trader spawn at one location after POI regenerates
- Fixed: T key not switching between player tool bar & virtual tool bar when using the personal drone.
- Fixed: When POI's with the 'BP flattens ground' box is checked the structures can get displaced & terrain can become deformed
- Fixed: When a AI Turret reloads on a vessel the mounted weapons will be forced to reload.
- Fixed: Problem that sometimes POIs were empty because NPCs have been despawned and did not reliably respaw when player re-enters POI (could happen especially for static spawners)
- Fixed: PDA not showing chapters in certain cases.
- Fixed: POI-Ground textures on DESERT playfield are showing black
- Fixed: Strange cutout of stones in water on Alien Planet
- Fixed: Animals spawning inside freshly build POI
- Fixed: Superspeed glitch teleport to the end of the universe
- Fixed: NPC Spawn trigger area is larger than shown
- Fixed: Clicking on resources in Statistics display shows internal names
- Fixed: Ore scanner outline not working with Drill Turret
- Fixed: POI cutout area had a gap to the terrain and sometimes terrain was not removed if checkbox "Flattens Ground" was not checked
- Fixed: When copying a save game, the new created game copy does not get highlighted
- Fixed: In some circumstances info-popups are not readable in the tech-tree - refine placement of tooltip based on actual height of panel
- Fixed: HV MultiTurret / DrillTurret > Naming wrong Block Group
- Fixed: Unable to start game when adding probabilities to Moon Playfield types.
- Fixed: [Volume limit] Using MultiTool to retrieve a block doesn't always drop the block if inventory is full
- Fixed: Some issues with POI underground textures on MoonDesert
- Fixed: POI group "TribalBazarStoneAux" was not spawned on AridStarter
- Fixed: Console command 'ag' not working properly
- Fixed: Problem that one could start in orbit in Akua-Omicron scenario and then fall on planet
- Fixed: Exception spam in client & PF logs due to AI Planet Vessel
- Fixed: Issue with selecting singleplayer & coop options in Start game menu > button was not always very responsive
- Fixed: AI Hint system: WormDesert did not react if another WormDesert was damaged
- Fixed: Problem that not all AI were able to “open doors” and “trigger sensors”
- Fixed: Telluropod not following you under water reliable
- Fixed: Holographic screen was not switched off on Scifi Deco Table without power
- Fixed: Clustering in Terrain shader
- Fixed: Typos in PDA]]>
Alpha EXPERIMENTAL 9.4 https://empyrion-servers.com/blog/55/alpha-experimental-94/ https://empyrion-servers.com/blog/55/alpha-experimental-94/ Fri, 08 Feb 2019 20:21 CET

Hi Galactic Survivalists!

We just released the EXPERIMENTAL version of Alpha 9.4, adding an all new planet, new block shapes, many model updates, new CV Cargo Container Models, dynamic grids for large cargo containers, a new grass shader, new HV thrusters, calculation of hitpoints and mass according to the shape of a block and a whole bunch of important bug fixes.

Please read here for the new bug reporting procedure: https://empyriononline.com/threads/...ort-template-requirements-known-issues.47118/

Thanks in advance for your feedback and bug reports.

CHANGELOG: Alpha EXPERIMENTAL 9.4.0 (Build 2263)

Added new Planet “Barren Metal”:

- It is a highly radiated, dead planet with extreme temperatures
- Added BarrenMetal to random solar system generator
- Added new stamps and POIs for BarrenMetal

Added more shapes for Building Blocks:
- This is a first iteration to expand the shapes atlas (which was limited to 64 slots before).
- The shapes added right now are some of those that were created a while ago, but did not fit into the old atlas as it ran out of slots.
- We already created a list of desirable new shapes from all your suggestions (and beyond). Those will go in production soon, but it might take a while until more will be added (Alpha 10)
Note: We might move DoorFrame1 and DoorFrame2 into another group - so please do not yet use them for your creations until public release.

(thanks to Frigidman for this overview)

Model Update and Additions:
- Updated models of SV/HV Containers and Controllers

- Updated models of CV/BA Container Controllers
- Added new CV Cargo Containers (Palette)
- Added new plain emissive block texture (Xeno Steel)
- Updated Talon Crossbow model
- Updated sofa model
- Portal model has now a non-transparent backface to make clear that you cannot go through it

Thruster Update:
- Added 3 new HV Thrusters
- Updated Techtree for HV thrusters
- Added missing specs for some thrusters (temperature, radiation)
- Increased Thruster Force for all HV thrusters
- Balanced other parameters based on the changed Thruster Force for HV Thrusters
- Slightly adjusted SV Thrusters and Jet Thrusters
- Slightly adjusted CV Thrusters

Gameplay:
- Using voxel shape of blocks to calculate their weight and hitpoints

- Added gameoptions.yaml parameter to limit the max number of spawned AI entities (MaxSpawnedEnemies): per default = 50
- Added dynamic grids for containers with VolumeCapacity larger than 8000 SU: the grids now extend if they are full
- Constructors using internal data containers (e.g. Portable Constructor) now also uses stuff from OUTPUT grid to craft next items
- Reduced impact of actions on reputation > Feedback required
- Removed motion sensor and light barrier sound > Feedback required
- Added Tx signal to Retractable Landing Gears
- Landing Gears are now visible in CP
- TotalHorror NPC: Reduced attack range and reduced probability to get AlienParasite

Major POI Update:
- Over 30 POIs adapted > Big Thanks to Taelyn, Fractalite, Frigidman and Pantera
- Abandoned Buildings: Switched most of the Aln Buildings to Flat spawners and set to "Static" so you can actually clear an area without respawns.
- Polars: Fixed door codes so you do not need to blast doors when on neutral/friendly/honored state.
- Fixed: Wrong y offset of POIs (some POIs were not lowered sufficiently into terrain)

Updated Grass shader:

- Better visuals (more realistic wind effect, grass looks wet when raining, etc)
- Better performance

Changes:
- Updated "Shadows of Starlight" scenario and made it visible again: Thanks to ASTIC > Feedback required
- Updated SSAO / Bloom Effects: should now have less performance impact
- Better ordering of block stats (Mass, Volume higher up in list)
- Directional sensor tuning for AI: should improve direction in which do animals wander or run away from the player
- Updated gameoptions_example.yaml: added better descriptions and fixed several inconsistencies (it is now also generated for Default MP scenario)
- Updated Example Planet playfield_static.yaml
- Updated UI of "planet info" in-game (Planet Size: Small, Medium, Large, Extra Large; Added Planet Difficulty; Removed Weather)
- Constructor Filter: Improved tooltip texts to better explain the filter's meaning

Bug Fixes:
- Fixed: Landing gears animation stuck after removing other landing gears
- Fixed: Multiple NPC Trader spawn at one location after POI regenerates
- Fixed: T key not switching between player tool bar & virtual tool bar when using the personal drone.
- Fixed: When a AI Turret reloads on a vessel the mounted weapons will be forced to reload.
- Fixed: Problem that sometimes POIs were empty because NPCs have been despawned and did not reliably respaw when player re-enters POI (could happen especially for static spawners)
- Fixed: PDA not showing chapters in certain cases.
- Fixed: Strange cutout of stones in water on Alien Planet
- Fixed: Animals spawning inside freshly build POI
- Fixed: Superspeed glitch teleport to the end of the universe
- Fixed: Console command 'ag' not working properly
- Fixed: Problem that one could start in orbit in Akua-Omicron scenario and then fall on planet
- Fixed: Exception spam in client & PF logs due to AI Planet Vessel
- Fixed: When POI's with the 'BP flattens ground' box is checked the structures can get displaced & terrain can become deformed
- Fixed: Issue with selecting singleplayer & coop options in Start game menu > button was not always very responsive
- Fixed: AI Hint system: WormDesert did not react if another WormDesert was damaged
- Fixed: Problem that not all AI were able to “open doors” and “trigger sensors”
- Fixed: Telluropod not following you under water reliable
- Fixed: When copying a save game, the new created game copy does not get highlighted
- Fixed: Holographic screen was not switched off on Scifi Deco Table without power
- Fixed: Clustering in Terrain shader
- Fixed: Typos in PDA]]>
Alpha 9.3.1: Hotfix https://empyrion-servers.com/blog/54/alpha-931-hotfix/ https://empyrion-servers.com/blog/54/alpha-931-hotfix/ Mon, 04 Feb 2019 11:00 CET
We just released a small hotfix for Alpha 9.3.

Changelog: Alpha 9.3.1 (Build 2212)

Bug Fixes:
- Fixed: Several problems with terrain decorations (vanishing billboards, etc)
- Fixed: Exploit - Block resources from Input container being used
- Fixed: When using the Cut function in MP creative sometimes the player can be kicked
- Fixed: Plasma Cannon (Weapon) has broken texture in some use cases
- Fixed: Traps did not work in Burial Chamber POI (re-added Core)
- Fixed: Set default gamemode for each new game window to prevent gameoptions exception.

Changes:
- Updated Prison POI with filler blocks]]>
lpha 9.3: Bug Fixes and Improvements - Part III https://empyrion-servers.com/blog/53/lpha-93-bug-fixes-and-improvements-part-iii/ https://empyrion-servers.com/blog/53/lpha-93-bug-fixes-and-improvements-part-iii/ Tue, 29 Jan 2019 13:41 CET

Hi Galactic Survivalists!

With Alpha 9.3, we finalized the stabilization phase for our last major Alpha 9 release. Besides fixing many bugs that you reported (thanks again!), we improved the AI behavior of several creatures and updated some outdated NPC models (eg Golems). We also changed the way how NPCs behave when used in POIs. From now on, builders will have a choice whether NPCs can trigger sensors (light and motion sensors) or open doors when wandering around (however, in combat, NPCs will still follow you through open doors independent of their setting).

The new “default setting” is set so that NPCs cannot open doors and do not trigger sensors. This default setting will be applied automatically to all of your Structures and POIs as soon as you update to Alpha 9.3. Please note that IF you made changes to any building during the EXP phase after this new feature setting was added, the result of the auto-update might differ! Given there might still be some issues - which we aim to find out with your help - we suggest to wait for potential hotfixes during 1-2 days before integrating the new settings into your POIs.

All other changes and new features, such as now being able to add/remove 1000 templates in/from construction queue, Spotlights (L) now switching independently from all other vessel lights etc can be found in the changelog below.

Have fun with Alpha 9.3

Yours,

Emp Dev Team

----

CHANGELOG: Alpha 9.3.0 (Build 2208)

New / Updated Creatures:
- Updated Golem (replaces old Golems)

- Added new golems to more playfields
- Added Creepy (replaces Plant Monster)

It is a relatively small creatures that can hide well in tall grass near lakes

Creepy behavior:
- when calm it just walks around
- when it sees the player, it slowly creeps towards him
- if the player looks at him, it will stop its movement and wait
- if Creepy is close enough (or the player damages him directly), it will rush to the player and start attacking


Oviraptor Update:
- Added Oviraptors to cold areas on Temperate planets

- Integrated new group behavior
a) when friendly:
- adults are traveling, young are playing around them
- if player gets close to the group, the young do sometimes start to play around him and follow him around for a while
b) when attacked:
- adults attack the attacker
- young will try to stay/hide behind the adults and they do not attacked
- if all adults are killed, the young will run away

More AI Improvements:
- Improved combat ability of planetary drones when a player enters their no firing area
- Armored Golem - converted to new AI, similar behavior as before

Door and Sensor Update:
- Door can now be configured via additional checkbox: "NPC does not open door" to choose whether NPCs should be able to open door - per default all existing doors are marked as "NPC does not open door" (applies also to old BPs)

- Motion sensor and light barrier can now be configured via additional checkbox: "Sensor detects NPCs" to choose whether NPC should trigger them (default: don't trigger)


Gameplay:
- Player's volume capacity now includes that of Player Armor and equipped Boosters
- Improved SI debris pickup: when the block that was placed just ago falls down because of SI, you can pick it up again
- Falling SI part has now a return rate of 30% instead of 50%
- CTRL + SHIFT + LMB add/remove 1000 stack to/from construction queue
- Only Spotlights are now switched on/off when pressing L in a vessel
- Logistic container dropdowns is now sorted by 0-9/A-Z

Optimizations:
- Optimized terrain shader > pls let us know if you noticed a performance improvement
- Optimized Deconstructor with instant-speed or after longer 'offline' time (e.g. DSL)

Visuals / UI:
- Underground layers are now also correctly displayed in the area where filler blocks fill up terrain

- Added 'dynamic item grids' that only show enough rows for the current grid content plus one empty row if the grid is editable
- Added more stone floor textures (Concrete Block)

- TextureEditor ("te") now supports HeightOffset + HeightContrast for terrain textures
- Moved On/Off buttons to left in Constructor UI (so they are not hanging in air)
- Terrain shader: set blending back to 3 textures for better visuals (before 2 textures)
- Improvements to Terrain Decoration

Updated PDA Functionality:
- Added possibility to activate a chapter via Signals, PlayfieldEntered, PlayfieldTypeEntered, NearPoi, NearResource and NearUnit
- Send message when PDA chapter is activated or made visible or repeatable
- Added PDA ability to reward mission drop containers
- Added command 'spndrp' to pda commands to spawn the drop box for a chapter or task.
- PDA action lines in HUD update real-time in multiplayer
- Added GameScenarioManager (Handles logic for scenario rules such as core placement/destruction)

Builder Improvements:
- Show "Internal" BPs in BP Library also in Survival Mode when in godmode
- When placing an entity spawner, the “Static” checkbox is checked per default

Other Changes:
- Added in game message when neither spotlights nor night vision is available and the player sits in a cockpit and presses L
- Updated TOTALLY OVERPOWERED Mission (bugfixes, POI Updates; only applicable for un-visited playfields/not yet started mission)
- Added 'weather info' console command parameter
- Added Connected Toolbar Message: "Cannot use item or device from connected toolbar"
- Added console command "aimanager addfreighter" or "aim af" that spawn in space an AI freighter ship
- Updated EAC package
- Removed Creative mode from Akua-Omicron scenario (was not supported anymore)
- Console command 'detach': now ignores entity moving check

Playfield Update:
- Updated start planet in Akua-Omicron scenario: added Talon Defence POIs, removed HUD markers for settlements etc
- Updated playfields: using hud distance, added defence pois, other tweaks
- Updated POI distribution on several playfields
- Using now white markers in playfield.yaml for all POIs that have Faction: None

POI Update:
- Added new stock SV Tier 4b: thanks to jrandall (https://steamcommunity.com/sharedfiles/filedetails/?id=1622810371)

- Added new POI: Ghyst Bunker (thanks to Frigidman)
- Updated Tribal Bazar Wood (thanks to Kaeser)

Bug Fixes:
- Fixed: Exploit via Logistic window [MP]
- Fixed: Duplication with NPC inventory [MP]
- Fixed: Enclosed Passenger Seats catapult players outside
- Fixed: NPC troops shooting through blocks of a POI when the player is on the motorbike
- Fixed: Targeting - Correct target selection of HV/SV vs Player, Correct aiming at SV
- Fixed: Player on motorbike not getting hit by turrets
- Fixed: AI NPC's do not attack vessels until the player exits the cockpit & re-enters it
- Fixed: Connected toolbar weapons stack visually with normal toolbar
- Fixed: Passengers can't use the Drill or Multiturret Turrets [MP]
- Fixed: Potential savegame corruption when spawning a wrong NPC within a structure
- Fixed: Auto thrust deactivates after a warp jump
- Fixed: Sometimes when flying a vessel the vertical thrust can be lost
- Fixed: Vessels can get moved when a vessel is placed in area with excavated terrain [MP]
- Fixed: Trader Honored Bonus does not apply when buying
- Fixed: After the Personal drone exits a motion sensors detection area the sensor will stop responding
- Fixed: Neodymium & copper deposits on snow playfields issue with mesh
- Fixed: Ore scanner outline doesn't appear when HV drills or lasers are in any other slot that isn't the first one
- Fixed: Plants are sometimes not growing in a CV in space
- Fixed: Base fuel goes to 0 when no one present [MP]
- Fixed: ZiraxTrader standing as it is holding a weapon
- Fixed: Mechanoids killing own base core
- Fixed: Reloading while holding RMB leads to weapon model displacement
- Fixed: POIs with no faction constraint not spawning near in or other factions territories.
- Fixed: Manual fire from turrets is possible with vessels that are turned off
- Fixed: Offline protection activating when entering a PVP playfield.
- Fixed: Problem that player was not in front of escape pod when exiting it on game start (escape pod did not skip over in time)
- Fixed: Hitbar of NPC > 1 levels are not scaled properly
- Fixed: Problem with emissive of SVRetLandingGear
- Fixed: RadosAuxT2 on Snow planet set to Polaris faction
- Partially fixed: Problem with Troop Transport not landing correctly
- Fixed: Strange transition to dead model when killing Talon Trader
- Fixed: Dark spots when using terrain stamps with splatmaps
- Fixed: Emissive on Boarding Ramp did not work
- Fixed: PDA mission "Find answers" in "Talon Story Chapter I - Tales of the Past" was broken
- Fixed: Fern Deco plant disappeared too early (wrong LOD)
- Fixed: Mouse over details for "Check Mass/Volume" was not correct
- Fixed: Artificial Mass Blocks have no volume
- Fixed: Spice plant in growing plots is moving when the weather changes to wind
- Fixed: Orbit info in the sector map showing incorrect asteroids for other orbits.
- Fixed: Orbit info for planets is incorrect after clicking on asteroid fields & trading stations in the sector map.
- Fixed: Key bind text is wrong for "Light"
- Fixed: Preview of blocks are placed incorrectly in the selection area of the Copy & Paste tool when pasted
- Fixed: Blueprint file size gets bigger than it should be
- Fixed: Exception when using 'di' as a client
- Fixed: In-game-message localization exceptions (logging the bad text)
- Fixed: Several internal exceptions]]>
Alpha EXPERIMENTAL 9.3 https://empyrion-servers.com/blog/52/alpha-experimental-93/ https://empyrion-servers.com/blog/52/alpha-experimental-93/ Fri, 25 Jan 2019 21:10 CET
We just released the EXPERIMENTAL version of Alpha 9.3, which adds the final part of the stabilizing, optimization and bug fixing update for Alpha 9.

Please report any issues here:
https://empyriononline.com/threads/bug-reports-exp-9-3-gameplay-read-introduction-before-reporting.47310/

========

CHANGELOG: Alpha EXPERIMENTAL 9.3.0 (Build 2200)

Oviraptor Update:
- Added Oviraptors to cold areas on Temperate Planets
- Integrated new group behavior
a) when friendly:
- adults are traveling, young are playing around them
- if player gets close to the group, the young do sometimes start to play around him and follow him around for a while
b) when attacked:
- adults attack the attacker
- young will try to stay/hide behind the adults and they do not attacked
- if all adults are killed, the young will run away

Gameplay:
- Player's volume capacity now includes that of Player Armor and equipped Boosters
- Improved SI Debris Pickup: when the block that was placed just ago falls down because of SI, you can pick it up again
- CTRL + SHIFT + LMB add/remove 1000 stack to/from construction queue
- Only Spotlights are now switched on/off when pressing L in a vessel

Optimizations:
- Optimized terrain shader > pls let us know if you noticed a performance improvement
- Optimized Deconstructor with instant-speed or after longer 'offline' time (e.g. DSL)

Visuals / UI:
- Added 'dynamic item grids' that only show enough rows for the current grid content plus one empty row if the grid is editable
- Added more stone floor textures (Concrete Block)
- TextureEditor now supports HeightOffset + HeightContrast
- Moved On/Off buttons to left in Constructor UI (so they are not hanging in air)
- Improvements to Terrain Decoration

Updated PDA Functionality:
- Added possibility to activate a chapter via Signals, PlayfieldEntered, PlayfieldTypeEntered, NearPoi, NearResource and NearUnit
- Send message when PDA chapter is activated or made visible or repeatable
- Added PDA ability to reward mission drop containers
- Added command 'spndrp' to pda commands to spawn the drop box for a chapter or task.
- PDA action lines in HUD update real-time in multiplayer

Other Changes:
- Added in game message when neither spotlights nor night vision is available and the player sits in a cockpit and presses L
- Added additional checkbox to doors: "NPC ignores door"
- Improved combat ability of planetary drones when a player enters their no firing area
- Armored Golem - converted to new AI, similar behavior as before
- Updated TOTALLY OVERPOWERED Mission (Bugfixes, POI Updates; only applicable for unvisited playfields/not yet started mission)
- Added 'weather info' console command parameter
- Added Connected Toolbar Message: "Cannot use item or device from connected toolbar"
- When placing an entity spawner, the “Static” checkbox is checked per default
- Updated EAC package
- Removed Creative mode from Akua-Omicron scenario (was not supported anymore)
- Console command 'detach': now ignores entity moving check

Playfield Update:
- Updated start planet in Akua-Omicron scenario: added Talon Defence POIs, removed HUD markers for settlements etc
- Updated playfields: using hud distance, added defence pois, other tweaks
- Updated POI distribution on several playfields
- Using now white markers in playfield.yaml for all POIs that have Faction: None

POI Update:
- Added new stock SV Tier 4b: thanks to jrandall (https://steamcommunity.com/workshop/filedetails/?id=1622810371)
- Added new POI: Ghyst Bunker (thanks to Frigidman)
- Updated Tribal Bazar Wood (thanks to Kaeser)

Fixed:
- Fixed: Exploit via Logistic window [MP]
- Fixed: Duplication with NPC inventory [MP]
- Fixed: Enclosed Passenger Seats catapult players
- Fixed: NPC troops shooting through blocks of a POI when the player is on the motorbike
- Fixed: Targeting - Correct target selection of HV/SV vs Player, Correct aiming at SV
- Fixed: Player on motorbike not getting hit by turrets
- Fixed: AI NPC's do not attack vessels until the player exits the cockpit & re-enters it
- Fixed: Connected toolbar weapons stack visually with normal toolbar
- Fixed: Passengers can't use the Drill or Multiturret Turrets [MP]
- Fixed: Potential savegame corruption when spawning a wrong NPC within a structure
- Fixed: Auto thrust deactivates after a warp jump
- Fixed: Sometimes when flying a vessel the vertical thrust can be lost
- Fixed: Vessels can get moved when a vessel is placed in area with excavated terrain [MP]
- Fixed: Key bind text is wrong for "Light"
- Fixed: Preview of blocks are placed incorrectly in the selection area of the Copy & Paste tool when pasted
- Fixed: Plants are not growing in a CV in space
- Fixed: Base fuel goes to 0 when no one present [MP]
- Fixed: Mouse over details for "Check Mass/Volume" was not correct
- Fixed: Artificial Mass Blocks have no volume
- Fixed: Spice plant in growing plots is moving when the weather changes to wind
- Fixed: Orbit info in the sector map showing incorrect asteroids for other orbits.
- Fixed: Orbit info for planets is incorrect after clicking on asteroid fields & trading stations in the sector map.
- Fixed: Blueprint file size gets bigger than it should be
- Fixed: Exception when using 'di' as a client
- Fixed: In-game-message localization exceptions (logging the bad text)]]>
Alpha 9.2 Bug Fixes and Improvements - Part II https://empyrion-servers.com/blog/51/alpha-92-bug-fixes-and-improvements-part-ii/ https://empyrion-servers.com/blog/51/alpha-92-bug-fixes-and-improvements-part-ii/ Tue, 15 Jan 2019 10:37 CET

Hi Galactic Survivalists!

With Alpha 9.2, we added another batch of changes to improve the handling of the new Logistic System. Please join the discussion right over here: https://empyriononline.com/threads/alpha-9-2-feedback-logistic-updates-and-fixes.47084/

We also added a dedicated setting in the game start options to enable or disable weight/volume (note that weight/volume is still disabled per default).

Of course, Alpha 9.2 is not only about Logistics. For example, for the Talons we added a crossbow for ranged attacks as well as a Ballista Turret to better defend their bases. In addition, we fixed several bugs to further stabilize our recent major Alpha 9 update and added several other improvements as documented by the changelog below. Thanks a lot to all of you who constantly report bugs and give feedback.

Speaking of bug reporting: Please note that we changed the bug-reporting procedure in our forums in order to make reported issues more visible for anyone experiencing the same bug and for internal tracking. Please read: https://empyriononline.com/threads/read-before-reporting-bug-report-template-and-requirements.47082/

========

CHANGELOG: Alpha 9.2.0 (Build 2162)

Additions:
- Added Talon Crossbow NPC for ranged attacks


> Talon Crossbow NPC is already added to groups that patrol on terrain around POIs and as sentinel in POI (replaces old green sentinel)

- Added Talon Ballista Turret


Each Talon settlement has now some defence structures around it


Please note that the Ballista turret needs power (structure with core, fuel tank and generator).

Logistics Update:
- Weight/volume can now be enabled/disabled via Difficulty Settings (still disabled per default)
- Added Partial-Pickup from dropped stacks when not enough volume capacity to pickup full stack
- Logistics window: Setup is retained separately for 'F' and 'F4' modes
- Display message when trying to put something in the connected toolbar but the connected container is full
- Do not use OUTPUT container as source for construction
- Logistics window: Added button for direct access of the device of an assigned container
- Logistics window: added '(C)' in front of CONNECTED container and pin to top, added '(A)' in front of ASSIGNED container and pin to top
- Accessing a container via F does not disable dropdowns in accessible structures anymore
- Evenly distribute weight for modular containers
- Logistics UI: Color active button and connected container grid = visually connect logic
- Added VolumeCapacity to Player Backpack
- Place Decon/Furnace OFF and switch OFF if assigned container is switched
- Fixed: Weight of items added to a vessel container doesn't take effect until exiting & reentering the cockpit
- Fixed: In 'F mode' selected container was displayed twice in dropdown list
- Fixed: Not connected / assigned container names started with a blank character
- Fixed: In Logistics window, selecting fuel or oxygen tank doesn't work
- Fixed: Changing from player inventory window to H item menu hides toolbar
- Fixed: Logistic: F does not remember settings when used with tanks
- Fixed: Cannot use F with looting tanks in POIs
- Fixed: Duplication exploit with Connected Toolbar
- Fixed: Cannot access a private or faction oxygen and fuel tank under a password
- Fixed: Inventory duplicate with withdrawing fuel / O2 in Logistics window

Feedback Thread (new): https://empyriononline.com/threads/alpha-9-2-experimental-logistic-gui-updates.47043/

HUD marker update
- Implemented 'HudDistance' property for POIs to reduce cluttering of HUD with many objects (eg Polaris and Talon settlement): see AridStarter and TemperateStarter


Example:
- GroupName: CivilSettlement
Properties:
- Key: MapDistance
Value: 0
- Key: HudDistance
Value: 100

> CivilSettlement (=Worker Residence) will not be "discovered" and not marked on map via POI marker but it will be visible on HUD up to 100m

NPC Faction Update:
- Warning that reputation will change when opening a box is now displayed in red
- Pick-up of Plants from growing plot inside a base is now handled like Container-looting resulting in instant-rep-standing change

AI Update:
- Pangolin update + Attack Manager fix
- AlienBug02 - new attack behavior (after 1-4 hits to the player, go to random position near the player - this way it can also attack from behind the player)

Filler Block Update:
- Added new functionality of FillerBlocks


> now you can use them for making POIs with basements or POIs that have a large underground part and a small part above terrain (eg Bunker-Style POIs)

Note: The Filler Blocks are ONLY available for CREATIVE building, not in survival. The filler blocks can be placed and will be re-placed with terrain when the POI is spawned in SURVIVAL at game start (Manually spawning such a modified POI with the F2 Menu does NOT have the same effect! )

Gameplay:
- Re-added TemperateSwamp planet back into game (not as starter but for random generation)

- Activated Small Constructor in Survival (Unlock Level 3) and updated model
- Added FridgeBlocks, ArmorLocker, CloneChamber to Small Constructor templates
- Increased unlock level of Large Constructor to level 5

Other Changes:
- Added new textures for Container Extensions

- Re-balanced shotgun against trees: now harder to destroy tree
- Removed thin plat from Entity / Player Spawner (not needed anymore since we have Dummy Model showing the spawn direction): now you see the texture below spawner
- Filler blocks are not textureable anymore (to avoid texturing them by accident and then not being able to distinguish from other blocks)
- Map view: show poles as yellow no-build areas
- Some refactoring of terrain generation
- Mod interface: corrected values for cores
- Blueprint .ebp format changed slightly (version 23): added 4 byte data length, 1 byte data type, 1 bool compression flag as preamble to
- Display of energy units PU reduced by factor 1000 (only display, no gameplay change)

Visuals / UI Update:
- Reduced brightness of particle effect for Drill and Multi Turret (CV)
- Reduced strength of Depth of Field camera effect
- Updated Starmap UI
- Rework of New Game window: Planet Stats

POI Update:
- Updated all Ghost POIs and renamed into Ghyst: A big thanks to Frigidman
- Added new Tribal Defence POIs with Ballista (thanks to vermillion)
- Updated Artifacts POI: added creatures to defend loot
- Updated Trading Stations (Assigned container/fridge to constructor/food processor where available and other fixes)
- Added AdminCore to POI TOPSpiceDestillery to make it indestructible
- Tweaked POI distribution: defence POIs closer to villages
- Updated Stilt Village POIs (TemperateSwamp Planet) with Tribal Deco

Bug Fixes:
- Fixed: Issue with playfield change transition & vessels losing speed
- Fixed: Thruster power wrong in some cases when changing playfields
- Fixed: NearPOI markers vanish at 900-1000m ahead of destination
- Fixed: New Game custom name reverts to default when using custom difficulty settings. Also fixes difficulty settings always listed as 'Custom'.
- Fixed: NPCs did not spawn reliably or too late in bases
- Fixed: Not able to spawn BAs manually in air in Creative or Freedom mode anymore
- Fixed: Color/texture Tool: only creates a half-ring of color when fired in 1st Person
- Fixed: Problem that Zirax did not attack player on motorbike
- Fixed: Pulse Rifle red dot scope was not transparent anymore
- Fixed: PDA Mission "Weaponized Negotiations": Drones were not counted when being destroyed
- Fixed: Player could get repositioned on top of surface when inside dugout base
- Fixed: Thrusters do not go to idle when you land a vessel on blocks or terrain
- Fixed: With a scoped weapon equipped when going into scoped view there is a slight freeze
- Fixed: Regression that SI dropped block did not disappear on pickup
- Fixed: Destroying/Killing two entities of the same kind quickly after each other only counts 1 for SubjectKilled
- Fixed: Issue with trees not correctly fading out in some use cases
- Fixed: Talon Village was buried too much
- Fixed: Ship controller : In some cases ship lost altitude when moving
- Fixed: Fern Deco plant was invisible
- Fixed: Exception with Troop transport
- Fixed: Voxel mesh exceptions
- Fixed: Title Menu: tweak overlap of fork for longer translations.
- Fixed: Missing Planet Size display in Creative Mode.
- Fixed: AutoActivateOnGameStart did not work in MP anymore]]>