Empyrion-Servers.com Blog Feed en https://empyrion-servers.com/ Wed, 17 Feb 2021 10:59 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 v1.4.2 https://empyrion-servers.com/blog/138/v142/ https://empyrion-servers.com/blog/138/v142/ Wed, 17 Feb 2021 10:59 CET
Here is the changelog for v1.4.2. Have fun and please report bugs and problems as usual - thanks a lot!

As always please note

Report bugs and issues for the public release right over here:
https://empyriononline.com/forums/bugs.24/

Patch: 2021-02-17 v1.4.2 (Build 3265)

Changes
  • ALL LANGUAGES: Please report ANY faulty dialogue (leading to CoQ when approaching/talking to an NPC for example) in the FORUMS WITH the Client log attached. Thx!
  • Updated: Sigma Fulcrum (mission) station is now civilian and all NPC with a gun will now shoot at you (easier to identify the threats + accidentally shooting other NPC does not lead to the station turning against you anymore); Requires new savegame/manual POI refresh to be applied.
  • Updated: Sigma Fulcrum (station) now has a GIN console. Being neutral ground there is now a way to turn in credibility seals at any time at the SF station; Requires new savegame/manual POI refresh to be applied.
  • Updated: Main Localization.csv
  • Changed: Sigma Fulcrum approach dialogue now points towards speaking to traders instead of barkeepers (only speaking to traders will advance the search for Yarod)
Fixes
  • Possible fix for ship drifting in space when powered off
  • Vessels stop moving when close to POI's (which don't render) & the player toolbar becomes unresponsive until relogging
  • Ambassador Hyzanis vessel did not spawn in asteroid field
  • Issues of dialogues in GERMAN loca sometimes leading to a CoQ/Exception
  • Thruster M (T2) only had 100 HP
  • Issues in dialogues config and csv leading to exceptions
  • TSO_Variant2 had alien spawns (now "same as base")
  • Spice plant model no longer flattened after harvest (SpeedTree material issue).
  • Upd: Removed Abyssal Small Science vessel from spawngroups for now.
  • Items crafted in the survival constructor don't get stacked in the output cells
  • LCD Projector shows a background even if no color set (while structure is powered)
  • Token CustomIcon does not work anymore
EAH]]>
v1.4.2 https://empyrion-servers.com/blog/137/v142/ https://empyrion-servers.com/blog/137/v142/ Wed, 17 Feb 2021 10:59 CET here.]]> v1.4 https://empyrion-servers.com/blog/136/v14/ https://empyrion-servers.com/blog/136/v14/ Thu, 04 Feb 2021 10:57 CET We all hope you had a good and healthy start in 2021! :)

Today we are releasing Version 1.4. We invested quite some time investigating and improving several topics, for example finding a better solution on how explosion damage is handled, adding more elements to the customization system (including the possibility to add sounds, crosshairs and entire asset bundles!) and giving all those scenario builders additional 2048 new free-to-use Block IDs!

In terms of content we added new POIs, some factions now will fight each other, you can now use the Connected Toolbar with Traders and the Empyriopedia has received its first major work-in-progress update, now adding/including information and details about solar systems, suns, planets, ships, characters, explanations on all the new game mechanics (since Alpha 10) and more.

Please have a close look at the changelog below. More info about certain topics, explanations and a chance to give your feedback on them can be found stickied in the feedback forum: https://empyriononline.com/forums/faq-feedback.25/

We would also like to thank our team of volunteers working on the game localization and translations of currently about 10.000 lines of text! General game localization, PDA missions and Dialogues have been translated to over 85% in the last months for most of the main languages!

As always please note

Report bugs and issues for the public release right over here: https://empyriononline.com/forums/bugs.24/

For those that followed the EXP version:
Fixed bugs for the Experimental branch can be found here: https://empyriononline.com/forums/tracking-filed.91/
Fixed Experimental version bugs can be found there: https://empyriononline.com/forums/fixed.90/

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

Have fun exploring v1.4!
Empyrion Dev Team

UPDATE: v1.4 (Build 3258)

Changes

Explosives changes
  • Explosion on structures is now calculated on a voxel base, not on blocks any more. This results in explosion not penetrating through solid blocks any more (esp. none regular cube blocks, f.e. windows or thin walls). With this change, the damage distribution will change, but we took care to keep mostly the existing damage values.
  • Console cmd 'di' was enhanced with 'di expv' and 'di expr' to show damaged voxels and explosion rays to them.
  • Explosion damage: corrected linear interpolation of damage (was too high before)
  • Explosion start position: small change so the start position is not within a solid voxel to avoid the explosion damage travelling into a structure if it shouldn't
  • Explosions: now combining explosions that happen at the same block position.
  • Add parameter for console command 'di bdinfo <entityid> [clear]' to show the block damage
  • Explosion damage: optimization to not process blocks that were not damaged (shown as green voxels now in 'di expv' debug view)
  • Explosion: better calculation now when a turret is hit.
Decals
  • First working version of decal gun. Please add a 'decalsdef.txt' to 'SharedData/Content/Prefabs' containing all decals the gun can use (same syntax as decals.txt).
  • Decals guns: add MP support
  • Decals: allowing to add Unity GameObjects as decals (models, particle effects, etc) by specifying "Asset=@assetbundle/objectname" in the decals text file for a decal
  • Decals: added support for audio files (ogg and wav supported). Use "Audio=<filename>", "AudioVolume=<0 - 1>", "AudioMinMaxDistance=<min>,<max>", "AudioPlayMode=Single|Loop" to configure it
  • Decals: added AudioDoppler=true|false to be able to switch off the doppler level on a decal (default true) to avoid any pitch change when approaching an audio decal with speed.
  • Video decals: setting size to very small until video is loaded to avoid showing a white background for a short time
  • Structures with decals saved as Blueprints will now also save the used decals.
  • Structures now also save placed decals.
  • Decal system: added -Glossiness: [0-1] to decals.txt to allow transparency without reflections
  • Added SharedData/Content/Prefabs with some example data for the decal gun.
Crosshairs
  • Added possibility to mod the crosshairs: put a "Crosshairs" asset bundle into the "Bundles" folder of your scenario and add textures with name crosshair_normal, crosshair_focus, crosshair_aiming, crosshair_ship into it to override the existing crosshairs. Let us know if you want to change the crosshair on a per item base.
  • Now also scaling the crosshair for the ship controller with the screen resolution.
  • Improved crosshair modding: allowing to specify a crosshair now on a per item base, use Crosshair: @bundlename/crosshairname in ItemsConfig.ecf. Use crosshairname_focus for the focused state, same with crosshairname_aiming and crosshairname_ship for the ship hud.
Additional info for crosshair modding
  • changed crosshair modding in a way that every item can now have its own crosshair. specify Crosshair: @bundlename/crosshairname in ItemsConfig.ecf
  • the bundle "bundlename" must contain a texture (with alpha channel) of name "crosshairname" that is used as the crosshair.
  • if the bundle contains additional textures "crosshairname_focus" (for the focused state), "crosshairname_aiming" (for the aiming with red dot active), "crosshairname_ship" (for the ship crosshair), they will also be used
  • there is the possibility to replace the default crosshair by using a bundle with name "crosshairs" and a texture with name "default" (and "default_focus", "default_aiming", "default_ship")
Misc
  • Not possible to use Logistics Network with sell/buy from traders
  • Money cards will be used if in player's own or the Connected Toolbar (CT)
  • Items will be put in CT (if visible when buying) and in CC if available
  • Added console command 'damage' that toggles between SI and damage debug view of structures. Attention: for the switch to work correctly you need to reload/regenerate the structure you want to see the damage values
  • BlocksConfig: supporting now 4096 blocks in total (old: 2048). For blocks >= 2048 no Id tag is supported any more but the mapping will be done dynamically using name to id mapping tables that get added to savegames.
  • Blueprints: internal version increase to version 28. internally saves now block id mapping. do not use BPs created/changes with version 1.4 in older versions of the game (f.e. 1.3)!
  • Allowing to mod items with bundles now. Please specify @bundlename/GameObjectInBundle for Meshfile or DropMeshfile in ItemsConfig.ecf and add this asset bundle to SharedData/Content/Bundles in your scenario.
  • Added: some properties for ModAPI some interfaces
  • Added: description for console cmd 'gm ic' that makes the player only invincible.
  • Added: Colonist Mining Outpost (thx to Kaeser)
  • Added: Croesus Ore Mining orbital station (Colonists; Thx to Kaeser)
  • Added: Colonist Waystation 5
  • Added: cmd prefabinfo now accepts special group name '$own' to process user blueprints
  • Added: Scenario Workshop publishing now allows png files (needed for transparency)
  • Added: Control Panel's Trader and Spawner properties now use searchable dropdown lists
  • Added: Scrollable dropdown list searches are now case-insensitive
  • Added: Caching of network packages that should result in less memory fragmentation in MP games
  • SharedData: added file extensions .ogg and .wav to also update audio files.
  • Increased scenario limit from 200MB to 500MB once again
  • Nebula visible distance: set back 250LY (fixing bug that they were visible nearly through the whole galaxy)
  • GalaxyMap: showing stars of different size now also in different sizes (but clamped between size 10 and 14 to avoid too small and too big stars). Also desaturizing colors of distant stars.
  • Space View: showing flares around distant stars smaller.
  • Vehicle controller : Player exiting vehicle will now reset the pilot mode to the center (if active) and stop the movement and the rotation of the vehicle
  • Updated/added inline / head area documentation info on BlocksConfig.ecf, Containers.ecf and Dialogues-config-and-examples.txt based on 1.4 additions
  • Updated GalaxyConfig Non-Territory Space: added Warlords faction (default hostile/non-interactive), Increased percentage of Pirates, Removed DESC faction
  • Changed: Cargo volumes of containers are now correctly calculated by model shape based on using VolumeCapacity as a base value.
  • ParticlesAudio: added script for playing a sound effect on a particle spawn/death (please be aware that this can bring down performance if used wrong).
  • XRefActivate: added support for particles with a checkbox if transform is a particle effect (in that case Play/Stop is called).
  • Ammunition in structures (turrets, fixed weapons) is now manged internally in the structure and not with the block meta values any more.
  • If a block model cannot be found, a dummy white cube is added and an error is issued. Before that change, the loading of the game was aborted.
  • Asset bundle loading: now unloading external asset bundles when going back to main menu. With that change it is enough to resume a game from main menu to test changed bundles (don't need to quit the game any more).
  • DialogueSystem: removed line limit on OptionExecute_X. Supporting now <nl> tags in all code tags.
  • DialogueSystem: added IsFactionDiscovered() to find out if the local player already has discovered the specified faction
  • DialogueSystem: added function SetNPCName('name') to allow changing the title of the dialogue window during a running dialogue. Call SetNPCName(null(
  • Faction discovery: only showing POI for respawn of a faction that the player has already discovered now
  • Token.ecf: now supporting MarketPrice for tokens
  • Trader window: now showing correct custom icon for tokens
  • Talking to trader entities: reputation check is now only done on factions that have reputation enabled.
  • Added: 'Tags' column in Blueprint list in BP window
  • Medic station block: in NPC POIs the access is controlled now by the reputation (needs to be friendly or honored). So you can remove the 0000 public access lock code in medic stations/clone chambers.
  • Optimized story game start (first PDA mission) for a more fluent experience
  • Solar System Generation: added MoonOrbitType, Faction, FactionAvoid to PlanetTypes
  • Solar System Generation: added WarpTargetOrbitTypes to GenerationParams
  • Faction.ecf: ignoring and outputting error message when you try to set Friendly/Unfriendly/ClaimTerritory to a player faction
  • Proximity log for playfields is now limited to the playfield the player is in (request from the PvP community).
  • Factions.ecf: added flag AttackNPC for NPC factions allowing to attack other NPC factions that have this flag enabled
  • Factions.ecf: Admin faction needs to have 'NPC: false' set
  • Factions.ecf: fixed problem that Friendly/Unfriendly flag only worked when NPC was not set to false
  • DefReputation.ecf: correct wrong example for rivalry reputation matrix
  • Not showing ingame message "Cannot damage this block with this weapon" if a rocket is used.
  • Changed: Moved Characters back to Empyriopedia
  • Changed: Moved Faction info back to Empyriopedia
  • Changed: Grouped stroy progress in Journeybook
  • Loca update: Main scenario, Tutorial
  • Changed: Factions Zirax, Legacy, Kriel, Pirates, Alien will now attack each other
  • Updated: Loca Dialogues
  • Updated: space_dynamic.yaml for +ExampleSpace (corrected drone setup)
  • Empyriopedia: Added new Planets and Resources overview + updated Factions and Characters
  • Empyriopedia incremental update #2 (adding sectors, celestial objects, ships, drones, info about new game mechanics since ~A10/11)
  • ControlPanel: LootID field allows now 4 character (instead of only 3)
  • Solar System Generation: added possibility to have a SolarSystemConfig_Defines.yaml to specify default PlanetTypes, MoonTypes, POITypes, OrbitTypes that can now be omitted in the other yaml files
  • Containers.ecf: allowing now 1023 container ids (instead of 255)
  • Updated Attack/Defense values for all prefabs and stock prefabs
  • Added/Updated: BarrenScorched (+Orbit), TemperatePlateau, DesertBurnt, Lava Orbit, SolarSystem Type G (thx to Escarli & Needleship)
  • Updated: Solarsystemconfigs (adding the aforementioned)
  • Drone yaml file config : remove the need to define the drone Type in the Stock description
  • Updated some planetary playfields: replaced faction creatures (f.ex Assassins = Kriel) with Legacy creatures where appropriate
  • Updated EGroupsConfig.ecf: added new groups for infected creatures
  • Updated ItemsConfig.ecf weapon entries of planet and space drones
  • Updated EClassConfig.ecf space/planet drone entries
  • DialogueSystem: SetNPCName('name') will now also work within one dialogue state
  • Added new POI and OPVs for Pirates, Warlords and Kriel (thx to sulusdacor, Escarli, jrandall)
  • Updated: Starter system gas giant moon orbits (SpaceOrbitSectorStarter) now have no heavy combat vessels anymore
  • Updated: Starter System orbits & starter system sector orbits drone & opv setup updated to new syntax
  • Updated: +ExampleSpace (removed double-entries from Freighter setup)
  • Update: ajusted snow planet night color tint + added new description text for playfield.
  • PDA: Improved rewards presentation (own area with icons)
  • Space: slightly bigger distant stars (15%) and less star flares to have more crips distant stars
  • Changed: Inital Base Attack in Tutorial Scenario now weaker/only stun drones
  • Sun flares in space: corrected flares to use right colors, also adapted size a bit
  • ItemsConfig.ecf: added RepairCount for items to specify how often an item can be repaired (before that it was hard coded to 7). For now it is limited to 0 - 7.
  • Added possibility to not show a sun flare + model on planets by specifying "SunFlare: EnvironmentalEffects/SunFlareNone" and "DayLightIntensity: 0" in playfield.yaml
  • BlocksConfig.ecf: replaced "Voxelize: false" with new property "OccupySizeInBlocks: true" to indicate that a block shall occupy its full block space
  • Reduced Drone count in Starter Orbits
  • Updated +ExampleSpace config
  • Added: Syreem Destroyer (Warlord faction; thx to Escarli)
  • Scenario "Invader vs Defender - Conflict of Cygnus": fixed/updated NPC Trader buy/sell items
  • EscapePod: supporting "Spawn: EscapePodLandAtPos" now to allow forcing the escape pod at the specified x,z coordinate. The escape pod cannot be controlled in that mode.
  • Updated ItemsConfig.ecf: added info about new 'LifetimeOnDrop' parameter
  • Changed: Nerved the laser turret T2 in the Ilmarinen (Derelict Mining Ship / Ancient Revelation mission) loot room (3-4 Rockets should now destroy it). Plz retest.
  • Changed: Swapped standard soldiers for Abandoned Assembly Yard to infected variant. Plz retest.
  • ItemConfig.ecf: added property "LifetimeOnDrop" that specifies in seconds how long an item will live after dropping it. Default is 200 seconds. Please only increase this time if ABSOLUTELY needed as lots of items can bring down the performance of a server, but also in SP.
  • EscpodePodLandAt: now per default in "Alt Look Mode" to make it easier for the player to look around
  • When looking at an NPC of a faction this faction now gets also discovered
  • Corrected output of console command "faction discover <faction>"
  • Changed: deactivated shields for dronebase on starter planets
  • Updated: Xenu Dronebase (thx to vermillion)
  • Added ARC Bronco & Explorer OPVs for Warlord faction (thx to HeckenDiver, modified by Escarli)
  • LOCA update on Dialogues, PDA and Tutorial. Thx to all contributors!
Fixes
  • PDA become broken on open second time
  • New PDA chapter's Group and Faction parameters don't work in Coop/MP
  • Xenu Dronebase starter terrain not removed
  • Cyborg not shooting at player when being attacked
  • PDA Exception when resuming a Creative game after a Survival with active ChapterActivations
  • Orbital Trading station variant 3 had locked doors
  • Trader window not showing token names correctly
  • Exception and outputting error message when a trader entity was not defined in EClassConfig.ecf
  • Exception when a dialog state was not found.
  • Exception when a trader type was not found.
  • Possible fix for Alien/Human Soldier NPCs running out of ammo (please retest!)
  • Missing loca string on end of Wins & Losses mission
  • SV laser drill icon missing in the weapons bar
  • Wrong calculation for Blast damage area
  • Blast damage goes through 1 layer of blocks
  • Crosshair needs to scale with Screen resolution
  • Each relog gives free Unlock Points
  • Use case of AI drones tracking & firing at a player who is under terrain
  • exception when multiple devices and blocks explodes
  • Possible fix for exception on a pf server when structures use decals
  • Fix for explosion damage different in MP and SP if multiple rockets hit the same block at the same time
  • Explosion damage: fixed problem that not the whole area around an explosion was taken into consideration, leading to checkerboard patterns sometimes.
  • 'Faction' and 'FactionAvoid' in SolarSystemConfig.yaml
  • Star search dialog: fixed problem that [Sun Back] was not showing in result list, removed duplicate star results
  • Decal videos can appear blank after teleporting
  • Decals: fix for assets not showing up in MP
  • Decals: fixed "-ColliderMode=Collision" not working for model decals. fixed regression that scaling was not working with the decal gun.
  • Decal gun: fixed regression from last build that decal videos did not scale correctly
  • Decal gun: fix for not able to select and reposition '3d model decals'
  • Decal gun: fixed scaling not keeping aspect ratio
  • Fix for sometimes not possible to load into a game in MP
  • Fix for decals not getting saved when placed with the decal gun.
  • Fix for pistol fire animation sometimes stopping on wielding the pistol the first time
  • SharedData and LocalCoop: fixed problem that files > 1MB were not transferred resulting in a connection break.
  • Fix for lagshots with hitscan weapons in MP
  • Stopping an AI vessel by destroying the core doesn't allow players to move inside
  • Problem that turrets had problems firing at players that were moving (fast).
  • Explosion on voxels: BlastRadius is now used correctly also for 0.5 blocks
  • Container CoM moving to the edge of container when adding items
  • Repeated PDA info popup on resource deposit drilling
  • Blast damage doesn't apply if the player exits from a turret before the shot hits it's target
  • Server-side muted players should only be globally muted in private and global chat channels
  • Colored background panel of an LCD projector stays visible even if the structure is not powered
  • Flamethrower getting affected by wind zone leading to strange visuals
  • Loading screen: logging to console if a screenshot cannot be found
  • Vessels getting repositioned either below or above where were left upon returning to them
  • Reputation of not yet discovered factions could be changed with GIN/Amabassadors
  • Credibility Seal ZIRAX did not update reputation of Zirax Houses
  • IsFactionDiscovered not working / leading to exception > check updated syntax example in Dialogues-config-and-examples.txt!
  • Item loss in dropboxes when cargo containers use more than 64 cells
  • Instance container drop logic (possible fix)
  • NullRef, DroneGenericData.Init() when GameStats : EnumGameStats.IsAIManagerEnabled is set to false
  • Powering off landed ship causes repositioning of player inside it
  • Volume capacity tooltip info is not the same as what is shown in the logistics window
  • Fix for sporadic log error output "Material doesn't have a texture property '_MetallicGlossMap'"
  • Another fix for showing distant nebulas in space: starting to fade out at 50LY now, until 250LY they are fully faded out
  • Corrected trader discounts in scenario IvD:Conflict of Cygnus
  • Weapon targeting ranges for space using planet ranges
  • Shields not taking damage when turrets are being fired on
  • AI space vessel stops after you discover it
  • Fixed exception when using modded block values on blocks that are using a dynamic id (blocks that did not get an explicit id in BlocksConfig.ecf)
  • Small fix to galaxy map to allow two suns at the same LY coord now (2nd sun is only decoration).
  • Blocks survive explosions at negative HP
  • Possible to enable shield just before warp starts
  • Playfield server crash related to undocked vessels
  • Fixed playfield server crash reported from CA server in "Galactic Trading Station"
  • [MP] Solar panel LED's will not light up until the panels get touched
  • Place objectives without range limit
  • Faction discovery: player gets RP / can interact with factions he did not discover yet
  • Extra sunflare at night on atmo-less playfields close to star
  • Introduction text of 'Meet the GlaD' not visible in mission description
  • Faction discovery: fixed regression from B3251 that also player factions and "none" faction could be discovered
  • Discovered NPC faction is not shared within player faction (FOR SAVEGAMES BEFORE 1.4 ALL DISCOVERED FACTIONS NEED TO GET REDISCOVERED)
  • Fix for sporadic problem that structures got lost in space with a log message of "-WRN- Entity 'name' with id=X on pos=(x, y, z) is out of the playfield (5), removing it"
  • Use case of docked vessels sinking
EAHKnown]]>
v1.4 https://empyrion-servers.com/blog/135/v14/ https://empyrion-servers.com/blog/135/v14/ Thu, 04 Feb 2021 10:57 CET here.]]> Experimental v1.4 https://empyrion-servers.com/blog/134/experimental-v14/ https://empyrion-servers.com/blog/134/experimental-v14/ Thu, 14 Jan 2021 11:09 CET We all hope you had a good and healthy start in 2021! :)

Today we are releasing Version 1.4 Experimental. We invested quite some time investigating and improving several topics, for example finding a better solution on how explosion damage is handled, adding more elements to the customization system (including the possibility to add sounds, crosshairs and entire asset bundles!) and giving all those scenario builders additional 2048 new free-to-use Block IDs!

In terms of content we added new POIs, some factions now will fight each other, you can now use the Connected Toolbar with Traders and the Empyriopedia has received its first major work-in-progress update, now adding/including information and details about solar systems, suns, planets, ships, characters, explanations on all the new game mechanics (since Alpha 10) and more.

Please have a close look at the changelog below. More info about certain topics, explanations and a chance to give your feedback on them can be found stickied in the EXP feedback forum: https://empyriononline.com/forums/experimental-features-discussion.35/

As always please note

Report bugs and issues right over here: https://empyriononline.com/forums/bugs.34/
Fixed bugs for the Experimental branch can be found here: https://empyriononline.com/forums/tracking-filed.91/
Fixed Experimental version bugs can be found there: https://empyriononline.com/forums/fixed.90/

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

Have fun exploring the v1.4 Experimental!
Empyrion Dev Team

====

UPDATE: v1.4 (Build 3236)

Changes

Explosives changes
  • Explosion on structures is now calculated on a voxel base, not on blocks any more. This results in explosion not penetrating through solid blocks any more (esp. none regular cube blocks, f.e. windows or thin walls). With this change, the damage distribution will change, but we took care to keep mostly the existing damage values.
  • Console cmd 'di' was enhanced with 'di expv' and 'di expr' to show damaged voxels and explosion rays to them.
  • Explosion damage: corrected linear interpolation of damage (was too high before)
  • Explosion start position: small change so the start position is not within a solid voxel to avoid the explosion damage travelling into a structure if it shouldn't
  • Explosions: now combining explosions that happen at the same block position.
  • Add parameter for console command 'di bdinfo <entityid> [clear]' to show the block damage
  • Explosion damage: optimization to not process blocks that were not damaged (shown as green voxels now in 'di expv' debug view)
Decals
  • First working version of decal gun. Please add a 'decalsdef.txt' to 'SharedData/Content/Prefabs' containing all decals the gun can use (same syntax as decals.txt).
  • Decals guns: add MP support
  • Decals: allowing to add Unity GameObjects as decals (models, particle effects, etc) by specifying "Asset=@assetbundle/objectname" in the decals text file for a decal
  • Decals: added support for audio files (ogg and wav supported). Use "Audio=<filename>", "AudioVolume=<0 - 1>", "AudioMinMaxDistance=<min>,<max>", "AudioPlayMode=Single|Loop" to configure it
  • Decals: added AudioDoppler=true|false to be able to switch off the doppler level on a decal (default true) to avoid any pitch change when approaching an audio decal with speed.
  • Video decals: setting size to very small until video is loaded to avoid showing a white background for a short time
  • Structures with decals saved as Blueprints will now also save the used decals.
  • Structures now also save placed decals.
  • Decal system: added -Glossiness: [0-1] to decals.txt to allow transparency without reflections
  • Added SharedData/Content/Prefabs with some example data for the decal gun.
Crosshairs
  • Added possibility to mod the crosshairs: put a "Crosshairs" asset bundle into the "Bundles" folder of your scenario and add textures with name crosshair_normal, crosshair_focus, crosshair_aiming, crosshair_ship into it to override the existing crosshairs. Let us know if you want to change the crosshair on a per item base.
  • Now also scaling the crosshair for the ship controller with the screen resolution.
  • Improved crosshair modding: allowing to specify a crosshair now on a per item base, use Crosshair: @bundlename/crosshairname in ItemsConfig.ecf.
  • Use crosshairname_focus for the focused state, same with crosshairname_aiming and crosshairname_ship for the ship hud.
Additional info for crosshair modding
  • changed crosshair modding in a way that every item can now have its own crosshair. specify Crosshair: @bundlename/crosshairname in ItemsConfig.ecf
  • the bundle "bundlename" must contain a texture (with alpha channel) of name "crosshairname" that is used as the crosshair.
  • if the bundle contains additional textures "crosshairname_focus" (for the focused state), "crosshairname_aiming" (for the aiming with red dot active), "crosshairname_ship" (for the ship crosshair), they will also be used
  • there is the possibility to replace the default crosshair by using a bundle with name "crosshairs" and a texture with name "default" (and "default_focus", "default_aiming", "default_ship")
Misc
  • BlocksConfig: supporting now 4096 blocks in total (old: 2048). For blocks >= 2048 no Id tag is supported any more but the mapping will be done dynamically using name to id mapping tables that get added to savegames.
  • Blueprints: internal version increase to version 28. internally saves now block id mapping. do not use BPs created/changes with version 1.4 in older versions of the game (f.e. 1.3)!
  • Allowing to mod items with bundles now. Please specify @bundlename/GameObjectInBundle for Meshfile or DropMeshfile in ItemsConfig.ecf and add this asset bundle to SharedData/Content/Bundles in your scenario.
  • Added: some properties for ModAPI some interfaces
  • Added: description for console cmd 'gm ic' that makes the player only invincible.
  • Added: Colonist Mining Outpost (thx to Kaeser)
  • Added: Croesus Ore Mining orbital station (Colonists; Thx to Kaeser)
  • Added: Colonist Waystation 5
  • Added: cmd prefabinfo now accepts special group name '$own' to process user blueprints
  • Added: Scenario Workshop publishing now allows png files (needed for transparency)
  • Added: Control Panel's Trader and Spawner properties now use searchable dropdown lists
  • Added: Scrollable dropdown list searches are now case-insensitive
  • Added: Caching of network packages that should result in less memory fragmentation in MP games
  • SharedData: added file extensions .ogg and .wav to also update audio files.
  • Increased scenario limit from 200MB to 500MB once again
  • ParticlesAudio: added script for playing a sound effect on a particle spawn/death (please be aware that this can bring down performance if used wrong).
  • XRefActivate: added support for particles with a checkbox if transform is a particle effect (in that case Play/Stop is called).
  • Ammunition in structures (turrets, fixed weapons) is now manged internally in the structure and not with the block meta values any more.
  • If a block model cannot be found, a dummy white cube is added and an error is issued. Before that change, the loading of the game was aborted.
  • Asset bundle loading: now unloading external asset bundles when going back to main menu. With that change it is enough to resume a game from main menu to test changed bundles (don't need to quit the game any more).
  • DialogueSystem: removed line limit on OptionExecute_X. Supporting now <nl> tags in all code tags.
  • DialogueSystem: added IsFactionDiscovered() to find out if the local player already has discovered the specified faction
  • DialogueSystem: added function SetNPCName('name') to allow changing the title of the dialogue window during a running dialogue. Call SetNPCName(null(
  • Faction discovery: only showing POI for respawn of a faction that the player has already discovered now
  • Token.ecf: now supporting MarketPrice for tokens
  • Trader window: now showing correct custom icon for tokens
  • Talking to trader entities: reputation check is now only done on factions that have reputation enabled.
  • Added: 'Tags' column in Blueprint list in BP window
  • Medic station block: in NPC POIs the access is controlled now by the reputation (needs to be friendly or honored). So you can remove the 0000 public access lock code in medic stations/clone chambers.
  • Optimized story game start (first PDA mission) for a more fluent experience
  • Solar System Generation: added MoonOrbitType, Faction, FactionAvoid to PlanetTypes
  • Solar System Generation: added WarpTargetOrbitTypes to GenerationParams
  • Faction.ecf: ignoring and outputting error message when you try to set Friendly/Unfriendly/ClaimTerritory to a player faction
  • Proximity log for playfields is now limited to the playfield the player is in (request from the PvP community).
  • Factions.ecf: added flag AttackNPC for NPC factions allowing to attack other NPC factions that have this flag enabled
  • Factions.ecf: Admin faction needs to have 'NPC: false' set
  • Factions.ecf: fixed problem that Friendly/Unfriendly flag only worked when NPC was not set to false
  • DefReputation.ecf: correct wrong example for rivalry reputation matrix
  • Not showing ingame message "Cannot damage this block with this weapon" if a rocket is used.
  • Changed: Moved Characters back to Empyriopedia
  • Changed: Moved Faction info back to Empyriopedia
  • Changed: Grouped stroy progress in Journeybook
  • Loca update: Main scenario, Tutorial
  • Changed: Factions Zirax, Legacy, Kriel, Pirates, Alien will now attack each other
  • Updated: Loca Dialogues
  • Updated: space_dynamic.yaml for +ExampleSpace (corrected drone setup)
  • Empyriopedia: Added new Planets and Resources overview + updated Factions and Characters
  • Empyriopedia incremental update #2 (adding sectors, celestial objects, ships, drones, info about new game mechanics since ~A10/11)
  • ControlPanel: LootID field allows now 4 character (instead of only 3)
  • Solar System Generation: added possibility to have a SolarSystemConfig_Defines.yaml to specify default PlanetTypes, MoonTypes, POITypes, OrbitTypes that can now be omitted in the other yaml files
  • Containers.ecf: allowing now 1023 container ids (instead of 255)
  • Updated Attack/Defense values for all prefabs and stock prefabs
  • Added/Updated: BarrenScorched (+Orbit), TemperatePlateau, DesertBurnt, Lava Orbit, SolarSystem Type G (thx to Escarli & Needleship)
  • Updated: Solarsystemconfigs (adding the aforementioned)
Fixes
  • Fixed: PDA become broken on open second time
  • Fixed: Some mushrooms showing invisible
  • Fixed: Overlapping plants & terrain deco
  • Fixed: 07706: New PDA chapter's Group and Faction parameters don't work in Coop/MP
  • Fixed: Xenu Dronebase starter terrain not removed
  • Fixed: Vessel off reposition bug
  • Fixed: CV's in orbit with thrusters off move away from the player
  • Fixed: Cyborg not shooting at player when being attacked
  • Fixed: PDA Exception when resuming a Creative game after a Survival with active ChapterActivations
  • Fixed: Orbital Trading station variant 3 had locked doors
  • Fixed: trader window not showing token names correctly
  • Fixed: Loss of vessel speed
  • Fixed: Exception and outputting error message when a trader entity was not defined in EClassConfig.ecf
  • Fixed: Exception when a dialog state was not found.
  • Fixed: Exception when a trader type was not found.
  • Fixed: Possible fix for Alien/Human Soldier NPCs running out of ammo (please retest!)
  • Fixed: Missing loca string on end of Wins & Losses mission
  • Fixed: SV laser drill icon missing in the weapons bar
  • Fixed: Wrong calculation for Blast damage area
  • Fixed: Blast damage goes through 1 layer of blocks
  • Fixed: Crosshair needs to scale with Screen resolution
  • Fixed: Each relog gives free Unlock Points
  • Fixed: Use case of AI drones tracking & firing at a player who is under terrain
  • Fixed: COQ when multiple devices and blocks explodes
  • Possible fix for Exception on a pf server when structures use decals
  • Fix for explosion damage different in MP and SP if multiple rockets hit the same block at the same time
  • Explosion damage: fixed problem that not the whole area around an explosion was taken into consideration, leading to checkerboard patterns sometimes.
  • Fixed: 'Faction' and 'FactionAvoid' in SolarSystemConfig.yaml
  • Star search dialog: fixed problem that [Sun Back] was not showing in result list, removed duplicate star results
  • Fixed: Decal videos can appear blank after teleporting
  • Decals: fix for assets not showing up in MP
  • Decals: fixed "-ColliderMode=Collision" not working for model decals. fixed regression that scaling was not working with the decal gun.
  • Decal gun: fixed regression from last build that decal videos did not scale correctly
  • Decal gun: fix for not able to select and reposition '3d model decals'
  • Decal gun: fixed scaling not keeping aspect ratio
  • Fix for sometimes not possible to load into a game in MP
  • Fix for Exception when opening containers in a new creative game (regression from the 2048 block limit change)
  • Fix for decals not getting saved when placed with the decal gun.
  • Fix for pistol fire animation sometimes stopping on wielding the pistol the first time
  • SharedData and LocalCoop: fixed problem that files > 1MB were not transferred resulting in a connection break.
  • SolarSystemGenerator: fix for not taking the new tag 'MoonOrbitType' from SolarSystemConfig.yaml into consideration correctly
  • Fix for lagshots with hitscan weapons in MP
  • Fixed: Stopping an AI vessel by destroying the core doesn't allow players to move inside
  • Fixed: problem that turrets had problems firing at players that were moving (fast).
  • Explosion on voxels: BlastRadius is now used correctly also for 0.5 blocks
  • Fixed: Container CoM moving to the edge of container when adding items
  • Fixed: repeated PDA info popup on resource deposit drilling
  • Fixed: Blast damage doesn't apply if the player exits from a turret before the shot hits it's target
  • Fixed: Server-side muted players should only be globally muted in private and global chat channels
  • Fixed: Colored background panel of an LCD projector stays visible even if the structure is not powered
  • Fixed: turret targeting ignores all entities
  • Fixed: Turrets AI targeting at closest target glitch
  • Fixed: flamethrower getting affected by wind zone leading to strange visuals
  • Added console command 'damage' that toggles between SI and damage debug view of structures. Attention: for the switch to work correctly you need to reload/regenerate the structure you want to see the damage values
  • Loading screen: logging to console if a screenshot cannot be found
  • Fixed: Vessels getting repositioned either below or above where were left upon returning to them
  • Fixed: Reputation of not yet discovered factions could be changed with GIN/Amabassadors
  • Fixed: Credibility Seal ZIRAX did not update reputation of Zirax Houses
  • Fixed: IsFactionDiscovered not working / leading to CoQ > check updated syntax example in Dialogues-config-and-examples.txt!
  • Fixed: Item loss in dropboxes when cargo containers use more than 64 cells
  • Fixed: Instance container drop logic (possible fix)
  • NullRef, DroneGenericData.Init() when GameStats : EnumGameStats.IsAIManagerEnabled is set to false
  • Fixed: Not possible to use Logistics Network with sell/buy from traders
  • money cards will be used if in player's own or the Connected Toolbar (CT)
  • items will be put in CT (if visible when buying) and in CC if available
EAH]]>
Experimental v1.4 https://empyrion-servers.com/blog/133/experimental-v14/ https://empyrion-servers.com/blog/133/experimental-v14/ Thu, 14 Jan 2021 11:09 CET here.]]> Version 1.3 https://empyrion-servers.com/blog/132/version-13/ https://empyrion-servers.com/blog/132/version-13/ Wed, 16 Dec 2020 10:51 CET Welcome to version 1.3 public release!

The year 2020 is slowly coming to its end - but Empyrion Galactic Survival is not! With v1.3 we are adding a bunch of bug fixes, but also several new features and more content.

One of the main features is the new decals system. The decals feature will allow you to bring custom pictures and videos into the game and add it to structures spawned in the playfields.

As a second addition, you can now create custom NPC factions and add them to galactic territories, playfields and POI as you like! We were also adding new POIs and new variants of NPCs and Creatures for you to equip your POI structures with. Most of the faction's POIs (except Zirax) have also been equipped with the first iteration of themed Commodity Traders, which now buy and sell certain of those items depending on their current station's assumed primary field of work.

Note that, when starting a new game, not only make sure to check your Escape Pods content, but also all NPC factions in the default scenario are now hidden! You first need to make contact with them by discovering one of their structures. In case you want to restore reputation with one or several factions, earn credibility seals by running specific missions and exchange the seals for reputation by contacting an ambassador via one of the new Global Information Network consoles, available on any planetary and orbital trading station!

Last, but not least, you can test four new main story missions which continue the chapter 1-6 story arc!

Please have a close look at the changelog below. More info about certain topics, explanations and a chance to give your feedback on them can be found stickied in the feedback forum:
https://empyriononline.com/forums/faq-feedback.25/

As always please note

Report bugs and issues for the public release right over here: https://empyriononline.com/forums/bugs.24/

For those that followed the EXP version:
Fixed bugs for the Experimental branch can be found here:
https://empyriononline.com/forums/tracking-filed.91/
Fixed Experimental version bugs can be found there:
https://empyriononline.com/forums/fixed.90/

For discussing the new and updated features, please head over to the feedback forum:
https://empyriononline.com/forums/faq-feedback.25/

Have fun exploring the v1.3!
Empyrion Dev Team

UPDATE: v1.3 (Build 3196)

Decal System
  • First draft of simple decal system for POI Blueprints (static Blueprints) (WIP!)
  • Added console cmd 'decals' that will reload the decals in the current BP. Added 'decals clip' that will paste an example for decals to the clipboard.
  • First draft of a simple client upload system for files. Will be first used for decals, can be used for other modding files later, too.
  • Client upload system: files are now sent only in 1MB chunks.
  • Decals on structures: you can now specify a web url to download the image from there.
  • Decals on structures: you can now specify '-Video=' to show a mp4 video instead of a texture. Please use responsible as this can affect performance!
  • Decals on structures: added '-Color=r,g,b,a', '-ColliderMode=NoCollision|Collision|Off' to set tint color/transparency and optional colliders to the decal.
  • Decals on structures get now saved into <gamename>/Shared/<structid>/decals.txt to be able to change existing decals manually using a text editor.
  • Decals with video: warning message 'AudioSampleProvider buffer overflow. 1024 sample frames discarded.' should now occur less often.
  • Console cmd 'decals reload' will now prefer the 'decals.txt' in the 'Shared' for reloading. With this also player created structures can be adjusted during runtime.
  • ClientUpload system: added 'mp4' to the file extensions that get uploaded to clients.
  • Adjusted position of SantaClauseHat + SnowmanHead a bit to not clip into armor too much.
  • If RangeAU/RangeLY is modded with Mod.RangeAU/Mod.RangeLY, it is displayed correctly now in info texts
  • Decals on Blueprints: added new block class 'DecalControl' that can be connected to decals via their name in CP. This block will switch these decals on/off according to its activated state. No default block was added yet to BlocksConfig.ecf, so only for modding yet.
  • Added Decal Control Unit block (Place in Creative to use with decals: on/off of the block defines on/off of the linked decal)
  • SharedData client download: showing status message about files that need to be downloaded when connecting to a server
  • SharedData client download: loading small files first now to show better status update on client side
Custom Factions
  • Faction.ecf: added new config file to allow defining your own factions in there
  • Factions.ecf: added 'Description' for NPC factions to display on the faction windows NPC tab.
  • Faction window: Localizing now all faction names on the reputation page
  • Factions.ecf: added hardcoded factions, please only change the color and maybe the Abbrev.
  • Factions.ecf: added OmitMapLegend to not show this faction in the map legend info
  • Factions.ecf: renamed "FriendlyToAllPlayers" to "Friendly". Added "Unfriendly". Added "HideAbbrev" to hide the faction abbreviation at certain locations in the game.
  • Added/updated docu to Factions.ecf
NPC Faction updates
  • Added: VOID faction (static hostile; Antagonist to TESCH)
  • Added Abyssal to planetary playfields (Alien,Ocean,Temp,Tempswamp,ForestMoon)
  • Changed: Set planetary POI groups to appropriate Zirax house faction
  • Changed: Added RP-dynamic Colonists NPC faction to fill in "out of npc faction territory" POIs
  • Added TESCH Territory, OPVs and BAOs.
  • Added Zirax Empire houses as Reputation-dynamic subfactions: Xenu, Rados, Epsilon, Ghyst, Serdu (dynamic standing in one subfaction will influence your standing towards the 'Zirax Empire'; Faction matrix not yet final!)
  • Reputation bars in faction window: small improvements on bars and colors
  • Updated GalaxyConfig.ecf with TheLegacy faction
  • Updated playfields to use TheLegacy faction
  • Change: The Legacy faction ist now a custom faction in the Factions.ecf
  • Change: Alien faction abbrev reverted to ALN
  • Increased probability of CIVILIAN faction in non-territory and territory spaces
Player skills
  • First draft of player skills allowing to change item properties (for now only Damage, more properties will come soon):
  • For now this is only usable with the Dialogue system. There you set up skills with e.g. Player.Skills['yourSkill'] = 1.5.
  • That skill (yourSkill = 1.5) can then be used in the ItemsConfig.ecf to modify the 4 properties you see below (Damage, BulletSpread, etc. If you think other values make sense too, please let us know. BlocksConfig.ecf comes next to change RangeLY for WarpDrive etc.).
  • Example for your Pistol: Mod.Damage: "Damage + Player.Skills['yourSkill'] * 2"
  • That way, properties are different handled per player - depending if the player skilled it or not.
  • Modded item properties via player skills: added BulletSpread, ReloadDelay, Recoil
  • BlocksConfig: added MarketPrice property
  • Added console command 'itemmods' to show the active modifications of the held item of the local player.
DialogueSystem
  • DialogueSystem: added function "string Loc(string key)" to localize dynamic text
  • DialogueSystem: added "Execute" property without any size restriction to allow multi line text (can separate lines with n), added "LocalStructure" to allow accessing the ModAPI better f.e. accessing devices like LCDs etc
  • DialogueSystem: renamed barking state from "BarkState" to "BarkingState" in Dialogues.ecf, barking supports now NPC dialogue blocks, buffering dialogue write variables now (perf. opt.)
  • DialogueSystem: added possibility to use "sub routine jumps"
  • DialogueSystem: now using "<nl>" instead of "n" to separate newlines in Execute code parts
  • DialogueSystem: added dbglobal_string, added dbplayer_string
  • DialogueSystem: added 'Functions' to allow to define your own functions, added GetItems() to return all items of the local player
  • DialogueSystem: added dbstate_string, added Player.Name Player.Id Player.EntityId
  • DialogueSystem: Player.Skills['name'] = 1.23 possibility. Later we will enhance that to allowing to modify certain ingame properties with that.
  • DialogueSystem: added convenience function SetBlockActive(string name, bool bActive) to allow setting a block by its name to active/deactive
  • Updated Loca for PDA, Tutorial and Dialogues (incremental update; various languages)
PDA/Story
  • Added: Story Part II Interlude and Chapter 7
  • Added: Story Chapter 8
  • Added: Story Chapter 9
  • Updated Story Playfields and POI (Ghyst Prison, Sigma Fulcrum, GLaD Hideout,..)
  • Updated PDA mission 'Ancient Revelations' > using new Ilmarinen version (thx to Vermillion)
  • Added the Journey Book as new Empyriopedia element for tracking the story progress (currently all visible;will change later) and re-read all important info, logs and dialogues
  • Changed: Starting the Journey Apollon logs now available in Journey Book (removed from dialogue, because considered as too long)
  • Updated Ilmarinen (Ancient Revelations) with new Infected Legacy creatures
  • Updated UCH Heidelberg, Sigma Fulcrum
  • Updated Loca texts
  • PDA: implemented new chapter Group and Faction properties
  • PDA: changed window to use grouping instead of a tab per faction (as we now have more factions)
  • Added: PDA Chapter group names can now be loca keys
  • Added: PDA group lines now show number of activatable chapters in group
  • Changed: PDA content now hierarchically indented
  • Updated Mission/Journeybook to new PDA group/sorting methods
  • Added: PDA playfield op "AI" use with parameter true or false, e.g. 'AI: false'
AI/NPC's
  • Added: Spider01Small, Spider01Baby for better use with use inside POIs (lowered HP & DMG compared to Spider01 accordingly)
  • Added: Spider01,02,03 and AlienBug02 Small and Baby variant for better use with inside-POI spawns
  • Added: Additional info about BARKING dialogue state do Dialogues-config-and-examples.txt
  • Added: New TraderCyborg model
  • Added: new Zirax Civilians and The Legacy Infected to NPC spawners
  • Added: Damaged Assault Cyborg ( armed cyborg for use with f.ex. Pirates faction )
  • Added: Themed Cyborg models (available as Civilian and Trader models): Damaged, Medic, Servant, Engineer
  • Added: Static variants of civilian NPCs and Cyborgs (spawn via spawnpad > they will stand still, but run away when shot at. To be used for quests, dialogues and other purposes)
  • Added: Talon Advanced (warrior and civilian)
  • New group behavior for bug 02 and 03, added bombardment and bug03 can spawn bug02
  • NPC marked as OLD or TEST or only relevant for Base AttackS and else have been removed from all POI NPC Spawner block dropdowns (set AllowInSpawners: false in EClassConfig.ecf)
  • Added new barking-lines to NPC Dialogues
  • Strategic AI uses AttackDefenseValues system
POI's
  • Added: Tesch Node defense stations T1-3 (by Escarli)
  • Added: Abyssal (Faction) structures. (by Fractalite)
  • Added: Several new and updated POI for Colonists, Zirax, Progenitor etc pp (thx to all builders!)
  • Added: TESCH Soul Anchor (Lava, LavaNascent)
  • Added: TESCH Array BAO (thx to Escarli)
  • Updated: Sigma Fulcrum (Kaeser)
  • Updated: Talon Monument (Spawns, Loot)
  • Updated: POIs: SigmaFulcrum (Kaeser) and AbandonedAssemblyYard (Fractalite)
  • Updated: Polaris Asset Protection (thx to Fractalite)
  • Updated: Legacy Corruptor now has NPC AdminCore
  • Updated: BP groups CivilMain, CivilSettlement and Waystations with Commodity Traders
  • Updated: TSO and TSP with barking, trader dialogue and some NPC/trader changes
Database
  • DB: added a warning message if a query was executed more than 1s after it got scheduled
  • DB: all write queries now get buffered, this should result in better performance for DB accesses. Improved DB debug write performance of log.
  • DB: Fixed dockedto column in Entities DB
  • DB: Added console command 'database' to allow dump all DB queries into text file
  • DB: added more indexes for optimizing DB queries (registry overview, get next medic station)
  • DB: added index for long lasting query to get all teleporters in games with huge DBs. Also added index for querying chat messages.
  • DB: turned some ERR messages into WRN messages
  • DB: added some more index for player ranking (more to come)
Updated Invader vs Defender scenario - Conflict of Cygnus
  • Added 100 Random Stars to make Universe more interesting
  • Old Systems in the Center have still the most resources
  • All 100 Random Stars are PvE
  • All 100 Random Stars have neither Zascosium nor Erestrum nor Gold Resources. (except some tiny stones on planets). The PvP System (Cygnus) in the Center has all 3 in big quantity.
  • Fixed Taldor Sector Map icon
  • Fixed PDA Preamble not visible in MP on first join
Misc
  • Updated to Unity 2020.1
  • Increased scenario size limit for Workshop publishing from 100 to 200 MB
  • Updated main localization
  • Updated/added commodity traders to Polaris, Pirates, Colonists & Trader factions planet and space POIs (where applicable/appropriate; first pass)
  • Removed obsolote GrassGree01 blocks to free up BLOCKIds (free areas are marked with 'available free' in the document)
  • Player window: the day count calculation is now different in SP (total time spent in the game) than to MP (total time spent on server)
  • Added Santa Claus Hat and Snowmans Head to EscapePod inventory. Will be equipped automatically.
  • Added Santa Claus Hat and Snowmans Head as usable items (will be equipped automatically when carried in inventory or toolbar)
  • space_dynamic.yaml: added Pos/Rot to ResourcesDesc. if Pos/Rot are present, fixed positioning is used.
  • space_dynamic.yaml: added RadialInfo to PositionDesc to allow placing Resources/POIs in a radial way and also attach it to a planet (considering its radius). See docs/website for detailed information.
  • space_dynamic.yaml: adjusted RadialInfo to support a yOffset. content of float array is now: centerX,Y,Z, Yoffset, radiusMin,Max, angleStart,Increase, rotationX,Y,Z (only center X,Y,Z is mandatory)
  • Added IsKeepContainers: true for CoreNPC and CoreNPCcpu (Attention: pre-placed items will now be saved and spawned with the blueprint!)
  • All config files (*.ecf) now get loaded as UTF8. If you want to add special chars into them, save them as UTF8
  • GrassV2: better check for abrupt steep slopes (will still improve that)
  • GrassV2: better align to slopes
  • GrassV2: mapped GrassLowGreen01 to Flower04 as it the occurance number was limited and the GrassLowGreen01 was of poor quality
  • Added Swamp planet preview pic to Dedi Server for starter planet
  • Renamed the new asteroid rings around planets from AsteroidFieldRing to AsteroidRingPlanet, keeping the old AsteroidFieldRing instance
  • Downgrade/Upgrade tool: added max block count check to avoid exploits
  • Updated asteroid ring of Temperate Creative planet
  • System map info panel: showing origin name from "Restrict To Origin" instead of "Starter Origin"
  • Decreased range of light in damaged escape pod from 10 meters to 3 meters and removed shadows to reduce triangle count
  • structure attack value now uses average value of fixed weapon groups
  • added infantry A/D values to Blueprint Library window and prefabinfo console cmd
  • Slightly increased probability/count of space stations in default orbits
  • Added TSO_Variant8 and Polaris Supply Station to orbits
  • Updated Starter Planets: swapped AbandonedPOI group with specifically made AbandonedStarter group blueprints
  • Added / updated head area docu in GalaxyConfig.ecf
  • Refactored BlueprintHeader class to be able to provide this to modders or anybody who wants to load a BP header
  • Enabled proximity window for playfields and solar systems when clicking in registry on a playfield and on Proximity button
  • Added local damage applied to a structure to the HUD if 'di' is enabled
  • Using filtering ScrollablePopupList for trader type, sorting content for it and for NPC Spawner entities
  • Enhanced ScrollablePopupList to be used with an InputField for filtering content
  • Top right game message popup and its content is now centered
  • Creative Scenario: major update (incl. panel and staring gear update), updating orbits to new galaxy visuals, adding new 'White Canvas' playfield and two testing playfields with higher gravity
  • Changed: Starter planets now have more appropriate Abandoned POIs (AbandonedStarter group)
  • Changed: Deactivated SpaceBaseDefense (SBD) and OPV vessels in Starter Orbit
  • Set back old update frequency of 1 minutes for performance data and player position logging (instead of 3 minutes)
  • Cannot activate shield while warping active
  • Added fail safe code to allow empty Value tags in Properties in playfield yamls without exception
  • Added Commodity Trader to planetary and orbital Trading station in Starter System
  • Teleporters: With godmode you can override the blocking message "You cannot use teleporters with a fixed target in player created structures"
  • Increased stacksize for Fuel, Pentaxid and O2 in Creative scenario
  • Updated galaxy nebula colors
  • Updated TemperateSwamp and Alien fog position
  • Added commodity trader for Communication/Surveillance stations
  • Added default commodity traders
  • Updated TraderNPCConfig.ecf: updated Commodity traders and company traders with updated pricing and price-calc mode
  • Added: Default-Marketprices for relevant blocks and items
  • Saving game: the important file "game.dat" is now backed up on every save to avoid corrupted savegames. Also it is flushed to disc on every save now.
  • Freedom mode now doesn't consume stamina and also does not consume food when running
  • Do not allow to open ControlPanel while warping
  • Modded item properties via player skills: added BlastDamage
  • Modded item properties via player skills: added RangeAU, RangeLY from BlocksConfig
  • Updated: Starter planet description texts (random default scenario)
  • Updated: XenuFuelDepot (thx to sulusdacor)
  • Updated: added commodity traders welcome texts
  • Added Pirates OPV 'Quin Merac' (thx to sulusdacor)
  • Added Station Services for Ambassador Vessel and GLaD Outpost
  • Added Commodity Traders to several orbital stations (thx to Kaeser)
  • Item Icons can now be modded in SharedData/Content/Bundles/ItemIcons
  • Item Icons are now loaded from asset bundle (to prepare allowing to mod them, modding not active yet!). Please watch out for missing item icons!
  • Improved: Color Tool Configure window can now be closed with ESC key (behaves like clicking on 'Cancel')
  • Changed: Creative Scenario: Moved position of White Canvas moon further out
  • Added proper names for new NPC enemies and civilians to loca file (only EN; Translations will follow)
  • Added first draft of suit props: SantaClauseHat, SnowmanHead. Use console cmd 'psp SnowmanHead' or 'psp SantaClauseHat' for now.
  • TokenConfig.ecf: added example how to set an icon for a token
  • Faction Discovery: showing now InGameMsg
  • Updated: Set all factions to be discoverable (your map legend and faction screen will show only "Unknown" when starting a new game!)
  • Added GIN consoles to Trading Stations (to be used with Credibilit Missions; not yet functional)
  • Updated GIN: you can now use credibility seals with the 'Contact an Ambassador' dialogue to restore your reputation
  • Loading Screens: now only one loading screenshot is shown (instead of two) during the loading
  • Updated: Credibility missions now have a waiting time before they can be repeated
  • Updated: Intro description of starter planets (added some hints about their individual challenges)
  • Scenario Loading Screens: loading every 10s a new screenshot now
  • Improved Attack/Defense value calculation: no longer using averages of weapons of vessels and spawners, also handling melee type attacks of NPC's
Fixes
  • Fixed: Turrets firing at players through terrain deco
  • Fixed: Some AI patrols vessels can continue to rotate & turn at the location they were stopped
  • Fixed: Vessels immediately stop after power off
  • Fixed: AI patrols vessels can continue to rotate & turn at the location they were stopped
  • Fixed: Set Home / Respawn at own structures does not work
  • Fixed: "Show Airtight Blocks" visualisation is not working for the "floor" of a structure
  • Fixed: Oxygen doesn't fill the back side of force field
  • Fixed: Center of Mass shifted
  • Fixed: When a HV enters a gravity gen field it can be launched up away from the structure
  • Fixed: O2 tanks missed texture after SI collapse
  • Fixed: Multiple same-faction territories break POI spawn rules and attribute the wrong faction to POIs
  • Fixed: Increase NPC render range & add max NPC ranged weapon limit. - added check and error message (Max NPC render range & max NPC weapon range are both now 120m)
  • Fixed: error message when changing worlds: "Net: chunk already loaded..."
  • Fixed: sun flares not showing up on planet playfields (set directional flag)
  • Fixed: freshly saved Blueprint spawn exception
  • Fixed: flares in structures not showing up
  • Fixed: "Spawn at Home base" not working in MP if player died in a different playfield
  • Fixed: bright spot on a planet happening during night sometimes. Fixed distant planets having wrong light color sporadically.
  • Fixed: regression that sun flare did not have the color of the sun. Fixed that the sun flare was shown after sun down for some time.
  • Fixed: Exception if a playfield.yaml only had one parameter for PlayfieldLevelOverride
  • Fixed: regression that sometimes not all chunks of a structure did load when connecting to a server
  • Fixed: Adjusted camera height of MSCockpit02 to avoid head clipping into ceiling blocks
  • Fixed: Corrected wrong comments in blocksconfig.ecf about count of container extensions for max capacity
  • Fixed: problem with faction parsing (regression from Factions.ecf).
  • Fixed: AI Planet Vessel : AIPV’s don't move when the player is out of render range of them on a planet (around 3+ km away)
  • Fixed: Faction.ecf: Fixed regression that factions defined in the new config file didn't get parsed correctly
  • Fixed: Potential fix for dialogue variables getting reset to 0: set wait timeout for DB variables from 10s to 30s. Less DB traffic by writing player log data less often (every 3min instead of every 1min)
  • Fixed: problem that rockets did not hit a moving ship reliable
  • Fixed: problem in proximity log that sometimes column did not get truncated correctly
  • Fixed: problem that nearby black hole model was disappearing in some camera angles when being on a planet
  • Fixed: Placeable devices do not take any damage in PvP areas
  • Fixed: Locked Doors can be closed by the player
  • Fixed: Broken deco – 'Bamboo' vanishes close to the player
  • Fixed: Thruster boost exploit
  • Fixed: MT Downgrade glitch with Public POIs
  • Fixed: SV blocks preview have wrong textures
  • Fixed: Lava playfield ore deposits have incorrect textures
  • Fixed: CV & docked vessel repostioned when R2T starts
  • Fixed: [MP] Delay with shield info on the HUD
  • Fixed: Exit-throwback when exiting Nibiru (Hovercraft Prefab)
  • Fixed: Possible fix for AI getting stuck in elevators
  • Fixed: regression that the distant object light was also lighting the 3d map resulting in wrong sun light there
  • Fixed: Exception when skill values get saved to DB
  • Fixed: UCH Heidelberg wreckage too far away from starting point on Snow Starter (random default scenario)
  • Fixed: Ok'Y medical had 2x Stomach Pills entries
  • Fixed: BUDS entry in Empyriopedia showing/naming the wrong plant
  • Fixed: Motorbike exception spam on pf server
  • Fixed: Exception in Color Tool
  • Fixed: Color Tool not updating RGB/HSV sliders when selecting another palette
  • Fixed: Self destruct timer for AI vessel triggering incorrectly
  • Fixed: Item Icons: fix for MP when first time connecting to a server and getting the icons, no icons were displayed
  • Fixed: Gas Refinery (Traders Guild) Power trader leading to exception
  • Fixed: SuitProps: fix for other player's prop was not visible when entering a MP game.
  • Fixed: [MP] Legacy base turrets will not shoot
  • Fixed: Ticks become broken after sleeping in space after multiple warps
  • Fixed: Pressing Escape in main menu removes any options and the client must be restarted
  • Fixed: Aluminium definition for Resource Trader being wrong
  • Fixed: ESC key not working anymore after using 'Text Color' of an LCD
  • Fixed: Colonists faction was not visible in faction screen
  • Fixed: Trader discount was set to 80% instead of 8%
  • Fixed: Rolling with vessels is not working when there is enough thrust & RCS is turned off
  • Fixed: Scenario Loading Screens: fixed problem that the first loading screen was from the lastly loaded scenario
  • Fixed: Kriel barking dialogue lead to exception
  • Fixed: Exploit
  • Fixed: Non Docked vessels can "sink" under blocks they are left placed on
  • Fixed: DecalControl block: fixed regression that the initial state was broken since we are using a regular block now.
  • Fixed: Decals: fixed decals not getting removed on regeneration of a structure
  • Fixed: Vessels coming to a stop with cruise mode on after using the detector <- The max speed may still be seen to drop but should recover
  • Fixed: problem that asset bundles (w/o extension) were not sent to clients in SharedData (now able to use suitpropsext in MP games)
  • Fixed: PDA actions with Amount > 1 didn't always complete when using "[Names]Required: NeedAll" or when exiting and resuming the game while the chapter is in progress
  • Fixed: Destroying drones at end of Human Remains mission does not complete task
EAH]]>
Version 1.3 https://empyrion-servers.com/blog/131/version-13/ https://empyrion-servers.com/blog/131/version-13/ Wed, 16 Dec 2020 10:51 CET here.]]> Experimental v1.3 https://empyrion-servers.com/blog/130/experimental-v13/ https://empyrion-servers.com/blog/130/experimental-v13/ Tue, 01 Dec 2020 16:03 CET Welcome to version 1.3 EXPERIMENTAL!

The year 2020 is slowly coming to its end - but Empyrion Galactic Survival is not! With the upcoming v1.3 we are adding a bunch of bug fixes, but also several new features and more content.

One of the main features is the new decals system. The decals feature will allow you to bring custom pictures into the game and add it to structures spawned in the playfields.

As a second addition, you can now create custom NPC factions and add them to galactic territories, playfields and POI as you like! We are also adding new POIs and new variants of NPCs and Creatures for you to equip your POI structures with.

Last, but not least, you can test four new main story missions which continue the chapter 1-6 story arc!

Please have a close look at the changelog below. More info about certain topics, explanations and a chance to give your feedback on them can be found stickied in the EXP feedback forum: https://empyriononline.com/forums/experimental-features-discussion.35/

As always please note

Report bugs and issues right over here: https://empyriononline.com/forums/bugs.34/
Fixed bugs for the Experimental branch can be found here: https://empyriononline.com/forums/tracking-filed.91/
Fixed Experimental version bugs can be found there: https://empyriononline.com/forums/fixed.90/

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

Have fun exploring the v1.3 Experimental!
Empyrion Dev Team


====

UPDATE: v1.3 (Build 3180)

Changelog
  • Updated to Unity 2020.1
Player skills
  • First draft of player skills allowing to change item properties (for now only Damage, more properties will come soon):
  • For now this is only usable with the Dialogue system. There you set up skills with e.g. Player.Skills['yourSkill'] = 1.5.
  • That skill (yourSkill = 1.5) can then be used in the ItemsConfig.ecf to modify the 4 properties you see below (Damage, BulletSpread, etc. If you think other values make sense too, please let us know. BlocksConfig.ecf comes next to change RangeLY for WarpDrive etc.).
  • For example with a Pistol: Mod.Damage: "Damage + Player.Skills['yourSkill'] * 2"
  • That way, properties are different handled per player - depending if the player skilled it or not.
  • Modded item properties via player skills: added BulletSpread, ReloadDelay, Recoil
  • BlocksConfig: added MarketPrice property
  • Added console command 'itemmods' to show the active modifications of the held item of the local player.
Decal System
  • First draft of simple decal system for POI Blueprints (static Blueprints) (WIP!)
  • Added console cmd 'decals' that will reload the decals in the current BP. Added 'decals clip' that will paste an example for decals to the clipboard.
  • First draft of a simple client upload system for files. Will be first used for decals, can be used for other modding files later, too.
  • Client upload system: files are now sent only in 1MB chunks.
Custom Factions
  • Faction.ecf: added new config file to allow defining your own factions in there
  • Factions.ecf: added 'Description' for NPC factions to display on the faction windows NPC tab.
  • Faction window: Localizing now all faction names on the reputation page
  • Factions.ecf: added hardcoded factions, please only change the color and maybe the Abbrev.
  • Factions.ecf: added OmitMapLegend to not show this faction in the map legend info
  • Factions.ecf: renamed "FriendlyToAllPlayers" to "Friendly". Added "Unfriendly". Added "HideAbbrev" to hide the faction abbreviation at certain locations in the game.
  • Added/updated docu to Factions.ecf
NPC Faction updates
  • Added: VOID faction (static hostile; Antagonist to TESCH)
  • Added Abyssal to planetary playfields (Alien,Ocean,Temp,Tempswamp,ForestMoon)
  • Changed: Set planetary POI groups to appropriate Zirax house faction
  • Changed: Added RP-dynamic Colonists NPC faction to fill in "out of npc faction territory" POIs
  • Added TESCH Territory, OPVs and BAOs.
  • Added Zirax Empire houses as Reputation-dynamic subfactions: Xenu, Rados, Epsilon, Ghyst, Serdu (dynamic standing in one subfaction will influence your standing towards the 'Zirax Empire'; Faction matrix not yet final!)
  • Reputation bars in faction window: small improvements on bars and colors
  • Updated GalaxyConfig.ecf with TheLegacy faction
  • Updated playfields to use TheLegacy faction
  • Change: The Legacy faction ist now a custom faction in the Factions.ecf
  • Change: Alien faction abbrev reverted to ALN
  • Increased probability of CIVILIAN faction in non-territory and territory spaces
DialogueSystem
  • DialogueSystem: added function "string Loc(string key)" to localize dynamic text
  • DialogueSystem: added "Execute" property without any size restriction to allow multi line text (can separate lines with n), added "LocalStructure" to allow accessing the ModAPI better f.e. accessing devices like LCDs etc
  • DialogueSystem: renamed barking state from "BarkState" to "BarkingState" in Dialogues.ecf, barking supports now NPC dialogue blocks, buffering dialogue write variables now (perf. opt.)
  • DialogueSystem: added possibility to use "sub routine jumps"
  • DialogueSystem: now using "<nl>" instead of "n" to separate newlines in Execute code parts
  • DialogueSystem: added dbglobal_string, added dbplayer_string
  • DialogueSystem: added 'Functions' to allow to define your own functions, added GetItems() to return all items of the local player
  • DialogueSystem: added dbstate_string, added Player.Name Player.Id Player.EntityId
  • DialogueSystem: Player.Skills['name'] = 1.23 possibility. Later we will enhance that to allowing to modify certain ingame properties with that.
  • Updated Loca for PDA, Tutorial and Dialogues (incremental update; various languages)
PDA/Story
  • Added: Story Part II Interlude and Chapter 7
  • Added: Story Chapter 8
  • Added: Story Chapter 9
  • Updated Story Playfields and POI (Ghyst Prison, Sigma Fulcrum, GLaD Hideout,..)
  • Updated PDA mission 'Ancient Revelations' > using new Ilmarinen version (thx to Vermillion)
AI/NPC's
  • Added: Spider01Small, Spider01Baby for better use with use inside POIs (lowered HP & DMG compared to Spider01 accordingly)
  • Added: Spider01,02,03 and AlienBug02 Small and Baby variant for better use with inside-POI spawns
  • Added: Additional info about BARKING dialogue state do Dialogues-config-and-examples.txt
  • Added: New TraderCyborg model
  • Added: new Zirax Civilians and The Legacy Infected to NPC spawners
  • Added: Damaged Assault Cyborg ( armed cyborg for use with f.ex. Pirates faction )
  • Added: Themed Cyborg models (available as Civilian and Trader models): Damaged, Medic, Servant, Engineer
  • Added: Static variants of civilian NPCs and Cyborgs (spawn via spawnpad > they will stand still, but run away when shot at. To be used for quests, dialogues and other purposes)
  • Added: Talon Advanced (warrior and civilian)
  • New group behavior for bug 02 and 03, added bombardment and bug03 can spawn bug02
  • NPC marked as OLD or TEST or only relevant for Base AttackS and else have been removed from all POI NPC Spawner block dropdowns (set AllowInSpawners: false in EClassConfig.ecf)
  • Added new barking-lines to NPC Dialogues
  • Strategic AI uses AttackDefenseValues system
POI's
  • Added: Tesch Node defense stations T1-3 (by Escarli)
  • Added: Abyssal (Faction) structures. (by Fractalite)
  • Added: Several new and updated POI for Colonists, Zirax, Progenitor etc pp (thx to all builders!)
  • Added: TESCH Soul Anchor (Lava, LavaNascent)
  • Added: TESCH Array BAO (thx to Escarli)
  • Updated: Sigma Fulcrum (Kaeser)
  • Updated: Talon Monument (Spawns, Loot)
  • Updated: POIs: SigmaFulcrum (Kaeser) and AbandonedAssemblyYard (Fractalite)
  • Updated: Polaris Asset Protection (thx to Fractalite)
  • Updated: Legacy Corruptor now has NPC AdminCore
Database
  • DB: added a warning message if a query was executed more than 1s after it got scheduled
  • DB: all write queries now get buffered, this should result in better performance for DB accesses. Improved DB debug write performance of log.
  • DB: Fixed dockedto column in Entities DB
  • DB: Added console command 'database' to allow dump all DB queries into text file
  • DB: added more indexes for optimizing DB queries (registry overview, get next medic station)
  • DB: added index for long lasting query to get all teleporters in games with huge DBs. Also added index for querying chat messages.
  • DB: turned some ERR messages into WRN messages
  • DB: added some more index for player ranking (more to come)
Updated Invader vs Defender scenario - Conflict of Cygnus
  • Added 100 Random Stars to make Universe more interesting
  • Old Systems in the Center have still the most resources
  • All 100 Random Stars are PvE
  • All 100 Random Stars have neither Zascosium nor Erestrum nor Gold Resources. (except some tiny stones on planets). The PvP System (Cygnus) in the Center has all 3 in big quantity.
  • Fixed Taldor Sector Map icon
  • Fixed PDA Preamble not visible in MP on first join
Misc
  • space_dynamic.yaml: added Pos/Rot to ResourcesDesc. if Pos/Rot are present, fixed positioning is used.
  • space_dynamic.yaml: added RadialInfo to PositionDesc to allow placing Resources/POIs in a radial way and also attach it to a planet (considering its radius). See docs/website for detailed information.
  • space_dynamic.yaml: adjusted RadialInfo to support a yOffset. content of float array is now: centerX,Y,Z, Yoffset, radiusMin,Max, angleStart,Increase, rotationX,Y,Z (only center X,Y,Z is mandatory)
  • Added IsKeepContainers: true for CoreNPC and CoreNPCcpu (Attention: pre-placed items will now be saved and spawned with the blueprint!)
  • All config files (*.ecf) now get loaded as UTF8. If you want to add special chars into them, save them as UTF8
  • GrassV2: better check for abrupt steep slopes (will still improve that)
  • GrassV2: better align to slopes
  • GrassV2: mapped GrassLowGreen01 to Flower04 as it the occurance number was limited and the GrassLowGreen01 was of poor quality
  • Added Swamp planet preview pic to Dedi Server for starter planet
  • Renamed the new asteroid rings around planets from AsteroidFieldRing to AsteroidRingPlanet, keeping the old AsteroidFieldRing instance
  • Downgrade/Upgrade tool: added max block count check to avoid exploits
  • Updated asteroid ring of Temperate Creative planet
  • System map info panel: showing origin name from "Restrict To Origin" instead of "Starter Origin"
  • Decreased range of light in damaged escape pod from 10 meters to 3 meters and removed shadows to reduce triangle count
  • structure attack value now uses average value of fixed weapon groups
  • added infantry A/D values to Blueprint Library window and prefabinfo console cmd
  • Slightly increased probability/count of space stations in default orbits
  • Added TSO_Variant8 and Polaris Supply Station to orbits
  • Updated Starter Planets: swapped AbandonedPOI group with specifically made AbandonedStarter group blueprints
  • Added / updated head area docu in GalaxyConfig.ecf
  • Refactored BlueprintHeader class to be able to provide this to modders or anybody who wants to load a BP header
  • Enabled proximity window for playfields and solar systems when clicking in registry on a playfield and on Proximity button
  • Added local damage applied to a structure to the HUD if 'di' is enabled
  • Using filtering ScrollablePopupList for trader type, sorting content for it and for NPC Spawner entities
  • Enhanced ScrollablePopupList to be used with an InputField for filtering content
  • Top right game message popup and its content is now centered
  • Creative Scenario: major update (incl. panel and staring gear update), updating orbits to new galaxy visuals, adding new 'White Canvas' playfield and two testing playfields with higher gravity
  • Changed: Starter planets now have more appropriate Abandoned POIs (AbandonedStarter group)
  • Changed: Deactivated SpaceBaseDefense (SBD) and OPV vessels in Starter Orbit
  • Set back old update frequency of 1 minutes for performance data and player position logging (instead of 3 minutes)
  • Cannot activate shield while warping active
  • Added fail safe code to allow empty Value tags in Properties in playfield yamls without CoQ
  • Added Commodity Trader to planetary and orbital Trading station in Starter System
  • Teleporters: With godmode you can override the blocking message "You cannot use teleporters with a fixed target in player created structures"
  • Increased stacksize for Fuel, Pentaxid and O2 in Creative scenario
  • Updated galaxy nebula colors
  • Updated TemperateSwamp and Alien fog position
  • Added commodity trader for Communication/Surveillance stations
  • Added default commodity traders
  • Updated TraderNPCConfig.ecf: updated Commodity traders and company traders with updated pricing and price-calc mode
  • Added: Default-Marketprices for relevant blocks and items
  • Saving game: the important file "game.dat" is now backed up on every save to avoid corrupted savegames. Also it is flushed to disc on every save now.
  • Freedom mode now doesn't consume stamina and also does not consume food when running
  • Do not allow to open ControlPanel while warping

Fixes
  • Fixed: Turrets firing at players through terrain deco
  • Fixed: Some AI patrols vessels can continue to rotate & turn at the location they were stopped
  • Fixed: Vessels immediately stop after power off
  • Fixed: AI patrols vessels can continue to rotate & turn at the location they were stopped
  • Fixed: Set Home / Respawn at own structures does not work
  • Fixed: "Show Airtight Blocks" visualisation is not working for the "floor" of a structure
  • Fixed: Oxygen doesn't fill the back side of force field
  • Fixed: Center of Mass shifted
  • Fixed: When a HV enters a gravity gen field it can be launched up away from the structure
  • Fixed: O2 tanks missed texture after SI collapse
  • Fixed: Multiple same-faction territories break POI spawn rules and attribute the wrong faction to POIs
  • Fixed: Increase NPC render range & add max NPC ranged weapon limit. Added check and error message (Max NPC render range & max NPC weapon range are both now 120m)
  • Fixed: error message when changing worlds: "Net: chunk already loaded..."
  • Fixed: sun flares not showing up on planet playfields (set directional flag)
  • Fixed: freshly saved Blueprint spawn exception
  • Fixed: flares in structures not showing up
  • Fixed: "Spawn at Home base" not working in MP if player died in a different playfield
  • Fixed: bright spot on a planet happening during night sometimes. Fixed distant planets having wrong light color sporadically.
  • Fixed: regression that sun flare did not have the color of the sun. Fixed that the sun flare was shown after sun down for some time.
  • Fixed: CoQ if a playfield.yaml only had one parameter for PlayfieldLevelOverride
  • Fixed: regression that sometimes not all chunks of a structure did load when connecting to a server
  • Fixed: Adjusted camera height of MSCockpit02 to avoid head clipping into ceiling blocks
  • Fixed: Corrected wrong comments in blocksconfig.ecf about count of container extensions for max capacity
  • Fixed: problem with faction parsing (regression from Factions.ecf).
  • Fixed: AI Planet Vessel : AIPV’s don't move when the player is out of render range of them on a planet (around 3+ km away)
  • Fixed: Faction.ecf: Fixed regression that factions defined in the new config file didn't get parsed correctly
  • Fixed: Potential fix for dialogue variables getting reset to 0: set wait timeout for DB variables from 10s to 30s. Less DB traffic by writing player log data less often (every 3min instead of every 1min)
  • Fixed: problem that rockets did not hit a moving ship reliable
  • Fixed: problem in proximity log that sometimes column did not get truncated correctly
  • Fixed: problem that nearby black hole model was disappearing in some camera angles when being on a planet
  • Fixed: Placeable devices do not take any damage in PvP areas
  • Fixed: 07601 Locked Doors can be closed by the player
  • Fixed: 06242 Broken deco – 'Bamboo' vanishes close to the player
  • Fixed: 07639 Thruster boost exploit
  • Fixed: 07608 MT Downgrade glitch with Public POIs
  • Fixed: 07625 SV blocks preview have wrong textures
  • Fixed: 07039 Lava playfield ore deposits have incorrect textures
  • Fixed: CV & docked vessel repostioned when R2T starts
  • Fixed: [MP] Delay with shield info on the HUD
  • Fixed: Exit-throwback when exiting Nibiru (Hovercraft Prefab)
  • Fixed: Possible fix for AI getting stuck in elevators
  • Fixed: regression that the distant object light was also lighting the 3d map resulting in wrong sun light there
  • Fixed: Invisble Blocks
  • Fixed: Flight control issue on big ship while turning
EAH]]>
Experimental v1.3 https://empyrion-servers.com/blog/129/experimental-v13/ https://empyrion-servers.com/blog/129/experimental-v13/ Tue, 01 Dec 2020 16:03 CET here.]]> v1.2 Patch https://empyrion-servers.com/blog/128/v12-patch/ https://empyrion-servers.com/blog/128/v12-patch/ Thu, 08 Oct 2020 10:45 CEST
Welcome to version 1.2!

Those of you, following us on the forums, twitter and Discord might already have seen a few of the additions, update 1.2 will add to the game. But as this patch has been growing a bit more into an intermediate version, there is a lot more to be found. Some additions might only seem to be visual changes, like the new Asteroid rings (which are now visible from planets as well) and other entries of the changelog below might sound like technical shenanigans, but both will prepare some of the groundwork we will iterate on for this years ‘Christmas update’.

While you venture through the world of v1.2, also mind the new behavior and attacks of the ‘Otyugh’ land predator, check the loot boxes closely for a new fire-spitting weapon and enjoy all the new POIs.

A note for builders: In case your structure or vessel suddenly loses oxygen, check your slant, half and irregular blocks, tilted windows and other elements that worked to ‘seal off’ an area before! The O2 distribution is now calculated on 0.5m scale and will be able to fill in and pass through tighter areas!

Check out all the changes and additions in the changelog below!

As always please note:

Read first before reporting a bug: https://empyriononline.com/threads/...uirements-known-issues-troubleshooting.47082/
Bug reports: https://empyriononline.com/forums/bugs.24/

For discussing the new and updated features, please head over to the Feedback forum: https://empyriononline.com/forums/faq-feedback.25/

Have fun exploring in v1.2!
Empyrion Dev Team

== CHANGELOG ==

Changes
  • Renamed the new asteroid rings around planets from AsteroidFieldRing to AsteroidRingPlanet, keeping the old AsteroidFieldRing instance
  • GrassV2: better check for abrupt steep slopes
  • Asteroids Rings: adjusted ring texture slightly, supporting now color grading (in yaml specifiy either "color1" or "color1 - color2"), visible from planet (position is still wrong!), playfield server now generates correct colliders around all players
  • Asteroids Rings: bigger size, allow to specify the color in the playfield.yaml under Properties, default color is grey
  • AsteroidRings: slightly higher distance to planet of inner ring, taking two random colors if nothing specified in yaml
  • AsteroidRings: desaturized random ring colors a bit, increased visible near distance of dust from 50m to 150m, improved fade in of asteroids
  • AsteroidRings: tinting asteroids according to ring color, asteroids got a bit bigger to avoid vessels getting stuck on colliding
  • AsteroidRings: increased visible near distance of dust even more from 150m to 200m, asteroids get now position above or below dust to not cut into it, higher visible distance for smaller asteroids
  • MP: structure updates are now sent every 3s instead of only 5s to show f.e. shield update state in MP faster
  • Optimization: all turrets in all structures don't do any target raycasting any more if they are switched off in CP
  • GrassV2: allowing now Flower01 and other cross planes in a much higher number, scaling xz also with half y if specified
  • GrassV2: increased number of possible instances from 2.5k to 30k
  • GrassV2: set internal buffers for custom mesh grass to 1000 each as they don't occur that often (performance optimization)
  • GrassV2: Added: custom meshes, improved probability backward compatibility
  • Added option to disallow spawn nearby in PvP
  • Land predator "Otyugh" improved behavior. Added: fireball and flame breath as attack options
  • Add INFO button + popup to constructor, furnace and deconstructor UI's
  • Modders can now put changed configuration files for the default scenario (.ecf files in Content/Configuration) in Content/Mods => no more need to touch the originals which will be overwritten with each update
  • Console command 'prefabinfo': Added: description for two parameters
  • Added: Structure Attack and Defense values to allow assessing / comparing different structures in regard of combat strength
  • Added: +PlayfieldDOKU folder to playfields and Added: Playfield Ambient Sound and Soundtrack files there.
  • O2 calculation is now done on 0.5m voxels instead of 1m voxels. With that change, structures will get oxygened in much more detailed areas.
  • ModAPI: Added: some requested properties to IStructure
  • ModAPI: Added: some requested properties to IEntity
  • Solar Panel : new console command "spanel sf Parma1 Param2" will add energy = Param1 to the solar battery. Param2 is optional and is the entity Id targeted (it must be a spawned base) without Param2 the closest base to the player will be targeted.
  • DialogueSystem: Added: new variable types (dbglobalpf_int and dbplayerpoi_int)
  • Creative mode: default-deactivated CPU (CPU and m/v can be activated via console > use 'help gopt' for more info)
  • Added: to /content/playfields folder: text file each with list of soundtracks and ambient sounds (for builders and creators)
  • Added: Flamethrower and Ammo to some Traders and Loot Tables
  • Added: error message when a playfield.yaml is of 0 bytes (reported by a server owner)
  • Internal optimization: normal data for planets is now saved in cache folder instead recreated every time on load
  • Removed internal workaround that planet needed to get rotated by 90°
  • Updated: Zirax Gas Refinery (Kaeser)
  • Added: New variant for Tribal Burial Chamber (Kaeser)
  • Added: AbandonedOutpost and AbandonedWorkshop (new T1 starter planet POIs; Not yet deployed; thx to fractalite & vermillion)
  • Added: Temple of the Lazpereis (9oo9oo; POI has pre-damaged admin core)
  • Added: Civil Transport Hub T2 (by Kithid)
  • Added: dedicated HP to CV Warpdrive
  • Added: Kriel Space Drone Base ( by Escarli)
  • Added: Zirax Dreadnought (by vermillion)
  • Updated: RadosMissileBase (thx to vermillion)
  • Updated: Kriel BAO Caenum Platearum (by Escarli)
  • Dialogues.ecf and Dialogues-config-and-examples.txt: Added example for Traders to have dialogue with the choice to go to their offers
  • Trader dialogue is now saved into blueprints as well
  • Sun light color is now applied to rings and distant objects as well
  • Updated Main Localization
  • Partially updated Localization of Default Scenario (PDA and Dialogues)
  • Partially updated Localization of Tutorial (PDA); Note: Empyriopedia has been removed from Tutorial PDA until updated/restructured
  • Ring asteroids: adjusted rotation to fit the old rings better, adjusted radius to fit the old rings better
  • DialogueSystem: allowing now 30 items for all lists (f.e. Next, etc), allowing now max. 12 results (old was 7), added possibility to jump to a state defined in a string variable
  • Set back device textures to 2k (from 1k). Use texture resolution "Half" to save memory on low end computers
  • Adapted Constructor-like devices help text's loca keys
  • Added randomized dialogue quotes to walking civilians and guards in the polaris planetary trading station (Starter planet) as a first test
  • Added back old Empyriopedia to Tutorial scenario for EXP v1.2
  • DB: added index for discovered POIs to speed up query
  • DB: added index for entities to speed up query
Fixes
  • Fixed: Respawning at the tent will kill the player
  • Fixed: Sun flares not showing up on planet playfields
  • Fixed: AI patrols vessels can continue to rotate & turn at the location they were stopped
  • Fixed: AsteroidRings > fixed collider being positioned wrong in MP when changing from planet to space
  • Fixed: CoQ spam with Multiple AsteroidRings in a playfield
  • Fixed: Some AI patrols vessels can continue to rotate & turn at the location they were stopped
  • Fixed: Vegetation showing in POIs
  • Fixed: [MP] AI Turrets sometimes continue to shoot at dead NPC's that are not rendered
  • Fixed: Slow / bugged terrain rendering around POIs in MP
  • Fixed: Ultra Rare Alien Containers sometimes do not have loot
  • Fixed: Cruise Mode with thrusters off does not let ship come to a full stop
  • Fixed: Vessels can get stuck inside other vessels when the parent vessels "rolls" after undocking
  • Fixed: NPC spawn on Waystation 04
  • Fixed: Food Processor is always on when spawning a blueprint in
  • Fixed: Salvaging ventilator blocks did not give back materials
  • Fixed: issue with turkish loca on some occurences
  • Fixed: ZiraxCommander (old AI) can shoot through windows/walls/blocks
  • Fixed: Ammo missing message displaying when ammo type is available in the ammo box
  • Fixed: Certain blocks/devices get wrong block picked up with SI-collapsed parts
  • Fixed: A face of the block shape "Cube Stepped Edge" can go invisible when placed next to another block
  • Fixed: "Cut corner e" can get a invisible side with concrete stairs
  • Fixed: [MP/Co-op] No sound from doors or ramps which are setup to be controlled by motion sensors
  • Fixed: [Co-op] A CoQ can trigger when trying to join a Co-op game that has a password setup
  • Fixed: Drones randomly spawning in 1 location
  • Fixed: StationServices take money from player although repair area blocked / no repair happened
  • Fixed: Logistics window shows too many item cells and 'connected color' overlay stays on screen in these surplus cells (e.g. when changing to a repair station)
  • Fixed: Planet patrol vessels will not respawn
  • Fixed: O2 does not pass through doorframes and through certain arrangements
  • Fixed: Exiting a planet or moon's atmosphere into space will result in you being kicked backwards back into the planet
  • Fixed: Pirates Raider Base
  • Fixed: CoQ after removing the container assigned to deconstructor
  • Fixed: Auto level for players & vessels when within 6.25km of a planet is not the same
  • Fixed: problem that .bin file was always regenerated on first load of the game
  • Fixed: rolling prevents (shield) damage
  • Fixed: Thrust projection for "Thruster jet M" & "Thrusters L" not centered
  • Fixed: prefabinfo does not find blueprints in Stock folder
  • Fixed: Stopped AI Vessels can continue to move if the player moves far away
  • Fixed: "Discovered by" dates are not progressing & stuck at 01/08/2474
  • Fixed: Players with to high ping dont get kicked (=> on client side there is now a popup shown if the ping is 10s higher than the limit)
  • Fix for regression that player died again when he respawned at medic station and the BA with the medic station was DSL'ed
  • DialogueSystem: potential fix for losing variable content if there was a connection timeout when starting a dialogue
EAH]]>
v1.2 Patch https://empyrion-servers.com/blog/127/v12-patch/ https://empyrion-servers.com/blog/127/v12-patch/ Thu, 08 Oct 2020 10:45 CEST here.]]> Experimental v1.2 https://empyrion-servers.com/blog/126/experimental-v12/ https://empyrion-servers.com/blog/126/experimental-v12/ Thu, 01 Oct 2020 19:34 CEST
Welcome to version 1.2 EXPERIMENTAL!

Those of you, following us on the forums, twitter and Discord might already have seen a few of the additions, update 1.2 will add to the game. But as this patch has been growing a bit more into an intermediate version, there is a lot more to be found. Some additions might only seem to be visual changes, like the new Asteroid rings (which are now visible from planets as well) and other entries of the changelog below might sound like technical shenanigans, but both will prepare some of the groundwork we will iterate on for this years ‘Christmas update’.




While you venture through the world of v1.2, also mind the new behavior and attacks of the ‘Otyugh’ land predator, check the loot boxes closely for a new fire-spitting weapon and enjoy all the new POIs.

A note for builders: In case your structure or vessel suddenly loses oxygen, check your slant, half and irregular blocks, tilted windows and other elements that worked to ‘seal off’ an area before! The O2 distribution is now calculated on 0.5m scale and will be able to fill in and pass through tighter areas!

Check out all the changes and additions in the changelog below!

As always please note:

Have fun exploring the v1.2 Experimental!
Empyrion Dev Team


== CHANGELOG ==

UPDATE Patch 01-10-2020 v1.2 (B3124)

Changes
  • Asteroids Rings: adjusted ring texture slightly, supporting now color grading (in yaml specifiy either "color1" or "color1 - color2"), visible from planet, playfield server now generates correct colliders around all players
  • Asteroids Rings: bigger size, allow to specify the color in the playfield.yaml under Properties, default color is grey
  • AsteroidRings: slightly higher distance to planet of inner ring, taking two random colors if nothing specified in yaml
  • AsteroidRings: desaturized random ring colors a bit, increased visible near distance of dust from 50m to 150m, improved fade in of asteroids
  • AsteroidRings: tinting asteroids according to ring color, asteroids got a bit bigger to avoid vessels getting stuck on colliding
  • AsteroidRings: increased visible near distance of dust even more from 150m to 200m, asteroids get now position above or below dust to not cut into it, higher visible distance for smaller asteroids
  • MP: structure updates are now sent every 3s instead of only 5s to show f.e. shield update state in MP faster
  • Optimization: all turrets in all structures don't do any target raycasting any more if they are switched off in CP
  • GrassV2: allowing now Flower01 and other cross planes in a much higher number, scaling xz also with half y if specified
  • GrassV2: increased number of possible instances from 2.5k to 30k
  • GrassV2: set internal buffers for custom mesh grass to 1000 each as they don't occur that often (performance optimization)
  • GrassV2: Added: custom meshes, improved probability backward compatibility
  • Added option to disallow spawn nearby in PvP
  • Land predator "Otyugh" improved behavior. Added: fireball and flame breath as attack options
  • Add INFO button + popup to constructor, furnace and deconstructor UI's
  • Modders can now put changed configuration files for the default scenario (.ecf files in Content/Configuration) in Content/Mods => no more need to touch the originals which will be overwritten with each update
  • Console command 'prefabinfo': Added: description for two parameters
  • Added: Structure Attack and Defense values to allow assessing / comparing different structures in regard of combat strength
  • Added: +PlayfieldDOKU folder to playfields and Added: Playfield Ambient Sound and Soundtrack files there.
  • O2 calculation is now done on 0.5m voxels instead of 1m voxels. With that change, structures will get oxygened in much more detailed areas.
  • ModAPI: Added: some requested properties to IStructure
  • ModAPI: Added: some requested properties to IEntity
  • Solar Panel : new console command "spanel sf Parma1 Param2" will add energy = Param1 to the solar battery. Param2 is optional and is the entity Id targeted (it must be a spawned base) without Param2 the closest base to the player will be targeted.
  • DialogueSystem: Added: new variable types (dbglobalpf_int and dbplayerpoi_int)
  • Creative mode: default-deactivated CPU (CPU and m/v can be activated via console > use 'help gopt' for more info)
  • Added: to /content/playfields folder: text file each with list of soundtracks and ambient sounds (for builders and creators)
  • Added: Flamethrower and Ammo to some Traders and Loot Tables
  • Added: error message when a playfield.yaml is of 0 bytes (reported by a server owner)
  • Add option to disallow spawn nearby in PvP
  • Internal optimization: normal data for planets is now saved in cache folder instead recreated every time on load
  • Removed internal workaround that planet needed to get rotated by 90°
  • Updated: Zirax Gas Refinery (Kaeser)
  • Added: New variant for Tribal Burial Chamber (Kaeser)
  • Added: AbandonedOutpost and AbandonedWorkshop (new T1 starter planet POIs; Not yet deployed; thx to fractalite & vermillion)
  • Added: Temple of the Lazpereis (Escarli; POI has pre-damaged admin core)
  • Added: Civil Transport Hub T2 (by Kithid)
  • Added: dedicated HP to CV Warpdrive
  • Added: Kriel Space Drone Base ( by Escarly)
  • Added: Zirax Dreadnought (by vermillion)
  • Updated: RadosMissileBase (thx to vermillion)
  • Updated: Zirax Gas Refinery (Kaeser)
  • Updated: Kriel BAO Caenum Platearum (by Escarli)
  • Asteroids Rings: adjusted ring texture slightly, supporting now color grading (in yaml specifiy either "color1" or "color1 - color2"), visible from planet (position is still wrong!), playfield server now generates correct colliders around all players
  • Dialogues.ecf and Dialogues-config-and-examples.txt: Added example for Traders to have dialogue with the choice to go to their offers
  • Trader dialogue is now saved into blueprints as well
  • Sun light color is now applied to rings and distant objects as well
  • Updated Main Localization
  • Partially updated Localization of Default Scenario (PDA and Dialogues)
  • Partially updated Localization of Tutorial (PDA); Note: Empyriopedia has been removed from Tutorial PDA until updated/restructured
  • Ring asteroids: adjusted rotation to fit the old rings better, adjusted radius to fit the old rings better
  • DialogueSystem: allowing now 30 items for all lists (f.e. Next, etc), allowing now max. 12 results (old was 7), added possibility to jump to a state defined in a string variable
  • Set back device textures to 2k (from 1k). Use texture resolution "Half" to save memory on low end computers
  • Adapted Constructor-like devices help text's loca keys
  • Added randomized dialogue quotes to walking civilians and guards in the polaris planetary trading station (Starter planet) as a first test
  • Added back old Empyriopedia to Tutorial scenario for EXP v1.2
  • DB: added index for discovered POIs to speed up query
  • DB: added index for entities to speed up query
Fixes
  • Fixed: Vegetation showing in POIs
  • Fixed: [MP] AI Turrets sometimes continue to shoot at dead NPC's that are not rendered
  • Fixed: Slow / bugged terrain rendering around POIs in MP
  • Fixed: Ultra Rare Alien Containers sometimes do not have loot
  • Fixed: Cruise Mode with thrusters off does not let ship come to a full stop
  • Fixed: Vessels can get stuck inside other vessels when the parent vessels "rolls" after undocking
  • Fixed: NPC spawn on Waystation 04
  • Fixed: Food Processor is always on when spawning a blueprint in
  • Fixed: Salvaging ventilator blocks did not give back materials
  • Fixed: issue with turkish loca on some occurences
  • Fixed: ZiraxCommander (old AI) can shoot through windows/walls/blocks
  • Fixed: Ammo missing message displaying when ammo type is available in the ammo box
  • Fixed: Certain blocks/devices get wrong block picked up with SI-collapsed parts
  • Fixed: A face of the block shape "Cube Stepped Edge" can go invisible when placed next to another block
  • Fixed: "Cut corner e" can get a invisible side with concrete stairs
  • Fixed: [MP/Co-op] No sound from doors or ramps which are setup to be controlled by motion sensors
  • Fixed: [Co-op] A CoQ can trigger when trying to join a Co-op game that has a password setup
  • Fixed: Drones randomly spawning in 1 location
  • Fixed: StationServices take money from player although repair area blocked / no repair happened
  • Fixed: Logistics window shows too many item cells and 'connected color' overlay stays on screen in these surplus cells (e.g. when changing to a repair station)
  • Fixed: Planet patrol vessels will not respawn
  • Fixed: O2 does not pass through doorframes and through certain arrangements
  • Fixed: Exiting a planet or moon's atmosphere into space will result in you being kicked backwards back into the planet
  • Fixed: Pirates Raider Base
  • Fixed: CoQ after removing the container assigned to deconstructor
  • Fixed: Auto level for players & vessels when within 6.25km of a planet is not the same
  • Fixed: Vessels can get stuck inside other vessels when the parent vessels "rolls" after undocking
  • Fixed: problem that .bin file was always regenerated on first load of the game
  • Fixed: rolling prevents (shield) damage
  • Fixed: Thrust projection for "Thruster jet M" & "Thrusters L" not centered
  • Fixed: Auto level for players & vessels when within 6.25km of a planet is not the same
  • Fixed: prefabinfo does not find blueprints in Stock folder
  • Fixed: Stopped AI Vessels can continue to move if the player moves far away
  • Fixed: "Discovered by" dates are not progressing & stuck at 01/08/2474
  • Fixed: Players with to high ping dont get kicked (=> on client side there is now a popup shown if the ping is 10s higher than the limit)
  • Fix for regression that player died again when he respawned at medic station and the BA with the medic station was DSL'ed
  • DialogueSystem: potential fix for losing variable content if there was a connection timeout when starting a dialogue
EAH]]>
Experimental v1.2 https://empyrion-servers.com/blog/125/experimental-v12/ https://empyrion-servers.com/blog/125/experimental-v12/ Thu, 01 Oct 2020 19:34 CEST here.]]> Little Work in Progress https://empyrion-servers.com/blog/124/little-work-in-progress/ https://empyrion-servers.com/blog/124/little-work-in-progress/ Thu, 17 Sep 2020 14:01 CEST
Vacation time is over. :steamhappy: Working on a few things for the upcoming interversion patches (bugfixes and such .. but not only. Planning for the next major update has started as well.




]]>
Little Work in Progress https://empyrion-servers.com/blog/123/little-work-in-progress/ https://empyrion-servers.com/blog/123/little-work-in-progress/ Thu, 17 Sep 2020 14:01 CEST here.]]> V1.1.x Patches https://empyrion-servers.com/blog/122/v11x-patches/ https://empyrion-servers.com/blog/122/v11x-patches/ Mon, 24 Aug 2020 10:00 CEST Hello Galactic Survivalists!
Here are the changelogs for the v1.1.x patches. Have fun and please report bugs and problems as usual - thanks a lot!

==========

2020-08-24 Patch v1.1.5 (Build 3077)

Changes:
- Tutorial: Added Stomach Pills to Large Wreckage Personal Container
- Added/updated soundtracks for biomes, POI and general use
- Star search in galaxy map: added result list and possibility to search for planets and moons
- Planet generation: moved part of the generation to use the unity job system and burst compiler to improve speed as a test
- Traders:
1. added possibility to open a dialogue when talking to a trader (use OpenTraderWindow() in the dialogue to switch to the trader window
2. added possibility to use 'zone traders' that get their trader type from the zone they are in (either set the TraderZone in the playfield.yaml or in the POI properties)
3. added possibility to use a factor to the MarketPrice in TraderConfig.ecf
- improved "pda rd" console cmd (check help)
- DialogueSystem: added possibility to talk with entity NPCs
- New: PDA Info: added info to right side PDA screen WHICH mission needs to be played to unlock the chapter
- Slightly brighter nights and less dark areas by setting Color Gradient Black In from 0.065 to 0.035
- DialogueSystem: added variable type dbplayerpf_int that is only valid in the current playfield
- NPC entity dialogs: removed NPCDialog from eclassconfig and moved into spawner. Removed need for manually adding EAI task to rotate to player.
- PlanetGeneration: small improvement to stamping by generating rotated stamps only on demand
- Entity NPCDialog: added name of dialog and only entity name as fallback, if entity is dead: show existing loot prompt
- Added Entity-Dialogue example to Dialogues.ecf and EClassConfig.ecf
- Added Entity-Dialogue setup docu to head area of EClassConfig.ecf
- Updated a few stock blueprints: added detectors, fixed signals
- Updated: Xenu Weapon Bunker, Epsilon Com Center (adv + standard), Xenu Defense IV (Zirax)
- Updated: Rados POIs (Zirax)
- Updated: Abandoned Reactor (The Legacy)
- Updated: TSP_Variant2 (planet) & TSO_Variant2 (orbit/sector)
- Replaced: CV Prefab T5 with CORE Warchain
- Added: Kriel Overseer T1, T2 and Subjugator
- Added: New Pirates ambush POIs
- Added: CV Magpie (Civilian)
- Added: New CivilSettlement variants
- AI drone : add the console command 'aim info' to get a set of info regarding AI drones and AI vessels

Fixes:
- Freighters dont respawn on Destroy Core or re-Core
- NearUnit/NearPOI do not trigger when teleported into trigger area
- Bombs deployed from bomber drones sometimes do not explode when they land on terrain
- Fix for reported exception when opening another solar system in MP that contained instances
- AI vessels teleporting away from the player after taking damage
- Fix for wrong water texture when starting a creative game
- COQ after destroying all AI ships and changing playfield
- AI space vessels keep moving when their rear facing thrusters have been destroyed
- Fix for DialogNPC rotating although it is set to not rotate
- Tutorial is not set to easy but to the default settings (now uses a normal gameoptions.yaml file)
- SSG: fixed 3D preview not showing correct height of terrain
- CoQ for NPC Spawner
- Fix for dialog not getting saved in Blueprints
- [MP] Logistics: 'Access Device' sometimes not working
- Missing parameters in Space_Dynamic.yaml
- AI vessels are sometimes not visible or actually there when approaching their HUD marker
- Missing parameters in Space_Dynamic.yaml (RestrictToOrigin)
- Potential fix for player data file growing big when player visited a lot of instanced playfields
- an exploit
- Added error message instead of CoQ if a entity spawner contains an entity that is not defined in the config file
- Fix for retractable turrets that had animation issue when turned on or off, or when reloading the game

==========

2020-08-13 Patch v1.1 (Build 3065) (sorry, initially only announced in our forum)

Changes:
- Build settings window: added shortcuts Ctrl-C, Ctrl-V, Ctrl-X, Ctrl-R, Ctrl-D, Ctrl-F, Ctrl-Z, Ctrl-Shift-Z when the N popup is open (blocking nearly all other shortcuts when the N menu is open)
- Build settings window: added shortcuts for rotating a block (scroll wheel) and toggling through axes (right mouse button)
- Build settings window: middle mouse button will toggle through selection mode (move, scale, rotate)
- Increased availability of Titanium ore and rods in loot drops
- Tutorial Scenario: Increased ores in Distress-Signal wreckage (Personal Container)
- Trading Station POI (Zirax, Polaris, Trader) with Admin Cores have their SBD feature deactivated
- Commodity: Phoenix Fern Fronds and Trumpet Greens can be bought and sold at Aunt Mary and Talon traders
- Console command 'di' is limited now to 50 meters
- Limiting number of worker threads on a dedicated server to 8 and on a playfield server to 5 to improve the overall system performance on servers with many cores
- DB: Sqlite setting journal_mode to WAL now (only for new savegames)
- Tutorial: Added Growing Plots and Light to containers
- Tutorial: Fixed issue with important message not popping up
- Tutorial: Increased display time of a few messages
- DB: removed port number from IP address if server chose to log them
- DB: setting journal_mode to MEMORY in the hope of increasing write performance
- DialogueSystem: added access to player's ExperiencePoints, Level, UpgradePoints

Fixes:
- Detector devices cannot detect entities on the other side of the world seam
- Base attack troops when underwater stop moving when close to the players base
- Fixed OriginDefault from gameoptions.yaml not sent to clients in MP games
- Fixed: Wrong chapter number for Ancient Revelations displayed in main storyline
- Fix for system map not allowing to select planet info for current planet
- Fixed not able to warp to some stars when setting the language to Turkish (and probably others, too)
- Player POV & player map icon can become unaligned
- Plants don't grow when far away from them
- Avatar size glitch after spamming blocks that players can use to sit
- Fixed: Teleporter on Xenu Mainframe deactivating on explosion of station
- Fixed: Tutorial Kaidan dialogue end leads to a Continue-or-Quit (COQ)
- some CoQ's
]]>
Version 1.0 https://empyrion-servers.com/blog/121/version-10/ https://empyrion-servers.com/blog/121/version-10/ Wed, 05 Aug 2020 11:52 CEST Dear Galactic Survivalists!
Today is the day: we are leaving Early Access, starting into the post-Alpha development phase.

This means:
  1. We have removed the Alpha-tag from the build number, as this term was tied to the Early Access phase.
  2. The version will now read 1.x instead of 13.x or 14.x etc. This had to happen as well to make a clear cut.
  3. Everything beyond that, development and refinement of features will stay pretty much the same. The development planning for v1.1 will start soon (after a little, annual summer break) and will also take the feedback and results of the Game Survey 2020 into account!
For those that are new to this topic or in case didn't read the announcements yet, please have a look at the links below for all the info and details!

To accompany this step forward, we also updated the trailer in some important details.



An all new trailer is planned for this year.

In terms of today's update, we have worked primarily on fixing and squashing a few more bugs. For example evergreens, like the bike launching you to space, turrets having a gentle pause instead of tracking their targets, your bases and ships missing whole areas (MP) and others now should be fixed. ;)

Please have a look at the changelog below for more info.

As fixing bugs and issues is one thing that will be more in the focus now, the same procedure as for all the Alphas also applies for the new development stage:
  • Before reporting a bug read this[empyriononline.com]
  • Post bug reports here[empyriononline.com]
Thanks in advance for all your dedicated help, repeated re-testing and re-reporting and all the other contributions to the bug and QA sections of the forum! :)

Keep on having fun and HAPPY 5th ANNIVERSARY!

Yours,
Empyrion Dev Team
QA Team and Community Managers
Closed Alpha Group & Builders League

PS: You want to listen to the Empyrion soundtrack (by Alex Jordon) without running the game in the background? Here you go![soundcloud.com]


== CHANGELOG ==
(Build 3047)

Changes:
  • Neutron star: added accretion disc (only visuals)
  • Changed plants life condition check from every 60s to 120s should fix the problem with the 'dying plants' in structures
  • Marketplace: added check to catch and fix negative prices, log error if that happens
  • Updated scenario "Invader vs Defender - Conflict of Cygnus"

Bugfixes:
  • Galaxy map: fix for "Lock Target" button not working reliable
  • Fix for problem with "lost ship after warp"
  • Registry: fixed "show on map" button
  • Fixed A12 regression that the jetpack is switched off in space when reloading into a savegame
  • Fixed: System map CoQ when switching between the Galaxy map & System map & trying to enable warp lines
  • Fixed: Large parts of structures invisible when entering game
  • Fixed problem that when the client crashes while entering an instance the player was trapped in the instance
  • Fixed: Kriel space drones cannot be targeted by player AI turrets
  • Fixed: CoQ spam from StrategicAI
  • Fixed: Space Drone corpse can still move & attack the player when they return to a playfield
  • Fixed exception when re-loading into a playfield with a Neutron star
  • Fixed: Secondary key list repopulates after client is restarted
  • Fixed: [SP] Teleporter is not turning off when teleporting away from it when it is setup to a m/sensor
  • Fixed: CustomIcon are not displayed in several places
  • Fixed: Resources not getting wiped when using command "wipe <playfield> all"
  • Neutron star: fixed jet animation
]]>
Version 1.0 https://empyrion-servers.com/blog/120/version-10/ https://empyrion-servers.com/blog/120/version-10/ Wed, 05 Aug 2020 11:52 CEST here.]]> Alpha 12.3 https://empyrion-servers.com/blog/119/alpha-123/ https://empyrion-servers.com/blog/119/alpha-123/ Thu, 23 Jul 2020 12:11 CEST Hi Galactic Survivalists!
Today we are releasing Alpha 12.3. This will be the last 12.x version before we are leaving Early Access on 5th of august. Please read the sticky dev blog announcements[empyriononline.com] over here for more info on that topic.

Alpha 12.3 not only adds new content, like new drone models, new NPCs, turrets and T2 laser drills for Small Vessels and such. The new version also upgrades the game to Unity 2019.4, which means a lot of backend work had to happen in the meantime.



Of course the update includes several bug fixes, as well as optimizations and adjustments - for example on the Space AI. When a NPC drone, ship or station spot's you, they will send the information to the whole faction in the system, and the faction may send some ships from the system to deal with the threat.

For new and experienced players alike, the difficulty settings now define, if you will keep all your stuff (Easy), toolbar contents only (Medium) or everything drops as before (Hard) when you respawn after death.

We also added a dynamic warp sequence instead of the old loading screen.

And in case you need to have a rest from all the exploring, simply sit down at any bench, chair, sofa or other suitable furnishings. ;)

As usual:
  • Before reporting a bug please read this[empyriononline.com]
  • Post bug reports here[empyriononline.com]

We hope you enjoy Alpha 12.3! :)
- Empyrion Dev team

CHANGELOG
(Build 2995)
  • Built with Unity 2019.4 - please check for any unusual behavior
  • Added new communication channel 4 for low prio client <-> dedi communication to get less player disconnects
  • You can now sit down at most of the furnishings (except beds)
  • Added updated variants of Human, Talon and Zirax Trader (Now using a styled 'Traders Guild member' garment)
  • Added TraderKriel to Trader variants
  • Updated Trading Station in Starter System with Admincore
  • Exchanged static warp drive screen with dynamic warp drive effect
  • Maxcount for Detectors set to 1
  • On connect to a server: the server now waits for a client acknowledgement per config file to lessen the traffic that is sent to clients
  • Changed CIVILIAN (static neutral) faction color to WHITE
  • Space AI Manager - added configuration documentation to ExampleSpace playfield
  • Tweaked Parasaurus flee mechanism to be less choppy
  • Moved logic for plant growing into structures (was global before)
  • Dedi now waits 40 sec for a playfield server to load a playfield (old 20 sec)
  • Added: new NPC Human (Civilian Female/Male/Officers)
  • Added: 6 Soldiers (Assault Rifle / Shotgun )
  • Trading Station Variants now all have admin core
  • Added ability to turn off the SpaceDefense feature globally and enable SpaceDefense debug log
  • Terrain Spawn: Creepy now default faction 'Alien' spawn (= It's a The Legacy beast)
  • Terrain Spawn: AlienBug02 set to Predator faction (Before: Alien; bug creatures are not directly connected to The Legacy)
  • Terrain Spawn: Hexapod & Assassins (Red and Grey) now belong to Kriel faction by default
  • Terrain Spawn: AlienCivilian and new HumanCivilians are set to Civilian faction per default
  • Added new soldiers and civilians to trading station on starter world(s) and orbit
  • Added Pirate Defense Desert and Snow
  • Added/updated Pirate Ambush Desert and Snow
  • Updated: Abandoned Reactor
  • Added new Civilian outposts
  • Updated old Civilian stations
  • Added Civilian faction to galaxy and playfields
  • Updated Stock Blueprint: CORE Avalon base
  • Added new Zirax Patrol vessels (PV)
  • Updated PV on all playfields
  • Game timing improvements (SP + MP, to reduce rubberbanding)
  • Updated Polaris Trading Station (Planet), Polaris & Zirax Orbital Patrol Vessels, Abandoned Reactor
  • Updated orbital freighters, Blue Moon Base stock blueprint
  • Added: Legacy Corruptor
  • Added: New crashed vessel
  • Removed old warp initiate sound as the new sound is played now
  • Outputting now "Cannot create mesh for block id= ... Please fix this texture!" when a trussing block has the wrong texture. Please fix these blueprints!
  • Gameoptions.yaml: added BackpackMode 0/1 to allow switching off the dropping of backpacks on death (set it to 1)
  • Gameoptions.yaml: added ClientPrivacy to allow server owners protocolling IP addresses for a limited time
  • Pulse Laser (fixed) now available to HV
  • Enabled Drill, DrillT2 and Harvest Controller for SV
  • Added Minigun Turret to SV
  • Increased EnergyIn for all vessel Laser Drills (HV,CV,SV)
  • Slightly increased mass of vessel Drill T1
  • Legacy shader updates to avoid crashes with Unity 2019.4
  • Console command 'playfields' has now GameMaster rights
  • Added hard coded cap for ROF of 0.1 to not allow more than 10 bullets per second to save network bandwidth
  • Player sends now only 10 position updates per second to server instead of fps dependent (NW optimization)
  • U2019.4 fix for shaders will increase the memory consumption for about 500MB
  • Assault Rifle and Sniper now craftable in Portable Constructor
  • DB: speeding up queries that are executed more than one time in a row by using transactions
  • DB: outputting error message if a query needs more than 50ms
  • Added DeviceUsed game event when player uses a passenger seat
  • When a block falls because of SI and you pick it up in time again, you can now specify a 'PickupTarget' override for this block
  • Disconnect improvements:
  • Sending package global player info also on low prio channel now
  • Moved some packages (chat, DB data, pinginfo) to low prio channel and also decreased ping info package frequency to 20s (old: 5s)
  • Adjusted channel priorities for less disconnects on heavy traffic servers
  • Space AI Manager update: temporarily added debug UI to release build, fixed velocity prediction, added debug display for search range
  • Added destroyed models for Trader and Polaris space drones
  • Added The Legacy space drone (no destroyed model yet)
  • HV/SV T2 Laser Drill now allowed in space and on planets
  • Added two versions of 'battered' Space Drone Laser for Civilian Faction (Not yet added to playfields)
Thanks to all our builders and community contributors!

Fixes:
  • Jetpack glitch through thin blocks
  • Fixed PDA bookmarks "late DB access" error and removing hanging bookmarks
  • Fixed rotation being wrong on some of the NPC consoles even if NPCModelRotation is set to False
  • Fixed regression that Depth of Field being active when looking at the far terrain
  • CoQ prevents players from being able to pick up the Portable constructor
  • Fixed Vegetation showing in POIs
  • BA turrets AI is not working
  • Fixed: Large console only available on Bases
  • Fix for error -ERR- No Animator on block with id=...
  • Forced playfield disconnects while working with Logistics
  • Space Base Defense exploit
  • Fixed: if a playfield template has the same name as the playfield a CoQ happens and this player cannot login any more
  • Fixed problem that loading of playfields (esp. on playfield servers) took way too long leading to a kill of this pf servers while loading the playfield
  • Galaxy map CoQ when placing a waypoint on a planet in another star
  • Fixed: ControlStation seating did not work
  • Fix for some scenarios not loading
  • Fixed problem that after wiping the deposits you couldn't see it in the registry any more
  • Fixed: Teleporter on TS_Bog not active
  • Fixed: Advanced Core not set as requirement for BP Factory
  • Morphing blocks from one structure to another after teleporting
  • Fixed: TurretAlien firing effect broken
  • Fixed exception with Generator Overload message
  • Oxygen distribution during decompression issue
  • When looking through a scoped weapon at an orbiting planet/moons etc they incorrectly move depending on scope movement
  • MP: Fix for exception when generator detected overload and outputs message
  • Console command 'tt': not showing warp effect but only teleport donut now
  • Registry: resource asteroids now get filtered correctly when clicking the filter button for resources
  • Fixed: Zirax turrets allowed in blueprints
  • [MP] Legacy faction vessel will not fire on player vessels
  • Fixed item exploit
  • BaseAttack Talon Shaman doesn't show flag map icon in Multiplayer
  • Fixed NW package that was sent to server and back to all clients in a loop (should improve NW performance)
  • Fixed SSG exception on exporting YAML files
  • MP: fixed galaxy map not showing focused star system information other than local star
  • AI Turrets can sometimes take too long to react to enemy targets
  • Galaxy Overview Territory isn't Localized "Discovered by FACTION"
  • [U2019.4] Graphical artifacts with the range of drawing on planets
  • [U2019.4] Graphical artifacts with the atmosphere fog revealing
  • Fixed jittering of nearby planets
  • Floating grass seen inside POI's
  • Vegetation showing in POIs
  • Potential bug fix for mechanoids rubber banding
  • Logi network range with or without Wireless device has wrong ranges
  • Fixed bug that Station Interface was not considering a general discount for repair
  • Disconnect improvements: EAC packages are now sent with high priority
  • Fixed: Maxcount not enabled for SV Minigun Turret
  • Updated EAH, see Patch Notes[empyriononline.com]
]]>
Alpha 12.3 https://empyrion-servers.com/blog/118/alpha-123/ https://empyrion-servers.com/blog/118/alpha-123/ Thu, 23 Jul 2020 12:11 CEST here.]]> Alpha 12 Public Release https://empyrion-servers.com/blog/116/alpha-12-public-release/ https://empyrion-servers.com/blog/116/alpha-12-public-release/ Mon, 15 Jun 2020 12:17 CEST here.]]> Alpha 12 Public Release https://empyrion-servers.com/blog/117/alpha-12-public-release/ https://empyrion-servers.com/blog/117/alpha-12-public-release/ Mon, 15 Jun 2020 12:14 CEST Hi Galactic Survivalists!
Today is the day: we are releasing Alpha 12 to the public!



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

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

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

Feature Overview

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

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

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

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



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

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

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

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

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

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



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

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

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

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

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

Feel free to ask any question there & help us to track down and eliminate remaining bugs by reporting them over here:
  • Read first[empyriononline.com]
  • Bug reports[empyriononline.com]
  • Note: Please retest your not yet solved A11.5 issues!
  • Most of the A11 & A12 bugs fixed during A12 Exp can be found here[empyriononline.com]

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

We are looking forward to your feedback!

Cheers,
Empyrion Dev Team & QA


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




Foe those interested, please find the full changelog here[empyriononline.com]]]>
Alpha 12 EXP - Phase 6 https://empyrion-servers.com/blog/115/alpha-12-exp-phase-6/ https://empyrion-servers.com/blog/115/alpha-12-exp-phase-6/ Wed, 10 Jun 2020 18:43 CEST Hi Galactic Survivalists!
Giving a fixed date for a release is always a bit of a risk, but if everything goes accordingly, you should save the following date for the Empyrion Alpha 12 public release: June, 15th.

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

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

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


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

Please find the full changelog added below.

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

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

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




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

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

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

Have fun playing! :)




== CHANGELOG ==

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

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

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

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

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

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

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

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

]]>
Alpha 12 EXP - Phase 6 https://empyrion-servers.com/blog/114/alpha-12-exp-phase-6/ https://empyrion-servers.com/blog/114/alpha-12-exp-phase-6/ Wed, 10 Jun 2020 18:43 CEST here.]]> Alpha 12 Experimental - Phase 5 https://empyrion-servers.com/blog/113/alpha-12-experimental-phase-5/ https://empyrion-servers.com/blog/113/alpha-12-experimental-phase-5/ Wed, 03 Jun 2020 17:01 CEST Hi Galactic Survivalists!The public release of Alpha 12 is coming closer. For those that asked: Expect it to happen around mid of june! No liability assumed, of course :D



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

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

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

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

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

Please find the full changelog added below.

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

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

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

Have fun! :)


== CHANGELOG ==

New Feature 'STATION SERVICES'

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

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

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



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



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

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

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

BUGFIXES
  • Fixed: PDA NearDeposit returns CoQ
  • Fixed: Old/legacy scenarios: added another fix for solar systems not showing up on first connect to a dedicated server
  • Fixed: CoQ on start when selecting the orbit start for creative mode
  • Fixed: Shared markers when copied to another players private list no longer persist after server restart
  • Fixed: The "Remove" button in the "Add a map marker" window isn't working
  • Fixed: Ship controller torque generated by thrusters leads to zero rotation ability when adding thrusters in some cases
  • Fixed: 'wipe poi' removing structures instead of regenerating them.
  • Fixed: 'wipe player' not removing player structures
  • Fixed: Infinite fuel/CP access exploit with faction "none" POIs
  • Fixed: Planet Info shows always the 0 Origin and not working properly
  • Fixed: Shared markers still appearing after being expired.
  • Fixed: offline chat messages not displayed if only quit to main menu
  • Fixed: faction messages not displayed in chat log until player first opened chat window
  • Fixed: AIPV's once spawned do not move or "Patrol"
  • Fixed: Remove button for bookmark dialog doesn't work
  • Fixed: loot drops on NPC Spawner for a LOT of POIs (thx vermillion!)
  • Fixed: several issues and exceptions when starting the Base Attack scenario.
  • Fixed: double occurrence of structures that were taken over by players.
  • Fixed: wrong selection on reopening.
  • Fixed: wrong distance calculation sometimes
]]>
Alpha 12 Experimental - Phase 5 https://empyrion-servers.com/blog/112/alpha-12-experimental-phase-5/ https://empyrion-servers.com/blog/112/alpha-12-experimental-phase-5/ Wed, 03 Jun 2020 17:01 CEST here.]]> Alpha 12 Experimental - Phase 4.1 Update https://empyrion-servers.com/blog/111/alpha-12-experimental-phase-41-update/ https://empyrion-servers.com/blog/111/alpha-12-experimental-phase-41-update/ Wed, 27 May 2020 14:03 CEST Hi Galactic Survivalists!Although phase 4 was released just a few days ago, we have worked on some important bugfixes which we do not want to delay any longer.

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


Please find the full changelog added below.

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

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

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

Have fun! :)

= CHANGELOG =
Gameworld
  • Space: now using real stars and nebulas instead of skybox images. (only for games started with 12.4.1; For old scenarios: remove the Nebula/Stars property from playfield.yaml )
  • Space: POIs now will be placed within a max radius of 15000m around the center of the playfield (only for games startet with 12.4.1)
  • Galaxy Map: coordinates are now displayed as LY instead as sector coordinates
Story and POI
  • Added story intro mission: Starting The Journey (auto-activates on completion or decline of Tutorial BUT can also be activated manually!)
  • Storyline missions now require a RP of 'neutral' (Talon, Polaris); Note: All story missions can be activated manually!
  • Uncertain Outcome: Improved waypoints to avoid being guided to the wrong POI
  • Uncertain Outcome: Asteroid Mining Station now has an Admin Core to avoid ruining Polaris RP while fighting with the Zirax
  • Totally Overpowered: Removed secondary trading station from AridStarter to not confuse the pda mission
  • Human Remains: Removed creature spawns from UCH Heidelberg position on starter planets ( avoids distraction by being attacked while reading )
  • Added Defense stations for Traders Guild (thx to sulusdacor)
  • Added Polaris Gas Refining orbital station (thx to Kaeser; for now added to playfields: Asteroid, Asteroid Few)
  • Added more VOID and Progenitor Artifacts (thx to Fractalite)
  • Updated Legacy POI and ships (thx to vermillion)
  • Updated Legacy Matter Converter (thx to Kaeser)
Materials & Crafting
  • Added Platinum ( Ore > Bar > Ounce) and Aluminum ( Ore > Powder > Coil); Currently only as collectibles and for trading; not used in crafting yet. Obtainable from planetary deposits and asteroids in certain locations only (Hint: Watch out for Zirax Commanders ;) )
  • Known issue: Resource icons might not shown on some planet info cards (only number of deposits displayed; Will be fixed in Phase 5)
  • Added back Iron/Copper/Silicon ore deposits around Tutorial 'Large Wreckage' site to reduce search-frustration at game start (for new players).
  • Renamed 'Hardened Steel Plates' to 'Sathium Plates' to reflect the changed crafting logic and to reduce confusion (As of Alpha 12, Hardened Steel blocks use Titanium; Combat Steel blocks use Sathium).
Registry
  • Added a ‘proximity log’ for own structures in the registry (see new button)
  • Reduced amount of information shown in the Registry.
  • Explanation: In the old version there was way too much data shown, also it was too expensive on opening (network traffic, etc). This is the first implementation in a try to optimize the data that is shown in the registry (compromise regarding performance and usability).


Multiplayer
  • Added offline chat messages via DB (WIP): In Private and Faction channels, you can now send chat messages to a player who is offline. He will receive the message when coming online again and opening the chat window for the first time.
Technical changes
  • Not showing star distribution on loading the game any more but only when using console command 'galaxy info' (new parameter)
  • Removed custom VC Redistributable installation
  • Better compression quality for nebulas
== BUGFIXES ==
  • Database: API Destroy calls don’t set parameter in DB
  • Fixed NPC Spawn on Polaris Smelter POIs
  • Fixed: CV RCS could not be upgraded to T2 version
  • Fixed: Solar panel producing energy during night bug
  • Fix for sporadic CoQ when crossing the 'green wall' border on a planet with a player bike
  • Fixed error message in PF log: Kinematic body only supports Speculative Continuous collision detection.
  • Fix jittering distance labels in maps. Correct distance label in system map.
  • Fixed CoQ when taking over an enemy POI and spawners still try to spawn entities
  • Fixed problem that you could choose a freighter CV as spawn point as medic station/clone chamber
  • Fixed: sporadic exception when closing the space map before all planets were generated
  • Fix for legacy (old) scenarios not sending all playfields to clients
  • Fixed random POI overlapping bug
  • Fixed container/constructor logic on Firebase POI (thx to Pantera)
  • Fixed ore texture for Titan underground voxel deposits
  • Fixed: Missing damage state for Armor Locker (BACV) made it vanish when damaged
  • Fixed: Teleporter (CV) now returns the appropriate crafting materials on deconstruction and requesting the appropriate materials for Repair and BP Factory
  • Fixed sporadic CoQ when opening registry
  • Fixed: CoQ spam from Troop transport when loading into a save game
  • Fixed missing loca entries for Orbit Lines and other panel toggle buttons
  • Fixed: CoQ when opening Registry/Teleporter UI
  • Fixed: Thruster torque at 0 for yaw, pitch & roll
]]>
Alpha 12 Experimental - Phase 4.1 Update https://empyrion-servers.com/blog/110/alpha-12-experimental-phase-41-update/ https://empyrion-servers.com/blog/110/alpha-12-experimental-phase-41-update/ Wed, 27 May 2020 14:03 CEST here.]]> Alpha 12 Experimental - Phase IV https://empyrion-servers.com/blog/109/alpha-12-experimental-phase-iv/ https://empyrion-servers.com/blog/109/alpha-12-experimental-phase-iv/ Fri, 22 May 2020 12:45 CEST Hi Galactic Survivalists!First of all, thanks a lot for your patience, while he had to delay Phase 4. We have made good use of these additional days and a lot has happened in the code and in the game.



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

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

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

As usual:
  • Report bugs and issues right over here[empyriononline.com]
  • Any bug fixed for A12 can be found here[empyriononline.com]
  • Known Issues List[empyriononline.com]
  • Fixed Experimental version bugs can be found there[empyriononline.com]
While the Experimental phases last, we will continue to update the following post with the latest Experimental version changelogs for hotfixes and intermediate patches[empyriononline.com]

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

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

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


GAME WORLD
  • Space Base Defense enabled for Pirates faction (FactionWarfare.ecf)
  • Adjusted TemperateStart planet and starter zone
  • Decreased spawning of ground AI on TemperateStarter
  • Added new icons for space sectors: Junkyard and SpaceEmpty (System map)
  • Updated: Moved Legacy galactic territory to new position + changed content
  • Updated playfields: Increased spawn probability of asteroids in space slightly
GAMEPLAY
  • TurretAlien ( Pulse Laser Turret T2 ) is now fully working (Legacy Infector and Decimator class vessels will now shoot back!)
  • Added Titanium Rods to MA Corp Traders
  • First draft: Item-Sorting now persistent per container/inventory (In-Session. Not yet saving to savegame)
SCOREBOARD
  • Added Ranking to scoreboard ( press B )
  • Added leaderboard values ( Visited systems, Blocks placed, deaths,..and a lot more)
  • Added sections to scoreboard window: Player, Player's Faction and All Factions


REGISTRY
  • Registry now remembers last selected entry and selects it again when reopening
  • Added "Show On Map" for selected stars and solar systems
  • Showing bookmark icon now always for all bookmarks and not the chosen icon of the bookmark, to easier identify bookmarks in registry
POI & BLUEPRINTS
  • In playfield yaml, random POI config: Added "UseEachGroupPoiOnlyOnce" flag to force each POI of a POI group to be spawned only once
  • POI in orbit are now distributed up to 15.000m from center in each direction (before: 2000)
  • Manually spawning blueprints: limiting the move down into terrain until the first device
  • Manually spawning blueprints: added game option 'UndergroundBpSpawn' to override spawn limit (see possible values and default in an gameoptions_example.yaml)
  • Improved RandomPlacer to overlap less, to better use the allowed distance between POIs (even before one POI fails to be placed)
  • Updated: Small adjustments to Ancient Revelation Control-Station POI
  • Updated: Removed cores from orbital CV wreckages
  • Updated: Reworked Unknown Artifact, Helix, Structure
  • Updated: Xenu POI groups (standard, advanced and special POI)
PDA, DIALOGUE & MISSIONS
  • All Story Missions are playable on all starter planets now
  • All Story Missions have been updated and improved (sometimes significant changes) for consistency with the game story ( Note: The missions are currently 'free to activate' or will activate automatically in certain conditions. They are not linked in a row, to make testing easier. This will change with the public version!)
  • PDA window improvements: for each category the last selection (chapter or task) is remembered, if the active chapter is displayed the currently active task is selected
  • PDA window: Added hint to "Activate" button if disabled because chapter is ChapterActivation controlled
  • Dialog window: Changed all texts to TextMeshPro, now all features of the Sign blocks can also be used here, e.g. alignment
  • DialogueSystem: added function GetInstanceTicket()
  • DialogueSystem: added dbglobal_int
  • Allow optional scenario Localization.csv (SP and MP!)



BALANCING
  • Added Radiation-removal to all Anti-Rad medicals ( Ointment: -1, Pill: -3, Injection: -5, Decontamination Kit: -7)
  • Reduced RP gain from killing a member of an NPC faction
DATABASE
  • Now logging player AI vessel destruction
  • Now logging player completed PDA chapters
  • Added network profiling data (package count + size), added IsPvp flag for playfields,
  • Added dialogue states visited, player structures visited, build nr and version, player credits
CONSOLE COMMANDS
  • ConsoleCmd GalaxyConfig: added output where the config file is loaded from
  • Added console command 'galaxy' to reload the GalaxyConfig.ecf of the current savegame and test the parameters on the galaxy. Might break the current savegame!


== BUGFIXES ==
(Experimental 12.4 2913)
  • Fixed: Regeneration of asteroids, POI's etc not working
  • Fixed: Can’t click "New Game" with some languages
  • Fixed: Terrain "Walls" appearing in or around structures
  • Fixed: Planet resource deposits are identifiable with map marker
  • Fixed: Clone chamber does not appear in the respawn options
  • Fixed: Autominer cannot be upgrade to T2 and T3 anymore
  • Fixed: A waypoint that is setup for a planet follows the player when the player enters the planet
  • Fixed: Unable to warp to a waypoint setup in another star
  • Fixed: Difference in distance between the warp line & "Lock button" distance
  • Fixed: Infinite fuel/CP access exploit with faction "none" POIs
  • Fixed: [MP] Vessels don't load/update in correct position for other clients
  • Fixed: Waypoints persist after picking up a waypointed terrain placeable
  • Fixed: Added touchable collider to station console hologlobe element
  • Fixed: Alien turrets should not attack predator animals (like spiders) any more
  • Fixed: LY distances between stars, as a result: galaxy radius is now 500 instead of 3000 LY (it was always smaller than 3000LY, the display before was faulty)
  • Fixed: Wipe command to work also with the new DB
  • Fixed: Label anchors for player position and other labels
  • Fixed: Incorrect display of LY label and distance in sector listFixed: Solar panel in space not producing energy bug
  • Fixed: Exception sometimes when opening system mapMode
  • Fixed: Menu tab not updated to system map when double clicking star to open console Window
  • Fixed: Missing entry for LY distance
  • Fixed: Access Constructor step did not work in RP-2 tutorial
  • Avoiding exception when ticks get out of bounds and opening player window
  • Fixed: Wrong tooltip for minimap when in various screen aspects
  • Fixed: Legacy planetary playfield issues
  • Possible fix for sometimes flickers when switching between system and galaxy maps
  • Fix for bookmarks in instances not showing up
  • Fixed missing scrollbars in system description panels
  • Fixed sorting visited star system list
  • Registry: fixed problem that two entries for some objects appeared
  • DB: fix for communication abort when entering a server the very first time and opening the player window
  • Fixed: Polaris Scout pivot issue
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