Alpha Experimental 5.1

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  1. EleonGameStudios

    EleonGameStudios Developer
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    UPDATE: January 19, 2017. Release of Build 811

    RELEASE CANDIDATE 2

    Changelog: Alpha Experimental 5.1 (Build 811)

    Changes:
    - Increased content of Warp Drive tank from 25 to 63 slots
    - Updated sectors.yaml
    - Tweaked transparency on lines in sector map
    - Improved logging

    Bug Fixes:
    - Fixed: Problem that some self-grown plants dont give back sprouts but growth stages when picked up
    - Fixed: Can not spawn a new Player drone if player got killed while in Player drone
    - Fixed: Internal error - exception loop after collision
    - Fixed: Bluprint factory: Info about Remaining time is overlapping triangle count info
    - Fixed: Frighter Destruction Message is already triggered when freighter is damaged!
    - Fixed: ClientException after opening Map.
    - Fixed: Sector map: One-sided ALLOW and DENY not working

    =========

    UPDATE: January 18, 2017. Release of Build 810


    RELEASE CANDIDATE

    Hi Galactic Survivalists,


    We have a Release Candidate! We just released Build 810 on the Experimental branch. If there are no more show stoppers this build will be pushed to the Default branch and made public in about 12h.

    Please test the blueprint factory because we integrated a last minute fix for a problem that appeared when trying to use the BP factory with very old blueprints.

    Changelog: Alpha Experimental 5.1 (Build 810)


    Please report bugs over here: http://empyriononline.com/threads/bug-reports-alpha-experimental-5-1.9036

    How to switch to Experimental version: http://empyriononline.com/threads/new-experimental-branch-on-steam.6371/

    Changes:
    - Tweaked reload animations for rifles and pistols
    - Tweaked night light intensity on Omicron and Alien planets
    - Enabled 'stats' console cmd for listing structs and ents. Removed this information from di overview
    - Added light beams to more weapons / tools
    - Structure information .txt uses now plain text dates/times
    - Updated stock prefab CV Tier 2 -> closed hangar bay with shutter door
    - Added new SV stock prefab Tier 3. Thanks to Mr.IceCat (white version of https://steamcommunity.com/sharedfiles/filedetails/?id=804458127)
    - Added better default setting with ALLOW / DENY in sectors.yaml
    - Tweaked transparency of fire flies
    - Temporarily de-activated closing warp tank and fuel tank window when moving
    - Tweaked Masperon:
    * Adapted spawn of NPCs
    * Fixed biome definitions
    * Adjusted distribution of fire flies and added orange fire flies

    Bug Fixes:
    - Fixed: MP: Akua does not spawn freighter
    - Fixed: Localization for radial menus only working after resume game
    - Potential fix for NRef and double entity id problems in MP
    - Fixed: window fully transparent with respect to Ground Fog
    - Fixed: This blueprint causes internal error and is broken
    - Fixed: exception when dying in a turret
    - Fixed: One-Way Arrows on Yellow/Orange/Red Sector Lines not drawing reliably
    - Fixed: CV Prefab Tier 2 > using BA Rockets for CV Rocket Turrets
    - Freighter : speed limit bug fixed
    - Fixed: Blueprint creation ends with error message (with older Blueprints)
    - Possible fix for client side Blueprint loading exception, improved log output

    =========


    UPDATE: January 17, 2017. Release of Build 809

    Changelog: Alpha Experimental 5.1 (Build 809)


    Please report bugs over here: http://empyriononline.com/threads/bug-reports-alpha-experimental-5-1.9036
    How to switch to Experimental version: http://empyriononline.com/threads/new-experimental-branch-on-steam.6371/

    Changes:
    - Added new Stock CV Tier 2. Thanks to Ashrai: https://steamcommunity.com/sharedfiles/filedetails/?id=805428326
    - Added new stock prefab: SV Tier 2. Thanks to baddkarma74 - we slightly modified the original blueprint: https://steamcommunity.com/sharedfiles/filedetails/?id=779464216
    - Added better muzzle flash to laser rifle / pistol
    - Adjusted weapon hold on texture and color tool + pistols
    - Slightly reduced intensity of thruster flares CV
    - Tweaked transparency of fighter cockpit windows

    Bug Fixes:
    - Fixed wrong muzzle position on pistols
    - Freighter : in game message problem solved and several small bug fixed
    - Fixed: Console: allow "gents" command not for normal players -> now: moderator level required
    - Fixed: Picking Plants increases Device Count in structure .txt

    =========



    UPDATE: January 16, 2017. Release of Build 808


    Changelog: Alpha Experimental 5.1 (Build 808)

    Please report bugs over here: http://empyriononline.com/threads/bug-reports-alpha-experimental-5-1.9036
    How to switch to Experimental version: http://empyriononline.com/threads/new-experimental-branch-on-steam.6371/


    Changes:
    - Tweaked some muzzle flashes
    - Slightly reduced flare intensity on SV / HV thrusters (which thruster flares are still too bright?)
    - Fog in asteroid field is now less dense

    Bug Fixes:
    - Fixed several internal errors found in output logs of Experimental server
    - Possible fix: Crash To Desktop if continue to drill when harvest container is full - please verify
    - Fixed problem that windows of fighter cockpits were too transparent.
    - Fixed: Refine SIZE CLASS scaling / add more classes beyond 6
    - Fixed: Seated players: weapon visible if Toolbar slot 1 has a weapon/tool
    - Fixed: Space stations are visible beyond view-range directly after warping in a new orbit!
    - Fixed: Alien corpses blocks themselves
    - Fixed: Set faction with ESC menu even if core is gone
    - Fixed: YellowMapline info in map is displayed as a string text
    - Fixed: Cargobox-access closes if vessel is moving
    - Fixed: Turning off structure with fridge instantly reduces perish time (another fix)

    =========

    UPDATE: January 14, 2017. Release of Build 807


    Changelog: Alpha Experimental 5.1 (Build 807)

    Please report bugs over here: http://empyriononline.com/threads/bug-reports-alpha-experimental-5-1.9036
    How to switch to Experimental version: http://empyriononline.com/threads/new-experimental-branch-on-steam.6371/

    Changes:
    - Implemented: In Blueprint Factory use SHIFT-click to move item stacks from the inventory to the factory
    - Added loot to Tank 1 and 2 (deco blocks)

    Bug Fixes:
    - Fixed: Problem that freighters did not despawn in MP
    - Fixed: Problem that destruction timer message for freighters did not appear (SP / MP)
    - Fixed: Problem that idle sounds of NPCs was missing in MP
    - Fixed: Problem that infopanel of multitool did not vanish in certain situations
    - Fixed: Problem that slope 1x1 needs more hits for removal than other windows with multitool


    =========

    UPDATE: January 14, 2017. Release of Build 806

    Changelog: Alpha Experimental 5.1 (Build 806)

    Please report bugs over here: http://empyriononline.com/threads/bug-reports-alpha-experimental-5-1.9036
    How to switch to Experimental version: http://empyriononline.com/threads/new-experimental-branch-on-steam.6371/

    Sector Map Changes:
    - Added Colour Key for Sector Map Lines
    - Added Arrow for One Way Allow Lines
    - Adjusted Line Sprite for Sector Lines

    Other Changes:
    - Updated damage model for hover engine
    - Improved Blueprint anti-cheating
    - Tweaked reflection probe (affects water and other reflections)

    Bug Fixes:
    - Fixed: Problem that one cannot warp from Omicron to Akua if Allow is used in sectors.yaml
    - Fixed: Autogroup re-orders directional type and grouping when cockpit is turned 180°
    - Fixed: Player slides down on slope
    - Fixed problem with hit impact and length of line renderer of turret drill CV
    - Fixed: Using turret drill CV without harvest container drops ores in cockpit
    - Fixed: Saving / overwriting a Blueprint moves it down in the list instead of keeping the alphabetical order
    - Fixed: Blueprint Info: Linebreak missing between LightCount and TrisCount
    - Possible fix for connection problems in current EXP (since yesterday)
    - Partly fixed wrong muzzle fire position with changed FOV
    - Fixed color tool beam with changed FOV


    =========

    UPDATE: January 13, 2017. Release of Build 805


    Changelog: Alpha Experimental 5.1 (Build 805)

    Please report bugs over here: http://empyriononline.com/threads/bug-reports-alpha-experimental-5-1.9036
    How to switch to Experimental version: http://empyriononline.com/threads/new-experimental-branch-on-steam.6371/

    Changes:
    - Added new collision behaviour for jetpack in space (similar to player drone): less wobbling when hitting a wall
    - Added auto rotate to horizontal (jetpack in space) when pressing default key O
    - Added damage model to Trading Station block and Hover Engines
    - Updated loot distribution
    - Tweaked water shader
    - Tweaked drop rate of Sathium Asteroid to adapt to other resources
    - Implemented: Display trader in Recent tab of Marketplace
    - Added snow version of corn dogs and added to Ningues
    - Updated preview image of Ningues
    - Tweaked snow light particle effect
    - Added map icon for Pentaxid resource
    - Adjusted "Loading game..." text

    Bug Fixes:
    - Fixed problem that several particle effects (e.g Dandelions, Pollen, Sparks etc) were not visible anymore
    - Fixed problem with stairs: player does not jump anymore after last step has been climbed
    - Fixed: Capturing freighter + sitting in cockpit leads to error
    - Fixed: Problem that perishables in non-fridge containers started to perish and turned into Rotten Food
    - Fixed: Entering Zeyhines (planet) spawned a list of errors in console

    =========

    Original Post: January 11, 2017. Release of Build 804

    Hi Galactic Survivalists,

    We just released the first version of Alpha 5.1 on the Experimental Branch. It is a massive update where we added some very cool features to the game - switch over to the EXP branch and try them out and give us your feedback!

    Please report bugs over here: http://empyriononline.com/threads/bug-reports-alpha-experimental-5-1.9036
    How to switch to Experimental version: http://empyriononline.com/threads/new-experimental-branch-on-steam.6371/

    Thank you in advance for your help.

    Changelog: Alpha Experimental 5.1 (Build 804)

    Reload Animations:
    - Added first version of reload animations
    - Slightly re-balanced reload times of some handheld weapons

    New reload animations:
    [​IMG]

    New Turret Drills for CV and more Voxel Asteroids in Space:
    - Added turret drill for CV
    - Added Voxel asteroids of all resources (iron, copper, promethium, gold etc) => they can be placed via playfield.yaml
    - Added larger variety of Voxel resource asteroids to space
    - Added Blue Crystal (Pentaxid) terrain resource texture => currently not yet used in default setup of Empyrion but you can integrate Pentaxid deposits similar to other resources in playfield.yaml
    - Renamed Blue Crystal into Pentaxid (raw)

    Drill turret for CV:
    [​IMG]

    New Loot Distribution:
    - Updated loot: the loot distribution is now much more fine-grained and almost each container has an own "theme" (eg food in fridge, etc)
    PLEASE CHECK the settlements, especially the amount of loot now given in containers and such!

    New Flares:
    - Added new flares to all light sources
    - Added special flares to all thrusters
    - Improved sun flares on planets and in space (added more variety of flares)
    - Added flare to resource asteroid entry effect
    - Tweaked flares on handheld weapons and tools
    - Added light beam effect to flashlight
    - Added flares to projectiles (rockets, ION cannon shots etc)

    New thruster flares:
    [​IMG]

    Light beam on flashlight:
    [​IMG]

    New Water Shader:
    - Added new water shader

    New Muzzle Effects:
    - Added new muzzle effects for handheld weapons: we have 10 new muzzle effects > is the current distribution ok or should we switch some effects (e.g. from minigun to shotgun etc)

    Gameplay:
    - Added Ningues as Start Planet in survival -> let us know what you think
    - Tweaks to Ningues and Oscutune playfield (+ their orbit)
    - To calculate the Size Class of a Blueprint, we now take into account the number of lights and the polygon count. We added the light count + polygon count to the BP info
    - Added "Allow / Deny" in sectors.yaml. Added example: You can now jump from Omicron to Skillon (Allow - even though more than 25AU away) but you cannot jump from Skillon to Trading Outpost anymore (Deny - even though less than 25AU away)
    - Turrets and drones now also shoot at Player Drone
    - Improved controller of Player Drone: it now wobbles less after collision

    Ningues is now starter planet in Survival mode:
    [​IMG]

    Visuals:
    - Added clouds around planet when approaching planet in orbit and added denser clouds when flying high up in air
    - Tweaked tonemapping image effect -> pls give us feedback on light intensity during night on all planets: please give feedback -> which planet is too dark / too bright / ok?
    - Adapted Bloom setting: same Bloom in space as on planet during night, stronger bloom on planet during day
    - Re-added space particles and space fog to the orbit to better visualize speed when flying
    - Added new blood particle effects
    - Tweaked texture on player armor: it is now less shinny
    - Increased light intensity on Masperon during day and night
    - Disabled star reflection probe in space (problem was that star skybox was reflected on all windows even inside a vessel)
    - Re-added lightning particle effect when using turret drill
    - Added hit impact to Multitool, Texturetool, Colortool and Drill Turret
    - Turned off light on handheld drill when in standby mode
    - Improved starmap: added better lines
    - Tweaked coloring of trees on Oscutune
    - Sun flare now receives color of sun on planets
    - Tweaked camera effect (water droplets) when coming out of water
    - Added damage models for antennas, medic station, clone chamber and alien storage

    EAC:
    - Disallowing connections to protected servers without EAC working on client side (saves time since player would be kicked anyway)
    - Updated EAC SDK to version 2016-12-16

    Changes / Improvements:
    - Updated game engine to Unity 5.5
    - Tweaked HV drill module -> moved area of effect back a bit
    - Added turret name in text 'Press F to control <turret name>'
    - Removed atmosphere formula for drills: thus drills now have same range on all playfields (this was problem for not possible to drill on Masperon - HV drill had not enough range)
    - Adapted length of beam effect of drill turrets to actual range
    - Added new feature: Add / remove 100 templates from / to construction queue via Shift/Control click
    - Adding a Trading Station now renders a Blueprint "red" to avoid spawning them in survival
    - Tweaked model of medic station and clone chamber -> you now can enter without jumping
    - Added new mode to Drill T2 that allows to remove rocks
    - Increased stacking size of Pentaxid and removed stacking limit of Pentaxid Ore
    - Optimization: Ship controller -> before: if many vessels were active in a playfield, it had a strong performance impact
    - Added Scrollbar to Control Panel Properties Info
    - Added code locks to LCD Screens and turrets
    - Tweaked GUI of LCD to accommodate lock code field
    - Client exceptions are now sent to server with build number
    - Added missing food to Localization
    - Added Shutter Door Size 3x3 for SV / HV
    - Tweaked sound of Zirax weapon
    - Sound effect when you get hit is now a bit lower in volume
    - Added Localization for radial menus

    Balancing:
    - Chainsaw cannot remove large rocks anymore
    - Increased range of turret drill CV
    - Increased range of multitool to 5m (T1) and 8m (T2)
    - Slightly increased range of turret drill HV
    - Tweaked drone weapons so that they destroy hardly any terrain anymore
    - Increased strength but reduced radius of turret drill HV.
    - Increased range of turret drill CV.
    - Handheld rockets and other rockets can now destroy rocks as well.
    - Rebalanced all mounted and turret weapons (only damage against terrain) to ensure nice explosion craters on terrain

    Bug Fixes:
    - Fixed: MT Disassemble returns L-Blocks for Windows-S, Truss-S, Armored-Window-S
    - Fixed: Problem that when having the Player Drone active handheld weapons shot where the drone is looking at
    - Fixed: Get infinite components due to animation bug (MP only)
    - Fixed: Too bright light in escape pod (interior view)
    - Fixed: Requesting client logs by server host
    - Fixed: Sometime Akua does not have a Trading Station -> switched position of Trading Station always to top in POI list
    - Fixed several internal exceptions
    - Fixed: Dedi connected player to a playfield server that is currently unloading its playfield
    - Fixed: Impossible to drill Masperon soil
    - Fixed: Hull looks strange in space
    - Fixed: Stars visible inside a closed CV room in an orbit / star reflections in cockpits and windows
    - Fixed: Base Attack drones are not counted for the DRONE HUNTER mission
    - Fixed: Mission 'Prepare for Battle MEDICAL' can not be fulfilled in MP as a sole Leader
    - Fixed: Light/Growlight does not snap to Windows and Armored Windows
    - Fixed: Light bloom for stretched lamps is not stretched
    - Possible fix for corrupted area files
    - Fixed: Keeping Control Panel open when Core is destroyed keeps structure factioned even without a core
    - Fixed: Creatures in a distance, viewed with zoom, sometimes do not die and lead to XP farming
    - Fixed: POIs shoot at some NPCs
    - Fixed: XP issue: harvesting the "new" selfgrown plants adds 600XP each
    - Fixed: Waypoint/Registry Exploit
    - Fixed: Planetary Map (M) gets wrong colors when Graphic set to FAST
    - Fixed: Drills can not remove terrain deco rocks and boulders (Added new functionality to drill T2
    - Fixed: Entering a planet grants XP each and every time (MP only)
    - Fixed: Possible to place blocks from outside the Antigrief zone inside the zone (also with the drone)
    - Fixed: Sharing violation with adminconfig.yaml
    - Fixed: Light 1 (Corner) has nearly no "collision box" > hardly possible to remove with MT
    - Fixed: Can not join faction of other origins despite dedicated.yaml set to True
    - Fixed: Freighters do not self-destruct when stopped
    - Fixed: Destroying a fixed weapon on a SV while it is firing leads to error
    - Fixed: Mission "Custom Tours" does not work anymore (removed from PDA)
    - Fixed: Unnecessary lod switches for local player in 3rd person free view -> before: player was moving strangely when approaching or when zooming away in 3rd person
    - FIxed: Playermodel animation hiccup (MP)
    - Fixed: Player character resets when approaching it because of LOD rebuilding
    - Fixed: Ore deposits destroyed by weapons still show % and Amount unchanged
    - Fixed: SV Thruster M does not count towards blueprint tech level
    - Fixed: Problem that player sometime performs an extra jump when switching weapon
    - Fix for heartbeat triggering always
    - Fixed: Weapon & Tools active in passenger seat
    - Better fix for seeing animals but they don't move and you get infinite exp when shooting them
    - Fixed: Small vessel core does not allow to attach blocks on its sides
    - Fixed: Bases in orbit can be moved / rammed (only fixed setrotation console cmd)
    - Fixed: Godmode/Supergodmode > allow to work on any Core-type structure
    - Fixed: Be able to place blocks on admin structure via godmode invisible
    - Fixed: Problem with scope overlay and transparency
    - Fixed: Gaps in collider of Shutterdoors and Hangardoors + Better positioning of Shutterdoors
    - Fixed: Exclude the sun from starmap recognition
    - Fixed Transparency on Starmap Icons
    - Fixed: Adding a new template to the queue will partially reset/block the progress of the current in-production item (MP)
    - Fixed problem with strange shininess on Asteroids in space
    - Fixed: MP: If player that fills Warp Tank keeps it open, Pentaxid is not used up
    - Fixed problem that you needed to approach large blueprints to put them in BP libraray. Now you can blueprint structures from 150m distance
    - Fixed problem that creator of structure was overwritten when selecting Overwrite in BP library
    - Fixed: BA Prefab Tier 5 was wrong (it was actually Tier 6 and Tier 5 did not exist anymore)
    - Fixed: Emergency break in space did not work anymore
    - Fixed: Members can accept or reject Alliance offers
    - Fixed: Sun shafts/flares in space are much too strong (overblown) in certain situations
    - Fixed: Space scene looks less good when seen through windows
    - Fixed: Weapon on floor instead of being in hands when joining MP game until other player switches weapon once
    - Fixed: Grid of small radar map in space looks broken
    - Fixed: Grass does not get removed when shooting at the ground with BA Rocket Turrets
    - Fixed: Damage travels through blocks
    - Fixed: Plants/Trees sometimes regrow in bases and POIs (MP only)
    - Possible Fix for error in Registry Window
    - Fixed problem that snow on stones was too bright in certain lightning conditions
     
    #1
    Last edited: Jan 19, 2017
  2. Applejack

    Applejack Member

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    Awesome!
     
    #2
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  3. Kasero

    Kasero New Member

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    Lot of good stuff. Thank you very much.
     
    #3
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  4. Brett

    Brett Member

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    re: Lens Flares

    JJ Abrams should be thrilled. ;)
     
    #4
  5. malrose1

    malrose1 Member

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    Wow... Again wow....!
     
    #5
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  6. mR_kAt

    mR_kAt Active Member

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    Keep up the good work! I can't wait to see the survival stuff roll out! But as others have stated, stability should be priority #1. Also an enclosed airtight cabin so we don't have to walk around with our helmets on all the time (even in space). I'd imagine that plants wouldn't survive in an airless environment as well.
     
    #6
  7. Scoob

    Scoob Well-Known Member

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    Firstly, thanks for the new update :)

    Secondly, any expected issues with continuing a 5.0.x Single Player game in 5.1? I've literally just gotten myself a CV and am semi-self reliant... I'm going to be starting again aren't I? lol

    Scoob.
     
    #7
  8. Eliteace

    Eliteace Active Member

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    Hell yeah!!!!!!:rolleyes:
     
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  9. Mordgier

    Mordgier Well-Known Member

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    There is a number of things here I like. Thanks!
     
    #9
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  10. Frigidman

    Frigidman Well-Known Member

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    Amazing.
     
    #10
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  11. Fluffy

    Fluffy Well-Known Member

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    That, is a massive update.
    Sadly, I see nothing about fixing the harvester module on HV's.

    ... 1 GB download, sorta expected that.
     
    #11
    Last edited: Jan 11, 2017
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  12. Tyrax Lightning

    Tyrax Lightning Well-Known Member

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    Here's to hoping this'll make it easier to dig a little sideways in Mining HVs. :)

    PRAISE THE DEVS!!! :D *Can hardly wait for this to hit the WASD Games Server*
     
    #12
  13. medicineman

    medicineman Well-Known Member

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    Muzzle flash from plasma guns would look cooler if they were blue instead of yellow maybe?
     
    #13
  14. Fluffy

    Fluffy Well-Known Member

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    <sigh> mining turret for CV's not usable on a planet.
    First request, please make it usable on and off planet.

    At least it makes a nice hole.

    20170111190232_1.jpg
     
    #14
  15. FaceIess

    FaceIess Member

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    So does that mean people won't get EAC kicked via desynch by mining too much with HV/CV in multiplayer any more?
     
    #15
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  16. Vakharn

    Vakharn New Member

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    When is the test server slated to be updated?
     
    #16
    Last edited: Jan 11, 2017
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  17. Navonil Mukherjee

    Navonil Mukherjee Well-Known Member

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    Blue is devs favorite color....that's why most of things have shades of blue as default color. :)
     
    #17
  18. banksman45

    banksman45 Well-Known Member

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    Awesome update. Thank you for giving us more reasons to stay in space. I want Space to have just as much if not more action than planets do. Give us more reasons to drive our giant CVs around. Time to build a Giant Mining CV :)
     
    #18
  19. Tyrax Lightning

    Tyrax Lightning Well-Known Member

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    *Snickers* We got Mining HVs for Planetside dude. I think the whole point of the CV mining Turret was for Resource Asteroid Mining. :p
     
    #19
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  20. Sofa Kingdom

    Sofa Kingdom Active Member

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    Does anyone else think it is weird that the mining turret would be for CV instead of the SV?

    After all, the CV is a mobile base. Odd to put a mining turret on the mobile base. Right?
     
    #20
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