Hello Galactic Survivalists! Here are the changelogs for the v1.4.x patches. More fixes are being worked on - thanks a lot! ==== Patch: 2021-05-05 v1.4.7 (Build 3283) Fixes: - Fixed dedi server exception - An exploit ==== Patch: 2021-04-27 v1.4.6 (Build 3282) Changes: - Changed: Players can now respawn on Control Station as additional fallback for Ancient Revelations mission (Station is set to CIVILIAN now) - "Explosive Devices" can damage shields again - Added server-side anti-cheat feature "short session monitoring" - this is configurable in dedicated.yaml under "ServerConfig": Code: ShortSessionMinutes: 0 #how many minutes of a client play session are regarded as "short session" (0 = disable short session feature completely) ShortSessionCountToLog: 0 #after how many consecutive short sessions write a warning line in server log (0 = disable log feature) ShortSessionCountToBan: 0 #after how many consecutive short sessions ban the player (0 = disable ban feature) Fixes: - Fixed multiple exploits - Fixed 07866: PDA NearPOI Waypoint does not work in MP EAH: - Patch notes: https://empyriononline.com/threads/tool-eah-empyrion-admin-helper-v1-55-x.5771/page-72#post-433380 ==== Patch: 2021-03-23 v1.4.5 (Build 3279) Changes: - XRefActivate now supports negative logic for enabling a GameObject if device gets disabled Fixes: - Fix for resource asteroids being transparent - Fixed: Credibility mission could not be completed although destroyed cores were counted. Please retest! - 07855: AI NPC's that fire projectiles (AlienBug03) do not fire in Co-op & MP - 07835: HV with powerful thrusters can fly to orbit EAH: - Patch Notes: https://empyriononline.com/threads/tool-eah-empyrion-admin-helper-v1-55-x.5771/page-72#post-432015 ==== Patch: 2021-03-17 v1.4.4 (Build 3277) Changes: - Added IModAPI.IApplication.GetBlockAndItemMapping() - returns a dict with name to id mapping (especially important for the dynamically assigned block ids) Fixes: - Multiple exceptions fixed found in logs - Fixed dialogue typos in english main loca (plz report typos/grammar issues to [email protected] subject: english) - 07816: Exception when starting a new default survival game after exiting a game using a custom scenario - 07840: A use case of drones getting "removed" from a planet when returning to a save game - Fixed 07763: [MP - Player report] Save game progress not maintained when rejoining server (caused by this flag being set in the gameoptions.yaml "IsManagedScenario: true") EAH: - Patch notes: https://empyriononline.com/threads/tool-eah-empyrion-admin-helper-v1-55-x.5771/page-72#post-431745 ==== Patch: 2021-03-09 v1.4.3 (Build 3274) Changes: - Explosion damage optimizations: 1. Shield is now only decreased by the Damage not by the BlastDamage any more 2. If the shield is still active after applying the Damage, the explosion is not started any more 3. Added property ShieldMultiplier for shield generator blocks to specify its own shield damage multiplier name f.e. use ShieldMultiplier: "shieldBA" and this will be taken now preferred for a weapon attacking the shields of a BA Code: { +Block Id: 1808, Name: ShieldGeneratorBA Class: ShieldGenerator ShieldMultiplier: shieldBA <--- NEW ... Weapon that attacks: ... DamageMultiplier_1: 5, param1: head, display: DmgMultiplierHead DamageMultiplier_2: 0, param1: dirt|stone|rock|wood|hullarmored|hullcombat DamageMultiplier_3: 11, param1: shieldBA 4. Activated job system version with burst compiling - Playfield.yaml: added property AllowSavingBlueprints (default True) to disallow saving of BPs in playfields (f.e. in PvP playfields) - Removed obfuscation from ParticlesAudio else it won't work on steam builds Fixes: - Fix for explosions getting delayed when lots of explosions get started - Fixed 07838: Kick command while "Loading..." results in stuck in the loading screen - Fixed 06659: 'struct remove-device-signals' is not removing the signal from the receiving devices - Fixed 07823: Workshop-published scenarios cannot be used with local coop - Fixed: Yarod dialogue at the end of Sigma Fulcrum missing part 2 and 3 - 07792: Underground vessels can get repositioned above ground - Fixed problem that blocksmap.dat was not written in MP games, leading to problems if the order for blocks that have no id in the BlocksConfig.ecf changes - Fixed 07511: Custom Techtree categories are not removed when resuming a game with another scenario EAH: - Patch notes: https://empyriononline.com/threads/discussion.13835/page-28#post-430968 - Patch notes: https://empyriononline.com/threads/tool-eah-empyrion-admin-helper-v1-55-x.5771/page-71#post-431194 ==== Hotfix: 2021-02-18 v1.4.2 (Build 3266) Fixes: - Explosive damage delayed sometimes - Exceptions appear after teleporting to a sector with discovered AI space vessels ==== 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 vessels 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: - Patch notes: https://empyriononline.com/threads/tool-eah-empyrion-admin-helper-v1-55-x.5771/page-71#post-429672 ==== Hotfix: 2021-02-15 v1.4.1 (Build 3262) Fixes: - 07807: Vessel stops moving when close to POI's (which don't render) & the player toolbar becomes unresponsive until relogging ==== Hotfix: 2021-02-12 v1.4.1 (Build 3261) Fixes: - 07804: Token CustomIcon does not work anymore ==== Hotfix: 2021-02-10 v1.4.1 (Build 3260) Fixes: - Fix for being able to use 'Proximity Log' button in registry although it was not allowed - SSG: fixed CoQ when the new resources (aluminium, ice, platin) were used - Fixed: Truss blocks have no shadows - Fixed Player health bar & name appearing on the HUD when the player is printing & looking down at an angle - Fix for modded crosshairs bundle not getting loaded if vanilla game was loaded before EAH: - Patch notes: https://empyriononline.com/threads/tool-eah-empyrion-admin-helper-v1-55-x.5771/page-71#post-428956
Hotfix: 2021-02-15 v1.4.1 (Build 3262) Fixes: - 07807: Vessels stop moving when close to POI's (which don't render) & the player toolbar becomes unresponsive until relogging
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 vessels 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: - Patch notes: https://empyriononline.com/threads/tool-eah-empyrion-admin-helper-v1-55-x.5771/page-71#post-429672
Hotfix: 2021-02-18 v1.4.2 (Build 3266) Fixes: - Explosive damage delayed sometimes - Exceptions appear after teleporting to a sector with discovered AI space vessels
OK Im finally not seeing Cvs drift away anymore, not even on modded servers, whatever you guys did seems to be working on the 3 servers Ive visited. Its been over a week so its looking like it stuck.
not the same bug but my CV is almost never in the same place I left it when I log in or come back. This on 2 different servers.
Patch: 2021-03-09 v1.4.3 (Build 3274) Changes: - Explosion damage optimizations: 1. Shield is now only decreased by the Damage not by the BlastDamage any more 2. If the shield is still active after applying the Damage, the explosion is not started any more 3. Added property ShieldMultiplier for shield generator blocks to specify its own shield damage multiplier name f.e. use ShieldMultiplier: "shieldBA" and this will be taken now preferred for a weapon attacking the shields of a BA Code: { +Block Id: 1808, Name: ShieldGeneratorBA Class: ShieldGenerator ShieldMultiplier: shieldBA <--- NEW ... Weapon that attacks: ... DamageMultiplier_1: 5, param1: head, display: DmgMultiplierHead DamageMultiplier_2: 0, param1: dirt|stone|rock|wood|hullarmored|hullcombat DamageMultiplier_3: 11, param1: shieldBA 4. Activated job system version with burst compiling - Playfield.yaml: added property AllowSavingBlueprints (default True) to disallow saving of BPs in playfields (f.e. in PvP playfields) - Removed obfuscation from ParticlesAudio else it won't work on steam builds Fixes: - Fix for explosions getting delayed when lots of explosions get started - Fixed 07838: Kick command while "Loading..." results in stuck in the loading screen - Fixed 06659: 'struct remove-device-signals' is not removing the signal from the receiving devices - Fixed 07823: Workshop-published scenarios cannot be used with local coop - Fixed: Yarod dialogue at the end of Sigma Fulcrum missing part 2 and 3 - 07792: Underground vessels can get repositioned above ground - Fixed problem that blocksmap.dat was not written in MP games, leading to problems if the order for blocks that have no id in the BlocksConfig.ecf changes - Fixed 07511: Custom Techtree categories are not removed when resuming a game with another scenario EAH: - Patch notes: https://empyriononline.com/threads/discussion.13835/page-28#post-430968 - Patch notes: https://empyriononline.com/threads/tool-eah-empyrion-admin-helper-v1-55-x.5771/page-71#post-431194
The problem was fixed see here https://empyriononline.com/threads/...ors-galaxy-cannot-be-started-coop-7823.97203/
Okay I am local coop using a scenario and it is working fine after the update. In other words the ones that have the files that way will not work anymore, Correct???? Not all scenarios from Workshop are affected???
Maybe you are misunderstanding? They didn't make it so workshop scenarios can't be used in coop. They fixed a bug where sometimes they couldn't be used. If scenarios had a specific set of files before, and were uploaded to the workshop, they wouldn't work in coop. The devs fixed that bug in this update and they now work again. If your scenario worked before then it wasn't affected. They didn't disable anything they fixed something.
We need a use case to look at without that I'm afraid there isn't much we can really do to address this.
HWS is a modified server, not vanilla. I'm afraid you will have to reproduce this in vanilla, with complete reproduction steps, in order for the devs to look into it. If you are unable to reproduce it in a 100% vanilla game they will assume it's the custom configs/mods causing it and it won't be looked into.
Yes, I know. That is why it is posted as an observation, not a bug report. It also happens on Spanj's RE server but again modified and started in 1.3 just like HWS NA.
today one of my CVs on HWS RE went bouncing about when I logged in. As far as I know, HWS RE started with 1.4.
Point 1 and 2... Means this that demolition charges are not longer suitable to destroy the shield on Drone Bases POIs? Was this intended? I ask this because the past Sunday I was trying my classic technique of digging a tunnel under the Drones Base POIs and breakthrough with demolition explosives, and after this patch, it is not longer possible, even the explosion of the demolition charges is not displayed any more, the explosives simply disappear with no explosion, and no damage is registered either to the shield itself or the blocks. In order to take the Drones Base POI I had to use a HV + plasma turrets from inside the tunnel, I had to build a tunnel of the size of a motorway to take down the POI shield and make a breach. Guys, sincerely, how do you take over these Drones Bases now? CVs weapons do not work on planet surfaces, SV weapons do not have the power, except the artillery cannon, maybe, but it is slow reloading and the POIs shield is again at full after each reload, and you are exposed to enemy fire meanwhile. What are we supposed to need for this? an ICBM?
I haven't played in a couple of months, you should take a look at some these tanks people have made. Jrandell has a really good one that I have used. It will take down the shields. You will take some damage (mileage will very depending on how well you dodge incoming fire), but it's doable.