For A12 I will be adding in whatever station services they have for the default POIs plus some for my custom POIs as appropriate. For example barren moons will have a small chance of having PentaCorp that sells warp fuel.
Dev test version updated for phase 6: Link Update for phase 6 of Alpha 12 Experimental: A new save game is REQUIRED for phase 6. Remember to exit Empyrion and restart Steam to download the scenario update. The developers have posted on Discord that they are planning on releasing Alpha 12 to public on June 15th. My work schedule is all over the place lately so I'll try to pick a specific day to release the update to the main scenario, but it might have to release several days after A12 goes live unfortunately. When I update the main branch of the scenario, this experimental dev version will be taken down. At that time a new save game will be required (it's required when you switch to the public branch anywway), so expect to start a new game in a week or so. I want to thank everyone who has left feedback and all the kind comments and everyone who has contributed playfields, POIs, and has helped test the scenario and A12. It means a lot and doing these updates wouldn't be possible without the help of the amazing community. I'll post when I have a date for release of the main scenario. For the next week I will be doing any last minute fixes to the scenario, keeping it updated with any new game changes between now and release, and working on a new trailer video. Update Notes - Adapted scenario for new phase 6 additions such as POIs, missions, station services, and the new snow starting planet (Ningues). - Added note on the default starting planets to indicate they are the default starting planets. - Added note in the easy starter orbits that they have the POIs required for the story missions and that they have admin cores. - Added station services to some orbital POIs where it makes sense. - Adjusted galaxy and solar system generation. - Adjusted faction territories. - Renamed Rogue systems to R. - Added small Sathium deposits to Rogue and Dark Rogue starter moons. Needed for CV warp drive. - Added new tutorial message the first time you warp to a star to explain that you cannot build there and remind players to bring plenty of extra pentaxid and supplies so they don't get stranded while exploring. You only get one warning. - Added new message the first time you enter the Decay star cluster explaining that it's still a work in progress. - Removed Blueprint Factory restrictions in Decay. (I want to avoid using that except in specific situations) - Added new reward for surveying all 4 main starting systems. - Lots of adjustments to space playfields trying to fix various issues with asteroid fields and POI compounds. - Changed how ice fields are spawned (internal change, no affect on game play). - Adjusted asteroid fields, should have a wider range of random resources and less predictable asteroids. Still fighting with the game on this one! - Added Class 3 mining sites to a few star types. - Various other tweaks and fixes. I edited almost every space playfield and solar system config in this update. If you encounter any star types that do not let you warp to them (after repeated attempts), or if you see any errors in the console talking about missing configurations, please post a comment with the following information: The exact name of the star, the type of star (A, B, G, etc), and the global seed used. This will help me track down any errors in the solar system config files!
Well. that's a Bummer Btw., the only "Errors" I got so far is when I open the Registry - immediate CoQ
I was in Space, above Epsilon III I believe. yep - 11-09:55:00.964 11_55 -LOG- Unloading playfield 'Epsilon III I had stepped on one of the Traders Transporters and the Registry opened normal showing me 2 locations nearby. But when i tried it while in my CV - got C0Q
That would be a game bug then. Will try to reproduce in the scenario and then in a normal game using those steps.
This "thing" with POI's standing inside each other is back again(if it was actual really gone?) Dead 2 - >
Ocean start might be Medium difficulty now. Spawn with suit when breathable planet, so can start diving right away and get resources and so on. Desert golems giving resources and XP. No Patrol Vessel that hunts you. Easy for me though EDIT: Forget this for now, seems something have gone wrong the couple of time I tried this start. Resubscribed PE12e and also a game & Steam update done.
Been playing the sienna start and loving it. I did have a couple of issues though. In the Lost Colony there doesn't seem to be a way to not be caught in the blast in the O2 room. In vanilla you just take a bit of damage but if you using something like Reforged Galaxy this room becomes an unavoidable death trap. The explosions will kill you instantly. This is also in issue to a lesser degree on the mess hall area but can be at least avoided with luck or prior knowledge of the POI. A bit of signal logic to ensure that the player is out of the blast zone(s) would be a good idea. On the Colony Ship the sentry guns on the bridge gain LoS on the player (they shoot you in the foot) before you leave the access corridor. There is no way to enter the bridge with out being shot up first. Again a bit of signal logic to only active the guns after entering the bridge proper would be helpful.
If you set starting equipment hard you start without a suit. Have not seen a patrol vessel in the spawn zone on my last couple of ocean starts. Really enjoy this starter planet
Okay I have the Alpha 12 update of the scenario "ready". This means that I have all of the scenario content in, all the missions and such, and now I just need to add in any changes they make to the base game between now and Alpha 12 going live. Of course the scenario as a whole is still work in progress and I have big plans for future updates.
Observation: When the Dead Planet was Large I had almost NO overlapping Buildings. Now, as the Planet is reduced in Size, I get TWO within each other. Or, just right now FOUR on one Spot. TWO of the same type and TWO other. I can't blast core's which are encased in Steal Blocks, which I cant damage while the core is still intact. I think its time to stop Playing PE. Eventually someone can fix this.