v1.7 Experimental I

Discussion in 'Announcements' started by Pantera, Nov 24, 2021.

Thread Status:
Not open for further replies.
  1. Pantera

    Pantera Administrator Staff Member

    • Developer
    • Moderator
    Joined:
    Aug 15, 2016
    Messages:
    3,249
    Likes Received:
    5,708
    Hello Galactic Survivalists!

    Welcome to the release of the version 1.7 EXPERIMENTAL update!

    If you follow us on Discord, Twitter, Facebook or in our forums, you've probably already seen one or two changes for the upcoming version. Among other things, this is the first iteration of a new fluid effect system that reacts to interactions with the respective fluids (water, lava) - be it when a vehicle is moving fast, being shot at, wading through, or just having a nice swell on the shore. Further improvements for this are planned.

    The AI pathfinding on terrain has also received a far-reaching improvement. Obstacles such as trees, stones and plants will be recognised better in future and the movement paths will be smoothened.

    Aside from purely technical changes, for all creative galaxy builders, lots of new options for designing the galaxy, the nebulae to new settings for items and blocks have been added to the latest version!

    For all players looking for new content, POI and missions, there is also new stuff to do and find. Almost 100 new ships and stations have been added to 1.7 thanks to the tireless builders from the community. Satellite hacking is now also fully implemented. More information on missions and gameplay is now also available in updated entries in the in-game Empyriopedia (F1).

    We also updated Invader vs Defender with a big surprise coming at the end of Experimental for our Official Servers.

    As always, please remember that to test the new content (including the test planet for new biomes) it is best to start a new savegame with the Experimental version. Changes to this area during Experimental may make it necessary to restart or manually update certain areas of the game.

    All details, as well as the list of further changes, adjustments and especially bug fixes can be found in the changelog below!

    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/

    Your Empyrion Dev Team


    Changes:

    Water system update:
    - New water system update: Players, vessels & weapons can interact with waves
    - Quality settings in the video options:
    Low: No waves & no water interaction
    Medium: Waves enabled without water interaction
    High: Waves enabled & water interaction

    WaterV1.7.png

    New Character Controller for AI:
    A new character controller (CC) has been implemented in the game as a first iteration to improve AI movement. The goal was primarily to avoid the huge zig-zags of AI when moving in certain circumstances.

    The new controller affects only AI with the newest behavior and only outside while the AIs are on the terrain (not inside POI).
    This new CC could be extended later to other ground AIs if there is a need.

    What is new with the new CC compared to the old CC:
    The new CC smooths the path generated by the path finder :
    AIDebug1V1.7.png

    The white boxes are generated directly by the path finder. The blue/black cube is the smoothed version of the original path.

    The AI will now strictly follow the smoothed path (see above) contrary to the old CC where the AI was following only very roughly the path defined by the path finder especially at high speed :
    AIDebug2V1.7.png
    With the old CC here, the AI can be far from the path from time to time while zig-zagging (yellow) around the path defined by the path finder (white boxes).

    The fact that the AI position and movement are precisely controlled now at any speed allows some new behaviors like for example a raming behavior.

    Important : the AIs can still get stuck. It seems that the path finder still has in some cases some flaws and inaccuracies that sometimes lead to bad paths. This is an old bug that will be addressed soon.

    POI’s:
    - Added lots of new POI and vessels for UCH, ARC, Wastelanders, Legacy, Colonists, Warlords, Polaris! Thanks to all builders and contributors! Full overview: https://empyriononline.com/forums/showroom-submissions.108/
    - Updated: TheLegacy now has some POI in BoF territory (Lore-related change; FarrAbandoned POI group will now spawn under THE LEGACY)
    - Updated POI: Trading Station (Col), Freighters, Burial Chambers, Kennex Station, Legacy Matter Converter, Trader Stations, Kriel Defense Station, Zirax DS Radar + Defenses.
    - Added new POI and vessels: Phoenix (Warlord), several Space Wreckages (SV, CV), Polaris Trading station (Homeworld), Ghyst Stations (HQ, Radar, Fusion Reactor, Forward Base), Zirax Gas Refineries & DIONIII Labs, Xenu Com Station, Rados Agristation, Kriel Arcanum+Nexus Dual stations (Homeworld), Murky Hollow (Arena)
    Thanks to Escarli, sulusdacor, Kaeser, Vermillion, ravien_ff & all contributors
    - Updated: Farr FAITH OPV (MatCz), Xenu Dronebase (Escarli/Vermillion)
    - Added: Hunter Warlord OPV (Funog)

    Misc:
    - Toolbelt inconvenience:
    Re-assign items from player death backpack to previous slots in toolbelt
    Auto-fillup of toolbar item stacks on manual pickup
    Auto-fillup of toolbar item stacks on "take all"
    - Added possibility to extend the shield using new properties ShieldCapacityBonus and ShieldRechargeBonus (allowed on a block with an EnergyIn property). Added more information to console cmd 'shield <entity id>'
    Code:
    ShieldCapacityBonus: 1000, type: int, display: true
    ShieldRechargeBonus: 500, type: int, display: true
    
    - Added possibility to support tracer beams on ranged weapons. When you add 'TracerIsBeam: true' the tracer will be treated as a beam and set to the length of the hit ray.
    - First implementation of block penetration support for ranged weapons:
    PenetrationDepth: 10, display: true
    - GalaxyMap: added possibility to show region names by using "LabelName", "LabelColor", "LabelSize",”LabelLYDistance”:
    Code:
    LabelName: "The Center"              # Name shown on the galaxy map; Note: there are no default fallback values for COLOR and SIZE! If you set LabelName, you need to define LabelColor and LableSize as well!
    LabelColor: "0.9, 0.2, 0.2"             # Color of the label. Can add optional Transparency “0.9,0.2,0.2,0.2” as an Alpha Value
    LabelSize: 100                              # Size of the label (Font Size)
    LabelLYDistance: <distance in LY>  # optionally allows to set a distance to the player where the label shows up, if the player is farther away it will hide
    
    - GalaxyConfig: added better possibility to configure nebulas by using NebulaSpawnCount and NebulaColorIndex within a StarRegion_X block
    - GalaxyConfigFile: LabelName supports now "\n" to do a line break, also the size is not confined any more
    - Search star dialog: added type & key navigation
    - Ship Rigidbody collision detection mode changed to ContinuousSpeculative
    - Added: Localization for loading screens
    - Added: New model for Laser Pistol (T1)
    - Changed: Added dedicated SKIP answer options for dialogues with long text passages (Please Re-Test all missions & let us know where we could add SKIP answers in addition!)
    - Updated Empyriopedia with Explorer Token Missions for Default Multiplayer
    - Updated: Journeybook: Entries now become visible while playing through the story missions (Charakters, Important knowledge)
    - Updated: Empyriopedia: Main faction info entries now become visible while playing through the story missions
    - Updated: Main Loca, PDA Loca, Dialogues Loca (incremental update as of 14 10 2021)
    - Updated: Updated GalaxyConfig.ecf with new REGION label settings & examples
    - Added: Home Systems for all remaining factions (first iteration)
    - Added: Explorer token now given for warping to the sun of a factions home system
    - Added 'reloaddata' console command to allow in-game reloading of config file data (use 'help rd' to see usage details)
    - Added better error output to get rid of error messages like "IdMapping: no name for id CPUExtenderLargeT5 found in 'The Ayamara'! Skipping."
    - Added: Hacking satellites (placed in sun orbits) for reports now has dedicated Communication, Science, Exploration, Security and Military dialogues, consoles AND satellites for the main factions (Zirax, Polaris, Trader, Kriel); Others will follow.
    - Added report hacking satellites for Pirates, Colonists, ARC, Wastelanders and Farr
    - BlocksConfig: added new property "RepFac" (f.e. use RepFac: 0.1) to allow to scale the reputation loss/gain when destroying a block (f.e. to make some blocks more/less "valuable" for reputation changes)
    - Added possibility to give damage modifiers to entities: add in EClassConfig.ecf a new property "Material" with any string and reference this material in ItemsConfig.ecf for the weapon as DamageMultiplier_X material
    - Distant Stars: adjusted so they are a bit more crisp and do less flicker on camera movements. Nearer stars get more color and bigger, farther stars are smaller and less colored. Being at the center of the galaxy, stars should still be in acceptable size (only the nearer ones get big).
    - Rockets now orient themselves towards the turrets up direction when firing (and not towards the world up direction). This helps if the rockets use special animations or effects.
    - Updated localization for all languages (Main, PDA, Dialogues; incremental as of 11 11 2021)
    - DialogueSystem: added functions UnlockTechTreeItem/IsTechTreeItemUnlocked to allow unlocking tech tree items from dialog. Can be used for example in missions as reward. Use -1 as UnlockCost to only allow unlocking from the dialog system.
    - Removed the momentum in rotation on ships as a test please try this out with all vessel types in first person view & third person view & give feedback on what you think about this change!

    Fixes:

    - Fixed tracers clipping through target (fixed for static objects, still clipping if you are moving into the direction of the tracer)
    - Fix for driller beams and other ranged weapons staying active when ESC or other window get opened
    - "If you continue flying you will die" message appearing incorrectly when close to a planet now disabled
    - "Show on HUD" marker doesn't automatically get removed after the device has been removed by the player.
    - Parallax Occlusion Mapping texture issue with certain blocks
    - Removing O2/Fuel from tanks via logistics deletes them
    - Vessels sporadically moving after playfield changes when setup on a repair block
    - Blueprint window doesn't include tags in filter
    - Avatar size increase when exiting a seat

    More fixes can be seen here also: https://empyriononline.com/forums/fixed.90/

    EAH:
    - https://eah.empyrion-homeworld.net/download/patch-notes-emp-admin-helper-full

    Updated IvD scenario:
    Changes:

    - Added Short Range Prisoner Transport. (Thanks to Fractalite)
    - Reduced the Legacy Space Drones in Black Hole to 5-10 (from 10-20)
    - Forbid base building in Asteroid Field & Trading Station Systems
    - Removed the Legacy from Asteroid Field & Trading Station Systems
    - Adapted Explorer's Guild dialogue text to not hint for rewards anymore
    - Add second sun (Neutron Star) to Cygnus System
    - Add Credibility Mission for Free Colonists

    Fixes:

    - Fixed Merdar Start PDA Mission
    - Fixed Trader buy/sell on Carbon Substrate (PlasticMaterial)
    - Fixed trader buy/sell on Nitrocellulose (NCPowder)
    - Fixed trader MilitaryT2 not showing all items
    - Fixed Explorer's Guild reward been given in some cases
    - Fixed Vessel wasn't allowed to be in CSW System
    - Fixed not all meteors spawning on Void
    - Fixed Polaris Credibility Mission
    - Fixed exit portal in the Golden Freighter Mission
     

    Attached Files:

    #1
  2. icehot

    icehot Commander

    Joined:
    Apr 30, 2018
    Messages:
    20
    Likes Received:
    11
    Very cool, just been playing a new start, there's a weird bike glitch where it feels shakey and the camera seems to end up in the ground over high points.
     
    #2
    KRanKO5 and Germanicus like this.
  3. Kassonnade

    Kassonnade Rear Admiral

    Joined:
    May 13, 2017
    Messages:
    2,819
    Likes Received:
    4,114
    Nice!

    It's a bit scary... overdone ? There must be one beast of a fish down there...

    NewGame_0_2021-11-24_09-32-37.png
     
    #3
    SacredGlade and KRanKO5 like this.
  4. AlterDraconis

    AlterDraconis Lieutenant

    Joined:
    Sep 2, 2019
    Messages:
    41
    Likes Received:
    43
    Wonderful! Does this mean that rivers, canyons, waterfalls and hydropower are possible in the future?
     
    #4
    TK85, shadowfoxx6 and markoredflag like this.
  5. zaemar

    zaemar Ensign

    Joined:
    Nov 24, 2021
    Messages:
    9
    Likes Received:
    0
    I just started a new 1.7 experimental game and the survival tool defense mode and the shotgun are doing zero damage.
     
    #5
  6. ravien_ff

    ravien_ff Rear Admiral

    Joined:
    Oct 22, 2017
    Messages:
    6,291
    Likes Received:
    11,948
    The new nebula settings are awesome for custom scenarios! You can now set up to 30 color gradients and place them at specific places in the galaxy.
    Such a cool change!
     
    #6
    KRanKO5 and Sofianinho like this.
  7. Germanicus

    Germanicus Rear Admiral

    Joined:
    Jan 22, 2018
    Messages:
    4,491
    Likes Received:
    8,521
    :NewRollingEyes:
     
    #7
    TK85, KRanKO5 and Bob [OG] like this.
  8. rebuilthk47

    rebuilthk47 Commander

    Joined:
    Jul 9, 2017
    Messages:
    39
    Likes Received:
    34
    So excited for this. Cannot wait to check it out. Unfortunately, my good GPU died, so I am left with something that can't half run stuff. I won't be able to experience this until I have something much stronger.

    THANK! YOU!

    Oh that'd be cool.

    Ooh! Can't wait to check that out!
     
    #8
  9. Kassonnade

    Kassonnade Rear Admiral

    Joined:
    May 13, 2017
    Messages:
    2,819
    Likes Received:
    4,114
    It could have been worse. Right ? Don't ask me how, but it could have been worse. It's not like my whole argument on that other thread falls flat on its nose, it's not like my worst nightmare come true, not at all. At least I'm still laughing, because I know that somehow, it could have been worse... :rolleyes:

    It may be completely useless and cosmetic with a serious impact on performance, but it is nice. Could be worse of course. And not even a crouch. They almost got me going there...
     
    #9
  10. shadowfoxx6

    shadowfoxx6 Ensign

    Joined:
    Apr 22, 2018
    Messages:
    9
    Likes Received:
    5
    im really hoping they expand this to hydropower like you said and waterfalls would be great.... maybe they are getting at Water Vessels
     
    #10
  11. akimzav

    akimzav Lieutenant

    Joined:
    Jan 29, 2021
    Messages:
    64
    Likes Received:
    83
    It's funny how I always thought that the zig-zag by enemies was a dodge move (that actually worked in some cases!) and not a bug, lol.
    Oh well, at least the crouching will be there, eventually. Maybe in the next part of the "experimental"?

    Now concerning the water.

    Firstly, it looks really good. I would even say that it is a decent look for a modern game (though I don't play recent AAA games all that much).

    Secondly, it is perfomance-costly. Looking at it drops my FPS from 70 (observing the sky) to 37. Putting it to "Low" gets me 45-50 FPS. Okay, maybe it's just me and my old AMD RX 480, but, well... With all this chip shortage and investors buying crypto in attempt to save their money in the unfolding global crisis the average player like myself will not be able to afford a moderately powerful graphics card, so... performance a thing to think about.

    Another consideration is that now the water looks good, but everything else does not. For instance, look at this fantastic terrain texturing:
    upload_2021-11-25_1-47-36.png
    Also, as I approach a lake, I see its majestic aquatic surface, accompanied by ugly shoreline terrain LOD snapping in, then the shrubs and bushes appearing in it and around it out of nowhere. If there is a base or a CV near it, then the lights, doors, deco snapping at ludicrously close distances, adding insult to injury.
    Like, I get it, the devs want to update the visuals to attract audience. But with the current state of LOD the visuals aren't enhanced all that much overall!

    Now, the bugs:
    There is a clear rendering bug: as I'm flying above the surface, some strange aura is rendered around the Avatar:
    upload_2021-11-25_1-50-30.png
    Also, the bottom of the screen is rendered wrong where it shows water. Notice the band of same pixels vertically stretched on the bottom right:
    upload_2021-11-25_1-53-23.png
     
    #11
    SacredGlade, TK85, Sofianinho and 2 others like this.
  12. Myrmidon

    Myrmidon Rear Admiral

    Joined:
    Mar 26, 2016
    Messages:
    1,737
    Likes Received:
    2,067

    As clearly stated in the release notes, further improvements are planned.
    new fluid effect system
     
    #12
    Germanicus likes this.
  13. IVEN

    IVEN Ensign

    Joined:
    Feb 12, 2021
    Messages:
    26
    Likes Received:
    11
    is this the Huge big Christmas Update that you announced in 1.6 for 1.7?
    you said new planets types and new devices and rework of old devices ??!!
    1.7 is only adding visual effect to water , really ?? !!!
     
    #13
    TK85 likes this.
  14. Scoob

    Scoob Rear Admiral

    Joined:
    Sep 22, 2016
    Messages:
    1,475
    Likes Received:
    1,924
    Hi,

    Firstly, thanks for the update - I'm testing it now in a vanilla game, snowy planet start.

    I have had one very odd gremlin where basically my performance TANKED - I mean single-figure fps - when a Zirax Rocket Drone approached my underground starter base. I'd been approached by a basic Minigun Drone earlier and did not experience any fps issues. Note, these are random Drones, not ones from scripted BA attacks, not been attacked like that yet.

    Has anyone else had odd fps drops like this? To be clear, we're not talking "oh, that's a bit lower than usual" no, we're talking catastrophic fps drop rendering the game unplayable while it occurs. When it happened to me, I was outside and made a mad dash to my underground base. I made it, but almost could not get down the ladders into the base due to the fps drop.

    I've saved and reloaded and the issue hasn't reoccurred as of yet, though I've not re-created the exact situation again.

    Note: there are NO critters in my immediate area, in case it's relevant considering the new AI. Nor am I near any water.

    Oh, speaking AI. I hunted one of the blob critters - needed food - and it zig-zagged its way towards me as usual. Only some critters updated?

    Edit: I brought up some diagnostics (Process Explorer, GPUz) and noticed that my GPU (1070) is being hammered, regularly sitting at 100% load when wandering around outside. I've not changed any settings or anything. Usually only very densely-packed POI's causes any sort of fps drop. Now just wandering around outside does it. It's not terrible, but I'm surprised how hard my GPU appears to be working in a very simple scene, snowy ground, a few trees and plants, no critters, no water. CPU is barely above idle (3900x).
     
    #14
    Last edited: Nov 25, 2021
    TK85 likes this.
  15. Bob [OG]

    Bob [OG] Commander

    Joined:
    Oct 31, 2018
    Messages:
    103
    Likes Received:
    153
    still no crouch? guess it's back to complaining about performance hindering aesthetics :(
     
    #15
  16. Scoob

    Scoob Rear Admiral

    Joined:
    Sep 22, 2016
    Messages:
    1,475
    Likes Received:
    1,924
    I notice you've reversed the up / down arrow inputs, certainly for HV driving at least. Deliberate? I wondered why my HV was diving into the ground when I was tapping the "pull up" control while travelling over slightly uneven terrain. Regular mouse-controlled inputs are unaffected.
     
    #16
  17. Germanicus

    Germanicus Rear Admiral

    Joined:
    Jan 22, 2018
    Messages:
    4,491
    Likes Received:
    8,521
    It's getting worked over but will appear in one of the 1.7 EXP Phases
     
    #17
  18. Bob [OG]

    Bob [OG] Commander

    Joined:
    Oct 31, 2018
    Messages:
    103
    Likes Received:
    153
    here's to hoping
     
    #18
  19. TK85

    TK85 Captain

    Joined:
    Jan 26, 2016
    Messages:
    102
    Likes Received:
    132
    Hello people!
    It's always good to see Empyrion being updated, getting content and improvements.
    BUT
    I hope V1.7 isn't just that. How long have we been waiting for a new tech tree and research; for being able to crouch; so that we can have a crew; by new sources of energy generation; ....
    Anyway, we've been waiting for a long time for updates that bring improvements and changes in gameplay. And it's been a while since we've had updates focused on gameplay.
    I had pretty high expectations that 1.7 would focus on gameplay
    Okay, this is experimental I.
    I'll wait.
     
    #19
    3ndM4n and SacredGlade like this.
  20. IVEN

    IVEN Ensign

    Joined:
    Feb 12, 2021
    Messages:
    26
    Likes Received:
    11
    this is important , .17 experimental review


    please Remove water from inside sealed HV/SV/CV , if the HV/SV/CV is air-tight , please remove water from inside it if it is under water
     
    #20
    jadefalcon and Myrmidon like this.
Thread Status:
Not open for further replies.

Share This Page