Alpha 10.1: Improvements and Bug Fixes

Discussion in 'Patch Notes' started by EleonGameStudios, Jun 25, 2019.

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  1. EleonGameStudios

    EleonGameStudios Developer
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    [​IMG]

    Hi Galactic Survivalists,

    We just released Alpha 10.1.0. Please check out the changelog below.

    Thanks a lot for your ongoing feedback and bug reports.

    Yours,

    Empyrion Dev Team

    =====

    CHANGELOG: Alpha 10.1.0 (Build 2517)

    Updated Base Attack:
    - Increased spawning distance from 360m to 600m
    - Now base attack is not immediately executed when returning to a base

    Changes:
    - Added 3 more variants of heavy doors
    [​IMG]
    [​IMG]
    - Added CubeHalf version of ventilator
    [​IMG]
    - Added all ventilators to block group
    [​IMG]
    - Added inclination angle for Drill tools closer to lower right window
    - Allow to make links in PDA clickable
    - SSG: scrolling/panning moves sector camera after sector generation click

    Bug Fixes:
    - Fixed: POIs were not placed in Freedom mode
    - Fixed: Not possible to start FREEDOM mode in COOP
    - Fixed: CT Tool: Closing CONFIGURE with X breaks GUI / does not open tool on RMB afterwards.
    - Fixed: [MP] Shields can recharge to 100% after playfield changes
    - Fixed: Collider problem with boarding ramp when closed: before player needed to jump over invisible border, now player can walk over border
    - Fixed: Some item tooltips are cut at top or bottom of screen
    - Fixed: Wall Mounted sentry view clipping into wall and CAN shoot through wall (adapted camera position)
    - Fixed: Problem that sometimes no more base attacks were launched (now added safe check: any drones not loaded for 60 seconds for base attack are ingored, so the attack can continue without them
    - Fixed: When placing a thruster, flare is now not shown anymore in the preview mode
    - Fixed: Forcefield of Boarding Ramps not switched off when unpowered
    - Fixed: Rotation axis of generators BA/CV was not in the middle
    - Fixed: Tooltips in BP Library for BA,CV,SV,HV were wrong
    - Fixed: All ore deposits are generating directly beneath the surface.
    - Fixed: Detector showing already discovered POI again when going out of discovery range
    - Fixed: Solar panel (sloped version) indicators are dark & not visible when turned on
    - Fixed: Constructor sometimes did not show all rows of an assigned container
    - Fixed: New Chat: Private message issues with player names with blanks
    - Fixed: 4 Way Connector Heavy Window does not swap tints like all of the other windows.
    - Fixed: [MP] Player taking damage through blocks (partly fixed: should be much better but can still happen in some use cases)
    - Fixed: Thrusters will not idle when vessels are placed on a flat surface of a structure & docked to it
    - Fixed: Terrain-placeable devices can be placed inside each other's bounding box
    - Fixed: When damaging Ventilator Thin it can become invisible
    - Fixed: Clipping problem when jumping inside Medic Station and Clone Chamber
    - Fixed: Several problems with turret aiming
    - Fixed: Dragging/line-placing a 1x1x1 Thruster leads to graphical glitches
    - Fixed: RenderTexture error message in logs
    - Fixed: RakNetServer incorrect stats on player disconnect
    - Fixed: Planet life did try to load the same spawnpoint multiple times in certain situations
    - Fixed: Ranged animals did not always fire due to unprecise body rotation in time of firing, removed delay for spider03 attack animation
    - Fixed: SSG writing custom sector configs check color component values for culture invariance.
    - Fixed: Several internal exceptions found in output logs
     
    #1
    Last edited: Jun 25, 2019
  2. Supay

    Supay Captain

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    Awesome! keep up the good work!
    Any chance Haze is getting adjusted with the spot light?
     
    #2
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  3. ravien_ff

    ravien_ff Rear Admiral

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    Great fixes!
     
    #3
  4. Space Beagle

    Space Beagle Captain

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    Thanks a lot for double doors, little thing but much wanted (although I would still like tiny bit more muted glass on them, 'more glass less forcefield' look)!

    ... now just get us nice few spaceship hatches :D
     
    #4
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  5. ravien_ff

    ravien_ff Rear Admiral

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    Would love doors that are 3 blocks wide so we can put them in the middle of 3 block wide corridors. :D
     
    #5
  6. elmo

    elmo Captain

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    Great work guys but as @Supay says could you please adjust, remove or give us option to remove haze on spotlights.
     
    #6
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  7. jesterjunk

    jesterjunk Captain

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    At the very least I would like the Volumetric Light Effect automatically be disabled while in space.

    UnknownSkies_2019-06-25_05-25-28.png


    And as for having it in farms, it looks a bit like a night club.

    UnknownSkies_2019-06-25_05-21-44.png
     
    #7
  8. TmikeS3

    TmikeS3 Commander

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    Feeding an army
     
    #8
  9. robchatc35

    robchatc35 Commander

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    Totally agree can't see a thing with the spotlights now.
     
    #9
  10. IronCartographer

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    On surfaces with little to no atmospheric density like the moon, as well.

    That sounds like something for a walking-on-moving-ships / docking-overhaul / CV-Freighter-as-moving-POI-enabling-boarding-PvP update... ;)
     
    #10
    Last edited: Jun 25, 2019
  11. cmguardia

    cmguardia Commander

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    Amazing!
    Only one big doubt! When do they sleep? When they eat? When?...
     
    #11
  12. Ratan Kabidge

    Ratan Kabidge Lieutenant

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    New door blocks, A+ volumetric light haze, F-. Still a strong advocate here to disable this pea soup reducing vision to such incredible amounts. Lighting should certainly NOT make a ship look like a comet in space.
     
    #12
  13. UNSC Trek

    UNSC Trek Lieutenant

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    Ok, where the hell are the "Heavy" doors? I'm not seeing them anywhere in my constructor, or in the menus on the Armored Automatic Doors, or standard doors, shutter doors, or hangar doors. Anyone have an answer to this?
    > Also, yes, can we get these set to 3x1x1 instead of 4x1x1 so we can set them on a center-line?
    > Also, please get rid of the spotlight fog, or at the very least take it to 25% of what it is now. It makes things extremely hard to see.
    > Please turn off the fog on the armor suit lights also. That's so annoying. (Lens flair also?)
     
    #13
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  14. jesterjunk

    jesterjunk Captain

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    2019-06-25_111932.png 2019-06-25_112114_edit_01.png
     
    #14
    Last edited: Jun 25, 2019
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  15. UNSC Trek

    UNSC Trek Lieutenant

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    Yeah..... Non existent for me. And yes, I'm on Alpha 10.1.0 2517

    [​IMG]
     
    #15
  16. Wayson

    Wayson Commander

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    I have been waiting for these "Double Doors" for years now! Eleon, you never cease to amaze me with your continued "One Ups-Man-Ship", thank you SOOOooo Much!
     
    #16
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  17. jesterjunk

    jesterjunk Captain

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    I believe that you may have a Config.ecf file that is missing some information needed to show the new door blocks.

    I was able to replicate the 3 missing styles by editing the Config.ecf file.


    DoorSingleTwoWings, DoorSingleTwoWingsGlass, DoorSingleTwoWingsGlassFull,

    The above line removed from the ChildBlocks line in this block:
    Code:
    { Block Id: 1112, Name: DoorArmoredBlocks
      Group: cpgDoor
      Material: metal
      Info: bkiBlockGroup, display: true
      IsAccessible: true, type: bool
      IsLockable: true
      IsOxygenTight: varies, display: true
      StackSize: 50000
      Category: Devices
      EnergyIn: 1, type: int, display: false, formatter: Watt
      Mass: 300, type: float, display: true, formatter: Kilogram
      Volume: 40, type: float, display: true, formatter: Liter
      ChildBlocks: "DoorSingleLArmored, DoorSingleRArmored, DoorSingleGlassLArmored, DoorSingleGlassRArmored, DoorSingleGlassFullLArmored, DoorSingleGlassFullRArmored, DoorSingleTwoWings, DoorSingleTwoWingsGlass, DoorSingleTwoWingsGlassFull, DoorArmored, DoorInterior01Armored, DoorInterior02Armored, DoorVerticalArmored, DoorVerticalGlassArmored"
      UnlockCost: 9, display: true
      UnlockLevel: 7, display: true
      TechTreeParent: DoorBlocks
      TechTreeNames: "Base,Capital Vessel"
    }
    ‌‌
    And also by removing these 3 blocks:
    Code:
    { Block Id: 1953, Name: DoorSingleTwoWings, Ref: DoorArmored
      HitPoints: 190, type: int, display: false
      Mass: 300, type: float, display: true, formatter: Kilogram
    }
    { Block Id: 1954, Name: DoorSingleTwoWingsGlass, Ref: DoorArmored
      HitPoints: 190, type: int, display: false
      Mass: 300, type: float, display: true, formatter: Kilogram
    }
    { Block Id: 1955, Name: DoorSingleTwoWingsGlassFull, Ref: DoorArmored
      HitPoints: 190, type: int, display: false
      Mass: 300, type: float, display: true, formatter: Kilogram
    }
    
     
    #17
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  18. UNSC Trek

    UNSC Trek Lieutenant

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    Damnit, so I have to edit my custom Config. That figures.
    Ok, thanks for that! :)
     
    #18
  19. Fractalite

    Fractalite Rear Admiral

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    This is excellent, I just had a base attack that made me sweat a little:


    20190625135159_1.jpg

    Not gonna be unprepared again!


    20190625141337_1.jpg

    Might even need more turrets... that was 2 level 3 rocket and 2 level 3 minigun. I play on the harder difficulties and the 600m is a bit too far for "Hard." It did occur closer to when I got back to my base, but it was difficult to gauge.

    Also, no Zirax troopers? Are they two different types of attack? Do they alternate? Can we merge them?

    Do they escalate over time - I only have a 43% chance right now, soooo no telling when the next one might be. Also, can the distances with which they spawn vary depending on difficulty; Easy is 800, medium is 600, and hard is 500?

    Either way, very neat.
     
    #19
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  20. UNSC Trek

    UNSC Trek Lieutenant

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    IT WORKED! You rock, thanks!
     
    #20
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