Alpha 10.3: Improvements and Bug Fixes - Part III

Discussion in 'Patch Notes' started by EleonGameStudios, Jul 15, 2019.

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  1. EleonGameStudios

    EleonGameStudios Developer
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    Hi Galactic Survivalists,

    we just released Alpha 10.3, please check the changelog below.

    Thanks again for your ongoing feedback and bug reports :)

    Yours,
    Empyrion Dev Team

    ==========

    CHANGELOG: Alpha 10.3.0 (Build 2539)

    ---
    PLEASE NOTE: Players who have spawned a recently saved Blueprint that have problems with signals or the device list should execute some console cmds to remove faulty data. For this, step onto that structure, open the console window and enter 'help structure'.
    Then execute all three sub-commands to clean up the structure. You may then re-setup your signals, lock codes and custom devicve grouping / naming and save it as a working Blueprint. Sorry for any inconvenience!
    ---

    Changes:
    - Added console cmd 'structure' to manage structure internals

    Fixes:
    - When some blueprints are spawned they lose their device list & signals setup
    - Troop transports freeze above where they should land until reloading back into the save game
    - Base attacks set to OFF in the difficulty setting is not working & attacks are still triggered
    - Dark stretching on 3D representation of planets close the poles

    ==========

    CHANGELOG: Alpha 10.3.0 (Build 2535)

    Fixes:
    - Ship Controller: Ship high angular speed bug
    - Value 1E+10 for label TorqueAmount in structure (SV_Prefab_Tier1) cannot be converted to Int
    - HV mounted drills will not spin/ work until they are close to the terrain
    - Temperate Starter playfield Moon Pole area has pink Alien terrain overlapping the moon terrain
    - HV/SV Cockpit 8 legacy is the same as the non legacy version
    - Save template last saved timer appears incorrect

    ==========

    Sorry for the non-functioning turrets, but we already fixed it!

    CHANGELOG: Alpha 10.3.0 (Build 2533)

    Fixes:
    - Turrets not shooting
    - Chainsaw does not start animation unless you only start using it when standing close to a tree
    - Solar panels are not producing any output but appear to be 'online'

    ==========

    We quickly fixed some stuff reported today, so have fun with a more stable version :)

    CHANGELOG: Alpha 10.3.0 (Build 2532)

    Changes:
    - Planet map: smoothing normals to show less zig zag lines
    - Permissions for adjusting color palette with Configure color window on structures

    Fixes:
    - Decoration: Unharvestable Trees
    - Moon playfield has weather after triggering the pole fog
    - OverflowException when parsing numeric faction abbreviations (f.e. '333')
    - Avoiding reported CoQ
    - Usage indicators display incorrectly in HUD
    - Heat & radiation areas break when a BA is rotated
    - Don't showing tracers and particles for a mounted weapon that cannot shoot (because it would hit the own ship, but still using ammo)
    - [MP] CoQ & disconnect from servers when changing playfields whilst still connected to container via wireless connection

    ==========

    CHANGELOG: Alpha 10.3.0 (Build 2531)

    Updated Base Attack:
    - Added "Time to next attack" to Registry and Control Panel stat window: you will now roughly know when your bases will be attacked
    - Swap out Last Attack time with Next Attack time in Base control panel
    - A base that is under attack will now not be unloaded (DSL) anymore when a player goes far away

    Changes:
    - Added Anti-Grief Zone also around Space Asteroids similar to Resource Deposits on planets (when enabled in gameoptions)
    - Structures are now set to invisible before they get DSL'ed
    - Planetary Trading Stations are now discoverable on planets like other POIs (before: on some planets, they had reduced HUD distance due to cluttering)
    - Orbital Trading Stations have now a slightly increased discovery distance (2500m)
    - Orbital Trading Stations of Polaris faction are now not displayed with Admin map tag anymore
    - Since we introduced the new hitscan logic, we do not allow that ships can damage itself any more
    - Base Attack: size has now a slightly stronger impact on BAP

    Fixes:
    - Hitscan and 3rd Person View
    - Using an ADMIN POI Core makes Polaris, Talon Visable on Map
    - When using Discovery=false in playfield.yaml there is no map icon shown
    - Sometimes on game entry no structure was DSL'ed
    - Hud NPC health bar not at correct value, in some cases
    - Some wreckage POIs had no player spawner block (=> player spawned outside in strange positions)
    - When spawning in some blueprints they lose their device list & signals setup
    - Some blueprints can have missing parts in the visible preview & after spawning in
    - Invisible blocks in blueprint spawn preview
    - Clone chamber: not possible to paint/texture below
    - Wall Mounted sentry view clipping into wall and CAN shoot through wall
    - Clipping issue with mini-gun turret
    - POI ShieldGenerator not automatic 100%
    - Uncontrolled ship rotation after take off from the planet
    - When close to walkway & shutter window blocks the avatar can continue moving with no directional key presses
    - Incorrect structure color palette selected with C/T tool
    - Sit in cockpit and leave can give CoQ
     
    #1
    Last edited: Jul 24, 2019
  2. Dr Daniel Jackson

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    Awesome, just going to test out that Time till base attack now on the HWS server. As I still have yet to be attacked at all! Lol
     
    #2
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  3. ravien_ff

    ravien_ff Rear Admiral

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    Great fixes!!!
     
    #3
  4. LupusLecter

    LupusLecter Ensign

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    So good as far but why i cant get into my homeplanet ...first i get spawned in the air at an other planet and then i cant get in to my planet ....hmm so whats going on nothing read about planetaryworks?!
     
    #4
  5. Pantera

    Pantera Moderator
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    Hi can you PM me your client, dedicated & playfield log ?
     
    #5
  6. Philipp

    Philipp Captain

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    is this the same as the exp 2531 build?
     
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  7. xXDeathXx

    xXDeathXx Commander

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    This is very aggravating when you guys patch stuff and it breaks everything again... can we please have some notes on what was changed and removed... with the playfield files
     
    #7
  8. Taelyn

    Taelyn Administrator
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    Yes
     
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  9. Philipp

    Philipp Captain

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    What you can do is have a look at the change-date of the files after you downloaded the update and then compare the changed files with your own by using something like Notepad++. Then you can update your own scenario or settings very easily.
     
    #9
  10. Taelyn

    Taelyn Administrator
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    Nothing got changed. Nothing got removed

    Whats changed is in the notes.
     
    #10
  11. stimdealer0001

    stimdealer0001 Captain

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    Thanks for the update and fixes...however you failed to mention you added CPU cost to many devices, such as pentaxid tanks, solar panels, etc.

    Is the limit still 7500 CPU per ship/base?
     
    #11
  12. Taelyn

    Taelyn Administrator
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    CPU is still WIP so we dont talk about it yet

    Yes that limit is still the same but it will be changed aswell in the end
     
    #12
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  13. xXDeathXx

    xXDeathXx Commander

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    I got playfields failing after the update and some work, some don't. Just looking for some direction on what happened or if anything needed added to the files or changed because the same fields was working just before the update thanks for any information.
     
    #13
  14. Taelyn

    Taelyn Administrator
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    Remove the PlanetVessel stuff from playfield.yaml => Wipe Playfield
    Only solution.

    one other solution (dont know if it works its not mine)


    1 : remove YAML planeetvessel base config
    2 : Save folder playfield (with ent file)
    3: remove folder playfield
    4 : load playfield ==> Now Wiped
    5 : unload playfield
    6 : copy Ent file in frech playfield folder
    7: load playfield and it's works ! whiout wipe
     
    #14
  15. Philipp

    Philipp Captain

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    did the planet vessels got removed?
     
    #15
  16. Taelyn

    Taelyn Administrator
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    No, nothing got removed.

    Its just the way to fix those broken playfields
     
    #16
  17. Philipp

    Philipp Captain

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    ah okay good, i like that :)
     
    #17
  18. nexus_absolute

    nexus_absolute Captain

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    More lovely changes making A10 more playable with each new version. A+
     
    #18
  19. nexus_absolute

    nexus_absolute Captain

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    I'm not one for complaining but when is the tech tree going to get some attention?
    For example, I'm completely baffled as to why manual doors on a HV are so far up the tech list. It seems we can master anti-gravity propulsion but can't figure out how to build a door. Which is especially crazy as I assume we use some sort or door/hatch to get into a cockpit?

    This would explain why you guys work so hard though:
    -"Well, base attacks are now implemented on a probability calculation based on energy footprint, faction standing and host of other things. Want to get some lunch?"
    -"Would love to but I I don't know how to work the door to get out of the office"
    -"Me neither. Oh well, guess we have better just get on with refining DSL"

    ~fin

    Something that did occur to me recently though (and i'm sure this has been suggested elsewhere) would be to have tech unlocked based on research fields and you can unlock point in different fields, e.g.
    • Survival
    • Construction
    • Pressurization
    • Field projection
    • Propulsion
    • Kinetic weapons
    • Energy weapons
    • Biologic
    • etc, etc...
    Anyhoo, just my brain splurt for the day.
     
    #19
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  20. Taelyn

    Taelyn Administrator
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    Its on our list of things :) no ETA only
     
    #20
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