Alpha 10: Out Now!

Discussion in 'Patch Notes' started by EleonGameStudios, Jun 17, 2019.

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

    EleonGameStudios Developer
    Staff Member

    • Developer
    Joined:
    Oct 20, 2014
    Messages:
    1,639
    Likes Received:
    10,966
    [​IMG]

    Hi Galactic Survivalists!

    After more than 4 weeks in Experimental phase, we are very excited to release Alpha 10 to the public branch today!

    Thanks to all Experimental testers, who helped with tracking down bugs and who sent in their feedback over the past weeks, we managed to greatly improve the initial feature releases.

    Here is a short overview of the main features of Alpha 10:
    - Polarized hull shields
    - More than 100 new building block shapes
    - Increased mining speed and improved drill handling
    - New base attack & AI improvements (including a standalone Base Attack Scenario)
    - Combined color and texture tool
    - New movement controller mode for vessels
    - New multiplayer chat
    - Increased texture resolution of our 3d models

    Check out the update video that highlights the main features of Alpha 10:


    When looking at the overview and the full changelog below (with a LOT more changes, improvements and bug fixes), you will notice that we introduced several “first time” features and some gameplay changes. We are aware of the fact that this might lead to some relearning of mechanics, which can be inconvenient for everyone that is used to a certain play-style. However, the goal of the Alpha phase is still to add, change and introduce large feature updates.

    Thanks a lot in advance to keep this in mind when playing Alpha 10. Said that, especially the new Base Attack (including a significant AI update for NPC ground troops) and the Modding API are additions that will still evolve over time. That’s why we value your feedback on ANY of the game topics and try to incorporate ideas and suggestions wherever possible and we hope everyone will continue to do so with the public release.

    Please check out Alpha 10 and make good use of the Feedback forum: https://empyriononline.com/forums/faq-feedback.25/

    Of course, please also report any bug or issue with Alpha 10 in the bug forum: https://empyriononline.com/forums/bugs.24/

    Have fun playing Alpha 10!

    Yours,

    Empyrion Dev Team

    =====

    CHANGELOG: Alpha 10.0.0 (Build 2504)

    MAJOR FEATURES:

    1. Shields
    - Added polarized hull shield for vessels and bases
    [​IMG]
    Hitting a shield-protected base

    - Added shield generator (Pentaxid is required to charge the shield and energy is needed to power the shield)
    [​IMG]
    - Added shield info to Control Panel and shortcut button “Shield” to the GENERAL window to switch on/off shield. In addition, shield can be switched on/off via hotkey “X” (default key can be remapped)
    - While shield is active, you cannot place any new blocks on the structure or warp jump with your vessel
    - Allow Warp Drive Tank also on HV (now renamed into Pentaxid Tank)
    - Pentaxid Tanks now accept stacks of Pentaxid (instead of single items only)

    2. More than 100 New Building Block Shapes
    - Added more than 100 new building shapes
    [​IMG]
    Some of the new shapes

    - Added tabbed block shapes menu for easier selection
    [​IMG]
    - Added BlockShapesWindow.ecf for your very own custom block shape menu sorting and configuration

    3. Increased Mining Speed and Improved Drill Handling
    - Significantly increased drill speed so that terrain is now removed much faster (less grinding)
    - Faster resource gathering (less grinding)
    - Improved drill mode (removes terrain as a semi-sphere) so that you can cut out tunnels more nicely
    [​IMG]
    - Merged resource drill and stone drill mode into one mode for all drills + survival tool
    - Improved fixed drill mode for HVs
    [​IMG]
    The underground handling of HVs is now significantly easier: you can dig very nice straight tunnels with your HV (to activate drill mode, press SHIFT+O)

    [​IMG]
    When your HV is in the fixed drill mode, you can now use W/A/S/D, the arrow keys and the mouse to precisely navigate. In addition, pressing LMB while in the fixed drill model will enable auto mode of your drills so you do not need to keep LMB pressed

    > For more changes to drilling and mining, see the additional changelog below.

    4. New Base Attack & AI Improvements
    - Zirax ground troops can now invade player bases
    [​IMG]
    Zirax attacking a base

    - Zirax Ground troops have 2 types of special weapons: Demolition Tool (cuts through ANY material) and Remote Hacking Device (can hack/replace a core remotely)
    [​IMG]
    The demolition tool in action

    [​IMG]
    The remote hacking device in action


    - Added several rules and parameters for base attack probability calculation: the probability that your base is attacked now depends on your reputation vs Zirax as well as the location, energy footprint and size of your base
    - Base attack coefficients can be seen for each base in statistics page of Control Panel (as well as expected difficulty of next base attack + time of last base attack)
    - Allow also NPC bases that were captured by the player to be attacked subsequently by Zirax
    - Zirax soldiers consider which turret did a damage to the group and they will protect against such turret as a group
    - If there is already an ongoing base attack, we then do not launch another attack (avoids multiple simultaneous base attacks on a server)

    5. Color-Texture Tool
    - Added new tool that combines texturing and coloring
    [​IMG]
    Instead of applying first the new texture, then changing to the color tool and choosing the new color....
    [​IMG]
    ....you can now just choose a texture and color at the same time and the apply both with one click:
    [​IMG]
    > When clicking on a texture or color with LMB, close window immediately (it is like the old behavior)
    > When clicking on a texture or color with RMB, just select/highlight texture/color (do not close window)
    > Separate color and texture preview in right-bottom corner (i.e. 2 preview slots, only color and only texture)

    - Only texture and color mode:
    (i) "Only texture" mode (keep current color) - when selecting left upper slot and choosing a texture
    (ii) "Only color" mode (keep current texture) - when selecting left upper slot and choosing a color
    > Restore default texture and color - when selecting left upper slot for both texture and color
    > Added icon to left upper slots and also display in right-bottom corner (if either selected for color or texture)
    > Replace function affects textures and colors based on selected items

    6. New Movement Controller Mode for Vessels:
    - Added a new "mouse pointer" directional behavior for controlling your vessels (aka "Pilot Mode")
    - Pilot mode can be enabled
    - Added hotkey to toggle pilot mode

    How it works:
    - If your mouse pointer (i.e., the circle) is in the center crosshair, your vessel just goes straight forward
    [​IMG]
    - If your mouse pointer moves out of the center crosshair, the vessel will keep turning "at the direction" your mouse is pointing, and keeps turning in that direction until the mouse is "again", in the center
    [​IMG]
    - The further your mouse pointer is away from the center crosshair, the faster your vessel turns
    - You can switch this mode on/off via the Control Panel or via hotkey "Shift + I"


    7. New Multiplayer Chat
    [​IMG]
    - Added new chat system with tabs and many convenience features
    - Chat now has an auto-complete popup list for names / factions (use Up, Down, PgUp, PgDown and Enter to control)
    - Shows Alliance channel messages
    - Chat input field scrolls with long texts
    - Added 'new messages' indicator per channel
    - Added cycling through Tabs with CTRL + Left/Right
    - Added "/clr" chat command to clear a chat channel
    - Added separator to show what messages are new

    8. Increased Texture Resolution:
    - Thanks to Unity 2018.3, we are now able to use ‘Texture Streaming’

    We increased the resolution of all textures for our 3d models:
    [​IMG]
    [​IMG]
     
    #1
    Last edited: Jun 19, 2019
    ion_storm, Sofianinho, AlbaN and 18 others like this.
  2. EleonGameStudios

    EleonGameStudios Developer
    Staff Member

    • Developer
    Joined:
    Oct 20, 2014
    Messages:
    1,639
    Likes Received:
    10,966
    ADDITIONAL FEATURES:

    Building & Templates:
    - Added volumetric lights to player suit light, growlight, flashlight, motorbike and all spotlights (eg vessel spotlights or base lights when used in spotlight mode)
    [​IMG]
    [​IMG]
    - Updated color masks on most devices to have better coloring (no un-colorable gray parts anymore)
    - Added new cockpit
    [​IMG]
    [​IMG]
    - Added new heavy window shapes
    [​IMG]
    [​IMG]
    - Added large drill module for HVs
    [​IMG]
    - Added thin ventilator block (more variants planned)
    [​IMG]
    - Added new Asteroid Ring to space playfields (scenario creators might need to update the position for voxel asteroids if they are handplaced). You can still use old Asteroid Ring via "AsteroidFieldRingOld" in playfield.yaml
    [​IMG]
    - Added more variants for Boarding Ramps, Hangar Doors, Shutter Doors and Shutter Ramps
    - Allow to place Boarding Ramps now also on Bases
    - Added 4 new CV Containers
    [​IMG]
    - Added more variants to Armored Doors
    [​IMG]
    - Added new deco Antenna Blocks
    - Deco devices (antenna, pipes, etc) from group DecoVesselBlocks are now also placeable on bases > renamed into "General Devices (Deco)"
    - Replaced all Zirax weapon models with higher quality versions (same for Polaris Assault Cyborg)
    - Updated models of Constructors, De-Constructor, Power Generators (BA,CV), Fuel/O2 Tanks (BA,CV), Oxygen Station (BA,CV), Medic and Cloner Station (BA,CV), Portal and Water Generator
    [​IMG]
    - Cockpit 2 (open) for SV/HV is now 2 blocks high for sleeker SV/HV designs
    - Added new "Repository" deco block (under Deco group)
    - Added human trader "TraderHuman"
    - Moved ScifiChair to front (better combination possibility with table)
    - Renamed many block shapes for consistency (no impact on save games)

    Gameplay Improvements:
    - Updated drone colliders to have more "weak" spots > emissive areas on drones (head multipliers will apply)
    - Allow upgrading device when needed material is in connected inventory/container
    - Shotguns can now destroy enemy spawner pads
    - Added weight of fuel into the total mass of the ship
    - Added more deco containers to weight calculation
    - Implemented: In 'Salvage' mode MultiTool and SurvivalTool now return a random set of top-level items (instead of deconstructing fractions of a top-level item to lower level items)
    - Removed Recoil from Salvage Mode of Survival Tool
    - Added possibility to upgrade growing pots: Wood > Cement > Steel
    - Auto level player when near water line to avoid being in an in-between state above/below water
    - Slightly increased gun elevation for Turret Cannon and Flak as well as increased gun depression for Sentry Guns

    NPC Factions:
    - When opening a container of a NPC faction, now a warning popup appears to indicate that opening the container will result in a drop of reputation
    - When now destroying an NPC block/device, reputation behaves as with attacking an NPC or opening container > reputation falls to neutral and with repeated action then to unfriendly
    - Don't show reputation warning message when trying to open container or pickup plants from Alien (Aln) or Admin (Adm) factions

    Global Handling & Game Feedback:
    - Jetpack state is now persistent
    - Added new plant growing messages (no oxygen, temperature not adequate, radiation too high, no light) to better indicate why a plant is not growing
    - Allow godmode in creative mode with G (no console cmd needed anymore)
    - Drone types are now differentiated by color (Minigun = blue, Rocket = red)
    - Do not display dead enemy drone units (red blips) in maps anymore
    - Better highlight of active toolbar slot
    - Allowing to create a blueprint from any structure in survival if godmode invisible is enabled
    - Added info to status effect (displayed after certain time) into which other status effect it will evolve if not treated otherwise
    - Drilling: added message when trying to drill bedrock or any terrain layer that is too hard for the driller
    - Drilling: added message when hitting not destructible terrain with the drill
    - Cockpit: allowing to turn head for 150° in FPV mode for some cockpits (old was 75°) to better look back

    AI & NPCs:
    - Added ability that an open door/hangar door will be used by AI and considered as "open space" to path through it
    - Improved AI behavior of Talon, Alien Civilians and Assault Cyborg
    - AI behavior refactoring and optimizations for faster loading and less stuttering

    Base Attack Scenario:
    - We added a first iteration of a pure base attack scenario
    - You will start in a base on a planet that is under attack. The Zirax launch waves of base attacks
    - Your goal is to survive as long as possible
    - The base attack scenario is intended for SP and COOP

    Improved O2 Calculation:
    - More accurate O2 calculation in BA / CV (O2 is now calculated on 1 meter Voxels in BA and CV instead of 2 meter Voxels)
    [​IMG]
    In this situation, the O2 flow would have been blocked. Now, O2 can circulate freely

    Drilling / Mining Update (continued):
    - Displaying angle of inclination with respect to horizontal position > so you can drill tunnels very accurately now
    - Possible to use WSAD, arrow keys and mouse when in HV fixed mode
    - Added Drill mode to Survival Tool, so you can now also dig holes and drill with this tool
    - Removed Mechanical Drill T1; Survival Tool will take its place (with 5m range for the drill mode) - adapted PDA, playfield.yaml, templates etc (renamed “Drill T2” into “Drill”)
    - Rebalanced: Survival Tool, Drill T2, Epic Drill, Debug Drill
    - Added fine drill mode for Drill and Epic Drill
    - Flattening mode now uses new drill mode and thus is now very fast in flattening areas
    - Stronger filler mode for faster filling of terrain
    - Added new drill mode to all vessel-based drill (but without projector HUD element)
    - Switched ordering of drill modes on handheld Drill and Epic Drill
    - Handheld Drill and Epic Drill: Each mode now has a visually slightly different particle effect
    - Added better muzzle flash to Survival Tool, Drill and Epic Drill
    - Improved filler mode on drill: Updated filler texture and improved blending/usage
    - Removes terrain as a whole semi-sphere instead of small voxels (= significantly fewer terrain-updates per m³ changed = CPU saving and network traffic)
    - Added first iteration of resource material progression
    * Tier I: Iron, Silicon, Copper, Promethium
    * Tier II: Cobalt, Magnesium, Gold, Neodymium, Sathium
    * Tier III: Erestrum, Zascosium, Pentaxid
    Notes:
    - The resource material progression currently only decides how FAST you can mine a tier with each drill, where Tier 3 "times" are currently similar to what it would take to mine for example Iron in Alpha 9
    - Example: For our Test Deposit T1 it took 26 seconds to fully mine it with the Survival Drill Mode. With a T2 Handheld Drill it would take 9 seconds. With a HV fixed drill it takes about 2-3 seconds. For our Test Deposit T3, ST drill took 40 seconds (that is actually the same speed for a T3 deposit as in the current public alpha for the ores, all considered T1!) and the Epic Drill took 15 seconds.
    - A damage value beyond 900 does not make drilling faster, as this is already the 'Instant-Remove' for a T3 deposit (T2 = 750, T1 = 600).
     
    #2
  3. EleonGameStudios

    EleonGameStudios Developer
    Staff Member

    • Developer
    Joined:
    Oct 20, 2014
    Messages:
    1,639
    Likes Received:
    10,966
    Improved Game Start for Random Default Scenario:
    - Several convenience improvements
    - More rock resources in starter biome
    - Added "Base Starter" to Personal Container of Wreckage
    - Overall more resource deposits (+ added 1 gold resource deposit for special discovery)
    - Wreckage spawns now closer to start area
    - Improved deco distribution, added more biomes
    - Better biome spawning of creatures

    Robinson Protocol Improvements:
    - Better player guidance
    - Updated information given for some PDA Info descriptions (f.ex. Vessel-Build descriptions)
    - Crushed Stone now also completes rock mining
    - Added reference of Empyriopedia (Doctors Journal, Biologist Guide) in appropriate places
    - Updated formatting
    - Removed info-reference about arid playfield in temperate playfield robinson protocol mission

    Updated Epic Weapons:
    - Assault Rifle (Epic): Increased DMG, Increased Reload Time
    - EM Pulse Rifle (Epic): Renamed from Pulse Rifle (Epic), Increased DMG, Increased Reload Time, Small DMG to shields
    - Laser Minigun (Epic): Small DMG to shields
    - Heavy Sniper Rifle (Epic): Renamed from Epic Sniper Rifle; Significantly increased DMG; Increased Reload Time; Now uses Railgun Bullet; Small damage to HS and CS blocks
    - Sniper, Sniper T2: Increased DMG
    - Plasma Rifle (Epic); Renamed from Epic Laser Rifle; Increased DMG, Increased DMG vs. Shields; Increased Reload Time
    - All Epic weapons: adjusted Rate of Fire

    Global Balancing & Progression:
    - Increased range of Repair Bay and improved Repair-2-Template activation process
    - RCS Device (CV) can now be constructed in Large Constructor
    - Reduced reload time of player sentry turrets
    - Adjusted mass, energyIn and hitpoints of Cockpits
    - Full rebalancing of mass and hitpoints of Doors, Boarding Ramps, Shutter Doors and Hangar Doors (Weight and HP now grow with size; Increased HP significantly for lager variants)
    - Globally adjusted mass and hitpoints for Shutters and Ramp groups
    - Adjusted volume for Shutter and Armored Door groups
    - Balancing damage on survival tool (lower dmg), multitool and tool turrets (higher dmg) for Deconstruct and Disassemble modes
    - Rebalanced Zirax Minigun: stronger against turrets and other devices
    - Techtree tweaks: SV can now be built at level 5, CV can now be built at level 7 (before there were some inconsistencies)
    - Significantly reduced damage of rocket drones on player
    - Increased health gain from Bandages
    - Increased hitpoints of SV and CV Thrusters and Jet-Thrusters
    - Increased SU of some deco blocks (Furniture and tech block that should visually have a bigger inventory)
    - Added VolumeCapacity to ContainerPersonal
    - Increased HP of Troop Transport
    - Reduced attack damage of Alien Bugs 02, 03 and 04

    Rebalanced Handheld Weapons:
    - All values are now calculated in a consistent manner: T2 = x% better than T1, Epic = x% Better than T2
    Global Value Changes in %: (T1 vs. T2; T2 vs. Epic)
    > Degradation: -25%; -35%
    > RoF: +15%; +15%
    > Range: +10%; +20%
    > Bullet Spread: -25%; -50%
    > Recoil: -20%; -40%
    > Magazine Size: +40%; +60%
    > Reload Time: -5%; -15%
    > Damage: +15%; +30%
    Exceptions: Epic Rocket Launcher and Epic Plasma Cannon do have non-calculated values for reload time (higher), magazine size (fixed to 3) and RoF (fast).

    PDA Improvements:
    - Added possibility to script a PDA in C# (added in-line documentation - part 1)
    - Added some documentation comments to IPda. Added documentation config file for PdaScript
    - Added possibility to hide Action Titles in the HUD
    - Reduced time before autostarting PDA when spawning in a structure from 5 to 1.5.
    - Resized dialog box to height instead of width for very long messages
    - NearUnit check now more flexible for designers. Wait up to 3 seconds for structures to load to find Unit blocks when unloading proxy entities.

    Playfields & Creation:
    - Added new lava planet: LavaNascent
    [​IMG]
    [​IMG]
    - Implemented faction dropdown for Traders: you can now set the trader to a different faction than the POI the trader spawned in, eg you can now spawn a Admin POI and set the trader to the Zirax faction
    - Added possibility to generate random custom scenarios
    - Display far away terrain changes
    - Supporting property "Discovery: False" in Properties of yaml now. Added new yaml param to several starter bases (eg TemperateStarter2) so they are not "discovered" (XP gain) on game start
    - Added possibility to color clouds in the night similar to day cloud color (CloudsNightZenithColor, CloudsNightHorizonColor)
    - Playfield tweaks on Alien, Barren, Ocean (clouds, weather, terrain textures)
    - Temporarily disabled Ocean Planet in random scenarios (until playfield is better optimized)
    - Slightly updated setting for Temperate2 starter planet (start equipment, distribution of POIs etc)
    - Added 'BaseAttackCount' to playfield_static.yaml with a default value of 1 (see Example planet playfield for usage) > Determines whether there are base attacks on this playfield. 0 = no base attacks, 1 = base attacks enabled (later the INT will determine the number of simultaneous base attacks on a playfield)
    - Several playfields tweaks (terrain textures, night clouds color, music etc)
    [​IMG]
    - Some renaming for consistency (pls adapt your custom config.ecf, trader config and PDA):
    * CrystalWarp > PentaxidCrystal
    * WarpDriveTank > PentaxidTank
    * WarpDriveTankSV > PentaxidTankSV
    - Added possibility to use 4 additional underground textures (for layers or resources) - see "te" editor:
    * In total 20 texture slots (slots 0-19)
    * Surface textures: slots 0-11
    * Underground / resource textures: slots 9-19 (note: slots 0-11 can also be used for underground/resource textures)
    > Now all Voxel resources on planets have correct textures (no generic texture anymore)
    - Removed 2 broken space POIs (BAO_Migotzu-Orbital-Hub, BAO_AntarisSpacefarm)
    - Major update of POI set for XENU: a big thanks to Frigidman
    - Updated Ghyst and Rados POIs: thanks to Frigidman
    - Updated several POIs with better offset, terrain removal or flatten settings

    Sound:
    - Updated current biome sounds and added new tracks (thanks to Alex). These new tracks can be used in playfield.yaml: AlteredPhase, Anomalous, Apogee, Artefact, Blight, ColdDivide, Dusk, Fragments, Ghost, Magnitude, Obelisk, Praxis
    - Hurt sound of male/female is now less dominant and annoying

    Graphics, Models, Visuals & GUI:
    - Improved player light (added flare, MP support, light now only available when wearing armor)
    [​IMG]
    - Improved tooltip behavior: Tooltip text is displayed below mouse cursor (not next to it) and tooltip will be removed when the player clicks on the respective UI item
    - Added “Spawn Name” as a new column (behind Group Name) to F2 BP Window
    - Tweaked night light intensity on moons (most were too dark, MoonIce was too bright)
    - Updated MP Choose Planet window
    - Block preview: wire frame tiles now on each block
    - Slightly updated Boarding Ramps
    - Updated deco plants for bases (plant pots)
    - Updated 3d models of rocket projectiles
    - Desaturated flashy NPC faction colors
    - Improved map and planet outside view

    Updated Control Panel Display:
    - Pentaxid Tank now always displayed even if not placed on structure (was not consistent with eg oxygen tank behavior)
    - Re-arranged windows in lower part. From left to right > Power | Shield | Ammo | Oxygen | Fuel | Pentaxid
    - Do not display Thruster and Auto Break buttons for BASES (only for CV, SV, HV)
    - Added “Damage Level” in % above Battery (WIP)
    - Lerping shield + power values in control panel for better visuals
    - Added additional toggles for Signals and Customs to Control Panel

    Other Changes:
    - Structural integrity of terrain: terrain supports first version of SI by removing not connected small terrain pieces
    - Renamed "Body Temperature" into "Suit Temperature"
    - Renamed "Hover Thruster" to "Ground Repulsor Engine" (to indicate that it is less capable than the more advanced Hover Engine) and changed block description accordingly
    - Implemented new fullscreen handling (incl. 'Exclusive Fullscreen'), fixed wrong description of borderless window, fixed init bug in multiple choice button
    - Changed server start scripts to close their window after a timeout (otherwise they may stay forever)
    - Allow to spawn Base Attack drones via "debug menu"
    - Build settings dialog: activating selection button switches symmetry plane now off
    - Better player guidance for solar panels: added efficiency to block info
    - Debug O2: combining the debug O2 diamonds within air blocks + added culling of O2 diamonds for better performance
    - Added culling for debug airtight blocks for better performance
    - Updated Unity to 2018.4.1

    Console Commands:
    - Added shield state to console command 'shield'
    - Added Epic Armor to console cmd "equip armor"
    - Enhanced console command "di damage" to enable per entity debug output on console (only SP)
    - When using 'di', now also showing shield information (shield points/percentage/shield state) in the debug panel
    - No Blueprint spawn restrictions applied in GodMode-Invisible anymore (now you can spawn any POI in survival for testing)
    - Added possibility to dynamically reload new shape window while game is running via "shapeswdw reload"
    - Added console command to monitor the solar panels
    - Added permissions to more console cmds and added missing permission info to several console cmds (cmds were already were restricted)
    - Added console cmd "shield"
    - Added hitpoints of a block to console command 'di' debug overview
    - Added console command 'gameid [id]' for dedicated servers that shows/changes the unique game id. Changing the game id will result in regenerating the cache on client side on next connect

    Custom Config.ecf:
    - Increased version number of custom Config.ecf > your current version is not active until you increase version number (pls update ecf properly)
    - Added ShieldCapacity, ShieldRecharge, ShieldCooldown, ShieldPerCrystal to ECF
    - Supporting shield damage multiplier (DamageMultiplier and BlastDamageMultiplier) > you can now create weapons that only reduce shields and do no damage to hull

    Modding Update:
    A10 includes a draft of a new Mod API that uses C# interfaces for the different game domains instead of a request-response structure. In addition, it allows mods to be loaded in all host processes (not only in dedi as before).
    For those who are interested: there is a first documentation included, please check Content/Extras/Modding Doc.
    PLEASE NOTE: This is still work-in-progress and for the upcoming weeks there will be breaking changes. But you are invited to already check this out and maybe do some first tests as well as giving us feedback.
    We'll announce it once the API is stable enough for production code. Stay tuned!

    Updated Empyrion Admin Helper (EAH) Tool:
    - For the different updates to the EAH, please refer to:
    https://empyriononline.com/threads/tool-emp-admin-helper-eah-free-v1-47-x.5771/page-57#post-312760
     
    #3
    Last edited: Jun 18, 2019
  4. EleonGameStudios

    EleonGameStudios Developer
    Staff Member

    • Developer
    Joined:
    Oct 20, 2014
    Messages:
    1,639
    Likes Received:
    10,966
    BUG FIXES:
    - Fixed: Several block shapes with mirror issues > now all blocks should mirror correctly
    - Fixed: Bug that did not allow to let players enter playfields if there were more than 255 structures (old limit)
    - Fixed: [MP] Food can insta-spoil when picked whilst connected to a different structure's container
    - Fixed: Problem that player bike was not able to drive underground as it was always teleported up
    - Fixed: Buying from Trader/Trading Station still possible when inventory capacity reached
    - Fixed: Problem that NPC did not move correctly in some space POIs (we now spawn all space POIs horizontal to avoid this problem)
    - Fixed: Several issues with SI (collapse of devices that should not collapse after placement, eg Force Fields, Solar Panels etc)
    - Fixed: Exploit: Logistic dupe outside of WiFi range
    - Fixed: Docked vessels can become misplaced after playfield changes
    - Fixed: Some NPCs not respecting sensor checkboxes
    - Fixed: Sometimes not starting in the wreckage base but in a crashed ship on Starter Planet 2 (Wreckage Start)
    - Fixed: [Co-op] Sometimes not possible to start a coop game 'Data for ClientId not found'
    - Fixed: [MP] Player can take damage through intact hull blocks
    - Fixed: Exit point of certain cockpits were broken
    - Fixed: Warp lock target HUD object disappearing when re-entering orbit
    - Fixed: Retractable rocket launcher turret for all structures types has parts still visible when retracted
    - Fixed: Page Down Logic with blueprints
    - Fixed: "Player A has Entered B" System Faction Messages: fixed translation and discarding own messages
    - Fixed: Barrels of SV Weapon Rocket Launcher were not round due to scaling > replaced model (it is now 1x3x1)
    - Fixed: The old ammo box triggers exception when placing a item into any row past row 4 in the UI
    - Fixed: Problem that when core was removed because of SI you could not place another core because of wrong block statistics calculation
    - Fixed: When mining with a HV it can get repositioned back above ground
    - Fixed: When drilling a ore deposit with or without a personal drone the drill can stop drilling until the the cursor is moved again
    - Fixed: Problem that player could respawn underground in crashed ship that was buried (removed medic station/clone chamber from crashed POIs)
    - Fixed: Signal/Circuit UI list disappearing after opening a drop down option
    - Fixed: Wrong error message "Ship type cannot be repaired" when the ship to repair was hovering a bit too high over the repair bay
    - Fixed: Grass in wind motion too fast
    - Fixed: Exploit - Logistic POI access
    - Fixed: Shooting at NPC Commander removes POI completely
    - Fixed: Truss blocks when picked up from SI drops are not put into the correct Truss block groups
    - Fixed: Screen resolutions may appear repeatedly in video options menu
    - Fixed: Underwater area grants clear view if player is on the brink of the transition zone
    - Fixed: SI collapse reveals NPC or Player Spawner preview (green or red dummy character)
    - Fixed: Texture stretching on Rocket Turrets + more exact colliders
    - Fixed: Local Coop server connection problems
    - Fixed: Space map radar lines showing in sector map
    - Fixed: Occasional exception when opening sector map
    - Fixed: Sometimes planet objects showing up in sector map
    - Fixed: Damage state of Radar (Deco) had no textures
    - Fixed: Health bar indicator for Asteroid Resource + removed level label
    - Fixed: Issue with billboards after changing textures & playfields
    - Fixed: Locked sector HUD element is now orange again
    - Fixed: Dynamic HP calculation incorrect for some small armored steel blocks
    - Fixed: No frames on windows on first game start
    - Fixed: Multi-player choose planet window localizing planet class.
    - Fixed: Sometimes exception triggered after killing a NPC
    - Fixed: Filler function of T2 Drill is producing Iron Textured terrain
    - Fixed: Light block of small vessel was difficult to remove (too small collider)
    - Fixed: When armor is shift+Left clicked from the armor locker while seated in a cockpit it gets stuck & lost in the ship's tool bar
    - Fixed: Sentry Gun 2 - Player (Retractable) breaks off when placed the first time
    - Fixed: Disconnecting from a connected container with items in the connected toolbar leads to an empty grid and the yellow coloring stays
    - Fixed: Not enough Upgrade Points to unlock all devices at level = 25 (now added 250 more Upgrade Points)
    - Fixed: [MP] Entering a cockpit of a docked vessel at high altitude will kill the player & the vessel will get removed on 2nd attempt
    - Fixed: Blueprint sometimes spawns without Solar Panels
    - Fixed: The SI debug display doesn't always correctly show the amount of stress when weight is added vertically.
    - Fixed: When some cockpits were damaged they displayed a pink window texture
    - Fixed: Orbit map markers disappearing
    - Fixed: Problem that Armored Cockpits could be upgraded to themselves
    - Fixed: Cargo Palette containers were airtight
    - Fixed: Force field (7x14) collapse (SI) -> we deactivated the 7x14 forcefield and added instead a 7x12 forcefield
    - Fixed: Exception after changing between half & max textures
    - Fixed: [MP] Shooting NPC after they are dead gives unlimited xp and reputation
    - Fixed: Logistic Menu: Right side does not scroll with mouse wheel
    - Fixed: Fuel disappears from a base if you power it on before adding fuel to it.
    - Fixed: Inaccurate colliders on large boarding ramps
    - Fixed: Animals not walking in special places - getting stuck in small corridors
    - Fixed: Possible to still fly whilst thrusters are turned off whilst cruise is on
    - Fixed: Bloom was overblown in several use cases
    - Fixed: Logistics window: Access-Device button sometimes not usable in MP after DSL unload
    - Fixed: Fire status effect gets not removed in some use cases
    - Fixed: After a Drone base has regenerated Drones no longer spawn from it
    - Fixed: Ground blast particles of SV/CV not working correctly anymore
    - Fixed: Thruster speed exploit
    - Fixed: Landing a vessel on a repair bay with 'Automatic mode' checked will activate it before the player leaves the bounding box.
    - Fixed: Changemode option in some scenarios when used can trigger a CoQ after leaving the save & trying to reload into it
    - Fixed: Issue with seed 0 overwriting new save games seeds when trying to make a new game after leaving a server.
    - Fixed: Retrieving 'DecoTribalBlocks' deco puts the retrieved block into the wrong group 'Furnishings (Deco)'
    - Fixed: Grass movement messed up during 'bad weather' transitions
    - Fixed: Problem that sometimes bases had no O2 even though O2 indicator is shown
    - Fixed: Changing from orbit to atmosphere sometimes removes all deco from terrain
    - Fixed: Inconsistency with upgrading devices (eg Cockpits T1 > T2, Thruster GV T1 > T2): for these devices you needed T1 as input even though T1 was already placed
    - Fixed: Anti Grief only if RegenAfter is set
    - Fixed: Drone manager - reset correctly the number of replacement drone
    - Fixed: Drones with double barrel did not hit player reliable
    - Fixed: Revealing sectors were causing map breakage.
    - Fixed: Cockpits collision model is incorrect
    - Fixed: Sometime unable to start game due to input exceptions (invalid control config data)
    - Fixed: Plants have stopped growing in growing plots
    - Fixed: Space playfields do not work with AllowBlueprint parameters
    - Fixed: Problem that HV/CV drill/turrets could not harvest resource rocks
    - Fixed: NPC's getting stuck sometimes on surroundings in underground POI
    - Fixed: Structural integrity is not updating when placing blueprints in suitable locations
    - Fixed: PvP mode overlay in world map
    - Fixed: Thruster 'heat & radiation volume' area changes when depending on the vessels orientation.
    - Fixed: Memory leak due to AI spawning
    - Fixed: Scenario games in MP not using correct static template if scenario is purely random (its own solarsystemconfig.yaml)
    - Fixed: Exception in some cases when generating playfields where very first POI is a player start (no NullPoi available)
    - Fixed: Aiming of Pulse Rifle (now scoped aiming)
    - Fixed: Tribal Bazar Arid was indestructible (changed Admin Core into normal Alien Core)
    - Fixed: SurvivalTool beams had wrong distance (visually)
    - Fixed: Alien containers have been listed in dropdowns in Logistic Menu
    - Fixed: NPC Health Bars not scaled properly
    - Fixed: Building exploit (ghost devices)
    - Fixed: Ore deposit 'overspawned' by POI and removed > now place resources after all POIs have been placed to prevent structures from 'overspawning' resources, causing empty resource nodes and POIs placed directly over deposits.
    - Fixed: Mod: Player inventory modifying requests don't respect open Logistic window showing that
    - Fixed: Possible to place blocks inside of Boarding Ramp bounding box.
    - Fixed: SI debug overlay not always activating when checked
    - Fixed: Instant-Production speed does not trigger PDA checks when used in any constructor
    - Fixed: Deco – OmicronPlant: White squares as falling leaves if removed
    - Fixed: PDA (Default Akua-Omicron, Default Multiplayer) - Changed GHOST entries to GHYST so the missions affected work again
    - Fixed: Area damage gets removed when firing from forward moving vessel
    - Fixed: LCD getting switched off automatically if underground
    - Fixed: Corrupt player avatar colors
    - Fixed: 'Small Table' deco positioned incorrectly
    - Fixed: Problem with not placing some POIs (MoonDesert, Ghyst HQ etc)
    - Fixed: PDA Mission "Raid Alien POIs" did not work due to wrong Core check
    - Fixed: Wrong spotlight on stock HV T1a
    - Fixed: Player report: Plants have stopped growing in growing plots
    - Fixed: Decoration Respawn on GreenWall
    - Fixed: Unpick-able alien plasma plant underwater
    - Fixed: Reappearing deco that becomes indestructible
    - Fixed: Wrong loot in very rare alien container (single device instead of group)
    - Fixed: Modular Wing Connector (Medium) was placed wrong
    - Fixed: It was possible to destroy rocks with plasma cannon
    - Fixed: PDA - creature spawns of 'Crime Scene Cleaner' (Now Alien/Legacy creatures should spawn again and be counted towards the mission goal)
    - Fixed: Beveled edges on Heavy windows > now they are completely symmetrical
    - Fixed: [Mirror] Placing any block or device INTO the mirror plane leads to loss of one device
    - Fixed: Orbit resource asteroids are not depleting when mining them with CV lasers or the drill turret
    - Fixed: Do not re-autoactivate chapters that are completed with no remaining repeats with ChapterActivation.
    - Fixed: BA/CV/HV/SV O2 Station - No Sound
    - Fixed: PDA tasks are not completed when player is not seated in his vessel
    - Fixed: Exception when starting a PDA mission in certain use cases.
    - Fixed: Exploit: [MP] Armor locker / repair station item duplication
    - Fixed: Not working animation on Troop Transport / Not working Thruster effect
    - Fixed: Exception for space playfields when fixed player start assigns equipment.
    - Fixed: Video Options: Changing Depth-of-Field reloads Trees
    - Fixed: Particle effect on MoundzTreePrefab was wrong
    - Fixed: Invisible blockface in structures
    - Fixed: NPC's with ranged attacks not firing at players
    - Fixed: Deconstructing T2 cockpits return T1 cockpits
    - Fixed: Stair blocks had inconsistent hitpoints
    - Fixed: Tribal Cauldron 2 cannot be removed
    - Fixed: Allow editing properties of "Internal" BPs in BP Library in Survival Mode when in godmode
    - Fixed: Xeno Steel Localization Wrong
    - Fixed: Space playfield descriptions not loaded from space_dynamic.yaml templates.
    - Fixed: Problem that beam of several turrets/fixed weapons were not long enough (Drill, Multitool, Laser Module)
    - Fixed: Avatar legs can be seen clipping through cockpits when re-entering a cockpit in 3PV with the jetpack enabled
    - Fixed: NPC's hitting & inflicting damage to the player through hull blocks (fix for AlienBug01)
    - Fixed: Actual Dimension of 3x13x3 & 3x10x3 thrusters for SV are Smaller than what is both reported in the tooltip and visually.
    - Fixed: Center of mass visualization doesn't appear until you enter the cockpit of any vessel.
    - Fixed: Center of mass visualization appears with wrong color
    - Fixed: Consuming any item sometimes reduces body radiation
    - Fixed: [MP] Issue with capacitor/battery amount not updating fast enough
    - Fixed: HV Docking issue
    - Fixed: Playfield parameters MapDistance, HudDistance don't work further than 500m
    - Fixed: When de-selecting the checkbox for "Symmetry Plane" and re-checking it it does not go back to the plane that was set.
    - Fixed: Weather HeatWave, ColdWave, Wind had broken cloud transition
    - Fixed: Removing Walkway Slopes provides different Walkways
    - Fixed: Sector Map shows wrong PvP / PvE
    - Fixed: Harvestable Tomato missing from item menu
    - Fixed: BA Stock Prefab T1e was not airtight
    - Fixed: Jet Thruster collider > now cannot place blocks "inside" it
    - Fixed: SV\HV open cockpits have broken building size model
    - Fixed: Ship controller : Cruise mode not at full thrust
    - Fixed: Problem that under POI texture was changing between Forest and DeepForest on Temperate Planets
    - Fixed: Truss Preview item: SLOPE broken
    - Fixed: Anchoring of player name and icon in Title Menu
    - Fixed: UI of Repair Stations was not horizontally aligned with Inventory
    - Fixed: Truss round slope has one odd side
    - Fixed: Missing bottom on LandClaimDevice
    - Fixed: Trapdoor disappeared too early (too early culling)
    - Fixed: Removed checkbox "Destructible" for cores (it had no functionality)
    - Fixed: Mushroom02 vanishes if player moves too close / overhead
    - Fixed: Broken deco (FantasyPlant1+2, CrystalStraight has no glow)
    - Fixed: Bad characters in pda.csv for Shadow of Starlight.
    - Fixed: Several internal exceptions
     
    #4
  5. nottrox ¯\ (ツ) /¯

    Joined:
    Jul 27, 2018
    Messages:
    141
    Likes Received:
    138
    So Alpha 10 is out. Is this something special to you guys or just another Alpha version? @EleonGameStudios
     
    #5
  6. CatmanDoes

    CatmanDoes Lieutenant

    Joined:
    Nov 16, 2017
    Messages:
    42
    Likes Received:
    54
    Top stuff, keep it up
     
    #6
    Arbanax likes this.
  7. Taelyn

    Taelyn Administrator
    Staff Member

    • Developer
    • Administrator
    Joined:
    May 29, 2016
    Messages:
    2,995
    Likes Received:
    2,988
    Every Version is Special to us <3
     
    #7
    ion_storm, Sofianinho, TK85 and 24 others like this.
  8. Flash Hendricks

    Flash Hendricks Captain

    Joined:
    Oct 10, 2016
    Messages:
    768
    Likes Received:
    1,088
    And to us! ;)
     
    #8
  9. Gromit

    Gromit Captain

    Joined:
    Feb 10, 2017
    Messages:
    184
    Likes Received:
    401
    Copying this across from the other thread as requested.
    Who actually uses the salvage mode anymore? Anyone?

    I personally haven't used it since you decided it would be a fantastic idea to make it give back fewer resources than the retrieve block option.

    I've never had a situation where I've needed to use salvage mode and why would I ever use it? If I want to strip a poi, I put a core on it first so I can retrieve 100% of the resources instead.
     
    #9
    nottrox ¯\ (ツ) /¯ likes this.
  10. stubert812

    stubert812 Lieutenant

    Joined:
    Dec 17, 2017
    Messages:
    59
    Likes Received:
    60
    Wow there's a lot of reading. lol Will give me something to do in my lunch break tomorrow. Cheers Eleon! :)
     
    #10
  11. nexus_absolute

    nexus_absolute Captain

    Joined:
    Aug 18, 2016
    Messages:
    705
    Likes Received:
    1,532
    That's a lot of update notes and a lot of bug fixes!
    Thank you so much and well done!
     
    #11
  12. IronCartographer

    Joined:
    Sep 27, 2017
    Messages:
    943
    Likes Received:
    1,283
    In multiplayer, POIs are set to regenerate, which prevents you from placing a core on them.

    You can still use Retrieve Block but it's obviously far from guaranteed to do so without your own core.
     
    #12
  13. jmcburn

    jmcburn Rear Admiral

    Joined:
    Jan 15, 2017
    Messages:
    1,647
    Likes Received:
    2,462
    Of course I do, I ONLY use salvage mode on public/enemy POIs. Especially needed in early game to gather resources for building. I only want to retrieve full blocks when I'm in my own base. I think it's just perfect the way it works now.

    /jmc
     
    #13
    GenghisBob and Maris like this.
  14. Gromit

    Gromit Captain

    Joined:
    Feb 10, 2017
    Messages:
    184
    Likes Received:
    401
    It still seems illogical to me, sorry. Gathering early resources is so much easier now and the survival tool is great at mining. Conversly, it's absolutely terrible at stripping POIs.

    I'm honestly just not sure why you'd pull off stuff like thrusters/weapons with the salvage option if you can put a core on it and take them whole. I just don't get why you wouldn't do that if the option to do so is there.
     
    #14
  15. krazzykid2006

    krazzykid2006 Rear Admiral

    Joined:
    Feb 28, 2017
    Messages:
    1,119
    Likes Received:
    1,081
    Many reasons.
    1. POI is set to regenerate. This means you CAN'T put your own core.
    2. Haven't found promethium yet, therefore can't use the other modes because you only have a survival tool.
    3. I WANT the plates instead of the full blocks. There are so many free plates just sitting there that I don't even care about the losses in this case.
     
    #15
  16. climberuy

    climberuy Ensign

    Joined:
    Aug 1, 2018
    Messages:
    1
    Likes Received:
    0
    Hi all :)
    Does anyone know if Multiplayer Servers will need Wipe for Alpha 10 Ultimate?
    Because I do not want to enter a Server today and lose everything...
     
    #16
  17. stanley bourdon

    stanley bourdon Commander

    Joined:
    Oct 7, 2018
    Messages:
    329
    Likes Received:
    202
    I do not like the new salvage mode. I salvaged 3 forcefields (no deconstructor yet) and got the equivalent of 8 E&Z instead of the previous 15 E&Z so I gave up and brought in a deconstructor with the factory.
     
    #17
  18. Gromit

    Gromit Captain

    Joined:
    Feb 10, 2017
    Messages:
    184
    Likes Received:
    401
    1. I don't play multiplayer, I use the co-op setup now. I always turned regen off when I hosted though as I absolutely hated it. When I beat a zirax poi, I level the damn thing once I've removed anything of value. I don't want to see that shit again.

    2. I play on the lowest resource count. I still manage to find it, plus there is the radiated areas where it's at too. I don't mind hopping on the bike and finding it. I'd prefer to get the multitool a little earlier than we do, but that's how Eleon have designed it.

    3. There's so much iron around I just don't see the point in this approach at all. I'd rather mine with the survival tool, it's incredibly good at mining. It isn't good at stripping pois.
     
    #18
  19. Taelyn

    Taelyn Administrator
    Staff Member

    • Developer
    • Administrator
    Joined:
    May 29, 2016
    Messages:
    2,995
    Likes Received:
    2,988
    Most server will wipe yes. Our Official Servers will be wiped soon
     
    #19
  20. Taelyn

    Taelyn Administrator
    Staff Member

    • Developer
    • Administrator
    Joined:
    May 29, 2016
    Messages:
    2,995
    Likes Received:
    2,988
    That you dont use it doesnt mean others dont. It has its use for many players
     
    #20
    Adonnay and Silwer like this.
Thread Status:
Not open for further replies.

Share This Page