Alpha 11.5 Experimental - Refinements

Discussion in 'Announcements' started by EleonGameStudios, Dec 10, 2019.

  1. EleonGameStudios

    EleonGameStudios Developer
    Staff Member

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    Hi Galactic Survivalists!

    The holiday season is coming closer, so does the final game update of the year - hotfixes aside ;)

    That being said, Alpha 11.5 Experimental not only adds bugfixes, but also a few important changes and additions.

    Examples:
    • Small and Large Optronic Bridges/Matrix are now craftable
    • Loot Tables are now exported to the Config_Example.ecf
    • We have reactivated the new, reworked galaxy map
    • Multitool has now a downgrade option
    • HV Drills are now usable in space
    And a lot more. Please have a look at the full changelog below.

    Please contribute any Experimental-version feedback over here: https://empyriononline.com/forums/experimental-features-discussion.35/

    Forum update:
    More to come!

    As always: please report any bug and issue in our bug-forum over here: https://empyriononline.com/forums/bugs.34/

    Before making a bug report, please read about how to use the bug section: https://empyriononline.com/threads/...ort-template-requirements-known-issues.47118/

    Have fun playing Alpha 11.5 Experimental!

    ===========

    Alpha 11.5.6 Patch 2020-01-28 (Build 2777)

    Fixes:
    - CoQ from LCD signs when approaching a structure with an LCD with "bad" content
    - Rockets kill its own pilot

    ===========

    Alpha 11.5.5 Patch 2020-01-22 (Build 2776)

    Fixes:
    - Fixed COQ when opening Advanced Constructor (improved template recursion detection)

    ===========

    Alpha 11.5.5 Patch 2020-01-20 (Build 2775)

    Fixes:
    - Item exploit

    ===========

    Alpha 11.5.5 Patch 2020-01-16 (Build 2774)

    Changes:
    - CPU Extender T3 can be upgraded to T4; T4 can be downgraded to T3
    - Updated: Merc MX5E (Thanks to jrandall; Alpha 11 feature & visual update + interior rebuild + prepared for upgrade to T3: info can be found on info LCD)
    - Updated: FORGE Skyfortress (fixed medbay leading to getting stuck when spawning)

    Fixes:
    - NullRef spam in EAI Manager fixed

    ===========

    Alpha 11.5.5 Patch 2020-01-14 (Build 2772)

    Changes:
    - Galaxy map: removed zoom when opening it
    - PdaScript: prevent possible exceptions and cleaner initialization. Read data from correct directory in subscribed managed scenarios.

    Fixes:
    - CoQ when opening the advanced constructor
    - NPC textures missing after playfield change
    - DynamicC# (needed for PDA.cs) now references dll for old ModInterface

    ===========

    Alpha 11.5.5 Patch 2020-01-10 (Build 2770)

    Fixes:
    - HV's tilting to the left & backwards
    - HV HUD does not show ammo-bar when harvester/drill equipped
    - Console cmd 'gopt' doesn't show correct game options in MP
    - 'CPU Efficiency' display in Control Panel's main page showed wrong on/off state
    - Changing the seed in a randomized custom scenario causes CoQ error and it won't start
    - Unwanted water texture shows through on terrain altitude zero (Moons, Dead planets)
    - When a player returns to a previously visited POI & kills an NPC it can instantly disappear
    - Template modifications in Config.ecf could trigger the client to close to desktop

    ===========

    Alpha 11.5.4 Hotfix 2020-01-09 (Build 2763)

    Fixes:
    - CoQ fix when using upgrade function in MultiTool

    ===========

    Alpha 11.5.4 Patch 2020-01-08 (Build 2762)

    Changes:
    - O2 Station (SVHV) now airtight due to model change
    - Changed description for Medic Station (HV), removed info about being a spawnpoint
    - Add Offline Protection player options

    Fixes:
    - [MP] Drones becoming unresponsive & not moving
    - With shadows enabled lines in terrain can be seen appearing & disappearing when moving over terrain
    - [MP] Trees re-appearing after being removed
    - Exception when opening double doors
    - A face of the block shape Ramp C face becomes see through when when next to stairs wedge
    - When light 6 is placed & viewed from behind the center becomes transparent

    ===========

    Alpha 11.5.3 Patch 2020-01-07 (Build 2760)

    Changes:
    - Galaxy map: some UI improvements
    - Less network RTT by using less thread switching
    - Internal optimization should result in more performance if a scene has potential low fps

    Fixes:
    - Fixed flickering of voxel asteroid that are far away from the origin
    - Client is kicked back to the main menu after selecting to respawn at 'Home base'
    - Armored single & double doors frames can go invisible after taking some damage
    - When SV/HV Cockpit 8 is damaged the model goes invisible
    - Multitool: Possible to downgrade and upgrade other players structures and POI
    - Wipe All Command duplicates POIs
    - [Mirror] Landing gear 2 (Folding to side) does not mirror correctly
    - Broken Deco: "AlienPlant11Blue" has an un-fitting, large movement hitbox
    - Turret targeting in MP not working

    ===========

    Alpha 11.5.3 Patch 2019-12-20 (Build 2759)

    Fixes:
    - Ship randomly shaking behavior in some cases bug -> fixed

    ===========

    Alpha 11.5.3 Patch 2019-12-19 (Build 2758)

    Fixes:
    - possible fix for texture-streaming crash
    - Infinite speed possible fix 2
    - Ship rotation speed bug -> fixed
    - Space carrier have sometimes a mass equal to zero bug -> fixed

    ===========

    Alpha 11.5.2 Patch 2019-12-17 (Build 2757)

    Changes:
    - added video option "Texture Streaming" to allow players to decide if they want to use it (default active for machines with more than 8GB RAM)
    - added special config file 'Empyrion.props' to override settings if, for example, the game crashes early
    - Added new story mission: Uncertain Outcomes (Requires Friendly standing with Polaris)
    - Updated BAOs Trading Station, Polaris Asteroid Mining Facility and Planetary Remnant for story mission
    - Updated help text of Galaxy Map

    Fixes:
    - Blueprint exploit
    - Client crash when getting into the cockpit of a HV with ground repulsor engines flat on the terrain
    - Pre-11.5 Blueprints are not update to the new torque / movement speed calculation

    ==========

    PATCH 2019-12-16 (Build 2755)

    Changes:
    - added workaround that machines with 8 GB RAM don't use texture streaming (to avoid crashes)
    - Reactivated Auto-Fire: SV Pulse Laser, SV Raril Gun, SV Plasma Cannon, CV Pulse Laser
    - Small Generator and Fuel Tank now also complete 'Robinson Protocol - Vessels" task
    - Starter Orbit: Updated Polaris Trading Station
    - Address issue with selecting a sector, but being unable to use the mouse to manipulate the data window (scroll, etc)
    - Updated EAH: https://empyriononline.com/threads/tool-eah-empyrion-admin-helper-v1-48-x.5771/page-61#post-380808

    Fixes:
    - CoQ when opening Marketplace from top menu

    ==========

    PATCH 2019-12-12 (Build 2753)


    Changes:
    - Cpu efficiency is reduced to 20% when overshooting the CPU max limit by 100%
    - Increased Pentaxid Tank content to 500 (before: 200) to increase AU warp range for games under mass/volume limitation, reduced mass of Pentaxid crystal
    - Updated Invader vs Defender II Scenario:
    - activated CPU and Mass&Volume for Official Eleon US & EU MP server
    - implemented new "OriginRestricted" feature for the orbits around the starter playfields
    - improved galaxy map

    Fixes:
    - Trading Stations broken in MP
    - Jet thrusters can idle when used with cruise mode & maintain speed

    ==========

    PATCH 2019-12-11 (Build 2751)

    Changes:
    - playfield servers with a PvP playfield loaded will not load additional pf's to avoid FPS drops
    - Added to public config: FuelTankSVSmall, GeneratorSVSmall
    - Increased HP of CV Landing Gears
    - Increased HP of SV/HV Landing Gears; Reduced Mass
    - added shadow template for CoreNPC and CoreNOcpu
    - fixed console error about Trading goods
    - Balanced HV tilting sideways

    Fixes:
    - Vessel stats are not refreshing until the player gets into the cockpit & reopens the stats window of the CP
    - CoQ when crafting a Base T4 CPU Extender
    - prohibit re-uploading a scenario you're currently subscribed to
    - Retrieving the CPU extenders cause COQ
    - Fix exception when clicking sector map 'quick-link'
    - EnableCPUPoints setting not persisted when setting for a new Scenario game.
    - Efficiency update for base bug -> fixed
    - Fixed regression that adjacent planets on moons did not have the correct texture set
    - Multiplayer Reputation sometimes ignored

    ==========

    Changelog (Build 2750)

    CPU
    • Added crafting template for small/large Optronic Bridge & Matrix (Adv. Constructor)
    • Increased drop count for Optronic Matrix/Bridge
    • If active CPU Tier is lost, the efficiency will not drop instantly, but after 3mins
    • Sending alert message when CPU Extender ( CPU Tier) is lost
    • Increased hitpoints for BA and CV CPU Extenders
    • CPU Extenders are now auto grouped to CORE group
    FLIGHT CONTROLLER
    • Reduced min speed to warp to 30 m/s
    • Ship booster reload time now affected by efficiency
    • Ground Repulsor engine thrust has been doubled and CPU cost increase from 300 -> 400
    • SV thruster: rebalanced all jet thruster by increasing the CPU cost by 10%
    • Reduced technical max speed without booster. Space : CV 150m/s -> 100m/s, SV 200m/s -> 130m/s, Booster will allow to go beyond those limits
    GAMEPLAY
    • Added DOWNGRADE feature to Multitools
    • BA attacks can now only be triggered by players of the same faction or the creators of the Base (if private)
    • Base attack, zirax soldiers will attack also generators and shield generators in random order
    • Portable Constructor now available at Unlock Level 1
    • HV Drills and Laser Drills now allowed in space
    • Allowed several devices of level 1 and 3 to be crafted in Small Constructor (O2 Station, Small O2 Tank, Lights, Growing Lights, Ammo Box, Food Processor, Large Solar Panels and Sentry Gun)

    MULTI SOLAR & PLAYFIELDS
    • Reactivated new Galaxy Map (Not yet finished; See [?] info overview for features/handling info)
    • Using wormholes now costs the full amount of AU traveled (1 AU = 1 Pentaxid; before: capped to 25 Pentaxid)
    • Playfield settings: Added AllowMaxCPUTierSV, AllowMaxCPUTierCV, AllowMaxCPUTierHV, AllowMaxCPUTierBA, RestrictToOrigin
    • Updated 'Default Akua-Omicron' scenario
    • Galaxy map: stars now use color from sectors.yaml, stars in the background use grey now instead of white for circle and text
    • Improved existing sun flare quality by optimizing compression on flares
    • Improved nebula quality be optimizing compression (reducing visible artefacts)
    • Updated stamp database
    • BP Library : Spawning checks CPU Tier restrictions of playfield

    ADDITIONS
    • Added Crafting Templates for new Small Generator/FuelTankReactivated new Galaxy Map
    • Added Small HVSV Generator (Unlock Level 1; Moved HVSV Generator to Level 3)
    • Added Small HVSV Fuel Tank (Unlock Level 1; Moved HVSV Generator to Level 3)
    • Only for Creative/POI: Add a new Core No CPU that behave like a player core but is not using the CPU system
    • Only for Creative/POI: Add new NPC Core : Behaves the same as the NPC Core but is using the CPU system

    OTHER CHANGES
    • LootTables and LootGroups are now available in custom Config.ec
    • Blueprint Library info card now shows CPU efficiency instead of used points
    • Relaxed server side player muting by allowing muted players to use faction messages
    • Added some visual noise to shore lines of planet outside view
    • Slowed down player drone rotation

    BLUEPRINTS
    • Updated: Ascalon Eclipse, Ascalon Nibiru, FORGE Heavy Gunship, FORGE Neoburst, UCH Storm MK2, UCH Raider, UCH Raider Technical, CORE Heavy Fighter, ZeroG Malo
    • Added: FORGE Bulldog (Vermillion), Box Cutter Mk2 (XCaliber)
    • Updated MS Titan and Rapier on CREATIVE Orbit (Station)

    TECHNICAL
    • Internal naming change of sub folders in save game folder Shared: now the folder names of structures are only named by their ids. Old folder names are still loaded.
    • Improved planet outside view (sharper texture transitions)
    • Showing volumetric light now only on planets (turned down compared to the last public release)
    • Added an option to turn Volumetric lighting on & off (TURNED DOWN VOL LIGHT PRETTY MUCH, NO OPTION ADDED YET)
    • Local Coop no longer needs admin rights for dedicated exe
    • Enabled ConstructorT0 to be used for templates production location as ‘BaseC’ ("Small Constructor"; Previously: Small Constructor and HV Mobile Constructor shared templates )
    • Low memory check detects if pagefile is enabled, and displays messages accordingly. It is now forcing low textures only when it's necessary for the game startup. Messages are shorter and cleaner
    • Updated to Unity 2019.2

    BUGFIXES


    - Fixed: prohibit re-uploading a scenario you're currently subscribed to
    - Fixed: Difference in torque values added by RCS when a vessel is spawned in as a BP
    - Fixed: Some ventilator shapes did not mirror correct
    - Fixed: [Player report] Supplied vessel triggering CoQ's when opening CP>Stats window or when trying to sit in cockpit
    - Fixed: Cruise mode can only go to 100%
    - Fixed: SV prefab uncontrollably spinning after rolling + CoQ from it's stats window
    - Fixed: When a vessel is flying, rolls & turns in a direction (left or right) the thrust appears to get stuck
    - Fixed: Placement preview of starter blocks AND blueprints does not vanish after disconnecting container
    - Fixed: CoQ if resume a savegame in orbit
    - Fixed: When AlienBug03 fires at the player no projectile is fired from it
    - Fixed: Thruster flares can be seen to flicker & shine very bright
    - Fixed: [MP] When trying to spawn a BP in MP a CoQ is triggered & the BP doesn't appear
    - Fixed: Ship inertia tensor bug fixed. May change the turn rate of a specific ship up or down.
    - Fixed regression in BP Lib window: playfield spawn restrictions are applied even with 'gm iv'
    - Fixed planet clouds rendering in front of LCD text (f.e. when starting a creative game in space)
    - Fixed: Rocks or ore bearings falling under terrain after being drilled
    - Fixed: Not possible to warp to a 15.0 AU playfield with a SV
    - Fixed: Ship booster > fixed boost recover rate + rebalance boost recover time form 23s to 20s and boost duration from 3 to 10
    - Fixed: Request_Player_ChangePlayerfield causes player issues if destination is same playfield
    - Fixed planet outside view not loading correct splatmap if planet was never visited
    - Fixed: Wall shape L block can partly go invisible when another block is placed next to it
    - Fixed: Lag when changing block of a vessel
    - Fixed: Rocket launcher & plasma cannon shots when fired inside a structure can ghost through blocks
    - Fixed: Trees, surface rocks & pickable terrain plants becoming 'Containers'
    - Fixed exception spam on a playfield server started with UI and pressing F9
    - Better fix for playfield exc. spam when loading instance and space playfield at the same time
    - Fixed: Teleporter Doesn’t work with Type: CV_player
    - Fixed: Color & texture tool with personal drone can sometimes not work (better fix)
    - Fixed: Solar panel not active in some cases -> bug fixed
    - Fixed: Infinite speed possible
    - Fixed: Structure hull blocks micro stutter when moving
     
    #1
    Last edited: Jan 28, 2020 at 11:35 AM
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  2. Germanicus

    Germanicus Rear Admiral

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    Nice updates /changes. Well done!
    Question: Is enabled .pagefile now positive for the Game performance or worse?
     
    #2
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  3. KayaM82

    KayaM82 Lieutenant

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    Instead of allowing miners with HV's in orbit, it would be better if the SV's allow the laser drills
     
    #3
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  4. Germanicus

    Germanicus Rear Admiral

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    And were would you intend to put all those tons of Ore in your SV?;)...Oh, yes, you could play without M/V turned on...sure, sure:cool:
     
    #4
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  5. krazzykid2006

    krazzykid2006 Rear Admiral

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    Same way we already do, in container controllers and extenders. I just flew home from the moon in my SV with many tons of ore in my storage and made the trip just fine. I'm just saying....

    Just because it has drills doesn't mean you have to mine 50 asteriods in one trip. Lol.
    I had V&M turned on by the way.
     
    #5
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  6. Germanicus

    Germanicus Rear Admiral

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    But, if you follow certain YouTuber's THATS exactly what they want this "feature" for.;)..
    And OFF...wrong Thread for this...discussion:D
     
    #6
  7. DASHEDM

    DASHEDM Lieutenant

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    with SV with 32k storage, which is not that hard to achieve you can mine 16k iron ore or 5 big asteroids
     
    #7
  8. Nerd01

    Nerd01 Lieutenant

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    They should limit the acceleration, not speed. Same for boosters, they should increase your acceleration, not top speed.
     
    #8
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  9. Germanicus

    Germanicus Rear Admiral

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    Nobody need to tell me that as I play and Test with all those "bad features" turned ON! And a 32k CC is a KILLER in CPU Terms:);)
     
    #9
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  10. DASHEDM

    DASHEDM Lieutenant

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    It would take only 3,840 CPU points
     
    #10
  11. Kieve

    Kieve Rear Admiral

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    Everyone: "Mass/acceleration speed capping sucks! We hate this!"
    Eleon: *lowers minimum warp speed*

    Way to ignore the problem guys...
     
    #11
    Last edited: Dec 10, 2019
  12. woowoo

    woowoo Commander

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    The change to minimal speed required to warp made me think it might be better to set it to 0, the vessel would have to make a full stop for a few seconds instead and it wouldn't require alignment to next target, you would select your target from map, stop ship, let warpcore charge, you could even add a boost for this.
    The speed and alignment requirements are annoying, it's completely useless in PvE and I think it would enhance PvP gameplay, the player warping would be a sitting duck for a few seconds.

    The 3 min delay for CPU tier downgrade is too long for PvP, I hope you will allow the player to chose cpu/power priority for devices so when generators or cpu modules are missing, the downgrade is instantaneous but the player get to chose between protection, agressivity or mobility.

    I'm happy you added the small generators, I really hated the 1x2 modules for minimal designs. Now I hope you will do the same for other devices: the o2 dispenser, just make an universal dispenser the size of sensor models and let us chose wich container it's connected to, be it o2, power for player suit, water, proteine shake, anyting... it's just a valve.
     
    #12
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  13. Hummel-o-War

    Hummel-o-War Administrator
    Staff Member Community Manager

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    We plan the warping altogether...maybe in A12 already.
     
    #13
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  14. Germanicus

    Germanicus Rear Admiral

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    As I said before ... in another thread but not here..;)

    Feedback:
    New Starmap looks, hm, well, how should I put it, still not right. But background and handling is fine, the ? is real helpful, As the Star Map is a WIP I hope that the Planets, Asteroid fields and Space stations get as much love as the now pretty Looking Stars in the Center....which are still to small for my liking:(. The Planetary View shows that the graphic is as it should be - not a forced reduced one.
     
    #14
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  15. krazzykid2006

    krazzykid2006 Rear Admiral

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    The fact it had to be lowered in the first place is the problem, not the fact that it was at 50 m/s.
    What makes you think this is in any way fun gameplay? We are in freaking space! It's a space game!
    It should behave at least somewhat believably like space! Sheesh.

    Apparently in the future space is filled with a liquid adding enormous amounts of resistance to your craft.....
    Suspension of disbelief has been taken completely away, imo. I can no longer trick my brain into thinking I'm in space.
     
    #15
    Last edited: Dec 10, 2019
  16. Flash Hendricks

    Flash Hendricks Captain

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    Just coming back to Emp after a long break. Built one of the new prefab HV's (Specter Zero); is it really supposed to fly 20m off the ground! Hardly seems like an HV at all. Also (not urgent, I realise), but please could we have an HV engine noise while we're driving?
     
    #16
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  17. Bigfeet

    Bigfeet Captain

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    Does this include a similar bug reported here : https://empyriononline.com/threads/ramp-c-partially-invisible.91557/ ?

    o_O Was halfway through updating my workshop vessels. Gonna have to do it all over again ... Guess i'm back on hold.
     
    #17
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  18. Track Driver

    Track Driver Captain

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    Just an opinion,as I'm not actually involved with EXP, but it doesn't seem right that using a wormhole should result in expending the same amount of warp fuel as NOT using a wormhole. What would be the point other than you made that destination accessible via wormhole rather than a warp route? Wormholes should provide a significant reduction in pentaxid use. At most, 10 to 15% should expended, if that, to provide a boost to shields while in the wormhole.

    If there is something I missed, please explain.

    Thank you.
     
    #18
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  19. Scoob

    Scoob Rear Admiral

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    Some nice changes, though I still hope mass limiting top speed, rather than just acceleration, is coming in a future update. Perhaps I'm only noticing posts that agree with my viewpoint, but this does seem to be a largely unpopular change. Plus, I really don't see what it's trying to add to the game. It just causes frustration for me, and others, it seems.

    Really, if Thruster power consumption was proportional to the force they exerted then that along with reduced acceleration would be a nice balance. However, currently Thrusters burn the same amount of power while accelerating up to speed as they do then holding that speed, which isn't quite right.

    With this approach, having your heavily laden vessel - whatever class it may be - accelerate up to it's top speed (not artificially nerfed) would burn a lot more fuel as thrusters would be at full power for longer. They'd then use far less fuel to hold that speed, assuming course corrections aren't needed. This, to me, seems to strike a really nice balance. So, rather than the artificial (and horrible) top speed nerf (which is horrible btw) we see a heavily laden vessel accelerating slowly (as it should) and burning more fuel (as it should) due to that extra mass. It could reach its top speed just fine, given flat terrain (HV) reasonable aerodynamics and level flying when not battling gravity, there are just time and fuel costs involved. That sounds like good balance to me.

    I would really like to know why the Devs are so keen on this mass-related top-speed limit, as it seemed to come out of nowhere. It's not CPU related, the headline feature of 10.6 / 11, and it's not - as first thought - related to Drag / Aerodynamics. It's a change to the Weights and Volumes mechanic, which I thought was working rather well already - with no top speed nerf due to Mass.

    You're doing good work Eleon, just this one little niggle to sort and you're back on the Christmas Card list ;)

    Scoob.
     
    #19
  20. KnowItAllDM

    KnowItAllDM Commander

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    What specifically was updated with Akua-Omicron, and will I have to restart my save game to get the effect of it?
     
    #20

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