Alpha 11 - Release Candidate

Discussion in 'Announcements' started by EleonGameStudios, Nov 13, 2019.

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  1. EleonGameStudios

    EleonGameStudios Developer
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    Hi Galactic Survivalists!

    After an extensive Experimental phase with a lot of feedback and even more changes and additions, we are now heading towards the public release of Alpha 11, planned to hit on next monday, November 18.

    And yes, you did read it correct, we also changed the head version from Alpha 10.6 to Alpha 11, as the version has now piled up so many changes and additions that we think it is worth a major version tag!

    Said that, for all those that did not closely follow the Experimental versions in all details, a quick overview of the changes on the two main features of Alpha 11:
    • CPU system: The T2 to T4 levels on each vessel have gotten a lot more CPU points per tier than back when we started. This should allow to go for a specialization between T1 and T3 and do more of the multi-purpose vessels, like mobile bases, on T4. The penalty for overshooting the CPU points of a tier is now more pronounced: doubling the points means going down to 72% performance.

    • Flight Model and HUD: A few bugs and issues were fixed. We have also added a new fix for the problem that CVs have become uncontrollable in some constellations with thrusters generating more than the expected torque.

    • Flight model info: We are currently working on giving you more in detail info in the Statistic overview, like a breakdown on Torque. This is not yet finalized at this point.
    But that’s not all:
    In this version, we have activated the “same-to-same” docking and re-enable the CV>BA docking! What means, docking between HV-HV, SV-SV and CV-CV is now possible and should give you even more creative options to work with! Note that all docking follows the same rules as always (no docking of vessels that have already vessels docked; turrets, shields and weapons do not work when docked)

    Finally, there is one little gem that we also do not want to hide from you: The first technical demo of the Multiple Solar System concept is now available in the Akua-Omicron scenario!

    Please note: this is really only a tech-demo in its best sense. It is NOT the full Multi-Solar System implementation yet, as it does not allow to create a Galaxy randomly and it also does not have the final design on how to warp between solar systems, the galaxy map is not in its final state and a bunch of other elements are not yet finalized but we did want to give you a little present for all the feedback, critiques and suggestions you were contributing in the forums and all the patience you have shown while testing EXP builds including the CPU and Flight system in particular!

    You can already play it and those who want to dive into the setup of the sector.yaml (for fixed scenarios) can already check out how it works. Of course we want to read your feedback on the topic of Multi Solar Systems in general and also specifically what you expect to get added along with it :)

    As with all iterations of the Experimental phase, the following applies for the Release Candidates even more:
    Thanks a lot in advance for reporting any bug and issue in our bug-forum over here: https://empyriononline.com/forums/bugs.34/

    Please note about the Official Public server: we will full wipe our "Vanilla" Eleon server and activate CPU to get moderate feedback about it. The Official EU and US server will be full wiped at a later stage (around Christmas).

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

    Also, ahead of reporting any issue, please have a quick look at the KNOWN ISSUES
    https://empyriononline.com/threads/...-requirements-known-issues.47118/#post-290341

    Have fun playing! :)

    ==========

    Hotfix 2019-11-17 (Build 2711)

    Changes:
    - Added console command 'playfields' to list and activate a loaded playfield (only needed on playfield servers)
    - Changed: CV cannot dock to a BA any more to avoid that others cannot dock to the CV standing on a BA

    Fixes:

    - Item dupe exploit
    - Fixed console command regenerate not working on a playfield server in some use cases

    ==========

    HOTFIX 2019-11-16 (Build 2709)

    Changes:

    - Default CPU system = false in gameoptions.yaml
    - Alien planet now also uses green sun light in orbit
    - Rotation generated by thruster : increase the rotation speed for HV, SV, CV
    - Added error message if Allow/Deny entry is empty in sectors.yaml
    - Implement 2D view for new sector map

    Fixes:

    - Next product timer no longer appears or works when returning to save game

    ==========

    RC2 2019-11-15 (Build 2708)


    Changes:
    - Galaxy map: zoom to sector now also considers rotation, changed font
    - CPU cost : Increase the CPU cost of weapons for CV and Base by factor 2
    - CV Torque : RCS T2 for CV has been buffed to 600kNm + CPU cost 1.25M -> 1.5M
    - Balancing : Ground repulsor engine force buffed, WrapDrive CPU Cost -> 40'000
    - Ship torque generated by thruster is reduced for CV, SV, HV
    - Default Akua-Omicron: Added a few missions (standard and instanced)
    - ModApi: added IPlayfield.GetTerrainHeightAt()
    - Galaxy map: added icons for AsteroidField, Station and Instance. Supporting of Color tag in sectors.yaml again
    - Added option toggle for CPU system

    Fixes:
    - ModApi: IContainer.SetContent doesn't work and removes visible in-game items
    - WA for 'Exceeded id list' reported from public test server
    - Galaxy Map: Fixed CoQ when switching from galaxy map to space map
    - CPU efficiency is not switch off after placing Admin/NPC core -> bug fixed
    - CoQ when selecting statistics Overview/Detail in the control panel

    ==========

    HOTFIX 2019-11-14 (Build 2705)

    Changes:
    - Added CPU infos to list of data in Blueprint window
    - Playfield.yaml OrbitUsesLightColor is now per default set to "false" for backward compatibility
    - Akua-Omicron Scenario: Changed names of Trading Stations

    Fixes:
    - Container contents invisible until disconnecting & reconnecting (also: Constructors, Food Processors not working)
    - Devices & hull blocks of a structure appear to not be removed until the exiting & loading back into a save game
    - Trees reappearing after being removed by base placement or player removing them

    ==========

    CHANGELOG 2019-11-13 (Build 2703)

    Changes:
    - Supporting now flexible docking between ship types, e.g. CV->CV is now allowed
    - 'Multiple solar systems' tech demo: distributed the planets of 'Default Akua-Omicron' scenario into 6 solar systems
    - added first version of a of Galaxy Map
    - Added NoShield parameter to all planetary playfields to make sure shields of POI do not recharge when brought down to 0
    - Added OrbitUsesLightColor to ExamplePlayfield playfield_static.yaml (incl. explanation how to use)
    - Set OrbitUsesLightColor to false for creative playfields
    - CPU Points system is by default active in CREATIVE mode
    - Added possibility to upgrade from Carbon Composite blocks to Steel Blocks (preparing new Multitool downgrade feature)
    - Increased drop chance of small and large Optronic Bridge and Matrix
    - New Ship controller: Torque generated by the thruster has been reduced for CV
    - Low memory check on startup, texture resolution reduction on low memory on startup
    - CPU Extenders, new Doors, Heavy Windows and new Railing now are exported to Custom config
    - Alien Dancer now properly "picked up" as Crew (Alien) instead of Crew (Human)
    - Ground repulsor engine: rebalance force generate from 5kN to 10kN and increase CPU cost from 150 to 300
    - Control panel, CPU statistics: improve the list of device and hull bocks
    - CPU points: Cost of Warp drive for CV reduced from 30,000 to 4,000 points
    - some vessel stats improvements

    - ModApi:
    - adapted to work with multiple playfields per pf server process: pf [un]load callbacks have an IPlayfield parameter instead of the pf name
    - callback for playfield unloading is called earlier (before pf cleanup is done), renamed to OnPlayfieldUnloading
    - IModApi: renamed Playfield to ClientPlayfield - this is now for Client mods only: contains currently loaded playfield
    - INetwork: Replaced Dedi and Playfield DataReceived delegates by the common ModDataReceivedDelegate (since the playfield name is needed in both directions)

    - Updated 'Invader vs Defender II' scenario:
    - Implemented optronic items to NPC Trader to be able to build large CPU Extender
    - Added repeatable PDA Mission to get CPU Extender items
    - Reduced Resource quantity in the outer and middle ring greatly
    - Added variety of Resources in the outer and middle ring to motivate more exploration to get the resources you want
    - Fixed couple of issues

    - Steam Workshop now contains filter checkboxes for custom POI tags, e.g. "Terrain Base" (can be set when publishing / updating a Blueprint from within the game).

    - Updated EAH: check changelog here: https://empyriononline.com/threads/tool-emp-admin-helper-eah-free-v1-48-x.5771/page-61#post-374387

    Fixes:
    - Fixed rocket launcher crosshair showing bright red (=target in range) too often
    - Turret target options element becomes stretched out when turrets in the group have different target options set
    - Better fix for: Blank inventory spots prevent scrolling
    - Fixed problem that tracers sometimes did disappear immediately after shooting
    - CoQ's triggered when placing thrusters on a vessel & getting into a passenger seat
    - CPU Efficiency for base: Efficiency fall to zero beyond the CPU max limit bug
    - Fixed 'say' command
    - Multiple Requests from the old Mod interface are not working anymore
    - [MP] CoQ triggered when changing from planet to orbit or vice versa
    - Control Panel -> CPU Statistics: The list of devices and hull block don't display the right amount of equipment
     
    #1
    Last edited: Nov 17, 2019
    vscuorzo, Slimer, Ephoie and 29 others like this.
  2. Groza

    Groza Commander

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    good news, thank you guys=)
     
    #2
  3. DASHEDM

    DASHEDM Lieutenant

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    Hooray!
     
    #3
  4. Myrmidon

    Myrmidon Rear Admiral

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    After I read this, I "melted in my chair"... A dream for years now is comming to life, step by step. It is an historic moment.


    Multi solar test_2019-11-13_16-47-52.png


    Also the time comes closer for the need of automatic multi warp jumps from orbit to orbit based on a path ploted on galaxy map.
     
    #4
    Last edited: Nov 13, 2019
    DASHEDM, Arkudo, Garr and 17 others like this.
  5. elmo

    elmo Captain

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    Was looking forward to this one but had to stop play and son is putting in the bug reports already.. Food processor not working neither is constructor and loot boxes showing as empty but when you take them away loot drops on floor.
     
    #5
  6. iKat

    iKat Ensign

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    Yeah!!! Excellent work guys, thank you :)
     
    #6
  7. Kieve

    Kieve Rear Admiral

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    "We changed nothing, but now it doesn't matter anymore! Enjoy!"
     
    #7
  8. krazzykid2006

    krazzykid2006 Rear Admiral

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    Any chance of getting this thread moved to the front page of the site?
    As it stands now the top announcement takes you to a thread that is closed (exp 10.6).

    It stands to reason that something like a release candidate should be on the front page, IMO.
     
    #8
  9. Ashavir

    Ashavir Ensign

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    Eleon always impresses me because they are always moving to the right direction and listens to their players.
     
    #9
  10. Frigidman

    Frigidman Rear Admiral

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    I sense sarcasm... given the recent rash of negative feedback on the CPU system, and Eleon not listening one bit about it.
     
    #10
  11. Combat Wombat

    Combat Wombat Captain

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    Yep CPU system is DOA. Such a waste of time and provides no gameplay purpose anymore. If they at least let the values for each tier be modded theres a chance it could be salvaged by players but leaving the balance in the hundred separate components basically means no ones gonna make a mod anytime soon if ever. Everyone is just going to turn it off.
     
    #11
  12. RexXxuS

    RexXxuS Captain

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    Note: Only the Official Public Server will full wipe with the Alpha 11 release! This server can be used to experience the CPU in MP as vanilla as possible.
    The Official EU + US server will be full wiped at a later stage - and CPU activated on them.
     
    #12
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  13. Frigidman

    Frigidman Rear Admiral

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    It could have been really well done, useful... doing the intended purpose of getting people to build in a specific direction (instead of just make a ship that has it all).

    I had read a lot of great feedback on 'how to fix this mess'. Yet Eleon's take-away was "lets just raise and lower numbers to make it meaningless and just a nuisance in the UI".

    This is the whole "lets make shields run off the rarest material in the universe cause of pvprs" all over again.. or 'weapon kits'... Gotta wonder who is strong-arming them into doing so many bad decisions lately. :rolleyes:
     
    #13
  14. banksman45

    banksman45 Rear Admiral

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    Now this is a beautiful Map. I like the direction this is going in. MORE EXPLORATION!!!!! NEW NPCs to battle and Maybe new factions one day?
     
    #14
  15. banksman45

    banksman45 Rear Admiral

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    CV to CV docking?? Star Trek Enterprise D with the Saucer separation comes to mind.. Great update Devs!!
     
    #15
  16. banksman45

    banksman45 Rear Admiral

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    So with CV to CV docking .. A Savage ship becomes a thing in this game.. You can towel a CV in, savage the parts or rebuild it.
     
    #16
  17. Cluascorp

    Cluascorp Commander

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    Very interesting, i am a little surprised it's released already though ...
     
    #17
  18. geostar1024

    geostar1024 Rear Admiral

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    It's still a bit tricky, as only the parent ship can move; you'd have to dock the wreck to the tug, not the other way around. It can certainly be done, but you'll have to have a spare cockpit for the wreck to initiate docking from.
     
    #18
  19. geostar1024

    geostar1024 Rear Admiral

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    Agreed. Still waiting for any kind of explanation as to how this was the best implementation the devs could come up with.
     
    #19
  20. Kieve

    Kieve Rear Admiral

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    I'm gonna go with "earplugs and a lot of hard liquor."
     
    #20
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