Hello Galactic Survivalists! Thanks to the quick feedback we could fix some bugs: ========== 2020-07-30: Alpha 12.3.3 Patch (Build 3034) Changes: - Updated Waystation 04 (vermillion) - Updated REBAR and SPATHE prefab CVs (XCaliber) - Added SHIV prefab SV (XCaliber) - Reduced drop chance of Plasma Blaster (PlasmaCannonAlien) - Added Zirax Gas Refinery (Kaeser) - Added Polaris Trading Station variant (vermillion) - Added Civilian Waystations - Updated Waystations Trader and NPC spawns - Changed weapon sounds and effects on Alien Plasma Cannon - Slightly increased Blast Damage of Alien Plasma Cannon - Changed weapon projectile effect on Pulse Laser Turrets (T2) for looks and besser visibility in space - Adjusted visibility of stats in hover info for handheld Plasma Cannons - Added: New Abandoned-POI dungeon "Abandoned Assembly Yard" (Fractalite) - Added: Civilian Settlements + Freighter (sulusdacor) - Network optimization: lower position/rotation update rate for entities that are farther away - Set all block device textures back to 1024 pixels to save main memory until we can compress the texture arrays again. As there are few details in these textures, this change will be hardly visible. - Set all hangar and blast shutter doors from 4k to 2k pixels - Instance lock after spawn: set from 5s to 2s Fixes: - Removed an optional positive sign '+' in ItemsConfig, may lead to CoQ depending on configured culture - CoQ triggered by crossing the borders - Fixed: MeshDead of TraderKriel1 - PDA: Repeatable "quest available" notifications appearing with each load into a save - Fixed: chapters asking for being rewarded/not progressing - Fixed: TOP Mission does not trigger correct dialogue on Pirate Commander and Paymaster - Vessels teleporting to orbit upon entering save game - Leaving an instance via ESC puts you straight back in again - Trying to rename or delete a save game after exiting the save is not possible "Some files are locked, please try again later" - Fixed: MarketCafe Trader item lineup - Added missing human trader dead prefab; added missing trader dead _dedi prefabs. - Added proper controller to TalonTraderDead 1 and 2 prefabs. - Avatar size glitch after spamming the toilet block - De-cored structures get removed moments after a player places their own core onto the structure - Fixed problem that player could switch off shields of enemy bases when being close to it and pressing hotkey - Fixed client CoQ in console cmd 'prefabinfo' - Fixed issue on parameters for loot drops - Fixed missing Asian characters in PDA HUD and Logistics window container dropdowns - Zirax Turrets do not work in Multiplayer - CoQ on Opening Inventory - Fixed huge memory leak when travelling between sectors that contained planets. The planet textures and mesh were not released correctly. - several other exceptions / CoQ's ========== 2020-07-27: Alpha 12.3.2 Patch (Build 3024) Changes: - Tutorial can now be started from main menu via 'Start Tutorial' button - Dedi: improved shutdown of surplus idle servers - Disconnect improvements: less network traffic for structure state updates (updates now only every 5s, for fuel, O2, Solar Panel, Shield, etc) - Allow fixed POI's of types HV and CV to be used in PDA checks - Disconnect improvements: less network traffic for entity position updates - GameEvent DeviceUsed now also reports when getting seated in a cockpit - Renamed AnomalousStations space POI to display as "Infested Stations" instead of Matter Converter - Updated: The Legacy Corruptor POI (Kaeser) - Updated: Rados Missile Base Snow (vermillion) - Updated: TSO_Variant2 (Traders Guild Trading Station) (vermillion) - Updated: Kriel Imperium POI (Escarli) - Added: PiratesCity added to Pirates space POIs (original creator: LSX; modified by sulusdacor) - Added 'gm ic' or 'gm invincible' for the player to be in god mode but move normally - Added doc for new dialogue function GetInstanceTicket(playfieldname) - Instances: now the 3 last active instances are saved per player. Denying player if he wants to enter another instance while he still has 3 active instances. - Added Alien Plasma Cannon charges to trader InterWeap - Added Alien Plasma Cannon ( Ultra Rare Loot ) - Deactivated Robinson Protocol for Default Scenario - Adjusted Default Scenario PDA gamestart Fixes: - The motorbike can launch the player when touched after the motorbike clips under terrain - Space AI Manager update - better unit cleanup, threat position prediction velocity limited to 200, added velocity to debug - Fixed animator component issue with OfficerFemale2 - Increased LOD0 visibility distance for SoldierHumanMaleXXX prefabs. There are no LODs with less triangles for these models - may impact performance - [MP] "Rocket Turret (Zirax)" does not work in MP - DB: corrected parameter type in AddChatMessage query - Fixed: SV Drill T2 was already available at unlock lvl 10 (should have been 20) - Player avatar can increase in size when another player removes the cockpit they are sat in - Fixed that instanced playfields sometimes started to count at -1 and not at 1 - Disconnect on warp leaves wrong sector coordinate in player - PDA: Repeatable "quest available" notifications appearing with each load into a save - Vessels teleporting to orbit upon entering save game - several AI exceptions ========== 2020-07-24: Alpha 12.3.1 Hotfix (Build 2997) Changes: - Space AI update - better unit cleanup, threat position prediction velocity limited to 200, added velocity to debug Fixes: - several space AI related exceptions - Fix: Space AI Manager - client icons update package was sent 1x per second, instead of 'on change'
I didn't even realize this was missing, as I haven't yet tried to use the SV minigun turret. But yes, the retractable version of the turret is a must!! I pretty much only use the retractable versions of all turrets, exclusively.
Do you realize that any kind of weapon is a priority target by the enemies? Do you really want to attract fire on places of your SV behind/bellow which armor is thin and vital parts of said SV will be exposed after destruction of retractable turrets? Do you like big holes on your SVs?
Same thing applies to CV but no one is complaining about having retractable CV turrets. You still has the normal variant if you want to use it. And actually that's why we have shields - to not worry about block damage
Not everyone thinks and plays the same way. Options are always good whether we agree with them or not.
Regardless of our opinions on this, having 2 variants will allow people to use what they think is better and just ignore the other variant
Only problem is that there are no more IDs to make new items/ blocks/ entities. Not sure if this particular turret can be added to SVs with config (didn't try) because of the animation when it gets "out of the box".
OP Updated: 2020-07-27: Alpha 12.3.2 Patch (Build 3024) Changes: - Tutorial can now be started from main menu via 'Start Tutorial' button - Dedi: improved shutdown of surplus idle servers - Disconnect improvements: less network traffic for structure state updates (updates now only every 5s, for fuel, O2, Solar Panel, Shield, etc) - Allow fixed POI's of types HV and CV to be used in PDA checks - Disconnect improvements: less network traffic for entity position updates - GameEvent DeviceUsed now also reports when getting seated in a cockpit - Renamed AnomalousStations space POI to display as "Infested Stations" instead of Matter Converter - Updated: The Legacy Corruptor POI (Kaeser) - Updated: Rados Missile Base Snow (vermillion) - Updated: TSO_Variant2 (Traders Guild Trading Station) (vermillion) - Updated: Kriel Imperium POI (Escarli) - Added: PiratesCity added to Pirates space POIs (original creator: LSX; modified by sulusdacor) - Added 'gm ic' or 'gm invincible' for the player to be in god mode but move normally - Added doc for new dialogue function GetInstanceTicket(playfieldname) - Instances: now the 3 last active instances are saved per player. Denying player if he wants to enter another instance while he still has 3 active instances. - Added Alien Plasma Cannon charges to trader InterWeap - Added Alien Plasma Cannon ( Ultra Rare Loot ) - Deactivated Robinson Protocol for Default Scenario - Adjusted Default Scenario PDA gamestart Fixes: - The motorbike can launch the player when touched after the motorbike clips under terrain - Space AI Manager update - better unit cleanup, threat position prediction velocity limited to 200, added velocity to debug - Fixed animator component issue with OfficerFemale2 - Increased LOD0 visibility distance for SoldierHumanMaleXXX prefabs. There are no LODs with less triangles for these models - may impact performance - [MP] "Rocket Turret (Zirax)" does not work in MP - DB: corrected parameter type in AddChatMessage query - Fixed: SV Drill T2 was already available at unlock lvl 10 (should have been 20) - Player avatar can increase in size when another player removes the cockpit they are sat in - Fixed that instanced playfields sometimes started to count at -1 and not at 1 - Disconnect on warp leaves wrong sector coordinate in player - PDA: Repeatable "quest available" notifications appearing with each load into a save - Vessels teleporting to orbit upon entering save game - several AI exceptions
Brilliant, guys! Thanks a lot. Does that only fix things when loading save games? I constantly find my vessel teleporting to another playfield, far away in single player mode. It only happens with SV docked to my space base and after I teleport many times before coming back home. Maybe it's because my space base is slowly moving?
Hi, @Myrmidon. Because I was facing this issue very often, I now connect to my saved game's database and make some adjustments to the ship's location. I wrote a basic step-by-step guide of what I did here in case someone has the same issue: https://empyriononline.com/threads/solution-for-vanishing-vessels-new-database.95048/
Hmm, seems that coring any enemy structure (in space at least) now results in a complete self destruct and removal of the structure. I used to get some good looting from cored wrecks of Zirax ships and stations. Feels like there's not much point going in and facing the enemies for a handful of loot containers instead of lots of juicy thrusters. Is this also happening with planetside structures now?