Alpha 12 Experimental - Phase I

Discussion in 'News & Announcements' started by Hummel-o-War, Apr 21, 2020.

Thread Status:
Not open for further replies.
  1. Hummel-o-War

    Hummel-o-War Administrator
    Staff Member Community Manager

    • Developer
    Jun 15, 2015
    Likes Received:
    Hello Galactic Survivalists!

    Today we are kicking off the first testing phase of the Alpha 12 Experimental! :)

    Alpha 12 Experimental Phase I.jpg

    Main feature additions:
    1. The Galaxy
    2. Active detection system
    3. Registry journeybook
    4. Interactive dialogues
    5. Dynamic key-token generation
    6. Space Base Defense
    7. Player-build teleporter system
    8. Full config files exposition
    Besides those major topics, we added several new NPC Factions, a slew of technical and feature additions, new crafting materials like Titanium, updated POIs, Model and a lot more.

    Have a look at the full changelog below.

    Alpha 12 Experimental Phase I - space.png

    Remember: For the first days of the Experimental version, multiplayer games can only be played on our Alpha 12 Experimental server, because we first need to thoroughly test the new database, before we can release the EXP server version. The Singleplayer/Coop client version of the Experimental version are of course available with todays release! Please read the full reasoning over here:

    As with every major releases, the Experimental version phase will see several stages and last at least a few weeks, until we will release to the 'public' branch eventually. ;)

    Please also note:
    Alpha 12 Experimental UPDATE AND HOTFIX changelogs can be found here:
    Fixed Experimental version bugs can be found there:

    For discussing the new and updated features, please head over to the pinned threads in our Experimental Feedback forum:

    There, we will also gladly answer your questions and set up help topics as we go.

    Now, please have fun playing Alpha 12 Experimental Phase 1! :)
    - Empyrion Dev Team

    Alpha 12 Experimental Phase I - ships.png


    The Galaxy
    • Added: Randomly Generated Galaxy
    • Added: GalaxyConfig available in scenario folders
    • Added: Galaxy Map; Distances measured in Light Years
    • Updated: System Map; Distances measured in AU
    • Galaxy map: warp lines show the history of warps from old stars to current position. Also showing distance between selected and focused star as warp line
    • Galaxy & System Map: Use Ctrl-click on Star to set warp target (alternative to the Lock Target button)
    • Solar System: warp lines are now thinner, showing now connections to playfield if player is in only
    • Solar System: warp lines are per default off, if off we show warp lines only on focus
    • Solar System: All playfields in a solar system are now discovered if you enter this solar system.
    • Solar System: When looking at a planet in space, its name and distance is shown in the HUD
    • New space features:
    • * Added distant suns and gas giants as models (playfields are not visible)
      * Distant planets are always visible (even far away or in adjacent sectors)
      * Allowing planet sizes > 5. Please use that only for distant suns/gas giants​
    • Warp Update: CV can warp between solar systems; Range: 30 Light Years
    • Warping: Property 'AttackTimeout' (default is 20s) that will not allow a ship to warp for this amount of time after an attack.
    • Warping: Allowing to shortcut warping by pointing to a planet with a HUD element, flying and pressing K (No target lock needed anymore)
    Scanning & Detection
    • Updated passive detection to active scanning detection
    • Added: Detector handheld, CV
    • Updated: Detector HV and SV now working as active scanning devices
    • Added: Auto-detection range 12% of maximum scanning range (handheld 24% = ~300m)
    • Detection ranges are different for space and on planets
    • Map distance on POI reduces detection range (override)
    Space Defense / Base attack / AI Structures
    • Added: Space Base Defense
    • (Ground) Base Attack: added ‘IsCommandCenter parameter to specific POI on all planetary playfields (planet and moons; Zirax/Dronebase; Talon/Bazar; Destro CC to end Base Attacks on a playfield)
    • Talon Base Attack: added a repeating message showing the actual attack status to the player. Added timeout for the attack to end after 30 minutes.
    • AI structures now don't consume any ammunition any more.
    • Player turrets can now be used on NPC structures, CV and POI (without having to pre-place ammo!)
    Registry Upgrade
    • Updated Registry to show organization level for solar systems
    • Updated Registry to show ALL discovered own and NPC structures and deposits, as well as bookmarks.
    • Added: Set/Reset waypoints in Registry to any available destination
    • Added: Teleporter CV; can teleport inside the Sector
    • Added: Teleporter BA; can teleport up to 30 Light Years
    • Added: UI for using Teleporters, depending on range, faction standing etc.
    • Added crafting templates
    • Customization: Teleporter blocks support property RangeLY (= 0 only teleports in the current sector are allowed, > 0 teleports up to LY distance are supported, integer value). Default is 30
    • Supporting property 'AttackTimeout' (default is 20s) that will not allow teleport for this amount of time after an attack. (only on player structures, not on NPC/Faction structures)
    • Added possibility to set a teleporter to work with the “Teleport Network”. Only teleporters activated for the Teleport Network will contribute to a player's teleporter network. Uncheck if you want a POI to not be available from the outside.
    • Allow entity id instead of "name or group name" of entity (mainly for use via ModAPI)
    • NPC Portals and Teleporters in POIs that are NOT tied to the new teleporter system, but for example used for fixed teleports > enhanced syntax for target to !! IT IS VERY IMPORTANT TO ADJUST THE SYNTAX OF TELEPORTERS AND PORTALS TO ADD THE SolarSystemName IF THE TARGET IS OUTSIDE THE CURRENT SOLAR SYSTEM !!
      Note: This does NOT apply for targets that are instances as they get loaded all the time.
      Note: This does NOT apply to the teleporters players can build in survival! (Player teleporters do not use a fixed syntax, but the new, dynamic target-range finding!)
    Token & Code Locks
    • Added: Dynamically modifiable item to use as unlock for doors or as quest item; Usable with new ‘give’ console command, PDA, Dialogue system and other places
    • Added: Token can be used as an alternative to lock codes with all devices supporting lock codes
    • Added: RemoveOnUse to TokenConfig.ecf to remove a token as soon as it was used
    • Updated: Allowing to open a container from other factions without rep loss if you have the correct token.
    • Added: Devices with a lock code can be set to ‘Private’. This will remove the lock code entry in the device details. (usable to allow private containers and access within a faction base or structure)
    Interactive Dialogue System
    • Added: Dynamic, interactive Dialogue system
      • Example: Invader vs Defender: Added Black Jack Dealer to Galactic Trading Station
      • Example: Default Survival Game Start
    • Blocks with the following BlockIDs can be used: Gambling Tables, Station Console, Computer Console, Commanding Officers Human and Alien, Security Guard Human and Alien, Talon, Talon Chief (static), Zirax Commander (static).
    • Added: NPCs will turn towards when approached (F)
    • Assign a Dialogue Name from the Dialogue.ecf in Creative mode or via Godmode IV (gm iv)
    • Usable with PDA (Integration into Messages > ‘dlg’ parameter)
    • Execute statement: 150 characters max
    • Variables: max 30
    • See top area of Dialogues.ecf for documentation of available parameters!
    Config Files: Full access!
    • Exposed all internal config files (no limitations anymore)
    • You can now change all config parameters of the game.
    • All config files can be used within a scenario folder
    Crafting & Materials
    • Added Ice as a resource (obtained from orbital Asteroids; Ice Blocks > Water Jugs)
    • Added Titanium as a new resource for planets and asteroids (Titanium Ore > Titanium Rods > Titanium Plates)
    • Titanium (TitanPlates) takes the place of Sathium (Hardened Steel Plates) in most crafting Templates ( Devices and Blocks; Example: HS = made from SteelPlates + Titan Plates, CS = made from SteelPlates + HardenedSteelPlates)
    • Swapped Sathium Deposits (planetary) with Titanium Deposits on some playfield types ( Arid, Desert, Ocean, Snow)
    • Added Ice and Titanium Asteroids probability to most space playfields
    • Reduced crafting cost of Portable Constructor, Mobile Heater/Cooler and O2 Condenser
    • Detector (Handheld) can be crafted in Survival Constructor (no cost; Removed Berry Juice for the required slot
    • Players can now assign and access accessible containers in constructors etc. (but not code-locked or private)
    • Fuel Cells and Fusion Cells cannot be broken down further anymore
    • Added trading goods/items: ToxicLiquid, AlphaVirus, Tablet
    • Significantly increased stacking size of all Blocks (max stack now 4000, f.ex. for small devices like lights, flares, sensors etc.)
    • Adjusted/Increased Hitpoints ( f.ex increased for Hangardoors)
    • Slight increases of EnergyIn
    • Increased Mass for key devices considerably (Hangardoors, Turrets, CPU Extender) + changed others for consistency (f.ex Constructors)
    • Increased Volumes for larger devices (significantly reduced package density; f.ex Extenders, Generators)
    • Reduced EnergyOut for Generators (all except T0 BA Generator)
    • Adjusted VolumeCapacity for Cargo- and Deco Blocks more towards their visual volume (fe.x reduced for tables, increased for large ammo container)
    • Rebalanced weapons and turret damage (slight changes only on SOME weapons; not a global rebalancing)
    • Reordered handheld weapons and other devices in techtree
    • Rebalanced most of the templates in the context of the material change
    • Adjusted mass and volume for TitanOre, TitanRods, TitanPlates, IceBlocks, Hardened Steel Plates
    • Crafting: Removed Devices from other device's recipes and substituted with their components instead + the crafting time of the device used. CV T2 Repair Bay, BA T2 Repair Bay, T2 Constructor, T2 Autominer, T3 Autominer, LightWork02, BA T2 Shield Generator, CV T2 Shield Generator, T2 RCS and All CPU Extenders (replaced core and previous tiers with their components)
    • Adjusted turning speed of some of the turrets (increased mostly)
    • Moved DetectorSVT1 to Level 5, DetectorCV to Level 7
    • Rebalanced Suits and Boosters ( Base-Values of Suits are a bit lower; In return, Suit Booster module effects are made stronger)
    CPU & Flight Model
    • Added Advanced Core as a test. Using the Advanced Core as a replacement of the green player Core will remove the CPU requirements. The Advanced Core cannot be crafted. We'll add a possibility to get the core in the game in terms of a gameplay challenge. Feel free to make suggestions!
    • Ship booster : Thruster booster reload time buffed depending CPU Tier level : for each new CPU Tier level, an extra 5% reduction on reload time
    • HV ship CPU tier 4 extender max Limit increase form 70'000 to 100'000
    • CPU cost on RCS SVHV reduced (-40%)
    • Rebalancing of thruster force : -10% for the weakest thruster and +15% for the strongest thruster, interpolation in between
    • Ship max speed : a discount about 50% on the mass of the containers content is applied for the max speed calculation of the ship
    • CPU Extender T3 can be upgraded to T4; T4 can be downgraded to T3
    • CPU efficiency affects crafting speed of constructors etc.
    Other Gameplay and Gameplay-related
    • Updated Loca
    • Added: Generator Damage overload for player structures (only non-admin cores); Generator overload damaging generator. A generators will get destroyed within 1 minute if 100% overload; Generator overload message appears for all players that are within this structure
    • Containers and levers without lock code are now accessible in Aln and Admin factions
    • Survival Tent is now a respawn option
    • Writing loot list index now also to blueprint
    • Levers can now have a lock code
    • Added possibility to override the default entity container id in spawners to specify specific loot for spawned entities in POIs
    • Container loot list id can now be changed in CP if in creative or god mode invisible
    • Asteroid voxels can now be spawned from BP Library
    • When player dies, there is now a respawn option shown (for medic bay/clone chamber), that can also be in other playfields than the current
    • Reduced the impact effect of weapon on drone current orientation (around 50% less effect)
    • LCD Projectors can use optional transparent background (to improve readability in front of rich in contrast environment)
    • Multi tool block removal can now be done undo/redo (creative modes)
    • Item grid sorting enhanced (added: item type, food points, mass and volume) and improved (using only one line in UI per sort method)
    Model Updates
    • Updated CVBA models for Clone Chamber, Medic Station and O2 Station. They are now only ONE block high anymore! These are not variants. All the models will be replaced in your games
    • Changed HV Detector to 'SV model' (1x1x1)
    • Added new Gambling Tables with updated BJ Dialogue to a few Trading Stations (Orbital and Ground)
    • Added model for Teleporter CV
    • Refined collider of Medical Station Type 1
    • Improved detail quality of Warp Drive model
    PDA Udates and Upgrades
    • IMPORTANT: You NEED to update your PDA with Alpha 12. It might not entirely work anymore or even break partially otherwise!
    • Support multi ChapterActivation parameters
    • ChapterActivation-started chapters can now be "insert-chapters" that suspend a currently active chapter which will be auto-resumed later
    • Removed PDA bottom popup message display time shortening when a menu window gets opened
    • Message box ("mbox") now also allows ENTER to be pressed instead of clicking on "Let's Go"
    • NearUnit is now also a reversible state action
    • Action's "Guiding: "TempIndoor" or "Destination" is now optional and automatically active (just configure Guiding- and TriggerDistance accordingly, use a GuidingDistance of zero to have no visible guiding)
    • Added PDA msg type "dlg" to start a dialog via the DialogSystem and evaluate the chosen option
    • ChapterActivation now respects Activatable restriction, displays message on fail
    • Chapters with ChapterActivation configured auto-include 'WhenChecked' as Activatable restriction
    • All "Check"s (like used in a task's actions) can be used for chapter activation
    • "Visibility" is again only used for determining visibility of a chapter in the PDA window (value "ChapterActivation" has been removed, some new added)
    • Inside ChapterActivation, "ListVisibility" has been removed, please set Visibility accordingly
    • Added: PDA Check "DialogOption":
      • now uses new numeric parameter Value instead of Amount as using Amount is displayed in HUD
      • instead of "Amount" specify "Value: <option>" with <option> = 1 for 1st answer etc.
    • PDA InventoryOp:
      • syntax changed to "InventoryOp: ItemName#count[#meta][#max]" (same for add and remove ops, max not used with remove)
      • in add operations 'max' is compared against player items with the correct meta value if specified
    • Added functionality to use optional meta (Token) values for Rewards and InventoryOps
    • Add new action WaitAction
    • Adjust format for InventoryOp to fix issue with multiple item types
    Story/Tutorial & Scenarios
    • Updated Robinson Protocol I
    • Added more detailed Robinson Protocol II for vessels
    • Added more detailed Robinson Protocol III for bases
    • Note: Default Random Scenario: Story Missions not yet adapted
    • Updated "Invader vs Defender" scenario to "Conflict of Cygnus" version
      * Fixed few bugs and issues
      * Implemented Dialogue System Quests
      * Reworked Epic Gift PDA Quest
      * Removed the 3 Freighter Instance Missions and replaced it by one Gold Freighter Mission
      * Reworked the Universe:
    • *Implemented Solar Systems
      *Integrated them into the Galaxy Map
      *First version of Titanium & Ice distribution
      *Few rare resources can be found also in PvE orbits now
      *Reworked PvP. Hotspot is now the Cygnus (Black Hole) System with less PvP playfields and better resource distribution​
    POI & Blueprints
    • New Game / Scenario: enabled Workshop button to allow players to visit the Empyrion Workshop from within the game
    • Added BAO_MiningOperation.epb
    • Added Polaris Freighter P016 and P017
    • Added Crashed Vessels and Investigation Site
    • Added: Crashed Legacy Infector
    • Added: SV wreckages
    • New: Legacy Decimator OPV
    • New: Abandoned Missile Base
    • New: Small Mining station POIs
    • Updated: Polaris and Zirax POIs and sets
    • Updated: Xenu, Rados, Epsilon, Ghyst OPVs
    • Updated: Polaris Sanctuary ( swapped devices, placed Medbay+Clone Chamber upright)
    • Added Zirax Rados POI Desert variants: ComCenter and FuelDepot (RadosAuxT1Sand, Desert playfields)
    • Added Polaris Plaza and Customs
    • Added Polaris SecurityDesert variants (PolarisDefenceSand; Arid and Desert playfields)
    • Updated Polaris Defense (Oppressor)
    • Updated Creative Library POI (Creative Space start)
    • Added UCH Pelican crashed ship ( Starter Planet )
    • Added BAO_LegacyMatterConverter (CrystalOrb; thx to Kaeser) for use with new SpaceAsteroidFieldInfested playfield
    • Added BA_TalonZiggurat
    • Added new Zirax Corvette
    • Added new faction Orbital Patrol Vessels (OPV): Polaris Corvette, Frigate, Destroyer
    • Updated CivilSettlementSnow group with new/adjusted POIs: Shuttle Hub, Transport Hub, Research Center, Excavation Site, Main Hub and Research Site
    • Added SAND variants for Rados POI (+updated DESERT playfield): RadosDefenseT1Sand (DefenseI,II,III) RadosMainSand (Powerplant, Refinery)
    • Updated: BA_XenuRareSupplyStation
    • Added: BA_RadosConvoySnow (added to SNOW playfield)
    • Updated Rados Snow group (fixes on spawners, container access etc pp)
    • Updated Creative Start on both planetary playfields with new "Creative Tutorial Library"
    • Updated Creative Start on Space with new/updated Creative Tutorial Library
    • Stock Blueprints: Forge Skyfortress
    • Updated: Merc MX5E ( 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)
    • Added Kriel POI
    • Updated/added more Pirates POI
    • Updated/added Traders Guild POI
    • Updated some Stock Blueprints regarding generator-overload damage and other fixes.
    Thanks to all our volunteer builders any everyone sending in stuff for all the awesome new, updated, refined and reworked POIs! :)

    NPC Factions
    • Added: Kriel (dynamic), UCH (static friendly), Pirates (Dynamic), Trader (static friendly)
    • Added new NPC faction territories
    • Showing territory faction information now also in galaxy map
    Game World (global)
    • Added Sun Variants
    • Added Blackhole
    • Added Gas Giants (Saturn, Jupiter, Neptun types)
    • Added Legacy orbital playfield
    • Added Pirates orbital playfield
    • Updated Starting area of starter planets
    • Slight Atmosphere color adjustment for Creative Arid and Temperate (now matching default random scenario)
    • No build zone is now gray (instead of yellow) to free this color for NPC factions
    • Added new planetary playfields: AlienLegacy, MoonForest and MoonIce2
    • Updated Temperate Starter to ensure start does not happen over water
    • Sun flare colors and size in space get now adjusted to the sun in a solar system
    • Updated SpaceAsteroidField (fewer resources and stations)
    • Added new sector POIs: AsteroidFieldFew,AsteroidFieldRich,AsteroidFieldJunkyard,AsteroidFieldPirates,AsteroidFieldInfested
    • Space: Trading Stations now immediately show on map when entering a playfield with one
    • TemperateStarter: Disabled AlienBugs01 and Spider01few spawn at Crashsite
    • TemperateSwampStarter: Disabled AlienAsssasinGrey at Crashsite
    • TemperateStarter2: Disables AlienBugs01 and Spider01few at StarterBiome
    • AridStarter: Disabled Spider02 and AlienBugs01 at Crashsite
    • Added POI for new NPC factions to all Space Playfields (first iteration)
    • Removed mapdistance setting from all space POI (not necessary anymore)
    • Set mapdistance = 0 for Mines in SpaceOrbitStarter
    • ModApi IGui / IApplication: DialogBox methods and handler now use a custom value to allow request / answer matching
    • ModApi.IAPplication: Added methods to get some data about players (dedi)
    • ModApi: enhanced new Dialog window to be used from dedi, combined two callbacks (button / text-link) into one, replaced events by callback parameter
    • ModAPI IGui: Added dialog with scrollable text and clickable links, an optional input field and up to three buttons. The title and body texts have all the features the new LCDs have
    • ModAPI: Position conversion now uses VectorInt3 instead of Vector3 for structure / block position
      ModAPI: added access to teleporter / portal target data
    Server / Tech
    • SP, Dedi and Playfield server now write performance data to DB every 1 minute
    • Collecting player statistics now: travelled distance (foot, bike, godmode, HV and ships), placed blocks
    • Added PfServerWeight to playfield.yaml to allow to specify a manual 'weight' for a playfield. Use values between 0 and 100.
    • Saving structures now in its own ents.dat file in the Shared folder
    • Added error output in ecf file parser to help editors / modders to locate problems
    Database (specific)
    • Global entities are now read solely from the Database.
    • Database is now switched on per default and the entities are read from there. Now losing a ship should be much more difficult. Please report use cases if you still manage to lose a ship (f.e. on warp).
    • Player death count + reason is now saved to DB
    • Tracking now who spawned a structure, login/logout per player
    • Writing now a 'changed playfield' history
    • Moved 'visited POIs' and 'discovered playfields' into Database
    • Discovered POIs get written into DB, too.
    • Loading now solar system information from DB if already discovered but not loaded to SectorDatabase yet.
    • Entities tables use pfid as integer
    Terrain Editor
    • Terrain texture editor: added possibility to set Brightness, Saturation, RGB for texture cluster texture independant to main values
    • Terrain editor: allowing now 5 as max value for Brightness, RGB and Geo
    Console Commands
    • Console cmd 'sector' can now be used on any star name (to teleport; do NOT use 'teleport' when teleporting to another star system!)
    • Console cmd 'sd names' now only shows 100 names
    • Added 'prefabinfo <blueprint> -fixparent' to auto fix old BPs that have a mismatch with the parent value
    • Use 'ds reload' to reload changes made on the Dialogue.ecf while game is running
    • Added option for console cmd 'prefabinfo -touch' to only recalculate the header of a blueprint
    • Asteroid voxels can be converted to BAs to build bases on them using the console command 'prefabinfo -convert Terrain'
    • Console commands 'sectordatabase' and 'sector' now show more info. Please also checkout 'sectordatabase names' and 'sectordatabase ss'
    • Added console command 'tokenconfig reload' to list and reload the token config file
    • Added console command 'give item <itemid> [metavlue]'
    • Added console command 'sectordatabase names' to show all know star names (only the ones shown in the galaxy map)
    • Added console command 'sd' (SectorDatabase) for listing all loaded sectors.

    Attached Files:

    Last edited: Apr 22, 2020
    GEEKsogen, Ephoie, JTurbo and 27 others like this.
  2. Myrmidon

    Myrmidon Rear Admiral

    Mar 26, 2016
    Likes Received:
    Times like this I love lock-down......Going to play long and prosper. :)
  3. Germanicus

    Germanicus Rear Admiral

    Jan 22, 2018
    Likes Received:
  4. Hummel-o-War

    Hummel-o-War Administrator
    Staff Member Community Manager

    • Developer
    Jun 15, 2015
    Likes Received:
    oh.. :D

    fixed. But actually..if you decoded the smiley.. :p
  5. Germanicus

    Germanicus Rear Admiral

    Jan 22, 2018
    Likes Received:
    You are much younger and more Powerful...;):D
    Tyrax Lightning and TK85 like this.
  6. Horten

    Horten Commander

    Mar 11, 2017
    Likes Received:

    Gas giants are amazing. But I don't understand one thing - can we fly around these giants? If they are only parts of skyboxes, is it possible to see them as 3D-objects in future?

    Supay, Tyrax Lightning and Germanicus like this.
  7. Germanicus

    Germanicus Rear Admiral

    Jan 22, 2018
    Likes Received:
    No its TOO FAR AWAY... its a actual Body/Model but works only like a Background Picture
    Tyrax Lightning likes this.
  8. Welderold

    Welderold Lieutenant

    Jun 12, 2018
    Likes Received:
    Finally, after 5 weeks, I get something to do during Corona self-isolation. ThankYou! And same in Finland spring began...who cares :)
  9. Khazul

    Khazul Rear Admiral

    Jan 15, 2020
    Likes Received:
    Anyone else finding the rendering performance seems to be way way down relative to 11.5? Like about 10-25% of the previous frame rate during and after initial escape pod landing for eg? (Just started a swamp world and getting about 13 fps instead of the usual 50-60).

    Ie - is this expected to be almost unplayably slow compared to 11.5?
    Last edited: Apr 21, 2020
    Tyrax Lightning likes this.
  10. Germanicus

    Germanicus Rear Admiral

    Jan 22, 2018
    Likes Received:
    With each new major Patch FPS dropped significantly - Game has new features, refinement follows later. Was always that way. Now we test the new stuff - does not include performance;)
  11. Khazul

    Khazul Rear Admiral

    Jan 15, 2020
    Likes Received:
    OK - but this now seems to be unplayable even on a relatively high performance PC?

    4.2GHz i7700K 16GB RAM, all recent Samsung Evo SSDs with M2 for the OS, RX580 GPU and seeing 12 fps at best most of the time.

    Tried dropping gfx settings to 'fast' instread of 'best' and wierdly that dropped to 3fps.

    Is that is the way it is now, then I have to be out because I don't 100GHz computer or whatever is needed now. Everyone I have put a lot of effort into enticing into this game will be out as well.
    Tyrax Lightning and Bizalho like this.
  12. Vermillion

    Vermillion Rear Admiral

    Jul 15, 2018
    Likes Received:
    Notable unlisted changes:

    Survival is gonna be a lot harder. Energy Bars and Cooked steaks restore less hunger and crops take a lot longer to grow. So get your farms up early and make 'em big or you're gonna be running around hunting down every spider and raptor for steaks.
    Crop yield and growth time are related. They aren't all the same now. Example: Alien Egg Plants have the shortest growth time of the vegetable crops, but also have the lowest yield. Pumpkins have the longest growth time, but have the highest yield per growth time.
    It's up to you to decide whether you can hold out long enough for your pumpkins to grow, or if you need food in a short time.
    Subsequently, more complex foods like burgers and pizza last longer and provide more hunger than they used to.

    The player's armors provide less protection from both temperature, radiation and damage than they used to. The boosters on the other hand have been buffed considerably; So you can tailor your suit's performance for the situation you're gonna need it for.
    The temperature and radiation of thrusters, generators, fuel tanks and other radioactive devices have been buffed. Standing on a thruster for too long will most definitely cook you, while hugging your fuel tank will irradiate you. If you like being a microwave dinner, I suppose that's fine.

    Turrets got specialized.
    Artillery turrets now fire rounds in a ballistic trajectory (not CV). That means that you can lob very large rounds over mountains at unsuspecting enemies, provided you know where you're hitting. Artillery turrets also had their rate of fire increased, but their overall damage cut by 25%.
    Rapid-Fire turrets like Miniguns, Cannons, Flak Turrets and Pulse Lasers receive a Rate of Fire bonus while manned by a player. So get your buddies into your ships to multi-crew a set of turrets.
    Miniguns receive a damage bonus against troops and drones, but are penalized against armor blocks and devices; while cannons deal more damage to armor blocks and devices and less to troops and drones. It's not a huge bonus/penalty, but on average your minigun turret will be better for base defense.
    All turrets got a rotation speed increase, so they're not so slow while tracking faster targets.
    Drill Turrets are much better now. The HV drill turret now has a range of 50m from 30m so it can actually reach those ore deposits. It has a slightly larger mining radius and the same damage output as a T2 laser drill.

    The Projectile Pistols got a 25% increase in damage and deal more headshot damage than previously making them... not useless.
    Miniguns had an increase in RPM to 6000! They match their real life counterparts, but will burn through ammo very quickly while reducing the population of any occupied room to zero. Not for accurate shooting, so don't complain about the recoil.
  13. Scoob

    Scoob Rear Admiral

    Sep 22, 2016
    Likes Received:
    Nice. Hopefully I'll be able to play in a couple of hours...stuff to get done first though....grr lol.

    Tyrax Lightning likes this.
  14. Bizalho

    Bizalho Ensign

    Apr 21, 2020
    Likes Received:
    Having the same issue, and im also using a RX580 GPU.

    Ryzen 7 1700x
    16GB RAM
    RX580 8GB
    500GB SSD
    KRanKO5 and Tyrax Lightning like this.
  15. Cluascorp

    Cluascorp Commander

    Oct 5, 2018
    Likes Received:
    Good work as usual ... :D
    (I havc no problems with the frame-rate, and i don't even have the game on SSD. Just had to set all settings to low ;))
  16. Khazul

    Khazul Rear Admiral

    Jan 15, 2020
    Likes Received:
    GPU type?
    Tyrax Lightning likes this.
  17. TK85

    TK85 Captain

    Jan 26, 2016
    Likes Received:
    very cool!

    I'll start testing!
  18. Philipp

    Philipp Captain

    Aug 30, 2016
    Likes Received:

    you know i like such things :D
    Awesome update, cann't wait to play :)
  19. Germanicus

    Germanicus Rear Admiral

    Jan 22, 2018
    Likes Received:
    Very much the same - Settings are on Fast! - Testing features and not performance;):D
    Tyrax Lightning likes this.
  20. CyberMech

    CyberMech Commander

    Jun 23, 2018
    Likes Received:
    It’s sad that BA didn’t change anything and the base units still consume a lot of CPU points? Here's how to build an airfield in space if the blocks eat CPU. Just a platform for the ship? And then next to build a separate factory? 2 buildings on the playing field instead of one large? And how will this reduce the load on the server and user computer if even in space you need to build 2-3 base: CV landing dock / warehouse / factory?
    I was hoping that something would change for the bases and again it would be sufficient to have one large airfield for landing and repairing the CV, which also has a powerful factory of 8 designers, furnaces, parsers and several storages, but so far it turns out that you need to spam a lot buildings to achieve a simple result, while loading the server and reducing the FPS from many bases, the total class of which will be 30-40 instead of one base of the 10th class....

    All these calculations for a base of 10 sizes for 1-4 players with the number of storages = 8-11 for 320k each and sufficient production capacity for such a number of players. Blocks, constructors, and container expanders eat too much to limit BA CPU. It turns out that nearby it’s easier to place a mobile plant in the form of a resume, which will not only have a furnace and deconstructor, but all the necessary number of constructors and storage facilities. And this is absurd, in my opinion.

    And all this provided that the base is built in the PVE zone, as in PVP space, at least 8 space urchins will be required to protect only one cosmodrome. And since now you can’t do it in one big BA, then the number of hedgehogs to maintain acceptable protection at the proper level will be doubled, having sharply increased the load on the playing field. As a result, it turns out that instead of 8 BA (space dock + 8 space defense system), we already need 20+ ......

    I think that it is necessary to revise the amount of base consumption of CPU points by the base or expand the limit for the base to 2kk.


    Travis9x and Tyrax Lightning like this.
Thread Status:
Not open for further replies.

Share This Page