Alpha 12 Experimental - Phase II

Discussion in 'News & Announcements' started by Hummel-o-War, Apr 28, 2020.

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  1. Hummel-o-War

    Hummel-o-War Administrator
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    Hi Galactic Survivalist!

    Today we start into Alpha 12 Experimental Phase 2.

    The first week has not only brought up a LOT of feedback on the new features ( Thanks a lot & keep it coming! :) ), and has also shown that the database is basically working as intended. BUT, due to some ongoing issues we noticed in the process, we will need more time for dedicated server testing fixes and optimization. As you know, the database is a key element of Alpha 12 in general and for the multiplayer servers (and their ‘playability’) in particular. That being said, please bear with us for having to delay the Experimental dedicated server for a little longer. At least until the database is FULLY working in the intended way, so the server owners can run their servers properly. And: No worries, the experimental phase will offer enough time for your planned server worlds to thrive. ;)

    For those that are new to this topic, please read the full reasoning over here: https://empyriononline.com/threads/alpha-12-experimental-info.92617

    Thanks a lot in advance for your understanding.

    In terms of gameplay and features, phase 2 has a lot of fixes and rebalancings, changes and adjustments. Please find the full changelog attached below.

    New_POI_WIP-Defense_POI-1.jpg
    [ Kriel Firebase - Work in Progress; Want to know which POI for the Kriel faction are in the works by @jrandall? >> Tune in right here!

    As always:
    While the Phase 2 lasts, we will continue to update the following post with the latest Experimental version changelogs for hotfixes and such: https://empyriononline.com/threads/alpha-12-experimental-updates-and-hotfixes.92687/

    For discussing the new and updated features, please head over to the pinned threads in our Experimental Feedback forum: https://empyriononline.com/forums/experimental-features-discussion.35/

    As a closing word, we would like to thank you all again for your patience and dedication you put into discussions and all the suggestions. Keep it up!

    As a little preview teaser, we would like to invite you to listen to three new tracks our music composer Alex Jordon has created for the Legacy Faction.

    Listen to the full track list over here: Empyrion @ Soundcloud

    Enjoy! :)

    = CHANGELOG =

    Galaxy
    • Added low rim lighting to territory bubbles in galaxy map
    • Solar System Generation: a playfield with a trading station will now only generated for star systems that lie within a faction territory
    • Corrected description of Type A Star in GalaxyConfig
    Dialog System
    • Removed window background darkening for DialogSystem window
    • NPC dialogue: player-core/faction structures do not offer NPC Dialogue anymore = cannot talk to NPCs in player placed structures in Survival mode(Note: can still be set/worked on with "gm iv)
    Scanning & Detection / Registry
    • Backpack is now always visible on HUD and on map if the player is in range
    • Removed old visibility/detection limitations (mapdistance and huddistance) from Ocean playfield (not required anymore, due to new scanning feature); More playfields will be updated soon.
    • Drones in space and on planets now use the old HUD marker system and thus be scanned
    Teleporter
    • Teleporter UI now shows all NPC target stations in range but does not allow to teleport
    Space Base Defense
    • Updated SpaceOrbitstarter Alien and Mines to new SpaceBaseDefense Override Syntax
    SpaceDefenseOverrideDefaults: True
    SpaceDefenseProbability: 0
    SpaceDefensePriceMinMax: [ 30, 60 ]

    Note: Only SpaceDefenseOverrideDefaults is a setting that is mandatory in case you want to handle an individual POI different than laid down in the factionwarfare config. You do NOT need to set SpaceDefenseOverrideDefaults to FALSE, as FALSE is the same as if the parameter was not set ( = FactionWarfare is used )
    CPU
    • Add penalty CPU factor to Shield and Generator output using a cache value

    Balancing / New Materials
    • Added Titanium Deposits to MoonStarter and MoonDefault (Small quantity)
    • Added Titanium Ore and Titanium Rods to Loot and Container config (in place or in addition to Sathium)
    • NOTE: Titanium and Ice currently can NOT YET be used for SSOR deposits (underground resource rocks) and Resource-Meteorites! Please only use with voxel deposits and for voxel asteroids for now.
    • Reduced mass of WoodLogs and WoodPlanks
    • Reduced mass of WaterJug
    • Increased Radiation protection of RadiationBoost
    • Increased InsulationBoost Heat/Cold protection slightly
    • Slight reduction of DMG for Minigun Turrets (Base, HV, CV)
    • Increase of Head/Body Modificator for Cannon Turrets (Base, CV)
    • Slightly lowered rate of Health given by VaronRoot
    • Doubled EnergyOut for generators (except the default Base/Generator = T0)
    • Reduced heat emission of most generators
    • Significantly reduced heat emission on HV and SV Thrusters
    • Increased PlantProtein drop for some plants
    • Increased EnergyBar food points
    • Removed Indigestion effect from Emergency Rations
    • Titanium Ore can now be processed in furnace
    PDA / Missions
    • Changed: adjustments to starter equipment in Escape Pod, Player Inventory and Large Wreckage on all Starter Planets (Robinson Protocol I should now work on all difficulty levels on all Starter Planets)
    • Activated Robinson Protocol III for TemperateStarterSwamp. Please TEST if the RP-I works on that environment WHILE following the steps given and NOT doing something out of order.

    NOTE: TemperateSwamp is not yet made ready for the STORY missions, as well as some other story missions will need further adjustments in terms of updating them to the new PDA tech. Please keep reporting the issues with the missions anyways, as this is important feedback!
    Models / POI / Prefabs / Game World
    • Updated Stock Blueprint Albatross (thx to Kaeser)
    • Added: TraderHQ-A (thx to vermillion)
    • Added Pirates Outpost Large and Way Station (thx to original creator TiwBras & fractalite for updates!)
    Find Pirates for testing: Spoiler:
    You can currently find Pirates on Desert and Forest Moons, as well as on Ocean and Snow planets .. of course in their galactic territory and sometimes in Polaris and Traders Guild territories)
    • Removed AlienPlant14 from TemperateSwampStarter as it looks to close to AlienPlant07 (and it is not pickable)
    Other
    • Generator overload damage changed: if 100% overload, the generator will get destroyed within 2 minutes now (old: 1 minute)
    Configs
    • Allow meta-values in FixedPlayerStart.Items and POI's "PersonalContainer" property: add ":meta-value" after count
    • Supporting now tags "NoPvP" and "NoPvE" for ItemConfig.ecf "AllowAt" property to f.e. not allow Filler Tool in PvP playfields
    • Increased Config.ecf version to 9
    EAH / Server / Database / Other technical topics
    • Updated EAH, see changelog here: https://empyriononline.com/threads/tool-eah-empyrion-admin-helper-v1-49-x.5771/page-62#post-391378
    • Added auto-profiling start for pf servers if frames drop < 10 fps in dev builds
    • Added scenario name to local dedi UI
    • DB: added fpsmin to performance information
    • DB: now writing information if player used a controller as input
    • DB: procolling player pings now
    • Updated terrain shaders => significantly improved FPS with AMD graphic cards
    • Fixed regression from shader update: reenabled ResampleFac for LOD terrain
    • Added dedi prefab for GeneratorSVSmallPrefab to avoid sound output on playfield servers
    Modding
    • Unified Modding.ItemStack handling, enhanced meta value use
    Console
    • Console cmd 'ents' now shows number of BA, CV, etc

    = Bugfixes =
    (Alpha Experimental 12, build 2883)
    • Fixed: Titanium deposits on MoonStarter and Moon (Default) did not contain ore
    • Fixed: Autominer T2/3 do not ask for an Autominer core when upgrading.
    • Fixed placement issue with Polaris Commons and Plaza (and some others as well. PLEASE have a closer look if you run into any Polaris POI if they spawn now correctly)
    • Fixed: Item exploit
    • Fixed: BlocksConfig and ItemsConfig and other config files were not loaded from scenario folder when game started with dedicated server
    • Fixed issue that in MP, bookmarks did not show up on HUD after logging off/on
    • Fixed: bookmarks not persisting
    • Fixed: CoQ when trying to join local co-op game
    • Fixed: Vessels speed not maintained after playfield change
    • Fixed: Part of the Armored Cockpit 8 is white & cannot be colored
    • Fixed: Space POI compounds sometimes cause CoQ error
    • Fixed: Waypoints on stars get removed after the map is closed
    • Fixed: Selecting a sun as a warp target by CTRL+LMB triggers a COQ
    • Fixed PDA NearUnit made wrong bookmark updates (markers were offset)
    • Fixed galaxy map territories not showing correct color during day
    • Fixed {keybind} resolving in official builds
    • Fixed: Container Extentions do only add 125 (Large) and 2 (small) for any shape
    • Fixed: Clicking on "Load game" in the "Resume game" window with no games present to load results in a CoQ loop
    • Fixed: NullRef : GameManager.SaveAndCleanupAndOpenMainMenu () (at GameManager 2050)
    • Fixed: Not possible to pick up Ice Blocks and Titan Ore when dropped
    • Fixed: Repair Bay did not accept Titanium
    • Fixed: PDA chapter start dialog (and two ChapterActivation settings) not working in MP
    • Fixed CoQ when doing certain button sequence after starting the game application
    • Fixed bad character in format string to fix exception in German games
    • Fixed for old savegames throwing exception when opening the solar system map
    • Fixed: Space Defense System does not trigger
    • Fixed that Polaris and other NPC POIs did fire at predators and other wildlife animals
    • Fixed: Show on HUD not persistent
    • Fixed: Toolbelt always visible when menu window is open
    • Fixed issue with Name tags not showing when hovering over planet/moon in space MapIconName
    • Fixed wrong icon in registry for voxel asteroids in space
    • Fix for DB exception on entering a playfield that had lots of (discovered) structures
    • Fixed: Deposits discovered in SP saves are not maintained when loading the SP save into co-op
    • Fixed: New scan feature and player structures and player always show up
    • Fixed: Systems outside of faction territory cannot spawn blueprints in orbits
    • Fixed accidently broken GeneratorSVSmallPrefab (no mesh display)
     

    Attached Files:

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    Last edited by a moderator: Apr 28, 2020
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  2. mike me

    mike me Commander

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    Did you fix the Terrian tool? Or how about the Tent hack to remove grass without leaving bug holes in Terrian?
     
    #2
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  3. grg3d

    grg3d Commander

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    Inquring minds just gota know ...when will we see the "Plant Monster"?
     
    #3
  4. Myrmidon

    Myrmidon Rear Admiral

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    This experimental goes very well it seems. I am glad. Also, Is it me or performance is better this time?
     
    #4
    Last edited: Apr 28, 2020
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  5. Taelyn

    Taelyn Administrator
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    Please report it as bug :)
     
    #5
  6. SergP

    SergP Ensign

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    Make a block with artificial intelligence for ships and fighters. this will greatly diversify the game
     
    #6
  7. Horten

    Horten Lieutenant

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    Eleon, is it possible to make skyboxes attached to solar system?

    For now, every playfield in solar system has a different skybox. It is strange, because distance between planets in one solar system is not so far to be placed in different nebulas. + travels between star systems will be more interesting, if player will see new beautiful skybox in every new star system :)

    PS: as always, sorry for bad English.
     
    #7
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  8. Hummel-o-War

    Hummel-o-War Administrator
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    Nebulas will see a different implementation anytime soon ;)
     
    #8
  9. Myrmidon

    Myrmidon Rear Admiral

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    Please tease us with details :)
     
    #9
  10. Horten

    Horten Lieutenant

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    I am intrigued!
     
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  11. Kumbaya

    Kumbaya Lieutenant

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    special thanks to Alex Jordan for great music in the game
     
    #11
  12. Peters Domenik

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    would there be new types of npc? is something planned for kriel or the pirates?
    upload_2020-4-28_16-21-6.png
     
    #12
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  13. Horten

    Horten Lieutenant

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    I agree. Music is wounderful, especially in moon playfields. My first landing on Forest Moon was accompanied by amazing soundtrack. That was great.
     
    #13
  14. Sofianinho

    Sofianinho Captain

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    [​IMG]
     
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  15. Scoob

    Scoob Rear Admiral

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    Can I just say a big thank you for having dead Drones persist on the HUD for a short while!

    Scoob.
     
    #15
  16. Luzillus

    Luzillus Commander

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    Have not found any Titanium Rods or Ore in Container´s. Only Titanium Plates will be recieved by Salvaging.
     
    #16
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  17. miskabel

    miskabel Ensign

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    @EleonGameStudios Is the experimental Dedicated Server wil be post-pone to phase 3 or before ?
     
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  18. Hummel-o-War

    Hummel-o-War Administrator
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    Depends on the progress, i am afraid. We aim to a AS SOON AS POSSIBLE...but this is something i currently cannot state or give an ETA.
     
    #18
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  19. Taelyn

    Taelyn Administrator
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    New NPCs is planned
     
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  20. The Salty Snake Chef

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    Nice. Can't wait to see aliens non-Zirax morphology (hoping).
     
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