Alpha 5.1: Loot, Resources, Convenience and Bug Fixes

Discussion in 'Patch Notes' started by EleonGameStudios, Jan 19, 2017.

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  1. EleonGameStudios

    EleonGameStudios Developer
    Staff Member

    • Developer
    Oct 20, 2014
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    Hey Galactic Survivalists!

    Today we are releasing Alpha 5.1 to the public. Initially planned as a small bug fixing and polishing update, 5.1 turned into a massive update with many new cool features and improvements as documented in the long changelog below.

    Please note that this update will not break your savegame or server world, but if you want to make use of the new defaults like the resource additions and loot distribution changes, these will only work with playfields that were not visited ahead of the update.

    Again, we would like to thank all players that gave us valuable feedback and helped in tracking down bugs while version 5.1 was on the experimental branch.

    Without further ado, please dive into 5.1, review the changes and new additions and, of course, report and help us to fix remaining bugs and issues right here:

    First and foremost: have fun playing!

    Empyrion Dev Team

    P.S. Here is an overview of symbols and icons that are supported on our LCD panels/signs: (thanks to Frigidman for generating this table)

    Changelog: Alpha 5.1 (Build 811)

    Resources & Mining:
    - Added turret drill for CV
    - Added Voxel asteroids of all resources (iron, copper, promethium, gold etc) => they can be placed via playfield.yaml
    - Added larger variety of Voxel resource asteroids to space
    - Added Blue Crystal (Pentaxid) terrain resource texture => currently not yet used in default setup of Empyrion but you can integrate Pentaxid deposits similar to other resources in playfield.yaml
    - Renamed Blue Crystal into Pentaxid (raw)

    Turret drill for CVs:

    Asteroid mining in space:

    New Loot Distribution:
    - Updated loot: the loot distribution is now much more fine-grained and almost each container has an own "theme" (e.g. food in fridge, etc)

    It will now be a lot more rewarding and interesting to explore POIs because you can find more diverse loot depending on the container you are opening:

    Reload Animations:
    - Added first version of reload animations
    - Slightly re-balanced reload times of some handheld weapons
    New Flares:
    - Added new flares to all light sources
    - Added special flares to all thrusters
    - Improved sun flares on planets and in space (added more variety of flares)
    - Added flare to entry effect of resource asteroids
    - Tweaked flares on handheld weapons and tools
    - Added light beam effects to flashlight and several weapons / tools
    - Added flares to projectiles (all rockets, alien ion cannon shots etc)

    New thruster flares:

    New light beams:


    New Water Shader:
    - Added new water shader

    Other Additions
    - Added new feature: Add / remove 100 templates from / to construction queue via Shift/Control click
    - Added new mode to Drill T2 that allows to remove rocks
    - Added code locks to LCD Screens and turrets
    - Added Shutter Door Size 3x3 for SV / HV
    - Added auto rotate to horizontal (jetpack in space) when pressing default key O
    - Added snow version of corn dogs and added to Ningues

    - Added Ningues as Start Planet in survival -> let us know what you think
    - Tweaks to Ningues and Oscutune playfields (+ their orbit)
    - Increased content of Warp Drive tank from 25 to 63 slots
    - To calculate the Size Class of a Blueprint, we now take into account the number of lights and the polygon count of the building blocks. We added the light count + polygon count to the BP info (full calculation can be found here: )
    - Added "Allow / Deny" in sectors.yaml. Added example: You can now jump from Masperon to Trading Outpost (Allow - even though more than 25AU away) but you cannot jump from Asteroid Field to Trading Outpost anymore (Deny - even though less than 25AU away)
    - Improved controller of Player Drone: it now wobbles less after collision
    - Added new collision behaviour for jetpack in space (similar to player drone): less wobbling after collision
    - Player does not jump anymore after last step of a stair has been climbed
    - Turrets and drones now also shoot at Player Drone

    Ningues is now starter planet in Survival mode:

    - Added new muzzle effects for handheld weapons
    - Added clouds around planet when approaching planet in orbit and added denser clouds when flying high up in air
    - Tweaked tonemapping image effect -> pls give us feedback on light intensity during night on all planets: which planet is too dark / too bright / ok?
    - Adapted Bloom setting: same Bloom in space as on planet during night, stronger bloom on planet during day
    - Re-added space particles and space fog to the orbit to better visualize speed when flying
    - Added new blood particle effects
    - Tweaked texture on player armor: it is now less shiny
    - Disabled star reflection probe in space (problem was that star skybox was reflected on all windows even inside a vessel)
    - Improved visuals of sector map (colored lines, directional arrows, etc)
    - Re-added lightning particle effect when using turret drill
    - Added hit impact to Multitool, Texturetool, Colortool and Drill Turret
    - Turned off light on handheld drill when in standby mode
    - Tweaked coloring of trees on Oscutune
    - Fog in asteroid field is now less dense and looks better from far away
    - Sun flare now receives color of sun on planets
    - Tweaked camera effect (water droplets) when coming out of water
    - Added damage models for antennas, medic station, clone chamber, trading station block, hover engines and alien storage
    - Adjusted weapon hold position on pistols, texture and color tool
    - Adjusted transparency of fighter cockpit windows

    New Stock Blueprints:
    - CV Tier 2. Thanks to Ashrai:
    - SV Tier 2. Thanks to baddkarma74 - we slightly modified the original blueprint:
    - SV Tier 3. Thanks to Mr.IceCat: White version of

    - Disallowing connections to protected servers without EAC working on client side (saves time since player would be kicked anyway)
    - Updated EAC SDK to version 2016-12-16

    Changes / Improvements / Tweaks:
    - Removed atmosphere formula for drills: thus drills now have same range on all playfields
    - Adapted length of beam effect of drill turrets to actual range
    - Godmode Invisible: You are now able to place blocks on any structure (e.g. admin structure, alien structure etc)
    - Implemented: In Blueprint Factory use SHIFT-click to move item stacks from the inventory to the factory
    - Adding a Trading Station now makes a Blueprint "red" to avoid spawning them in survival
    - Tweaked model of medic station and clone chamber -> you now can enter without jumping
    - Increased stacking size of Pentaxid and removed stacking limit of Pentaxid Ore
    - Optimization: Ship controller -> before: if many vessels were active in a playfield, it had a strong performance impact
    - Enabled 'stats' console cmd for listing structs and ents. Removed this information from di overview
    - Structure information .txt uses now plain text dates/times
    - Tweaked Masperon: Adapted spawn of NPCs, fixed biome definitions, adjusted distribution of fire flies and added orange fire flies
    - Updated stock prefab CV Tier 2 -> closed hangar bay with shutter door
    - Added turret name in text 'Press F to control <turret name>'
    - Improved Blueprint anti-cheating
    - Added scrollbar to Control Panel properties info
    - Tweaked GUI of LCD to accommodate lock code field
    - Client exceptions are now sent to server with build number
    - Added missing food to Localization
    - Console command "gents" requires now moderator level to be executed
    - Tweaked sound of Zirax weapon
    - Sound effect when you get hit is now a bit lower in volume
    - Added Localization for radial menus
    - Implemented: Display trader in Recent tab of Marketplace
    - Adjusted "Loading game..." text
    - Improved logging
    - Updated game engine to Unity 5.5

    - Chainsaw cannot remove large rocks anymore
    - Handheld rockets and other rockets can now destroy rocks as well
    - Increased range of Multitool to 5m (T1) and 8m (T2)
    - Turret drill HV: Increased strength and range but slightly reduced radius of drill effect
    - Slightly increased range of drill module
    - Rebalanced all mounted and turret weapons (only damage against terrain) to ensure nice explosion craters on terrain
    - Tweaked drone weapons so that they destroy hardly any terrain anymore
    - Tweaked drop rate of Sathium Asteroid to adapt to other resources

    Bug Fixes:
    - Fixed: Problem that members could accept or reject Alliance offers (now only admins and founders)
    - Fixed: Problem that sun shafts/flares in space were too strong (overblown) in certain situations
    - Fixed: Problem that player sometime performs an extra jump when switching weapon
    - Fixed: Problem that entering a planet granted XP each and every time (MP only)
    - Fixed: Problem that one could not join faction of other origins despite dedicated.yaml set to True
    - Fixed: Problem that ore deposits destroyed by weapons still show % and amount unchanged
    - Fixed: Strange behavior of player character when approaching it (or zooming away in 3rd person) because of LOD rebuilding
    - Fixed: Problem that some blocks (e.g SV Thruster M) did not count towards blueprint tech level
    - Fixed: Problem that using turret drill CV without harvest container dropped ores in cockpit
    - Fixed: Problem that by having Control Panel open when Core is destroyed kept structure factioned even without a core
    - Fixed: Problem that NPC corpses blocked themselves
    - Fixed: Grass does not get removed when shooting at the ground with BA Rocket Turrets
    - Fixed: Damage travels through blocks (not yet fixed: lagshots)
    - Fixed: Plants/Trees sometimes re-grew in bases and POIs (MP only)
    - Possible Fix for error in Registry Window
    - Fixed: Problem that snow on stones was too bright in certain lighting conditions
    - Fixed: Problem that space stations were visible beyond view-range directly after warping in a new orbit
    - Fixed: Problem that it was possible to place blocks from outside the Antigrief zone inside the zone (also with the player drone)
    - Fixed: Problem that player slid sometimes down on slope and never stopped to slide
    - Fixed: Waypoint/Registry Exploit
    - Fixed: Problem that Multitool disassemble returns L-Blocks for Windows-S, Truss-S, Armored-Window-S
    - Fixed: Problem that when using the Player Drone, handheld weapons shot where the drone is looking at
    - Fixed: Problem that you could obtain infinite components (shutter doors, hangar doors etc) due to an animation bug (MP only)
    - Fixed: Problem that dedi could connect a player to a playfield server that is currently unloading its playfield
    - Fixed: Problem that requesting client logs by server host did not work
    - Fixed: Problem that it was impossible to drill Masperon soil
    - Fixed: Problem that hull looked strange in space
    - Fixed: Problem that freighters sometimes did not despawn in MP
    - Fixed: Problem that destruction timer message for freighters did not appear (SP / MP)
    - Fixed: Problem that idle sounds of NPCs was missing in MP
    - Fixed: Light 1 (Corner) had nearly no "collision box" > hardly possible to remove with MT
    - Fixed: Problem that info panel of multitool did not vanish in certain situations
    - Fixed: Emergency break in space did not work anymore
    - Fixed: Problem that space looked strange when seen through windows in orbit
    - Fixed: Weapon on floor instead of being in hands when joining MP game until other player switches weapon once
    - Fixed: Problem that stars / star reflection were visible in windows inside a closed CV room in orbit
    - Fixed: Base Attack drones are not counted for the DRONE HUNTER mission
    - Fixed: Mission 'Prepare for Battle MEDICAL' can not be fulfilled in MP as a sole Leader
    - Fixed: Problem that light/growlight could not be attached to Windows and Armored Windows
    - Possible fix for corrupted area files
    - Fixed: Sever animation hiccups of player model in MP
    - Fixed: Problem that sometimes POIs shot at NPCs
    - Fixed: XP issue: harvesting the "new" selfgrown plants added 600XP each
    - Fixed: Problem that adding a new template to the queue did partially reset/block the progress of the current in-production item (MP)
    - Fixed: Planetary Map (M) got wrong colors when Graphic set to FAST
    - Fixed: Problem that drills could not remove terrain deco rocks and boulders (Added new functionality to drill T2)
    - Fixed: Problem that weapons were sometimes visible for seated players
    - Fixed: Problem that sun was included in distance calculation and line drawing in sector map
    - Fixed: Problem that one could set faction with ESC menu even if core is gone
    - Fixed: Problem that cargobox-access closed if vessel was moving
    - Fixed: Problem that slope 1x1 needed more hits for removal than other windows with multitool
    - Fixed: Problem that autogroup re-ordered directional type and grouping when cockpit is turned 180°
    - Fixed: Problems that freighter did not spawn reliably in Akua Orbit (MP)
    - Fixed: Speed limit bug for freighters
    - Fixed: Localization for radial menus was only working after exiting and resuming game
    - Potential fix for double entity id problems in MP
    - Fixed: Problem that windows were fully transparent with respect to Ground Fog
    - Fixed: Problem that you needed to approach large blueprints to put them in BP library. Now you can blueprint structures from 150m distance
    - Fixed: Problem that creator of structure was overwritten when selecting Overwrite in BP library
    - Fixed: Error when dying in a turret
    - Fixed: Problem with Stock prefab Tier 2 > using BA Rockets for CV Rocket Turrets
    - Fixed: Blueprint creation in factory sometimes ended with error message (for older Blueprints)
    - Fixed: Some blueprint caused internal errors and were broken
    - Possible fix for client side Blueprint loading exception, improved log output
    - Fixed: Problem with hit impact and length of line renderer of turret drill CV
    - Fixed: Problem that saving / overwriting a Blueprint moved it down in the list instead of keeping the alphabetical order
    - Fixed: Problem that sometime Akua did not have a Trading Station
    - Fixed: Problem that some self-grown plants did not give back sprouts but growth stages when picked up
    - Fixed: Problem that one could not spawn a new Player drone if player got killed while in Player drone
    - Fixed (partly): Wrong muzzle fire position with changed FOV
    - Fixed: Color tool beam with changed FOV
    - Fixed: Problem that capturing freighter and then accessing cockpit lead to error
    - Fixed: Problem that freighter destruction message was already triggered when freighter is damaged
    - Fixed: Entering Zeyhines (planet) spawned a list of errors in console
    - Fixed: Wrong muzzle position on pistols
    - Fixed: Problem that picking up plants increased Device Count in structure .txt
    - Fixed: Sharing violation with adminconfig.yaml
    - Fixed: Destroying a fixed weapon on a SV while it is firing lead to error
    - Fixed: Mission "Custom Tours" did not work anymore (removed from PDA)
    - Fixed: Problem that weapons & tools were active in passenger seat
    - Fixed: Problem that sometimes small vessel core did not allow to attach blocks on its sides
    - Fixed: Problem that bases in orbit could be moved / rammed (note: only fixed setrotation console cmd)
    - Fixed: Too bright light in escape pod (interior view)
    - Fixed: Problem with scope overlay and transparency
    - Fixed: Gaps in collider of shutter doors and hangar doors + Better positioning of shutter doors
    - Fixed: Problem with transparency on sector map icons
    - Fixed: Problem with strange shininess on Asteroids in space
    - Fixed: BA Prefab Tier 5 was wrong (it was actually Tier 6 and Tier 5 did not exist anymore)
    - Fixed: Grid of small radar map in space looks broken
    - Fixed several internal exceptions reported at support email
    Last edited: Jan 19, 2017
  2. Kane Hart

    Kane Hart Captain

    Oct 20, 2014
    Likes Received:
    Holy crap. I swear sometimes these updates seem to get bigger and bigger :)

  3. oojimaflip

    oojimaflip Captain

    Oct 6, 2016
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  4. Shootme

    Shootme Commander

    Jan 29, 2016
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  5. banksman45

    banksman45 Rear Admiral

    Jun 6, 2016
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    This game keeps getting better!!
    Tyrax Lightning likes this.
  6. ButtonPusher

    ButtonPusher Captain

    Nov 8, 2016
    Likes Received:
    Where's the "Fixed: Hover vessels flipping over onto their sides and backs causing the player to spam the O key" ?

    Seriously, it's a bug, if you open the panel, the ship uprights itself... also this corrects with a relog. This needs to be fixed, it is terribly broken. Also, the drills should not use power if they are not active, this is not user-friendly to have the drills constantly draining power. Also, it seems that damage is being spread from the drills to other components on the HV, my rear thrusters are getting damaged from mining, so are RCS units, and also hover engines, etc. This is not a very good thing for players. I hope you devs will take a serious look at your new feature and tweak it so that it is not irritating to the player... I shouldn't have to repair my miner every few minutes while mining, and I surely should not have to fight it constantly to stay upright, it flips onto its side even on flat ground, and I have video proof of this, and it is repeatable. Please PLEASE, give attention to these issues, thank you for your time. *** skip to 48 minutes into the video for reference ---><
    Last edited: Jan 19, 2017
    Mercestes, PhiPhi, 0skillz and 3 others like this.
  7. SilvRav

    SilvRav Moderator

    • Moderator
    Jan 13, 2017
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    Tyrax Lightning likes this.
  8. Shapebuilder

    Shapebuilder Lieutenant

    May 21, 2016
    Likes Received:
    Great job!
    Tyrax Lightning likes this.
  9. Booyaah

    Booyaah Captain

    Sep 7, 2015
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  10. XeroTerragoth

    XeroTerragoth Captain

    Mar 3, 2016
    Likes Received:
    I swear you guys are probably the most impressive dev team I've seen in an early release game. This update is larger than some of the previous full alpha releases lol

    Amazing stuff here, I can't even begin to comment on all the stuff I'm thrilled about in this update. I'm looking forward to checking it out later tonight after work!
  11. stimdealer0001

    stimdealer0001 Captain

    Sep 14, 2015
    Likes Received:
    That is a huge list of bug fixes!
    TK85 and Tyrax Lightning like this.
  12. oah

    oah Lieutenant

    Nov 25, 2016
    Likes Received:
    - Increased content of Warp Drive tank from 25 to 63 slots

    Current tanks will be 25 slots until you multi tool it and put it back, then it will be 63.

    blue crystals stack to 999, pentax stacks to 100.
    Last edited: Jan 19, 2017
    TK85 and Tyrax Lightning like this.
  13. talamioros

    talamioros Lieutenant

    Nov 25, 2016
    Likes Received:
    You guys are awesome! I don't get the savegame compatibility part though, if I've been playing between Akua and Omicron, does this mean that Akua and Omicron orbits will not spawn all the new resource asteroids just because I've been playing in these playfields?
    Tyrax Lightning likes this.
  14. FaceIess

    FaceIess Lieutenant

    Nov 20, 2016
    Likes Received:
    A generated world is saved locally, unless you create a new playfield or reset it, it won't update.
    Tyrax Lightning likes this.
  15. Dreuseff

    Dreuseff Lieutenant

    Jan 13, 2017
    Likes Received:
    This is exciting! Everything that has bothered my friend and I while playing MP on Eleon Official has been addressed!

    What does this do????
    Tyrax Lightning likes this.
  16. JdeFalconr

    JdeFalconr Lieutenant

    Dec 27, 2015
    Likes Received:
    So can we re-generate playfields with the new 5.1 rules by deleting the folder for that playfield in \Empyrion - Dedicated Server\Saves\Games\<my save game name>\Playfields? Or do additional steps need to be taken?
    talamioros and Tyrax Lightning like this.
  17. Dawg711

    Dawg711 Lieutenant

    May 26, 2016
    Likes Received:
    Do you not think they know of this and are actively working it out? You make it sound like these things are game breaking and they are not. Ship barely gets damaged to where 2 sec on repair block cures it. Try to show more appreciation for what they have done with this game instead of finding the little things that seem to irratate you.
  18. Frigidman

    Frigidman Rear Admiral

    Mar 19, 2016
    Likes Received:
    What? Wheres the fix for butterflies flying into my visor on Akua! OUTRAGE! *throws poo all over the place in a fit of rage*


    Great update as always! So much stuff in so many areas touched on. Every little bit helps!
    siderisanon, Hive, dtmullican and 4 others like this.
  19. Fenris4024

    Fenris4024 Ensign

    Sep 8, 2016
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    Call me a Pleb if you will, but how do I USE the symbols that were linked in that table?
  20. axesly3r

    axesly3r Ensign

    Jun 9, 2016
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    Nice work guys
    Tyrax Lightning likes this.
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