Alpha 6.2: Bug Fixes and Improvements - Part II

Discussion in 'Patch Notes' started by EleonGameStudios, Jun 24, 2017.

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  1. EleonGameStudios

    EleonGameStudios Developer
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    UPDATE: June 24, 2017 - Build 1110 (Client only)

    We just released a hotfix and we are pretty confident that this update fixes many client-side crashes. Please let us know.

    This is a CLIENT side update which means you can connect to any server that is running A6.2.0 B1109.

    Changelog: Alpha Experimental 6.2.0 (Build 1110)
    - Fixed: Random client-side crashes

    -----------------------------------

    Hi Galactic Survivalists!

    We just released Alpha 6.2 that focuses again on bug fixes and other improvements. We received several reports about playfield and game crashes and other, maybe related issues. Thanks a lot to all of you helping to track down these issues by sending in reports over and over again. In Alpha 6.2 we hopefully found the reason for most of the reported problems, although they might still happen in some cases. Please keep your eyes open and report ongoing crashes to our bug thread, adding the Client.log from your LOGS folder and describing which events lead up to the crash! Thanks a lot in advance!

    In Alpha 6.2, we added several gameplay changes and overall feature updates. For example, the Tutorial got its own button in the main menu. This way, the Tutorial is easy to spot for new players and it won’t bother all the other players just wanting to start a new survival game. The game start has not been changed, though. Items are still to be found in your inventory and in the wreckage bases (shelters) close to the drop position of your escape pod.

    There are a few new block and device additions as well! Since you can now use the spotlights for CV, we added angled spotlights with a horizontal light beam for all vessels, we added growing plots for bases that can be made from wood and concrete, we added a new fighter cockpit...and more. Also do not miss out the sound refinements!

    Just check out the full Changelog below!

    Last but not least: a few days ago, we added a first set of Language Forums. These new sub-forums currently include: German, French, Spanish, Russian and Chinese. This should make detailed discussions about game features a lot easier.

    Language forums: http://empyriononline.com/forums/#language-forums.41

    Please keep in mind to report bugs, direct feedback and suggestions - after discussed in your language forums - in our official bug and suggestion forums in english. :)

    Bug forum (official EN): http://empyriononline.com/forums/bugs.24/
    Suggestions (official EN): http://empyriononline.com/forums/suggestions.9/
    Feedback (official EN): http://empyriononline.com/forums/feedback.25/

    Have fun!
    Empyrion Dev Team

    --------------------------------------

    Changelog: Alpha 6.2.0 (Build 1109)


    Additions:
    - Added new fighter cockpit 6
    [​IMG]
    This is the sleek new fighter cockpit

    - Added sloped spotlight with horizontal light beam
    [​IMG]

    - Added wood and concrete growing plots (for BA only)
    [​IMG]
    Welcome the concrete and wood blocks to our family of growing plots

    Gameplay:
    - Enabled “relocate to surface” for Player Backpack (and for all dropped containers): if they fall through terrain, they will now be relocated to the surface - thus, no more lost backpacks
    - Added more Corn to starting planets (changed drop of sugarcane plant: instead of Sugarcane now Corn)
    - Added spotlights to block group

    Visuals / Sounds:
    - Updated model of spotlights (no beveled edges anymore)
    [​IMG]
    Based on your feedback, we removed the beveled edges of the spotlights

    - Added better weapon sounds: snipers + shotgun + laser pistol
    - Activated wind on trees when far away (before it looked strange when only the trees around the player were moving in wind)
    [​IMG]
    - Added more accurate colliders for cockpits (not yet for legacy cockpits)
    - Updated color mask for Cockpit 05 (better coloring of window bars)
    - Replaced Opuntia cactus on Omicron with better model
    [​IMG]
    - Blue airtight force field is now much fainter
    - Updated stock prefabs SV, HV with new cockpits
    - Added breathing sound to some (large, non-hostile) NPCs
    [​IMG]
    When you approach some large, non-hostile NPCs such as the Triceratops you will hear a breathing sound

    - Added new background soundtrack to Akua (thanks to Alex for "Fall of Hyperion"):
    - Updated Eden soundtrack

    Here is the full list of background music that you can activate in game via the "music" flag in the playfield.yaml:
    - Eden, Encryptor, FirstHours, JungleDepths, NebularClouds, Orbiting, StellarGrasp, SunnySkies, DarkSoundscape, DarkSoundscape2, DarkSoundscape3
    - alien, alien2, barren, desert, desert2, lava, lava2, moonstone, snow, space, temperate, temperate2, temperate3

    Changes:
    - Added Tutorial as own scenario and added "Tutorial" Button to Main Menu that directly starts the tutorial
    - Tutorial does no longer start in default Survival single player on Akua
    - Added airtight info to all devices + blocks
    - Rebalanced deco damage on Akua (bushes should now be easier to destroy with chainsaw)
    - Updated PDA
    - Updated scenarios
    - Changed text: "Rent your own server" into "Setup your own server" and adapted link
    - AI Planet Vessel: added possibility to respawn it after destruction (added new yaml parameter "RespawnDelay" - see example playfield for more details)
    - Added console cmd "aimanager addtrooptransport" to call Troop Transport
    - Added console command "aimanager addvessel" to spawn a planet vessel that will go directly to the player position
    - Updated Localization.csv and prepared it for translation into more languages
    - Renamed trading station in sector Trading Outpost into "Servant 01"
    - Added better description to motorbike
    - Some small network refactoring

    Bug Fixes:
    - Fixed: Playfield crash and connection lost issue (not all sources of crashes fixed but many)
    - Fixed: Game crashes when looking at certain vessels
    - Fixed: Stones, Rocks and Trees did not block AI fire in Multiplayer, ie NPC could shoot through
    - Fixed: Black "burn marks" on terrain textures of some planets (especially Omicron and Oscutune)
    - Possible fix: Infinite pickup bug > if you still find use cases, please report if SP / MP (high / low ping)
    - Fixed: Invisible walls blocking the player from entering freighters, planet vessels and carriers
    - Fixed: HOME spawn broken / did not spawn you in Clone Chamber or Medic Bay
    - Fixed: Taking O2 and Fuel out of structure puts all in one slot
    - Fixed: Mech shooting through blocks at the Abandoned Factory on Omicron > if you still find a situation where they shoot through walls, pls send us save game
    - Fixed: NPCs Crawler could attack through thin walls
    - Fixed: Cut down trees with the harvester module did not always work in 3rd person view
    - Fixed: Can hardly paint faces of destroyed block except full destroyed blocks
    - Fixed: Reception Table NPC: Computer floating / missing desk plate
    - Fixed: AI Planet Vessel was moving through the red barrier
    - Fixed: Thruster on/off state did not work correctly for AI planet vessel
    - Fixed: AI Planet vessel sometimes tried to repair thrusters instead of regenerating itself
    - Fixed: Some AI Planet Vessels behaved weird after regeneration
    - Fixed: AI Planet Vessel sometimes had problems to land on platform and wiggled in the air above the landing position
    - Fixed: Problem with distance calculation at which light is switched off
    - Fixed: Problem with Autominer disappearing on indestructible terrain planets
    - Fixed: Open Cockpit template was still in Constructor
    - Fixed: Collider of Cockpit 5 (new) was too large
    - Fixed: Fiber plant (Grown) only dropped 1 fiber
    - Fixed: Ramp Bottom A destroyed had a floating face in stage 2 and 3
    - Fixed: Thruster flares flashing shortly in certain situations
    - Fixed: Typos in localisation + removed "SV" from cockpit group for small / hover vessel
    - Fixed: Several internal exceptions found in output logs
     
    #1
    Last edited: Jun 24, 2017
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  2. Tabula rasa

    Tabula rasa Lieutenant

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    Can't say anything but thumbs up to devs

    BTW, one question please, why breathing sounds can only be heard from non-hostile NPCs?
     
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  3. EleonGameStudios

    EleonGameStudios Developer
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    You won't hear the breathing sound on aggressive & hostile NPCs because when they attack another sound is played
     
    #3
  4. Starwing6

    Starwing6 Captain

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    Thank you so much! :D
     
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  5. Space Beagle

    Space Beagle Captain

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    Good work & another great update for our favorite game "Empire Bully Galaxy Survival War" :)
     
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  6. ButtonPusher

    ButtonPusher Commander

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    great work Eleon team, thank you...

    I now direct your attention to Vexray's "return" to the forum, and his amazing work that Aaronstar and Piddlefoot are working with...

    I highly recommend that you speak directly with them about things... thank you.

    on a possibly related note... how's that galaxy map button coming along? You know I'd love to push that button soon... ;)
     
    #6
  7. Gromit

    Gromit Commander

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    Looks good so far. Is there really much point in the steel growing plot using plastic, now that we have additional growing plots though? The new plots seem to have made that change a little redundant and personally I didn't see why it needed to be changed in the first place. By the time you're making CVs you should already have a good supply of resources anyway so it wouldn't have much if any impact there.

    Also are you planning on allowing us to texture the growing plots now?

    The only time growing plots are a problem is when you're creating the starter base prefabs that require them (unless you duplicate them and take the growing plots out). If you don't have any POIs to take them from, you'll have to make a quick base in order to produce the growing plots. We used to be able to drop in fibres and such into the blueprints but we don't seem to be able to do that now. We can however drop canned foods into the blueprints for some reason.

    One other thing, what was the reasoning for us having increased harvests but the recipes requiring more to compensate? All that does is increase the amount of storage we need but it doesn't seem to alter anything else really?
     
    #7
    Last edited: Jun 24, 2017
  8. snack95

    snack95 Lieutenant

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    aimanager addtrooptransport and aimanager addvessel does not work ?
     
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  9. zztong

    zztong Captain

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    Edited -- Whoops, posted in the wrong forum.
     
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  10. Wild_XIII

    Wild_XIII Captain

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    I feel like I must have missed the change note when shotguns became useable at anything other than point blank range. Just tested the shotguns and noticed that you get a nice tight group of shot at longer ranges now. This is an excellent change and makes them viable for combat now! The new spot lights look much better than the old ones as well, good work!
     
    #10
  11. Zuleica

    Zuleica Rear Admiral

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    Thank you for removing the spotlight beveled edges...thank you.
     
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  12. downwood0

    downwood0 Lieutenant

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    While the additional fiber would seem to be nice, the only benefit to the player base for adding more drops to the food items is that we can get more spoiled food per harvest/per plant. Fibers do not degenerate into spoiled food, therefore, there is no valid reason to multiply the drop rate. Especially when the use rate for food plots also went up by 4x. This has no practical benefit to the playerbase and is an overcomplication of the construction schema. All this does is require more storage space. While the 4x food drops have the slight benefit of being able to get more spoiled food per harvest (which does little to mitigate the ongoing annoyance of complicating food storage) doing the same for fibers is patently useless.

    In fact, given that the end result of all these 4x changes is to fundamentally increase the storage requirements of food items, this is a massive step backwards. As it now requires more storage and refrigerators to keep the same amount of harvest. By implementing these changes you are, in effect, multiplying the DEVICE LOAD of food storage by 4. Devices are already a drain on server load in multiplayer games and by implementing changes that are going to result in an increase in device count, you are implementing a server load tax for no appreciable gain to anyone in any way.
     
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    Last edited: Jun 24, 2017
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  13. Shpalman®

    Shpalman® Ensign

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    please upgrade the official server as well, since the update i can't play
     
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  14. Lealu

    Lealu Captain

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    Did you consider the ability to make more sprouts faster now and the extra fiber can be used to make bandages now, some of us need lots and lots of bandages :)
     
    #14
  15. Furious Hellfire

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    ok ok so...whos idea was it to give the Otyughs a godzilla roar sound effect from the 1998 godzilla movie with mathew broderick...

    0.o

    0.o
     
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  16. Lealu

    Lealu Captain

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    same person that made the moped sound like something from an electronic disco most likely :p
     
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  17. Furious Hellfire

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    the first thing I thought of when i heard that godzilla roar was copyright infringement.

    What will happen next is you upload a video to youtube of you killing an Otyugh but the sound gets blocked because a godzilla raw was detected XD

    Dunno if that sound is effect is copyrighted or whatever but yeah thought I would mention it now rather than later XD

    I personally dont mind it, totally unexpected but I dont mind it.
     
    #17
  18. Cyrus the Virus

    Cyrus the Virus Lieutenant

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    What about the tubing for watering the plants? Makes sense.
     
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  19. Cyrus the Virus

    Cyrus the Virus Lieutenant

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    I'm actually surprised and impressed that this made it in, seems trivial.

    I'm loving that they fixed the backpacks though.

    [edit] ooo just noticed the airtight on all blocks, very nice. [/edit]
     
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  20. Grandpa G

    Grandpa G Ensign

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    I think this update is great!
    However I wish the bug where you can reload your starter drill multiple times on accident wasting all your biofuel was fixed.
    ... Maybe in the next patch :)
     
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