Alpha 7.1: New Tutorial and Bug Fixes

Discussion in 'Patch Notes' started by EleonGameStudios, Oct 31, 2017.

  1. EleonGameStudios

    EleonGameStudios Developer
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    [​IMG]
    New terrain for Oscutune

    Hotfix: November 3, 2017 - Alpha 7.1.1 (Build 1325)
    - Added temporary fix to address the erratic CV movements with ships docked.

    Known issue: collision with AI Vessels (PV) does not work.

    =============


    Hotfix: November 2, 2017 - Alpha 7.1.1 (Build 1324)

    - Updated localisation and fixed several internal errors

    =============

    Hotfix: November 1, 2017 - Alpha 7.1.1 (Build 1321)

    Client-side update (no need to update servers)

    - Fixed: Error with Spanish localization when entering passenger seat (Support Email: Build 1320 #D5987)

    =============

    Hotfix: October 31, 2017 - Alpha 7.1.1 (Build 1320)

    Bug Fixes:
    - Fixed: Problem that resource meteorites were hovering in air

    =============

    Hi Galactic Survivalists!

    In Alpha 6 and 7 we introduced a lot of new and game-changing features, like environmental effects, new ways of mining, building and so on.

    While most of you have learned to use these new features over the last weeks and months, all the new players only had the old, very basic tutorial. Time for a change - and an all new Tutorial!

    The new Tutorial will try to teach the basic elements in a wholly different way compared to the old tutorial. And it is also a bit more than just a playable howto. But maybe we leave it to you, to find out about this. ;-)

    Just make sure you read all the instructions in the opening briefing - and give your feedback in our feedback thread: https://empyriononline.com/threads/alpha-7-1-feedback-new-tutorial.25358/

    Of course the Tutorial will evolve over time.

    Said that, Alpha 7.1 will add more toys and features for you to play around with: The new Multi-Turret for CV and HV will allow you to disassemble or repair your buildings even faster! Have a look at the full changelog below and write us your feedback over here: https://empyriononline.com/forums/feedback.25/

    Please also report any remaining bug or issue in our Bug Thread: https://empyriononline.com/threads/bug-reports-alpha-7-1.25360/

    In any case.. Have fun and Happy Halloween!
    - Empyrion Dev Team

    ==============================

    Changelog: Alpha 7.1.0 (Build 1319)

    Added New Tutorial:
    - We replaced the old tutorial with a completely new tutorial
    [​IMG]
    You will start the new Tutorial in an Orbital Station
    [​IMG]

    Additions:
    - Added Tool Turret for HV and CV: Repair, Deconstruct, Disassemble
    - Added new planetary terrain for Oscutune (NewOcean): water planet with deep oceans and abysses
    [​IMG]
    [​IMG]
    Deep abysses await you on Oscutune

    Improved Creative Tools:
    - Improved replace texture / color tool: you can now replace colors/textures via selection box
    - Added fill button for selection box: you can select an area and fill it with the currently selected block

    Visuals:
    - Added Depth of Field (DoF) screen effect (can be switched off in Video Options)
    [​IMG]
    - Reduced tiling of foam at lake shores
    - Improved selection box: smoother movement of selection box
    - Updated grass terrain texture on Akua

    Gameplay:
    - Multiplayer: Turrets that are placed below terrain level do not shoot anymore > fixes exploit with turrets hiding below terrain (can be switched on/off in dedicated.yaml via "TurretUndergroundCheck" > per default: disabled).
    - AntigriefdistancePvP is overwritten by AntigriefdistanceOres: if a resource deposit is placed very close to a POI within an anti-grief distance, it is now still possible to mine the ores
    - Drones/Planet Vessel ignore player bases if owner is not available (base idle)
    - All terrain placeables (Oxygen Generators, Water Generator etc) now accept Bio Fuel and Fusion Cell
    - Small Oxygenbottles are not used with "Autofill" anymore
    - Reduced warning distance if CV/SV is not allowed from 1500m to 800m

    Updated Playfield.yaml:
    - Resources are now buried less deep on all playfields
    - Updated SpecialEffectsLocal and SpecialEffectsGlobal to new heightmap planets (Scenario Creators: if you are using heightmap planets you might want to update these changes)
    - Updated deco on Omicron

    Optimizations:
    - Optimized structures when placing new blocks > for large structures it lagged a lot before
    - We made an optimization regarding stuttering and RAM consumption when entering a new world for the first time
    - Major speed improvement when opening Statistics page of Control Panel inside of large structures

    Added new Stock Blueprints:
    - Added new stock prefab BA Tier 4a: thanks to Kieve http://steamcommunity.com/sharedfiles/filedetails/?id=1118972100
    [​IMG]
    - Added new stock prefab BA Tier 3a: thanks to Neurosol http://steamcommunity.com/sharedfiles/filedetails/?id=1164880258
    [​IMG]

    Improved Presentation of Armor Stats:
    - Added better names for Armor Stats that explain better the different properties
    - Replaced Degradation Rate with Speed Factor in Locker Window Stats and some other re-arrangements
    - DegradationFactor for armor not used anymore

    Changes:
    - Added possibility to block planet-access for SV (can be configured in playfield.yaml): AllowSV: false
    - Added console command 'undock' to emergency undock a SV or HV that got lost due to undock problems.
    - When teleporting using the debug window and you are in a ship, the ship now gets teleported, too
    - Now allowing user to choose above recommended Texture and Character Texture resolution: Presets still default to Recommended Resolution for Players RAM and VRAM
    - Updated console cmd: instead of "deco refresh" > "deco r"
    - Updated Localization.csv: DE, FR, RU, PORT(br), CHS, POL
    - Enhanced PDA: Chapters can now have a "NoSkip" flag in yaml file to suppress the Skip button in the Briefing window
    - Added NewTemperate500 (with regeneration of POIs enabled) to Dedi Server Folder "Terrains"
    - Added dll versions for all xml terrains that are distributed with the game
    - Added AllowCV + AllowSV as examples to Example playfield.

    GUI Update:
    - Added icons instead of labels to build settings window selection tools
    - Added beam angle to spotlight preview icons to show where they are pointing to

    Updated Models:
    - Updated model for following deco plants: Alien Plant Tube, plant that produces Alien Plasma, Alien Thorn Plant (thorn can now be removed), Ahax plant (glowing tentacles, tentacles get removed on lower growth stages), Alien Worm Plant (Alien Honey), Alien Plant Reef, Alien Spike Lemon and Spiky Mushroom

    Bug Fixes:
    - Fixed: Mouse sometimes makes a "sudden jump" placing 2 or more blocks although only clicked once
    - Fixed: Configure circuit GUI cutting off signal lists.
    - Fixed: Opening the CP on the Signal logic tab can make the configure circuit list disappear until reopening the CP.
    - Fixed: Possible to have signal lists in the Configure circuit GUI overlap each other.
    - Fixed: Exception created when trying to add signals in a circuit
    - Fixed: When selecting an input signal of a circuit often a wrong line will be changed
    - Fixed: When mining with the 'Drill Turret' nothing was placed into the harvest box.
    - Fixed: Local Coop creates two save game folders when using a game name with blanks (e.g. "My Game")
    - Fixed: Possible to fly through freighters, Carrier and PVs with CV and SV
    - Fixed: Problem that sometimes it was not possible to join a server (fixed internal exception when loading map texture files to avoid problems like 'Access to the path denied' errors)
    - Fixed: Radiation of biome is not taken into account for the HUD display when inside structure (only global radiation of playfield is displayed in HUD)
    - Fixed: Wardrobe had a code lock but was not accessible
    - Fixed: Problem that it was not possible to lower Base deep into ground when spawning blueprint
    - Fixed: Terrain/LOD Exploit: hide turret in POI Lod filler terrain
    - Fixed: Problem that sometimes grass was not removed when drilling
    - Fixed: Setting number of ore deposits did not have an impact in SP
    - Fixed: Several errors linked to Block Combiner
    - Fixed: Resource Mouse-Over Localization on Map wrong
    - Fixed: Asteroid names not Localized on New Game and Map windows
    - Fixed: Problem that no NPC spawned on Oscutune (NewTemp2) on Island biome
    - Fixed: Problem with color replace (now it also works with colors that had no color applied)
    - Fixed: Problem that some windows and railing blocks did not correctly mirror (the ones with left, right version)
    - Fixed placement of blocks when targeting bigger models like turrets
    - Fixed: Looking at a Furnace shows "Press ... to use the Constructor"
    - Fixed: New splatmaps consuming massive RAM and FPS on first load
    - Fixed: Auto Miner can be placed below a deposit and works (now doesn't violate AntiGrief rules)
    - Fixed: Problem that on moon planets (NewMoon and NewMoon2) radiation was everywhere at 14.7 and not just in the lower areas
    - Fixed: NPC Otyugh could damage players through thin blocks.
    - Fixed: Pixie stalk taller than they should be.
    - Fixed: Problem that steel texture P1(4,6) was over bright
    - Fixed: Several internal errors
    - Fixed: Several typos in loca
     
    #1
    Last edited by a moderator: Nov 3, 2017
  2. rucky

    rucky Rear Admiral

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    Still not happy that this is a CREATIVE MODE ONLY feature.
     
    #2
  3. Flashboth

    Flashboth Ensign

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    Hello

    Très bien le new tutorial mais es qu'il sera traduit dans les autres Langues ?

    tks
     
    #3
  4. Myrmidon

    Myrmidon Captain

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    Indeed, and it is nice :) Also the camera movement while in free view mode out of vessel is mor smooth now. Ofcourse the goal is to have smooth change when we change worlds from space to planet atmosphere for example.

    Zirax Invasion_2017-10-31_15-36-42.png Zirax Invasion_2017-10-31_15-36-48.png
     
    #4
    Last edited: Oct 31, 2017
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  5. Hummel-o-War

    Hummel-o-War Administrator
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    Not yet. There is a lot of text to first make sure it is final and no changes are needed. Then we can take on the translation. Already working on the translation. ;-)
     
    #5
  6. 68plex

    68plex Captain

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    This is great. Maybe now I can see HV mining as "Zen mining" again. Kind of lost that with A7.
    Nice!
    Much needed fix. I hope now Omicron PV will agro... instead of being a lame leviathan.
    Oh thank God! I can't bear to see grass coming up through my floors ever again.

    And thanks for all the other stuff.
     
    #6
  7. geostar1024

    geostar1024 Rear Admiral

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    I hope that ultimately the solution will be to fix the hover system so that it has some notion of suspension (and possibly add a movement mode that levels the HV side-to-side, but still allows it to pitch up and down). That would make drilling long tunnels at angles much nicer, and then some resources could be buried deeper.
     
    #7
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  8. Don Degow

    Don Degow Ensign

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    I think that a fair amount of player (including myself, at least for french translation) would gladly help Eleon on this end. ;-)
     
    #8
  9. Hummel-o-War

    Hummel-o-War Administrator
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    For sure, but as long as the main text changes, we would have a lot of back-and-forth changes which will lead to a confusing state of what is updated and what not. ;-)
     
    #9
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  10. Myrmidon

    Myrmidon Captain

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    That multyturret cam very handy and on time. I am salvaging an old CV, otherwise I am very lazy (read real life matters to attend) to salvage her steel plates.

    Request to Eleon developers. Please guys make at least this turret have hemisphere/dome shaped rotation/coverage. It is PITA every time I reposition my HV I have to select again the proper drilling mode !!!! I might destroy instead of repair something!!!!!!11111111

    harvesting steel.jpg
     
    #10
    Last edited: Oct 31, 2017
  11. Andre Merrick

    Andre Merrick Lieutenant

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    Soo, just a question... you have a a HUGE CV... and you can only spawn it on a base. How does that make sense again? how about allowing them to be spawned in Space... OR on a Base?
     
    #11
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  12. vinurd

    vinurd Commander

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    only thought about oceanid - the planet of water. not enough buildings in the water. If you were able to make the oxygen in the premises, I think the same way you can delete the Shader and water to breath. Ie to create buildings under water.
     
    #12
  13. Myrmidon

    Myrmidon Captain

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    They CAN be spawned in space or on base. ;)
     
    #13
  14. Myrmidon

    Myrmidon Captain

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    I was thinking the same thing...
     
    #14
  15. FRAGaLOT

    FRAGaLOT Captain

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    I've always found Depth of Field (DoF) to be extremely distracting, irritating and utterly useless. Yes I know I can turn this off in settings, my point is why did a cinematography technique become a "feature" in video games in the first place? Yet 99% of gamers turn this off because it's distracts game play. If I can't focus on a distant hostile and I have to wait for the stupid game to un-blur something, I'll probably get shot dead by then. It doesn't improve performance (it might lower it), it doesn't make things look better (it just blurs stuff that isn't in center view), it's doesn't enhance game play it does the exact opposite, and most players do not enable this.

    It's great for cinematography where the camera's view is already pre-determined and helps camera directors move focus for the audience, but this IS A VIDEO GAME where the camera is controlled by the "audience."
     
    #15
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  16. Andre Merrick

    Andre Merrick Lieutenant

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    I just tried spawning a CV in space.. and it gave me an error that "You must spawn this on a base."... sooo...
     
    #16
  17. rucky

    rucky Rear Admiral

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    I fix it for you:

     
    #17
  18. Myrmidon

    Myrmidon Captain

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    I do remember that when spawning restriction was introduced CV spawning in space was permitted. Read this, from the Alpha 7.0 FA feedback :

    Was it changed or is this a bug? :rolleyes:
     
    #18
  19. rucky

    rucky Rear Admiral

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    I thought even in space you need a pad, but in space you have more space to first spawn your pad in ;-)
    (pun intended)
     
    #19
    Last edited: Oct 31, 2017
  20. aRatNamedSammy

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    new on this game.. i like it , very nice.. but the saving system, which overwrite the rpevious save...well, it screw my games 3 times already.. did a mistake (cockpit destroyed on the moon), reload but it auto-save the game, so i reload the previous save, then see it was destroyed few minutes before that save.. try to go back on older one, but its already overwriten .. game lost..except to go back few HOURS before.. not fun.... maybe a little change in the saving system plz
     
    #20
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