Alpha 9.1: Bug Fixes and Improvements

Discussion in 'Patch Notes' started by EleonGameStudios, Jan 9, 2019.

Thread Status:
Not open for further replies.
  1. EleonGameStudios

    EleonGameStudios Developer
    Staff Member

    • Developer
    Oct 20, 2014
    Likes Received:

    Hi Galactic Survivalists!

    First of all, we would like to thank you for all the insightful feedback we received on the various new features that were introduced in Alpha 9. We have constantly reviewed all the suggestions and ideas and with Alpha 9.1 we are adding a first set of improvements and bug fixes. We will continue to add refinements, especially for Logistic and its handling, in the upcoming Alpha 9.x updates.

    With Alpha 9.1, we also rebalanced volume (and sometimes also mass) for nearly all items and devices. Even though ‘volume & mass’ is still not activated per default for obvious reasons, we would like to ask for your feedback regarding the rebalanced values.

    Please note that we will add a few more refinements for volume & mass before it will be activated by default. Of course, we will add an option to deactivate it in the Difficulty Settings for those who do not want to bother with this gameplay element!

    For the complete list of changes, additions, optimizations and bug fixes in Alpha 9.1, please have a look at the changelog below.

    Please report bugs over here:

    Happy new year from everyone here at Eleon Game Studios!


    Emp Dev Team


    CHANGELOG: Alpha 9.1.0 (Build 2137)

    - Added possibility to texture Container Extensions (added new default texture and added another specific container texture - we will add more textures soon)
    - Falling SI parts can now be picked up before they disappear and result in a certain amount of the used de-constructed materials
    - Connection to remote container is now persistent (only connection is persistent, not the content of the toolbar!)
    - When entering a cockpit with the connected toolbar active the vessel toolbar is displayed
    - Moved default Hotkey for switching Lights on vessel from T to L
    - Planet life entities will now avoid spawning in bases
    - Reduced toggle delay for main power, lights and weapons from 1.5s to 0.75s

    Volume/Weight Balancing:
    - Balanced/Reduced Volume and Mass of all ores, ingots and components
    - Balanced/Reduced Volumes of all building and starter blocks
    - Balanced Volume and Mass for all devices and terrain placeables
    - Balanced Volume and Mass for all large weapons ammo
    - Balanced Volume and Mass for all handheld devices, tools, suits, boosters, detectors and ammo
    Note: Volumes of medical, biological and food items is not yet rebalanced.

    Visuals / UI:
    - Improved visuals of terrain decoration (trees, plants, rocks) via hue variation, shadows, better billboards, etc
    - Separated Single Player and Coop buttons in Main Menu
    - Updated model for O2, Fuel and Warp Tank (SV/HV)
    - Warp Drive has now purple emissive (consistent with all warp drive components)
    - Removed player name that was shown directly above his head as we have now the new HUD info panel with health bar
    - Entity HUD info text now uses same coloring as structures
    - Added new blank line between general reputation intro message and rest on hovering text
    - Updated preview icons for Temperate and Arid planet

    - Major optimizations of NPC spawning and management
    - Optimization: Reduced allocation of heap memory

    New Stock Blueprints:
    - Added new stock prefab CV - thanks to jrandall
    - Added new stock CV: thanks to urialia

    Other Changes:
    - Better aiming on Sniper T2 and Epic Sniper, better sniper scope on Sniper T1
    - Added special message when trying to add a block on a structure that has an indestructible core
    - Allowing now also 'none'/'public' (lower case) for factions
    - Markers for blocks (set via Control Panel) are now positioned inside the blocks instead of above blocks
    - Adjusted core type for mode interface
    - Updated mission POI (SV_TOPWreckage)
    - SSG: Show POIs in faction colors.
    - Show last selected tab in faction window
    - Cleaned up warnings and improve message if a distance range is not provided for a POI requiring such a range
    - Removed flare from tribal torch and firepit and reduced light range
    - Some rearrangements of stock prefabs
    - Removed ingame message "You are in range of a Remote Logistics Network..."
    - Changed: ModAPI Request_Player_AddItem not allowed while player inventory is displayed in Logistics window
    - Added Localisation keys to be able to add general text for reputation information
    - Added missing loca keys for containers
    - Updated Localisation

    Bug Fixes:
    - Fixed: Exploit with exiting a cockpit and exit cockpit inside base (you get now moved inside/very close to the cockpit, if no free position is available. Please be advised to rebuild your ships if your cockpit is surrounded by blocks or other obstacles. You need about 3 "free blocks" of space above the cockpit and a clear path to walk to it / reach it)
    - Fixed: Food processor input & output not maintained when saving BP's
    - Fixed: Input & output of constructors etc is sometimes not maintained after being far away from them
    - Fixed: O2 display flashing when moving in a vessel at high speed
    - Fixed: Players with vessels set to private get shot at by NPC factions they are Honored with
    - Fixed: Akua - Omicron Scenario Warp Issues (Typo in Orbit playfield in A-O scenario leading to exception when leaving planet Akua)
    - Fixed: Problem that trading stations were missing on Arid Starter / Temperate Starter and so 2 Zirax mission were not possible
    - Fixed: Removing and re-placing a core leads to RED tag and Faction:none
    - Fixed: When switching to connected toolbar while in cockpit toolbar was read-only
    - Fixed: Symmetry plane sometimes not placing blocks correctly
    - Fixed: Logistic Network Range does not extend beyond grid size limit and sometimes also below
    - Fixed: Exception loop triggered after deleting a structure in the selection area & trying to place the selection area again
    - Fixed: Issue with vessels still moving when positioned sideways or upside down with autobreak on.
    - Fixed: Ship controller - several other bugs with the auto brake system
    - Fixed: Repair station can sometimes become inaccessible (NOTE: won't fix broken stations, you need to remove and place new)
    - Fixed: Duplication exploit with drop container
    - Fixed: Several invisible plants (Mushroom in Radiated Biome, Seaweed etc)
    - Fixed: Radiated biome deco appearing & disappearing as you go past it
    - Fixed: Problem with wood texture (Page 1, Row 2, Column 7) leading to exception when using this texture
    - Fixed: Wrong Trading Station in Starter Orbit
    - Fixed: Spacing of Unlock Points in Techtree UI
    - Fixed: After changing playfields the weather is not displayed in the HUD or showing visually until a reload is done.
    - Fixed: Block faces are sometimes invisible/missing in MP
    - Fixed: Other players can be seen "Flying" when they are swimming in 1st person view.
    - Fixed: Retrieving containers (BA/CV) with multitool gave back containers (SV/HV)
    - Fixed: CargoContainerSV (Block Id: 1678) gives BA/CV Container
    - Fixed: CargoContainerSV cannot be crafted (the container is now in Cargo Boxes (SV/HV) blockgroup and not displayed individually anymore)
    - Fixed: Retrieving CargoContainerSmall/CargoContainerMedium with multitool did not give back any block
    - Fixed: Not possible to join any server after pressing the Back button on starting planet selection
    - Fixed: Suit Constructor having no internal containers
    - Fixed: Approach and remove map markers come back after playfield change\exit from server
    - Fixed: More AI Behavior leak problems
    - Fixed: Night vision cannot be turned on or off whilst in a cockpit seat
    - Fixed: Players in passenger seats can be placed outside the vessel in some circumstances
    - Fixed: [MP] Player vessel are getting repositioned after player exits cockpit and other problems with invisible colliders for vessel collision
    - Fixed: Issue with deco billboards
    - Fixed: Invisible colliders on terrain (plants, deco etc)
    - Fixed: Invisible Deco in Radioactive Biome
    - Fixed: When using a scope while the hud is turned off the view becomes broken
    - Fixed: Problem that some creatures did not correctly flee from player (eg Parasaur at game start on Temperate Planet)
    - Fixed: Scope: alignment for some scoped weapons slightly tilted
    - Fixed: all the retractable landing gears that are solid blocks are non-airtight
    - Fixed: Player turrets on vessel are not shooting or tracking enemy players or vessels
    - Fixed: Issue with HUD colors with POI's using the core 'NPC Core (Admin)'
    - Fixed: Faction-owned POIs were sometimes white (not using MapMarker: Neutral for faction-owned POIs anymore)
    - Fixed: MapMarker: Neutral not working anymore
    - Fixed: Faction Standing: Reputation given/reduce when outside territory (implemented that there is only a single repu award for ALL players in a faction if NONE is in hostile territory)
    - Fixed: Steal O2/fuel with logistic
    - Fixed: NearPOI revealing all POI of the same BP group
    - Fixed: Several creatures were not correctly classified as "Predator" or "Prey (Otyugh, AlienBug03, Oviraptor, etc)
    - Fixed: Ramps can be placed everywhere and give back large ramps
    - Fixed: Missing crafting items in Constructor (added new CV landing gears)
    - Fixed: POI lost its Custom Color Palette sometimes
    - Fixed: Exception spam when a 'portal' is dropped on the ground
    - Fixed: Not all POIs were correctly attributed to factions on Moon Nascent playfield
    - Fixed: SV was floating in air in Orbit Start (empty) in Creative Mode
    - Fixed: Minor typos in PDA - thanks to one of our players to pointing them out
    - Fixed: Several Internal exceptions
    Last edited by a moderator: Jan 10, 2019
    Isenrul, Cleff, TiwBras and 23 others like this.
  2. Kahrek

    Kahrek Captain

    Mar 7, 2017
    Likes Received:
    Another patch another truckload of fun things to mess around with :) Keep up the good work!
  3. D00mnoodle

    D00mnoodle Lieutenant

    Oct 19, 2017
    Likes Received:
    Good job guys! Especially liking the possibility to texture container extensions.

    Only thing i'm a bit less stoked about is the new warp drive pink colour. It's wayy too pink, it should be more purpley or something. Pink looks so, lame :D

    Edit: spelling (it was late)
    Last edited: Jan 9, 2019
    Vermillion and [BB]Drifter like this.
  4. Germanicus

    Germanicus Rear Admiral

    Jan 22, 2018
    Likes Received:
    So...back to A9.1 stable than? With a fresh start I presume?;)
    TK85, Ann|e Noa|m and Cluascorp like this.
  5. Cluascorp

    Cluascorp Commander

    Oct 5, 2018
    Likes Received:
    Yeah, good work Eleon :)
    I just ... didn't have a change to test in the exp ... I started a fresh game to test it, and now it's already stable?
    Not complaining at all ... I love doing fresh starts anyway ...
    Grandirus and Germanicus like this.
  6. Space Beagle

    Space Beagle Captain

    Oct 9, 2016
    Likes Received:
    Have to say that after this 9.1 update my game had visible FPS drop and looks & feels very 'sluggish' in movement :(

    Let's hope some that some improvements & bit of optimization will come with next build :)
  7. Ann|e Noa|m

    Ann|e Noa|m Captain

    Oct 21, 2018
    Likes Received:
    Love the pace at which you 4 poor bastards work these days :D I am getting more and more impressed each time/patch.. not only at the amount of stuff you get done, but also with the direction of the game :)

    But yeah.... that pink... not loving it :p Maybe a dark purple or dark orange would be better (imo)?
    Cleff, Germanicus and D00mnoodle like this.
  8. ravien_ff

    ravien_ff Rear Admiral

    Oct 22, 2017
    Likes Received:
    That's a lot of fixes!

    Thank you to everyone who tested and gave feedback and bug reports and thank you to the devs!
  9. stubert812

    stubert812 Lieutenant

    Dec 17, 2017
    Likes Received:
    Been playing in experimental still hard getting my head around the new logistics reminds me of the change to alpha 7 in a lot of ways learning a new way to play. I still seem to go over on weights and I got this bad thing of carrying the fuel I have with me so i can jump in a ship and fill on the go, of course I know lot of weight their. The changes that were made has definitely helped and I think it's a good idea to be able to turn it off if that's not your play style. But when you bring it in I'll give it a go first. Cheers for the update thought i was going made when the trees and mushrooms kept disappearing in the radiated bio me lol.
  10. SifVerT

    SifVerT Commander

    Nov 23, 2018
    Likes Received:
    Hope I soon can use Check: BlockDestroyed . It seems not to work for my attempt with CoreNPC on a Fixed POI.
  11. Battle Bunny

    Battle Bunny Ensign

    Aug 17, 2018
    Likes Received:
    Do the NPC/AI fixes also fix the issue where I couldn't get any base attack to happen in my dedicated-server-run coop game? No config errors, made hostile with each faction and even spawned multiple bases around me and used the console command to trigger a new wave - nothing. And yes, I checked the settings, made a new game, etc.
  12. Myrmidon

    Myrmidon Rear Admiral

    Mar 26, 2016
    Likes Received:
    @EleonGameStudios Good job guys. Most of the bugs are gone. New features improvements and additions are very welcome. I would like to know if the following console yellow message is a bug or not so to make a bug report if needed. It is shown when on a turned off constructor the player adds batches of 999 (of anything) to be produced.

  13. nexus_absolute

    nexus_absolute Captain

    Aug 18, 2016
    Likes Received:
    I'd just like to say that I really like the model and art style that is developing with the devices. The new tank models looking great and it's nice to see Empyrion moving away from stock prefabs and creating their own look. I especially like the flat surfaces of devices that are decorated with panels and access hatches. They are a great way to break up large panel sections in corridors and really set a strong engineering look.

    The only downside to this is that Zirax, Talon and Polaris all seem to be using Earth tech now, which makes these races seem alien in their own structures. At least with the generic models they didn't stand out so much.

    @EleonGameStudios, will we get faction variations of devices at some point, even if they are the same models just different texture variations? This would explode POI and ship building possibilities and open the options for true alternate origin starts. Certainly don't expect this in Alpha but is it more than just a possibility?

    Thanks for all your hard work and dedication.
  14. TK85

    TK85 Captain

    Jan 26, 2016
    Likes Received:
    As always a beautiful job!

    In my case it's going to be mandatory, my current game has stuck, do not load anymore. But I will not even report, I think it's just a coincidence; in addition, I started it in the experimental phase of alpha 9.
    Germanicus likes this.
  15. nexus_absolute

    nexus_absolute Captain

    Aug 18, 2016
    Likes Received:

    What is with the Polaroids on the loading screens? I keep waiting for one to come up with a 'Wish you were here' caption.
    At some point in the future do we decide that digital images are no good and instead opted for a retro-cliche look instead?

    Somewhere on a derelict lost in an asteroid field is a brown envelope with the mission objectives of the entire earth fleet, printed using an 1990's inkjet printed with these Polaroids attached to it using a paperclip and a piece of string :D
    D00mnoodle and IronCartographer like this.
  16. Frigidman

    Frigidman Rear Admiral

    Mar 19, 2016
    Likes Received:
    We are already doing this ;) Just ask the hipsters. Its a cycle that will repeat as long as there is history.

    So in another few hundred years, retro is in style again.
    Runeshadow, TK85 and Germanicus like this.
  17. nexus_absolute

    nexus_absolute Captain

    Aug 18, 2016
    Likes Received:
    Tru dat - vinyl vs CD anyone?

    ...but Polaroids... really?

    Artistic or style preference aside, in game where everything is wifi and ethereal, including logistic management (see, still keeping it Alpha 9.x relevant) they look odd. The fact that they have been made to look like actual taken pictures rather than, for example, border-less example images implies that they have been 'taken' and that is how they have come out. And they periodically get updated with major updates so someone is maintaining that style and it isn't just a legacy thing.

    Sorry, didn't mean to get bogged down with this. Just been bugging me for ages now, but that's my problem.
    D00mnoodle and Germanicus like this.
  18. EvilDave

    EvilDave Lieutenant

    Dec 15, 2016
    Likes Received:
    "Please be advised to rebuild your ships if your cockpit is surrounded by blocks or other obstacles. You need about 3 "free blocks" of space above the cockpit and a clear path to walk to it / reach it)".
    This is the problem as most pve and *all pvp svs and hvs have enclosed cockpits. The reason being that cockpits are highly vulnerable, weak targets and basically one shot kills. I seriously spent like 6 hours yesterday designing a class 1 sv with an enclosed cockpit, which is now unusable.
    Crote and IronCartographer like this.
  19. log0nEx

    log0nEx Ensign

    Jan 9, 2019
    Likes Received:
    promethium still not spawn in the rock where the map shows 100%. It's very discouraging for continuing the adventure in solo mode...
  20. Germanicus

    Germanicus Rear Admiral

    Jan 22, 2018
    Likes Received:
Thread Status:
Not open for further replies.

Share This Page