Alpha 9.2 Bug Fixes and Improvements - Part II

Discussion in 'Patch Notes' started by EleonGameStudios, Jan 15, 2019.

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  1. EleonGameStudios

    EleonGameStudios Developer
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    [​IMG]

    Update: January 24, 2019 (Build 2173)

    Bug Fixes:

    - fixed the "entering a Moon playfield" problem

    =======

    Update: January 21, 2019 (Build 2172)

    Bug Fixes:

    - Corrupt Structure crash whole playfield (Deconstructor problem)
    Deconstructors are working again
    - Player bike not getting hit by turrets

    =======

    Update: January 20, 2019 (Build 2171)
    [/B]
    Temporary build - deactivates Deconstructors to avoid crashes of the game.
    The correct fix will be released tomorrow - sorry for any inconveniences!

    =======

    Update: January 19, 2019 (Build 2170)

    Bug Fixes:

    - Wrong terrain collider on a dedicated server
    - Vessels move downwards when all landing gears have been removed of the structure
    - Strange roaring Soundloop starts when joining a COOP game
    - some exploits

    =======

    Update: January 16, 2019 - Alpha 9.2.1 (Build 2166)

    Bug Fixes:

    - Fixed: All Constructor-like devices are switched off when assigning another INPUT container (only deconstructor and furnace should do so)
    - Fixed: Any construction device is set to OFF when game is quit and resumed
    - Fixed: In Multiplayer the container name annotation (e.g. "(A) Cargo Box") did only work for devices that have been opened once
    - Fixed: Logistics window: Deco containers in own structures not accessible
    - Fixed: Container Controller in X-build sharing Container Extensions
    - Fixed: Intermediate left over items of recursive crafting lost
    - Fixed: Carbon Fiber Blocks could not be deconstructed
    - Fixed: If volume check enabled: Issue with putting items back into the player inventory after picking them with the mouse cursor
    - Fixed: Ship on planet having weak vertical thrust in some cases

    Changes:
    - Improved Constructor UI: more width for containers on left side, less for construction queue
    - Removed collider of entity spawner (thin plate): should now ONLY be used for static spawners
    - Added 2 new Tribal Outpost POIs (thanks to Kaeser)

    =======

    Update: January 15, 2019 (Build 2163 - Client only)

    - Fixed Logistics exception with short container names

    =======

    Hi Galactic Survivalists!

    With Alpha 9.2, we added another batch of changes to improve the handling of the new Logistic System. Please join the discussion right over here: https://empyriononline.com/threads/alpha-9-2-feedback-logistic-updates-and-fixes.47084/

    We also added a dedicated setting in the game start options to enable or disable weight/volume (note that weight/volume is still disabled per default).

    Of course, Alpha 9.2 is not only about Logistics. For example, for the Talons we added a crossbow for ranged attacks as well as a Ballista Turret to better defend their bases. In addition, we fixed several bugs to further stabilize our recent major Alpha 9 update and added several other improvements as documented by the changelog below. Thanks a lot to all of you who constantly report bugs and give feedback.

    Speaking of bug reporting: Please note that we changed the bug-reporting procedure in our forums in order to make reported issues more visible for anyone experiencing the same bug and for internal tracking. Please read: https://empyriononline.com/threads/read-before-reporting-bug-report-template-and-requirements.47082/

    ========

    CHANGELOG: Alpha 9.2.0 (Build 2162)

    Additions:
    - Added Talon Crossbow NPC for ranged attacks
    [​IMG]
    [​IMG]
    > Talon Crossbow NPC is already added to groups that patrol on terrain around POIs and as sentinel in POI (replaces old green sentinel)

    - Added Talon Ballista Turret
    [​IMG]

    Each Talon settlement has now some defence structures around it
    [​IMG]

    Please note that the Ballista turret needs power (structure with core, fuel tank and generator).

    Logistics Update:
    - Weight/volume can now be enabled/disabled via Difficulty Settings (still disabled per default)
    - Added Partial-Pickup from dropped stacks when not enough volume capacity to pickup full stack
    - Logistics window: Setup is retained separately for 'F' and 'F4' modes
    - Display message when trying to put something in the connected toolbar but the connected container is full
    - Do not use OUTPUT container as source for construction
    - Logistics window: Added button for direct access of the device of an assigned container
    - Logistics window: added '(C)' in front of CONNECTED container and pin to top, added '(A)' in front of ASSIGNED container and pin to top
    - Accessing a container via F does not disable dropdowns in accessible structures anymore
    - Evenly distribute weight for modular containers
    - Logistics UI: Color active button and connected container grid = visually connect logic
    - Added VolumeCapacity to Player Backpack
    - Place Decon/Furnace OFF and switch OFF if assigned container is switched
    - Fixed: Weight of items added to a vessel container doesn't take effect until exiting & reentering the cockpit
    - Fixed: In 'F mode' selected container was displayed twice in dropdown list
    - Fixed: Not connected / assigned container names started with a blank character
    - Fixed: In Logistics window, selecting fuel or oxygen tank doesn't work
    - Fixed: Changing from player inventory window to H item menu hides toolbar
    - Fixed: Logistic: F does not remember settings when used with tanks
    - Fixed: Cannot use F with looting tanks in POIs
    - Fixed: Duplication exploit with Connected Toolbar
    - Fixed: Cannot access a private or faction oxygen and fuel tank under a password
    - Fixed: Inventory duplicate with withdrawing fuel / O2 in Logistics window

    Feedback Thread (new): https://empyriononline.com/threads/alpha-9-2-experimental-logistic-gui-updates.47043/

    HUD marker update
    - Implemented 'HudDistance' property for POIs to reduce cluttering of HUD with many objects (eg Polaris and Talon settlement): see AridStarter and TemperateStarter
    [​IMG]

    Example:
    - GroupName: CivilSettlement
    Properties:
    - Key: MapDistance
    Value: 0
    - Key: HudDistance
    Value: 100

    > CivilSettlement (=Worker Residence) will not be "discovered" and not marked on map via POI marker but it will be visible on HUD up to 100m

    NPC Faction Update:
    - Warning that reputation will change when opening a box is now displayed in red
    - Pick-up of Plants from growing plot inside a base is now handled like Container-looting resulting in instant-rep-standing change

    AI Update:
    - Pangolin update + Attack Manager fix
    - AlienBug02 - new attack behavior (after 1-4 hits to the player, go to random position near the player - this way it can also attack from behind the player)

    Filler Block Update:
    - Added new functionality of FillerBlocks
    [​IMG]
    [​IMG]
    > now you can use them for making POIs with basements or POIs that have a large underground part and a small part above terrain (eg Bunker-Style POIs)

    Note: The Filler Blocks are ONLY available for CREATIVE building, not in survival. The filler blocks can be placed and will be re-placed with terrain when the POI is spawned in SURVIVAL at game start (Manually spawning such a modified POI with the F2 Menu does NOT have the same effect! )

    Gameplay:
    - Re-added TemperateSwamp planet back into game (not as starter but for random generation)
    [​IMG]
    - Activated Small Constructor in Survival (Unlock Level 3) and updated model
    - Added FridgeBlocks, ArmorLocker, CloneChamber to Small Constructor templates
    - Increased unlock level of Large Constructor to level 5

    Other Changes:
    - Added new textures for Container Extensions
    [​IMG]
    - Re-balanced shotgun against trees: now harder to destroy tree
    - Removed thin plat from Entity / Player Spawner (not needed anymore since we have Dummy Model showing the spawn direction): now you see the texture below spawner
    - Filler blocks are not textureable anymore (to avoid texturing them by accident and then not being able to distinguish from other blocks)
    - Map view: show poles as yellow no-build areas
    - Some refactoring of terrain generation
    - Mod interface: corrected values for cores
    - Blueprint .ebp format changed slightly (version 23): added 4 byte data length, 1 byte data type, 1 bool compression flag as preamble to
    - Display of energy units PU reduced by factor 1000 (only display, no gameplay change)

    Visuals / UI Update:
    - Reduced brightness of particle effect for Drill and Multi Turret (CV)
    - Reduced strength of Depth of Field camera effect
    - Updated Starmap UI
    - Rework of New Game window: Planet Stats

    POI Update:
    - Updated all Ghost POIs and renamed into Ghyst: A big thanks to Frigidman
    - Added new Tribal Defence POIs with Ballista (thanks to vermillion)
    - Updated Artifacts POI: added creatures to defend loot
    - Updated Trading Stations (Assigned container/fridge to constructor/food processor where available and other fixes)
    - Added AdminCore to POI TOPSpiceDestillery to make it indestructible
    - Tweaked POI distribution: defence POIs closer to villages
    - Updated Stilt Village POIs (TemperateSwamp Planet) with Tribal Deco

    Bug Fixes:
    - Fixed: Issue with playfield change transition & vessels losing speed
    - Fixed: Thruster power wrong in some cases when changing playfields
    - Fixed: NearPOI markers vanish at 900-1000m ahead of destination
    - Fixed: New Game custom name reverts to default when using custom difficulty settings. Also fixes difficulty settings always listed as 'Custom'.
    - Fixed: NPCs did not spawn reliably or too late in bases
    - Fixed: Not able to spawn BAs manually in air in Creative or Freedom mode anymore
    - Fixed: Color/texture Tool: only creates a half-ring of color when fired in 1st Person
    - Fixed: Problem that Zirax did not attack player on motorbike
    - Fixed: Pulse Rifle red dot scope was not transparent anymore
    - Fixed: PDA Mission "Weaponized Negotiations": Drones were not counted when being destroyed
    - Fixed: Player could get repositioned on top of surface when inside dugout base
    - Fixed: Thrusters do not go to idle when you land a vessel on blocks or terrain
    - Fixed: With a scoped weapon equipped when going into scoped view there is a slight freeze
    - Fixed: Regression that SI dropped block did not disappear on pickup
    - Fixed: Destroying/Killing two entities of the same kind quickly after each other only counts 1 for SubjectKilled
    - Fixed: Issue with trees not correctly fading out in some use cases
    - Fixed: Talon Village was buried too much
    - Fixed: Ship controller : In some cases ship lost altitude when moving
    - Fixed: Fern Deco plant was invisible
    - Fixed: Exception with Troop transport
    - Fixed: Voxel mesh exceptions
    - Fixed: Title Menu: tweak overlap of fork for longer translations.
    - Fixed: Missing Planet Size display in Creative Mode.
    - Fixed: AutoActivateOnGameStart did not work in MP anymore
     
    #1
    Last edited: Jan 24, 2019
    Dietrich, TK85, Slimer and 19 others like this.
  2. ravien_ff

    ravien_ff Rear Admiral

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    Awesome fixes! The new filler blocks will be a lot of fun to play around with!
     
    #2
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  3. elmo

    elmo Captain

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    Thank you Eleon. @jlego and myself have had great fun playing experimental version of this the past few days. Lots of laughter and dying but great fun had by both of us.
     
    #3
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  4. StyxAnnihilator

    StyxAnnihilator Captain

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    Filler block at last, then maybe soon have an "air" block and water block too? Then can have dirt/rock and water removal, along having a pool and water source.
     
    #4
  5. IronCartographer

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    You know, I just had an amusing thought... If volume stayed disabled, and new players always saw a (grayed out to avoid confusion) volume bar that makes them feel like they are cheating... Well, that might make it even more satisfying for the people who want the extra challenge when they opt into it / change the setting. >_>

    I think the volume and weight settings should be split, with the latter enabled but the former disabled by default. :)

    The "Check Mass / Volume" settings makes sense for volume since it's a finite amount (full / not full), but mass isn't so much "checked" as "calculated" (when enabled) along with the rest of the physics... Not to mention that it's not clear the mass is for cargo specifically, though I suppose it becomes fairly evident as long as the two are linked (and only inventories have volume, not the structures themselves).
     
    #5
    Last edited: Jan 15, 2019
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  6. Germanicus

    Germanicus Rear Admiral

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    How do we report a BUG when the appropriate Bug-Report threat is not open yet?

    I was ordering 40 Concrete Blocks to be produced out of those 40 Bags of Concrete but instead of using them the Constructor used up the remaining Stone dust - henceforth only 19 Blocks and non of the Concrete used
    Sabratha_2019-01-15_13-23-33.png
     
    #6
  7. Pantera

    Pantera Moderator
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    #7
  8. FUE DENIS

    FUE DENIS Commander

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    Erreur interne a chaque clic sur mon serveur GG la mise a jour.
     
    #8
  9. Pantera

    Pantera Moderator
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    Update: January 15, 2019 (Build 2163 - Client only)
    - Fixed Logistics exception with short container names
     
    #9
  10. Germanicus

    Germanicus Rear Admiral

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    #10
  11. Bigfeet

    Bigfeet Captain

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    #11
    Last edited: Jan 15, 2019
  12. FUE DENIS

    FUE DENIS Commander

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    Toujours pas possible de réparer armes, outils, armures.

    Still not possible to repair weapons, tools, armor.
     
    #12
    Last edited: Jan 15, 2019
  13. FUE DENIS

    FUE DENIS Commander

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    Les Synthétiseur de nourriture ce rallume toujours.

    The Food Synthesizer this always turns on.
     
    #13
  14. Hummel-o-War

    Hummel-o-War Administrator
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    Please read here: https://empyriononline.com/threads/read-before-reporting-bug-report-template-and-requirements.47082/
    then please report both over here :https://empyriononline.com/forums/bugs.24/

    Reporting bugs in the announcement will very likely stay unnoticed..
     
    #14
  15. nexus_absolute

    nexus_absolute Captain

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    Very exciting stuff. No longer will we just be able to bully the Talon and treat their settlements like a crop to be harvested - even with RP it was like "Yeah, you and what army!". Now it's like "Oh, s**t. That army!"

    I also see potential for fully intractable/quest driven/explore-able Talon settlements (with underground cave systems thanks to FillerBlocks). Will filler blocks exist in different shapes we can shape the terrain (e.g. irrugularly shapped cavernous space) or am I not understanding how they work?

    So will there be a Part III for Aplha 9.0 or will you wait until Alpha.10?
    I am specifically interested in the picture teased before the Alpha 9.0 release showing the massive attack wave of drones and dropships (and that one little drone that didn't seem to know what it was doing) heading towards your base. Not sure what this was meant to be teasing but there was plenty of speculation at the time.
     
    #15
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  16. Robot Shark

    Robot Shark Rear Admiral

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    Apologies for saying this after 9.2 released, but I preferred when starting a single player and co-op game were separate buttons.

    That being said, I am still impressed with the progress the Empyrion team is making with this game and appreciate it.
     
    #16
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  17. woowoo

    woowoo Commander

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    Démonte et repose la station de réparation çà marche normalement ensuite.
     
    #17
  18. Jon2

    Jon2 Lieutenant

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    I have one question,. anyone know if the devs will keep this thing now of only leaving the cockpit from above and very close to it forever? Or they will change it back or do some other thing? Because right now the PVP part of the game with HV's and SV's is kind broken without surrounding the cockpit with steel blocks.
     
    #18
  19. NafreiuX

    NafreiuX Captain

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    Probably related to this logistics change:

     
    #19
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  20. Germanicus

    Germanicus Rear Admiral

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    Thanks. That would explain why the PC did this.
     
    #20
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