Alpha 9.4.1: Bug Fixes and Changed Folder Structure

Discussion in 'Patch Notes' started by EleonGameStudios, Feb 27, 2019.

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  1. Goat 2

    Goat 2 Ensign

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    you need to make it so the ai can walk through doors again.I enjoyed being chased out of a poi instead of open door shoot close door heal reload open door kill move on
     
    #41
  2. Taelyn

    Taelyn Administrator
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    Its still possible, edit the poi (or go GM IV) and check the box AI can walk through door on the door
     
    #42
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  3. Frigidman

    Frigidman Rear Admiral

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    Some doors are still intentionally 'not for npc' to contain flow, and keep npcs out of areas the creator generally did not want them in.
     
    #43
  4. Hicks42

    Hicks42 Rear Admiral

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    Did they fix the "Hi we are melee Monsters and we can still hit you even though you are 40m up in the air!" Problem?
     
    #44
  5. Frigidman

    Frigidman Rear Admiral

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    Its in there somewhere in the patch notes.
     
    #45
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  6. Geezr

    Geezr Ensign

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    Noticed that a Troop Transport approach is triggered when restarting the game. So, I bailed out of a game when a Drone attack was pending and when I resumed, I got the continuation of the Drone attack PLUS a Transport - in other words, a mini-simulation of the A10-style base attack. Only dumb old school Zirax, of course, but still quite an entertaining break from my morning vegetable canning :D.

    Great work, Devs! Looking forward to all the new stuff. Don't know when you guys ever sleep :)
     
    #46
  7. Scoob

    Scoob Rear Admiral

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    Yeah, I get that warning after every reload now. However, while the first time I reloaded (after saving the night before) I got the warning and, sure enough, a Troop Transport arrived, that isn't true any more.

    That first time, I got the warning, a Troop Transport arrived, deployed troops, I killed them and the Transport. A short while later another Transport arrived...and another, and another going on for several waves. Each time I destroyed all troops and the Transport.

    The final Transport actually got away, I killed the troops but the transport got out of range while retaining a sliver of health. Since then I see no further transports, despite the warning upon load.

    I was actually enjoying the regular raids - which started when I landed my CV there, before I placed the base starter.

    Scoob.
     
    #47
  8. Taelyn

    Taelyn Administrator
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    There are still some TroopTransport issues, were looking into them
     
    #48
  9. Scoob

    Scoob Rear Admiral

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    Cool. I'm sorta hoping that the Troop Transports ambushing me where I landed my CV was intentional - that was some great gameplay helping defend my CV. Though, to be fair, the Troops target me rather than my ship - which likely saved me some pain lol.

    As an aside, I wonder if the Troop Transport should have some weapons of its own? It's a veritable tank, so even light weapons are going to make it a much higher threat...perhaps just short-range anti-personnel type stuff to support the troops it's dropping. Make it a tougher T2 variant for harder worlds... :)

    Scoob.
     
    #49
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  10. Geezr

    Geezr Ensign

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    Hope the devs don't fix this too soon - I'm having too much fun with this :).

    I have noticed that letting the transport get away ends the attacks for a while. Possibly, the transport is in limbo somewhere until it eventually despawns. Killing the transport often results in an immediate warning of a new transport attack - although this is not consistent. I'm sure this is going to be a tricky problem for the devs to solve; nothing harder to troubleshoot than stuff that happens sometimes, but not always.

    Given that there is a great variety of gaming styles and desires - even in the same person (me, for example) on different days, it would be cool to have the option of setting the type, number and severity of transport/base attacks. Personally, I would likely find myself tweaking this at the beginning of each session, reflecting my mood and how much or how little adventure I'm looking for at that moment.

    I also like Scoob's idea of transport weapons, or at least an escort of two or three drones.
     
    #50
  11. Moonsugar

    Moonsugar Rear Admiral

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    Many thanks for this answer. Maybe, its this more than enthusiastic mood of other players, requesting more enemies with every update, and, please, each of them a bit more challenging, and a bit harder. And, yes - a bit more challenging, too.
    Reading this i am getting a bit nervous, as the challenge of the zirax as it is is already too much for my taste.
    otoh, of course this is called realism, i guess - nobody could hope to survive in a battle against dozends of more than equally armed enemies uncovered and without any surprise in real life.

    The Freedom mode, btw, is not only without enemies, but without any other danger, too. Unlimited ressources, unlimited health points and no need for food - thats not exatly "survival" either...
     
    #51
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  12. Taelyn

    Taelyn Administrator
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    Regarding everyone's concern about the Energy problems with ContainerControllers and Extenders,

    We tweaked it down abit

    Will be included in the next HotFix
     
    #52
  13. Scoob

    Scoob Rear Admiral

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    I assume there will be options to simply turn off Drone Waves / the new attacks if players don't like that particular gameplay aspect? I know it used to be just a simple .yaml edit to disable them entirely for a playfield. I do think it's important that game configuration be as customisable as possible, so we can all have the experience we want.

    A way to retain the basic survival elements like food etc. without the Drone / attacks danger would appeal to many starting players I expect, while they learn the game mechanics. I recall how terrifying Drone attacks were when I didn't really know what I was doing lol.

    Scoob.
     
    #53
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  14. Taelyn

    Taelyn Administrator
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    Believe u can just turn it off same way as u turn it off now, in the playfield.yaml
    or difficulty options in SP
     
    #54
  15. Scoob

    Scoob Rear Admiral

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    Cool, that gives players options at least. Though some sort of global setting on game creation would be more user friendly - plenty of people don't like having to edit stuff. Making things as accessible as possible is good, though I of course appreciate that we're still early access, so things like that might be a separate polishing phase at a later date.

    Scoob.
     
    #55
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  16. Taelyn

    Taelyn Administrator
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    Difficulty options can be set from the game with the GUI :)
    In MP u only have to edit the gameoptions.yaml
     
    #56
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  17. Scoob

    Scoob Rear Admiral

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    I guess the question is the relationship between the settings available and the new attack behaviours. If they're disabled on "Easy" for example, that's one thing, but perhaps they're still present on "Easy" but just toned down. Now, is that "Easy" enemies, or "Easy" Drone presence? I think a distinct setting for this option might be beneficial so there's total clarity when setting up a game.

    For example, I always used to play with "Hard" enemies, because I like the challenge. However, recent changes mean that "Hard" simply makes even fairly basic enemies total bullet sponges. When it can take several AR clips to take down a single Nightmare, and there are three bearing down on you...well, that doesn't work lol. If however, "Hard" made the enemies smarter / more situationally responsive (react faster) then that'd be great.

    Scoob.
     
    #57
  18. Taelyn

    Taelyn Administrator
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    Honestly atm no clue :)

    Ill ask how they are conected to the options
     
    #58
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  19. mR_kAt

    mR_kAt Captain

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    I concur and hope that the enemy waves/attacks will be very gradual or non-existent (If you build your base inside of a mountain).

    The starter planet, in my opinion, should be very barren and devoid of resources and fauna (also troopers for the most part). This will allow for the base mechanics of the survival part of the game to take hold, just fighting the elements and native wildlife for survival.

    Once you get the ability to build a CV and move to an alien planet, then the gloves should be off. Attacks should be aggressive as you are in their home territory now, not some backwater outpost (or abandoned) starter planet. This will help with the learning curve greatly and allow players to experience every aspect of the game at their own pace as any sandbox game readily allows.
     
    #59
  20. mR_kAt

    mR_kAt Captain

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    Correct, there needs to be some sort of middle ground (sandbox) mode that can be easily modded without hours and hours of .yaml editing every patch to keep it current. Currently you'd either get the choice of "hardcore trooper mode" FPS game... not so much survival or "Skipping through the fields mode" without a care in the world. The latter option is like Moonsugar pointed out... it's not exactly a "survival" mode.

    The whole Level Bar above enemy's heads, don't give me much comfort either as it makes it seems like the game is headed into a RPG shooter based game, not a survival game where you are stranded ALONE on a desolate planet like it was portrayed in the beginning of Alpha during the Crowdfunding phase.
     
    #60
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