Alpha EXPERIMENTAL 10.5: Optimizations

Discussion in 'Announcements' started by EleonGameStudios, Aug 28, 2019.

  1. EleonGameStudios

    EleonGameStudios Developer
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    [​IMG]

    Hi Galactic Survivalists,

    We are excited to release the first EXPERIMENTAL version of Alpha 10.5.

    Alpha EXP 10.5 features massive optimizations and bug fixes, an improved outside view of planets, new LCD panels, Talon base attack and many other changes and improvements.

    Please report any bug in our EXP Bug Forum: https://empyriononline.com/forums/bugs.34/
    Please read the 'HOW TO REPORT A BUG 'ahead of adding a new thread: https://empyriononline.com/threads/...ort-template-requirements-known-issues.47118/

    Thanks a lot for your appreciated help and have fun playing Alpha 10.5 Experimental :)

    Yours,
    Emp Dev Team

    ==========

    Update 2019-09-14 (Build 2646 - Release Candidate)

    Changed:
    - Updated "Invader vs Defender II" scenario
    - Updated Snow playfield

    Fixes:
    - [MP] PF log exception when teleporting to another planet
    - When local co-op is started the host can connect fine but other players will not be able to connect
    - [Player report] Polaris mission - Privacy matters waypoint not activating on mini map or planet map
    - 'Reset to Defaults' option should only reset selected 'Input', fixed Vessel 'Primary Action' label text
    - Turret Barrels Protruding from Block
    - Exception after entering a number in the blink frequency input field and then clicking anywhere outside
    - Fixed floating point display of blink frequency (internationalization)
    - [MP] Plants, rocks & trees don't get removed for players who are far away from where they have been removed

    ==========

    Hotfix 2019-09-12 (Build 2643 - Release Candidate)

    Changes:
    - Removed ability that HVs can dock to SVs (we need more thinking about this feature)
    - updated Snow playfield
    - updated Invader vs Defender II Scenario (still wip)

    ==========

    Patch Update 2019-09-12 (Build 2642 - Release Candidate)

    Rework of the MP / Co-op Scenario Invader vs Defender by RexXxuS.
    > Since it's a new Universe with new logic it is now called "Invader vs Defender II".

    Some highlights (still wip):
    - new meticulously created Universe with smooth transition from PvE to PvP

    [​IMG]
    The Golden Phoenix Asteroid Field grants many treasures at a hot price

    - a lot of PvE content and great boost for PvP in the center
    - Origins have more impact on your gameplay now
    - More (PDA) Missions to play

    Changes:
    - Allowing to dock HVs to SVs now. If a SV has docked ships, it cannot dock to others any more
    - Improved entity interpolation in MP > less rubber-banding
    - Updated model for LCD Projector
    - Added LCD Projector to LCD group
    - LCDs: Added new sprites (sprites are regarded complete for now)
    - Disable Background color button with LCD Projectors
    - Removed space fog in space playfields. Please give feedback if you miss it and want it back (maybe turned down a bit) Please leave feedback here for space fog https://empyriononline.com/threads/alpha-10-sapce-fog-feedback.75366/
    - Ground blast particles of ships are more transparent now
    - Better match for planet 3d outside view clouds between LOD0 and LOD1
    - The config files TraderNPCConfig, EGroupsConfig and DefReputation are now read from the scenario folder if they exist (else the default folder is used as before) - note: check if you already placed such files in scenarios and if they are up to date
    - Added a way for a controller to enlarge & shrink the sensor detection area in sensor view mode
    - Added 'Building tools' to the radial menu for controllers

    POI / Playfield Updates:
    - Updated: Polaris Lava Pumping Station now also spawns on lava lakes (thx to ravien_ff)
    - Added: More SNOW variants of Rados station for snow playfield (thx to Vermillion)
    - Updated: Planet Remnant asteroid site (thx to Fractalite)
    - Updated Planet Remnant: Now has standard NPC Core + other changes (thx to Fractalite)
    - Added new Rados Snow Base: Fuel Depot (thx to Vermillion)
    - Slightly moved Spider Nests away from the Crash Area (Temperate and Temperate2 playfields)

    Fixes:
    - Spawner plates set to 'static' ignore power state, sensor logic
    - LCD Projector issues:
    - anchor content to center of projector location
    - no manipulation of non-projector LCD text areas
    - no "Legacy Mode" checkbox with Projectors
    - width and height are in blocks, offsets in half blocks (to allow centering in a block or on the edge of two blocks), width and height limited to 5 blocks to allow full offsetting
    - truncating all normal LCD text areas (to write floating text, use a Projector)
    - compensate for downscaled prefabs (projector font size was only half of normal LCD)
    - Device names appear wrong after opening the control panel
    - Turn off Shield of Docked SVs/HVs
    - Better fix for Constructor continues to put crafted items in assigned container even if it has been removed (losing those items)
    - Scrolling stops working in 1 faction window when switching to a faction window with no scrolling option & back
    - 'Teleporting...' disappeared when the target world was not yet generated
    - Players getting damaged when teleporting and the target world needed to be generated
    - Talon base attack UI on planets with no talon shows values above 0
    - MP: Player vessels markers on the map go out of sync when 1 player moves far away from another
    - Allow building mode to switch between toolbars
    - MP: when turrets are trying to track & fire at a target the barrels aim in other directions
    - MP: CoQ's from flying around a planet coming from map icons
    - Constructor continues to put crafted items in assigned container even if it has been removed (losing those items)
    - Planets and moons with an atmosphere but no clouds will still show clouds when viewed from the planet's surface
    - CoQ when text spanning more than one line in projectors if size is 90 or above
    - MP: Desync issues with clients when returning from distance away from another player
    - When viewed from a planet's surface, clouds on moons don't display correctly under certain circumstances
    - LCD Projector: CoQ when adding and removing Sprites
    - LCD Projector: Adding Sprites in a row longer than the display will break the line-break and cursor position in preview window
    - MP: When driving a motorbike around invisible walls frequently appear bringing the MB to a stop
    - MP: Orbit resource asteroids unload for other players
    - MP: Desync issues with clients when returning from distance away from another player (FIX FOR DECO)
    - Whatever DefReputation.ecf file is loaded in first, will override any other DefReputation.ecf file
    - Players of other factions can trigger sensors (note: fix only works with newly placed sensors)

    ==========

    Patch Update 2019-09-04 (Build 2633)

    Changes:
    - Turret rotation update rate is set to 2 updates per second to relief network channel
    - LCD screen edit window (new mode):
    - added sprite selection window (smiley sprites are placeholders only!)
    - added 'Help' button to show the new formatting possibilities
    - added tooltips to most UI elements to indicate functionality
    - first version of LCD projector configuration (text area dimension and offset)
    - Reduced spawnrate of oribital Polaris (Pirate) Bases (now between 0-1)
    - Added Polaris Asteroid Mining Facility to some Orbits
    - Added Artefact Site to Starter Orbit (not yet functional > A11 Story hook)
    - Added Polaris Headquater (Alien Planet)
    - Turret rotation updates are now sent on unreliable channel
    - POI / Playfield Updates & Additions
    - Added: Rados Defense T1-T3 Snow variants (Replacing old Defense Stations on SNOW playfields)
    - Update: Rados Missile Silo ( reworked; Snow Variant replacing Silos on SNOW playfields)
    - Updated: Polaris Headquarters ( Alien Planet; set access to public)
    - Added: Small Lava Pumping Stations (Lava & LavaNascent Playfields)
    - Added: Large Lava Pumping Stations ( only Lava Playfield; found on Lava Lakes if available)
    - Added Orbital Structures: Planet Remnant (Starter Orbit only; Replaces Artifact Site; Artifact Site moved to Asteroid Playfield)Polaris
    - Added Orbital Structures: Polaris Alloy Synthesis Factory
    - Fixed: BA_SerduMonastery spawn issue
    (Thanks to: vermillion & Fractalite)
    - Planet 3D view: added normal map to clouds

    Fixes:
    - After drones have been destroyed they reappear again in the same location hovering & not reacting to the player
    - Too early culling of heavy windows
    - Wrong resource texture on AridStarter
    - Item info UI can get stuck on screen when the controller places the cursor over an item from the toolbar in the inventory window
    - Cannot start large scenarios on the standalone dedi server or local co-op
    - Orbital POI spawns out of bound
    - Request_Structure_Touch causes Playfield crash
    - When exiting a window with the B button if the vessel is in cruise mode already cruise mode gets disabled
    - Player exits cockpit when activating shields with controller button combo
    - Controller layout options window always shows when controller is disabled
    - Possible to 'fly' after being in lava
    - Dupe exploit
    - Signal Logic GUI - INVERT checkbox is missing
    - Control Panel DEVICE GROUP: Dropdown in Add-device dialog missing for custom group setup
    - LCD symbol selection freezes on the page a symbol was selected from when trying to change to another page
    - Fixed missing faction label in Control Panel's Main page
    - Planet 3D view: not showing clouds if playfield yaml has exactly one weather 'Clear'

    ==========

    Hotfix Update 2019-08-30 (Build 2625)

    Fixes:
    - Players cannot see other players in Local co-op

    ==========

    CHANGELOG: Alpha EXPERIMENTAL 10.5

    MAIN FEATURES:

    1. Optimizations:
    - Big internal change: dedi now calculates planets (instead of playfield server), planets are now calculated on demand (not all at startup)
    - Significantly improved internal network communication > more fluid experience (less lags, less kicks etc). We are still working on the interpolation of entities to reduce rubber banding > we will add this interpolation in one of the next EXP releases
    - Binarizing playfield yaml files to improve loading and networking time when the game is loaded a 2nd time
    - Optimized dedicated server and playfield server: now using memory pools for the network connection to avoid heap garbage and defragmentation
    - Changing terrain blocks will now be sent to only the clients that are around the changing area. Should improve drilling performance in MP a lot
    - No voxel terrain chunks are built if flying above 700 meters
    - Set EAC packages to unreliable/unordered. This might result in less player kicks when there is a lot of network traffic to increase fly speed on planets

    2. Improved Planet Outside View:
    - Improved planet 3D mesh, better atmosphere etc
    - Planet outside view now using AtmosphereColor from playfield.yaml
    - Planet 3D outside view: now using clouds color to color the clouds (color gets brightened a bit) and using atmosphere color without modification for atmosphere (for savegames build < 2600 the color still gets brightened, please adjust your scenarios before you start new savegames)
    - Deactivated clouds when leaving/entering a planet and atmosphere fire
    - Updated atmosphere colors on all playfields

    Feedback thread: https://empyriononline.com/threads/alpha-10-5-improved-planet-outside-view.69767/

    3. Improved LCD Panels:
    - Added TextMeshPro to LCD 1x1 NoFrame as a test
    - Please check with "1x1 NoFrame" LCDs how the new display system works (multi-color etc.)
    - newly placed signs will by default use the new "Pro mode"
    - Enhanced '2x1 LCD with frame' to work with the new mode
    - Extended 'Sign Edit' window by a font symbol selection popup (usable for old and new LCD modes)

    Feedback thread: https://empyriononline.com/threads/alpha-10-5-exp-improved-lcd-panels.69766/

    4. Talon Base Attack:
    - We added a new base attack for the Talon faction: they will not invade your base but they position around your base and will deactivate the power of your base so you have to get out of your base to hunt them down

    Feedback thread: https://empyriononline.com/threads/alpha-10-5-exp-talon-base-attack.69765/

    5. Improved ModApi:
    - ModApi has been enhanced by some new functionality, other things have been changed
    - please check the "Changelog" included in the documentation's start page (in folder Content/Extras/Modding Doc)

    ====

    OTHER FEATURES:

    POI Update:
    - Reworked Drone Bases (now have a one-time shield that does not regenerate when brought down)
    - Added shield generator to more POIs
    - Orbital Trading Station updated (Variant4 TSO)
    - Updated crashed Titan POI
    - Added new orbital structures (Hideout, Base, Black Market, Slave Market for further use with future Pirates Faction addition; For now assigned to Polaris)
    - Talon Temple udpate
    > Thanks to: Dinkelsen, Frigidman, Fractalite, Needleship, Ramachandra, ravien_ff, Vermillion

    Visuals:
    - Improved visuals of some sun flares (SunFlareYellow and SunFlarePurple)
    - Sector map: setting color of planets now as a combination of AtmospherColor and LightHorizonColor color
    - Entering a planet now creates the terrain immediately without showing intermediate results
    - Tuned water shader a bit: using less local fog to give the water more its 'real' color
    - Space: slightly increased light intensity
    - Adjusted water parameters to use more specular again to reflect the sky stronger. Adjusted waves slightly

    Improved controller support:
    - Several improvements for the handling of the controller
    - Add an option to turn in game controller support on & off
    - D-Pad down to work with inventory to move stack in one click
    - Add Logistics and Factions to the radial menu accessed by controllers
    1. Before starting the experimental client go to your saves folder 'Empyrion - Galactic Survival\Saves' & create a new file called it f.ex 'Input backup'
    2. Copy the file 'inputconfig_v31' from the saves folder & place the copy into the newly created folder to back it up
    3. Now when you start the experimental release another input file will appear in the saves folder but with a new version number 'inputconfig_v32' you may now also put this into the backup folder you created
    4. If you decide to go back to the public branch B2554 delete both the inputconfig_v31 & inputconfig_v32 files from the saves folder & place the backed up copy of v31 back into the saves folder & do the same if you decide to go back to the experimental branch with the backed up v32 file to restore any custom layouts you created.

    Gameplay:
    - Added PentaxidOre as alternative template to Advanced Constructor: Feedback required
    - Added "NoShieldReload" property for Shields per POI in playfield.yaml: setting this property will not load the shields after getting them down any more
    - Allow removing of structure's lock codes and device grouping in Control Panel
    - When a player opens CP or a container it will now set this structure to 'visited/touched' delaying any wipe

    Other Changes:
    - Activated better UDP delay detecting
    - Forcing now half texture resolution if the system has less than 10 GB of main memory (before 8 GB)
    - Added console cmd 'structure' to manage structure internals
    - Added new armored windows + railings
    - Keeping the latest three input config files to allow switching between Public and EXP branches without losing the setup
    - Added max size detecting when trying to spawn a blueprint to avoid too heavy server network load (max file size=3MB)
    - Adjusted max blueprint size detecting: now only done when a CLIENT wants to spawn a blueprint
    - Mask typical swear words and the name "Eleon" as part of a non-official server name

    Bug Fixes:
    - Repair console UI does not update the needed resources until exiting & re-entering the console
    - Not all shutters flowing O2 1x3, 1x4 & 1x5
    - Cockpit 8 - single hit removes almost all of the cockpit
    - Structures not getting DSL'ed on startup of a game
    - Base attacks set to OFF in the difficulty setting is not working & attacks are still triggered
    - Asteroids rendering issue
    - Dark stretching on 3D representation of planets close the poles
    - Troop transports freeze above where they should land until reloading back into the save game
    - Moon playfield has atmosphere until 'Terrain LOD' kicks when getting closer to the moon
    - [SELECTION BUILD TOOL] LCD screen text or symbols not maintained when copy & pasting screen
    - [SELECTION BUILD TOOL] NPC settings for NPC-Spawners as well as motion sensor / light barrier areas not maintained
    - Multiple block types (concrete, steel etc) when picked up from SI drops are not put into the correct block groups
    - [Player report] Troop transport is triggered every time when returning from orbit to planet-side base
    - 'struct remove-device-signals' command not resetting removed circuit signals
    - Drones and TT set to player faction after DroneBase Capture
    - Lava flickering
    - Water appears in bases placed closed to lakes when player returns from being 5km+ away from a base
    - POI found to always be floating above terrain & is offset from center in BP preview
    - Planet terrain in the map view loses detail & goes dark after changing from a moon playfield to a planet playfield
    - Fixed texture view in SSG
    - Outputting when a player spawned a blueprint in MP
    - Possible fix for space particles flashing
    - Drilling particles did not get correctly lit
    - Possible to place blocks in the center of a warp drive
    - Zirax patrols are not present on Arid starting planet
    - Xbox Controller: Weapons won't react to left & right triggers on first load until they are fired by a mouse button first
    - Xbox Controller: Radial menus will not open for controllers on first load into a save game until they are used by a mouse
    - Xbox Controller: Mounted weapons & Turrets cannot be fired from the controller until LMB on the mouse is used 1 time
    - Fix for planet outside view not showing atmosphere sometimes
    - Possible fix for showing "Connection lost" dialog when changing worlds
    - Issue with origin & sensors
    - When repeatedly using the BA command for Talon a CoQ can be triggered sometimes
    - Returning to a structure that has lights setup to blink can result in some lights looking on when they should be off
    - Zirax troops not firing on player despite being hostile
    - POI found to always be floating above terrain & is offset from center in BP preview (better fix)
    - Fix 'Start' button on controller as ESC not working in all windows
    - Water appears in bases placed closed to lakes when player returns from being 5km+ away from a base
    - More relaxed times for 'UDP delay detection' to avoid "connection lost" popups
    - Symmetry & Copy & paste modes are both not functioning
    - [Edge case] Drilled out terrain returning after loading back into save game
    - No longer possible to copy & paste symbols from an input field to another (e.g. LCD screen)
    - Warp lines turn back on after being turned off when the sector map is reopened
    - Fixed jumping animation was not working for other player in MP games
    - Fixed: Positioning of "static" checkbox for NPC spawners
    - Possible to damage other players BA or Vessel shield in PvE playfield
    - [SSG] Directory not found exception
    - Controller/mouse UI checks fixes
    - Blocks can be placed when selecting a block shape
    - Fix for showing blank screen after warping when deleting cache on server side
    - Fix Sector Warp Lock reticule text overlap
    - Telluropod & Desert golem do not damage the player when attacking
    - Drill Animation not stopping
    - player looked into wrong direction on some angles when using jetpack in space
    - in MP other players did not look up/down correctly.
    - Using Auto level in a vessel can cause the thrusters of a vessel to get stuck switching quickly between 2 directions
    - [MP] Vessel exploit
    - Not possible to place a symmetry plane or place the selection area on a structure when the building tools window is open
    - Black screen loading after teleport
    - On screen Soft Cursor cannot be used until the controllers Right stick has been pressed/'Clicked'
    - Possible fix for ghost ships appearing sometimes in MP in playfields
    - Oxygen death after melee death gives wrong message
    - Vessel speed is not maintained after warping when moving into a sector you have not been before
    - Unable go back to main menu after pressing escape when trying to bind a key
    - The "Fill all" ammo option when the ammo container is connected causes the client to crash
    - Space Vessel : after resuming some games, the vessel head to the coordinates 0,0,0)
    - Left & right bumper for 'Common controls' to roll left or right when the jetpack is on whilst in space doesn't work
    - CoQ loop from Troop transporter when it is returning to the Drone base
    - Exception triggered when crafting a T3 Auto mining device
    - Problem that mission "Totally overpowered" was not possible on LavaNascent playfield since some POIs did not spawn
    - CoQ triggered by o2 calculation
    - Stiff, slightly twitchy grass during weather transitions
    - "weather: RainMedium" resulting in very visible 'scan line' artifacts on grass
     
    #1
    Last edited: Sep 14, 2019 at 1:03 PM
  2. Hummel-o-War

    Hummel-o-War Administrator
    Staff Member Community Manager

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    #2
  3. stubert812

    stubert812 Lieutenant

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    Yes ! Great timing Eleon you guys are the best! So many have been calling for Optimization you must have read our minds ;)
     
    #3
  4. Space Beagle

    Space Beagle Captain

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    Fingers cross for "Optimization" and my return on 'over 30fps on mediocre settings' :rolleyes: - but some of the new things you did really sound like some seriously improved stuff :cool:
    Great work as always, thumbs up! :)
     
    #4
  5. Welderold

    Welderold Ensign

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    I'm not sure if I like the change. The goods to be collected have decreased. No growpoth, 3 T1 RCS. Okey, lots of steel blocks, fridges, fuel tank, hangar doors, medium/small thrusters... but there's really no reason to visit there (PVE at the beginning of the game) other than a story line that still doesn't work and is full of bugs.
     
    #5
  6. Germanicus

    Germanicus Rear Admiral

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    My all-time Question: How would those optimizations work with saved EXP Games?
     
    #6
  7. Cleff

    Cleff Captain

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    I haven't jumped in and tried the game in a while but is turning around in space as the player different now? It seems like the character rotates based on the center of the body and it becomes very disorienting and sickening when trying to move around inside a ship in zero G. Unless it was always like that and I'm forgetting.

    Oh yea and the planets look awesome in space being 3D. Hope you guys keep expanding on that.
     
    #7
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  8. Germanicus

    Germanicus Rear Admiral

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    - Added new orbital structures (Hideout, Base, Black Market, Slave Market for further use with future Pirates Faction addition; For now assigned to Polaris)

    Isn't "Pirates" and Polaris the same? ;):D
     
    #8
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  9. Fractalite

    Fractalite Rear Admiral

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    *chuckles*

    Good ole unscrupulous corporations eh?

    They will be different; pirates will be less sinister and more opportunistic/savage, Polaris has a variety of directions it could go, but most will likely be pretty scary but behind the veil of corporate lingo/maneuverings. :cool:
     
    #9
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  10. Philipp

    Philipp Captain

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    - Added PentaxidOre as alternative template to Advanced Constructor: Feedback required

    does that mean we could use pentaxidore instead of other things we would need for a device?
     
    #10
  11. Germanicus

    Germanicus Rear Admiral

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    not quite...they added Pentaxid Ore to be "produced" by using high level ore and Promethium to get 100 Pentaxid from it
     
    #11
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  12. nexus_absolute

    nexus_absolute Captain

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    Wow. That feels quite big for an X.5 update!

    Excited to see the impact this has! Sounds like a heavy overall of the background voodoo (that's the technical term, right?) to make it happen.

    Making the outside look like the inside is always great for consistency. Getting the game mechanics to work right is very important but it is always reassuring to see you balance this with a need to keep the visuals updated. Great work.

    Interesting! So not an attack in the same sense as the Zirax but a passive-aggressive hindrance. Do attacks now stack, so we can be under attack by the Talon and Zirax at the same time?
    Also, if there are the potential for different types of attack I would like to propose the following:
    Talon: neutralising attack (power drain, no capture or destroy)
    Zirax: aggressive attack (destroy the base only, no capture attempt)
    Polaris: expansive attack (capture the base)
    Pirate: (target resource containers and steal resources)

    ... speaking of which...

    Oh wow! got a little excited there.... I sooooo want to join them! We defiantly need some pirate themed symbols to go with this :D

    Was going to happen at some point what with all the new blocks and shields, so very nice to see.

    SQUASH SQUASH SQUASH!
     
    #12
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  13. Philipp

    Philipp Captain

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    ah i see, thanks for the info!
     
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  14. Frigidman

    Frigidman Rear Admiral

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    This is so you no longer need the external website page to grab at known symbols. A very welcome addition to the in-game editor. Cant wait till its available for all LCD's :D
     
    #14
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  15. Wayson

    Wayson Commander

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    Yet another great addition to the game, thanks for the hard work Eleon!
     
    #15
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  16. Watcher330

    Watcher330 Lieutenant

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    I have not seen these things in this update ... one forgets ?
     
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  17. banksman45

    banksman45 Rear Admiral

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    Sometimes you just have to give the devs credit .. They do things that make you say WOW sometimes.
    Screenshot (272).png

    Screenshot (253).png
     
    #17
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  18. The Tactician[ Λ ]

    The Tactician[ Λ ] Rear Admiral

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    very excited for this!
     
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  19. Germanicus

    Germanicus Rear Admiral

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    Couldn't find those either - Added new armored windows + railings - Not in Creative or SP
     
    #19
  20. forbiddenzsky

    forbiddenzsky Lieutenant

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    You have equalized crushed stone with rare ores - this is complete nonsense. Why in real life do not make gold, platinum, uranium from crushed stone? Why so simplify the gameplay? For a solo game, add pentaxide deposits to the planets, no need to spoil everything globally.

    Pentax.JPG
     
    #20

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