Alpha EXPERIMENTAL 10 - Release Candidate 2

Discussion in 'Announcements' started by EleonGameStudios, Jun 14, 2019 at 2:40 PM.

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  1. EleonGameStudios

    EleonGameStudios Developer
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    UPDATE: June 16, 2019 (Build 2504)

    Changes:
    - Implemented: In 'Salvage' mode MultiTool and SurvivalTool now return a random set of top-level items (instead of deconstructing fractions of a top-level item to lower level items)
    - Added ability that an open door/hangar door will be used by AI and considered as "open space" to path through it
    - Slightly increased base attack difficulty for low levels
    - Reduced reload time of player sentry turrets
    - Increased resolution of screens on O2 Station
    - Bring back old Asteroid Ring blueprint (use "AsteroidFieldRingOld" in playfield.yaml)
    - Better highlight of active toolbar slot
    - Don't show reputation warning message when trying to open container or pickup plants from Alien or Admin factions
    - Allowing to create a blueprint from any structure in survival if godmode invisible is enabled

    Bug Fixes:
    - Fixed Exploit: Logistic dupe outside of WiFi range
    - Fixed: Zirax soldiers did not change targets correctly when attacking sentries in a base attack
    - Fixed: New asteroid ring did not take into account rotation from playfield.yaml
    - Fixed: possible exception when opening Sector Map.

    ==========

    Hi Galactic Survivalists,

    Here is the Release Candidate 2 for Monday's public release.

    CHANGELOG: Alpha 10.0.0 (Build 2502)

    Base Attack (Survival) Update:
    - Increased impact of reputation on base attack probabilities
    - Zirax soldiers will now consider which turret did a damage to the group, and they will protect against such turret as a group
    - Added "Attack Difficulty" entry to Control Panel statistics for Base Attack probabilities

    Base Attack (Scenario) Update:
    - Added 3-6 HS blocks every second drop
    - Increase re-capture timer by 30 seconds
    - Drop resupply from a little lower to prevent collision misses with landing pad + drop position on landing pad

    Ship Controller Update:
    - Added more deco containers to weight calculation
    - Slightly reduced the turn rate to match A9 behavior
    - Pilot mode is now persistent for the player
    - Added hotkey "Shift - i" to toggle pilot mode
    - Added weight of fuel into the total mass of the ship
    - Reduce the x-axis mouse sensitivity for HV

    Changes:
    - Set version number to "Alpha 10.0.0" for public release
    - Jetpack state is now persistent
    - Added armored version of cockpit 08
    - Re-added legacy version of cockpit 08
    - Added some documentation comments to IPda. Add documentation config file for PdaScript. Clean a couple warnings
    - Added shield state to console command 'shield'
    - RCS Device (CV) can now be constructed in Large Constructor
    - Mods: Implemented check if a Mod throws an exception during Game_Start / Init call and disabling mod in that case
    - Debug O2: combining the debug O2 diamonds within air blocks + added culling of O2 diamonds for better performance
    - Added culling for debug airtight blocks for better performance
    - PdaScript: in-line documentation (part 1)

    Bug Fixes:
    - Fixed: O2 not working any more in HV/SV
    - Fixed: [MP] Shield is regenerating after being hit
    - Fixed: CT Tool: 2nd page of textures clear-slot does not work as expected
    - Fixed: CT Tool: pages shown for texture symbols swap back and forth between 1/2 and 1/4
    - Fixed: Problem that sometimes the base attack probabilities could be >100%
    - Fixed: 'Sliced Corner A1 medium' & 'Wall double' when next to other blocks can make other blocks invisible
    - Fixed: When textures & colors are put on Ramp low C 8th they can look darker than other blocks next to them
    - Fixed: Exception during O2 calculation on large structures. Optimized O2 calculation.
    - Fixed: Block Shapes: Textures Ramp A / C don't line up
    - Fixed: Block Shapes: Cube round transition graphical glitch
    - Fixed: Block Shapes: Beam and CubeEighth UV issue
    - Fixed: Block Shapes: Wall edge + wall sloped corner texture glitch
    - Fixed: ForceField Placed Horizontally not AirTight
    - Fixed: Thin Ventilator was not airtight
    - Fixed: Exception in BAISensorVision.ScanForEntities
    - Fixed: Trapdoor disappeared too early (too early culling)
    - Fixed: Base Attack Scenario - timer reset function in TimerAction
    - Fixed: Exception when applying replace mode to plastic blocks.
    - Fixed: CP ToolTips Wrong
     
    #1
    Last edited: Jun 16, 2019 at 12:14 PM
    dpburke2, Siege Inc., JA_ and 17 others like this.
  2. ltluis1603

    ltluis1603 Ensign

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  3. KnowItAllDM

    KnowItAllDM Commander

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    Awesome job on Alpha 10! I love all the new update stuff! Keep up the good work!
     
    #3
  4. Ballard

    Ballard Captain

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    yay. I'm leaving work!
     
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  5. elmo

    elmo Captain

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    Thank you Eleon.
     
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  6. jlego

    jlego Captain

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    Nice, can't wait to build a base in this new game to see how the attack probabilities have changed. Making pilot mode and the jetpack state persistent is welcome also. Thanks :)

    Edit: missed a word
     
    #6
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  7. vscuorzo

    vscuorzo Commander

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    (Copying over from last thread since it closed right after I posted)

    Disclaimer: these are things experienced while playing on a laptop with a core i5 and something like an nvidia 8400 with graphics settings turned all the way down. I expect a degree of performance issues but I'm able to play other games like Sins of a Solar Empire fine so I think this game should be playable on low settings. I try to play with this system because I can't always be at my desktop and sometimes issues only surface on weaker hardware so it's better for bug hunting.

    Has anybody else experienced a ton of lag in single player in terms of mouse/keyboard commands taking probably 0.5-1 second to be reflected? For example, if I press a key to side step once there's a very noticeable delay before my player moves even though the game itself doesn't appear to freeze at any point. That makes me suspect my weak hardware is exposing a code issue.

    I've also noticed that the assault rifle can be stubborn about reloading when you shoot through a full mag after holding down the fire button. Once it finally reloads, I think the animation finishes before the game considers it reloaded so you can't shoot right away.

    Lastly, how do you kill a friggin spider nest? I've tried the assault rifle, gatling guns, and an explosive charge but nothing has worked. Are those supposed to be indestructible? No exterminator is available on my starter planet and these bugs by my base are annoying.
     
    #7
  8. jlego

    jlego Captain

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    (Still had this in my clipboard, just had to change the post IDs :) )

    I suspect a combination of older (10-12 year-old?) hardware and it being a laptop, but there could be some weird system-specific cause. Can't say I notice any input lag on my system.

    Do you mean it doesn't always reload? I know that the animation and reloading sounds are in sync on my system, and reloading is done when both are done. If I switch out the weapon before this, it aborts reloading and gives me my ammo back.

    With your multitool (after killing the spiders) - they're just blocks, and last time I saw one I didn't have a problem with it. You might also want to drill the ground around them (especially under the plants) :)
     
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  9. CaptRiker

    CaptRiker Lieutenant

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    any idea how big the update from 9.7 will be in gb's?
     
    #9
  10. Moonsugar

    Moonsugar Rear Admiral

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    Just short of 700MB
    Edit: Sorry, did not read correctly - that was the last update from RC1 to RC2
     
    #10
  11. Sylvado

    Sylvado Lieutenant

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    Still having the minefield issue, but I noticed it was never listed in the bug folder. Do you need more data for that or is it on the list and you have what you need?

    14-19:28:43.115 15_28 -LOG- Playfield 'Ias Orbit' with playfield seed 727700 loaded (389 ms)
    14-19:28:43.263 15_28 -WRN- PDA: Playfield POI 'SV_Destroyed_withWarp' not found
     
    #11
  12. ZotaOTT[RU]

    ZotaOTT[RU] Lieutenant

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    Processor limitations do not make sense! if you can’t add a second core.
    The core must also have an idle current and a current consumption which depends on the processor load!
     
    #12
  13. Taelyn

    Taelyn Moderator
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    If nothing is reported then it wont be fixed just like that either :) Write a bug report
     
    #13
  14. ZotaOTT[RU]

    ZotaOTT[RU] Lieutenant

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    Mines that explode outside - Poor work and do not damage the ships that are nearby, in the radius of the explosion.
     
    #14
  15. Taelyn

    Taelyn Moderator
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    We know they dont do dmg to the vessels
     
    #15
  16. ravien_ff

    ravien_ff Rear Admiral

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    The CPU system isn't actually implemented yet.
     
    #16
  17. vscuorzo

    vscuorzo Commander

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    My laptop is only about 4 or 5 years old actually but I had no intention of gaming on it so didn't spend the money on a high end cpu or gpu. The core i5 is decent though and the gpu can handle other games on low settings so it is workable, just not preferable to my desktop with much better (although still dated) hardware.

    The rifle does reload it just appears to have a delay before doing so and then a delay before I can actually shoot again. It wasn't like that for me in the past which is why I think it could be a bug.

    Regarding the nest....a multi tool? Really? Seems like a very odd way to kill a spider nest but I'll try it out.
     
    #17
  18. Hummel-o-War

    Hummel-o-War Administrator
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    That’s just for the show at the moment. ;) (but real proximity mines have already been in discussion...so enjoy as long as they do not hunt you :D
     
    #18
  19. TmikeS3

    TmikeS3 Commander

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    they don't damage you? I never realized that
     
    #19
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  20. Gromit

    Gromit Captain

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    they might damage your ear drums though.
     
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