Alpha Experimental 12.3.x

Discussion in 'Announcements' started by EleonGameStudios, Jul 21, 2020.

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  1. EleonGameStudios

    EleonGameStudios Developer
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    Hello Galactic Survivalists!

    Here is the EXP version for the upcoming Alpha 12.3.3 patch. Please test as much as you like and give us feedback - thanks a lot!!

    ==========

    2020-07-30: EXP 12.3.3 (Build 3034)

    Changes:
    - Instance lock after spawn: set from 5s to 2s
    - Set all hangar and blast shutter doors from 4k to 2k pixels

    Fixes:
    - Avatar size glitch after spamming the toilet block
    - De-cored structures get removed moments after a player places their own core onto the structure
    - Fixed problem that player could switch off shields of enemy bases when being close to it and pressing hotkey
    - Fixed client CoQ in console cmd 'prefabinfo'
    - Fixed issue on parameters for loot drops
    - Fixed missing Asian characters in PDA HUD and Logistics window container dropdowns
    - AI Space Drone : drone continue to spawn after taking POI bug -> fixed
    - Zirax Turrets do not work in Multiplayer
    - CoQ on Opening Inventory
    - Fixed huge memory leak when travelling between sectors that contained planets. The planet textures and mesh were not released correctly.

    ==========

    2020-07-28: EXP 12.3.3 (Build 3031)

    Fixes:
    - several CoQ's

    ==========

    2020-07-27: EXP 12.3.3 (Build 3030)

    Changes:
    - Set all block device textures back to 1024 pixels to save main memory until we can compress the texture arrays again. As there are few details in these textures, this change will be hardly visible.
    - Updated Waystation 04 (vermillion)
    - Updated REBAR and SPATHE prefab CVs (XCaliber)
    - Added SHIV prefab SV (XCaliber)
    - Reduced drop chance of Plasma Blaster (PlasmaCannonAlien)
    - Added Zirax Gas Refinery (Kaeser)
    - Added Polaris Trading Station variant (vermillion)
    - Added Civilian Waystations
    - Updated Waystations Trader and NPC spawns
    - Changed weaponssounds and effects on Alien Plasma Cannon
    - Slightly increased Blast Damage of Alien Plasma Cannon
    - Changed weapon projectile effect on Pulse Laser Turrets (T2) for looks and better visibility in space
    - Adjusted visibility of stats in hover info for handheld Plasma Cannons
    - Added: New Abandoned-POI dungeon "Abandoned Assembly Yard" (Fractalite)
    - Added: Civilian Settlements + Freighter (sulusdacor)
    - Network optimization: lower position/rotation update rate for entities that are farther away
    - Re-enabled 'Start Tutorial' button in main menu

    Fixes:
    - Removed an optional positive sign '+' in ItemsConfig, may lead to CoQ depending on configured culture
    - CoQ triggered by crossing the borders
    - Fixed: MeshDead of TraderKriel1
    - PDA: Repeatable "quest available" notifications appearing with each load into a save
    - Fixed: chapters asking for being rewarded/not progressing
    - Fixed: TOP Mission does not trigger correct dialogue on Pirate Commander and Paymaster
    - Vessels teleporting to orbit upon entering save game
    - Leaving an instance via ESC puts you straight back in again
    - Trying to rename or delete a save game after exiting the save is not possible "Some files are locked, please try again later"
    - Fixed: MarketCafe Trader item lineup
    - several AI exceptions

    ==========

    2020-07-25: EXP 12.3.2 (Build 3023)

    NOTE: Sorry, we forgot to enable the main menu "Start Tutorial" button. To test the tutorial, please delete ".hide.txt" in Content/Scenarios/Tutorial and select it via New Game -> Scenario

    Changes:
    - Updated Tutorial Scenario: added fixed orbital playfield; updated tasks on chapter 12 (Captains Chair action does not yet work at the moment); fixed some grammar and spelling (thx to all suggestions & corrections!)
    - Dedi: improved shutdown of surplus idle servers
    - Disconnect improvements: less network traffic for structure state updates (updates now only every 5s, for fuel, O2, Solar Panel, Shield, etc)
    - Allow fixed POI's of types HV and CV to be used in PDA checks
    - Disconnect improvements: less network traffic for entity position updates
    - GameEvent DeviceUsed now also reports when getting seated in a cockpit
    - Renamed AnomalousStations space POI to display as "Infested Stations" instead of Matter Converter
    - Updated: The Legacy Corruptor POI (Kaeser)
    - Updated: Rados Missile Base Snow (vermillion)
    - Updated: TSO_Variant2 (Traders Guild Trading Station) (vermillion)
    - Updated: Kriel Imperium POI (Escarli)
    - Added: PiratesCity added to Pirates space POIs (original creator: LSX; modified by sulusdacor)
    - Added 'gm ic' or 'gm invincible' for the player to be in god mode but move normally
    - Added doc for new dialogue function GetInstanceTicket(playfieldname)
    - Instances: now the 3 last active instances are saved per player. Denying player if he wants to enter another instance while he still has 3 active instances.
    - Added Alien Plasma Cannon charges to trader InterWeap
    - Added Alien Plasma Cannon ( Ultra Rare Loot )
    - Deactivated Robinson Protocol for Default Scenario
    - Adjusted Default Scenario PDA gamestart
    - Added info on where to find the new Tutorial

    Fixes:
    - The motorbike can launch the player when touched after the motorbike clips under terrain
    - Space AI Manager update - better unit cleanup, threat position prediction velocity limited to 200, added velocity to debug
    - Fixed animator component issue with OfficerFemale2
    - Increased LOD0 visibility distance for SoldierHumanMaleXXX prefabs. There are no LODs with less triangles for these models - may impact performance
    - [MP] "Rocket Turret (Zirax)" does not work in MP
    - Fix: several CoQ's
    - DB: corrected parameter type in AddChatMessage query
    - Fixed: SV Drill T2 was already available at unlock lvl 10 (should have been 20)
    - Player avatar can increase in size when another player removes the cockpit they are sat in
    - Disconnect on warp leaves wrong sector coordinate in player

    ==========

    2020-07-22 Patch 12.3 (Build 2995)

    Changes:
    - Disconnect improvements:
    - sending package global player info also on low prio channel now
    - moved some packages (chat, DB data, pinginfo) to low prio channel and also decreased ping info package frequency to 20s (old: 5s)
    - adjusted channel priorities for less disconnects on heavy traffic servers
    - Space AI Manager update: temporarily added debug UI to release build, fixed velocity prediction, added debug display for search range
    - Added icon for SV turret
    - Added template and techtree entry for SV turret
    - Added destroyed models for Trader and Polaris space drones
    - Added Legacy space drone (no destroyed model yet)
    - SV Laser Drill now allowed in space and on planets
    - Added two versions of 'battered' Space Drone Laser for Civilian Faction (Not yet added to playfields)

    Fixes:
    - 07385: Logi network range with or without Wireless device has wrong ranges
    - Reactivated Robinson Protocol for 12.3 release (Default Random Scenario; Plz give a quick try)
    - Fixed bug that Station Interface was not considering a general discount for repair
    - Disconnect improvements: EAC packages are now sent with high priority
    - Fixed: Maxcount not enabled for SV Minigun Turret

    EAH Patch Notes:
    https://empyriononline.com/threads/tool-eah-empyrion-admin-helper-v1-49-x.5771/page-68#post-409027

    ==========

    Original EXP 12.3 (Build 2993)

    Changes:

    - built with Unity 2019.4 - please check for any unusual behavior
    - Added new communication channel 4 for low prio client <-> dedi communication to get less player disconnects
    - You can now sit down at most of the furnishings (except beds)
    - Added updated variants of Human, Talon and Zirax Trader (Now using a styled 'Traders Guild member' garment)
    - Added TraderKriel to Trader variants
    - Updated Trading Station in Starter System with Admincore
    - Exchanged static warp drive screen with dynamic warp drive effect
    - Maxcount for Detectors set to 1
    - On connect to a server: the server now waits for a client acknowledgement per config file to lessen the traffic that is sent to clients
    - Changed CIVILIAN (static neutral) faction color to WHITE
    - Space AI Manager - added configuration documentation to ExampleSpace playfield
    - Tweaked Parasaurus flee mechanism to be less choppy
    - Moved logic for plant growing into structures (was global before)
    - Dedi now waits 40 sec for a playfield server to load a playfield (old 20 sec)
    - Added: new NPC Human (Civilian Female/Male/Officers)
    - Added: 6 Soldiers (Assault Rifle / Shotgun )
    - Trading Station Variants now all have admin core
    - Added ability to turn off the SpaceDefense feature globally and enable SpaceDefense debug log's
    - Terrain Spawn: Creepy now default faction 'Alien' spawn (= Its a The Legacy beast)
    - Terrain Spawn: AlienBug02 set to Predator faction (Before: Alien; bug creatures are not directly connected to The Legacy)
    - Terrain Spawn: Hexapod & Assassins (Red and Grey) now belong to Kriel faction by default
    - Terrain Spawn: AlienCivilian and new HumanCivilians are set to Civilian faction per default
    - Added new soldiers and civilians to trading station on starter world(s) and orbit
    - Added Pirate Defense Desert and Snow
    - Added/updated Pirate Ambush Desert and Snow
    - Updated: Abandoned Reactor
    - Added new Civilian outposts
    - Updated old Civilian stations
    - Added Civilian faction to galaxy and playfields
    - Updated Stock Blueprint: CORE Avalon base
    - Added new Zirax Patrol vessels (PV)
    - Updated PV on all playfields
    - Game timing improvements (SP + MP, to reduce rubberbanding)
    - Updated Polaris Trading Station (Planet), Polaris & Zirax Orbital Patrol Vessels, Abandoned Reactor (vermillion)
    - Updated orbital freighters, Blue Moon Base stock blueprint (sulusdacor)
    - Added: Legacy Corruptor (The Legacy planet main POI, by Kaeser)
    - Added: New crashed vessel (Tilted variants, by sulusdacor)
    - Removed old warp initiate sound as the new sound is played now
    - Outputting now "Cannot create mesh for block id= ... Please fix this texture!" when a trussing block has the wrong texture. Please fix these blueprints!
    - gameoptions.yaml: added BackpackMode 0/1 to allow switching off the dropping of backpacks on death (set it to 1)
    - gameoptions.yaml: added ClientPrivacy to allow server owners protocolling IP addresses for a limited time
    - Pulse Laser (fixed) now available to HV
    - Enabled Drill, DrillT2 and Harvest Controller for SV
    - Added Minigun Turret to SV
    - Increased EnergyIn for all vessel Laser Drills (HV,CV,SV)
    - Slightly increased mass of vessel Drill T1
    > PLEASE FEEDBACK on the SV changes!
    - Temporarily removed Robinson Protocol from Default-Random Scenario (will be back with release of A12.3)
    - legacy shader updates to avoid crashes with Unity 2019.4
    - Console command 'playfields' has now GameMaster rights
    - Added hard coded cap for ROF of 0.1 to not allow more than 10 bullets per second to save network bandwidth
    - Player sends now only 10 position updates per second to server instead of fps dependent (NW optimization)
    - U2019.4 fix for shaders will increase the memory consumption for about 500MB
    - Assault Rifle and Sniper now craftable in Portable Constructor
    - DB: speeding up queries that are executed more than one time in a row by using transactions
    - DB: outputting error message if a query needs more than 50ms
    - added DeviceUsed game event when player uses a passenger seat
    - When a block falls because of SI and you pick it up in time again, you can now specify a 'PickupTarget' override for this block
    - Updated EAH


    Fixes:

    - Jetpack glitch trought the thin blocks
    - Fixed PDA bookmarks "late DB access" error and removing hanging bookmarks
    - Fixed rotation being wrong on some of the NPC consoles even if NPCModelRotation is set to False
    - Fixed regression that Depth of Field being active when looking at the far terrain
    - CoQ prevents players from being able to pick up the Portable constructor
    - Fixed Vegetation showing in POIs
    - BA turrets AI is not working
    - Fixed: Large console only available on Bases
    - Fix for error -ERR- No Animator on block with id=...
    - Forced playfield disconnects while working with Logistics
    - Space Base Defense exploit
    - Fixed: if a playfield template has the same name as the playfield a CoQ happens and this player cannot login any more
    - Fixed problem that loading of playfields (esp. on playfield servers) took way to long leading to a kill of this pf servers while loading the playfield
    - Galaxy map CoQ when placing a waypoint on a planet in another star
    - Fixed: ControlStation seating did not work
    - Fix for some scenarios not loading
    - Fixed problem that after wiping the deposits you couldn't see it in the registry any more
    - Fixed: Teleporter on TS_Bog not active
    - Fixed: Advanced Core not set as requirement for BP Factory
    - Morphing blocks from one structure to another after teleporting
    - Fixed: TurretAlien firing effect broken
    - Fixed exception with Generator Overload message
    - Oxygen distribution during decompression issue
    - When looking through a scoped weapon at an orbiting planet/moons etc they incorrectly move depending on scope movement
    - MP: Fix for exception when generator detected overload and outputs message
    - Console command 'tt': not showing warp effect but only teleport donut now
    - Registry: resource asteroids now get filtered correctly when clicking the filter button for resources
    - Fixed: Zirax turrets allowed in blueprints
    - [MP] Legacy faction vessel will not fire on player vessels
    - Fixed item exploit
    - BaseAttack Talon Shaman doesn't show flag map icon in Multiplayer
    - Fixed NW package that was sent to server and back to all clients in a loop (should improve NW performance)
    - Fixed SSG exception on exporting YAML files
    - MP: fixed galaxy map not showing focused star system information other than local star
    - AI Turrets can sometimes take too long to react to enemy targets
    - Galaxy Overiew Territory isnt Localized "Discovered by FACTION"
    - [U2019.4] Graphical artifacts with the range of drawing on planets
    - [U2019.4] Graphical artifacts with the atmosphere fog revealing
    - Fixed jittering of nearby planets
    - Floating grass seen inside POI's
    - Vegetation showing in POIs
    - Potential bug fix for mechanoids rubber banding
     
    #1
    Last edited: Jul 30, 2020
  2. ravien_ff

    ravien_ff Rear Admiral

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    New NPCs are always welcome. Now we can have a proper human crew for UCH POIs! :D

    More customization is good.

    This is AWESOME!
     
    #2
  3. RazzleWin

    RazzleWin Rear Admiral

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    Don't bother me! I'm doing a happy dance!:D:D
     
    #3
  4. Kassonnade

    Kassonnade Rear Admiral

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    I would be tempted to believe that the game was finished 2 years ago, then they made some broken versions out of it and removed some features, and they released them on a periodic basis to make us believe they fixed all this in a week...
     
    #4
  5. ravien_ff

    ravien_ff Rear Admiral

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    The new warp animation is pretty cool!
    20200721015116_1.jpg

    My feedback on it:
    Better transition when coming out of warp.

    By that I mean the transition when you enter warp seems okay:
    20200721015832_1.jpg

    While in warp:
    20200721015836_1.jpg

    But when you come out of warp, there's a white flash and then the warp effect disappears and your is sitting there and it's a bit jarring:
    20200721015844_1.jpg

    Any way to still see your ship while in the warp itself? Or is that a technical constraint?

    This is like 100x better than a static loading screen!
     
    #5
  6. Germanicus

    Germanicus Rear Admiral

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    ...actual....in 3 weeks;):D
     
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  7. Kassonnade

    Kassonnade Rear Admiral

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    You know what I mean, come on...

    At this rate, we'll never get walking in fluid water on a moving ship before 1.0 comes out.
     
    #7
  8. elmo

    elmo Captain

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    On and playing already, got resources and built 2 hover vessels and no problems so far. Now waiting on @jlego to enter game and then we will tour the planet and get things done.
     
    #8
  9. Vermillion

    Vermillion Rear Admiral

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    I'm seeing a lot of familiar content...
     
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  10. Germanicus

    Germanicus Rear Admiral

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    Must be a big surprise for you!:)
     
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  11. Vermillion

    Vermillion Rear Admiral

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    I'm still wondering why they wasted an ID on a non-retractable SV minigun turret when the HV one is identical and comes with a retractable variant.
     
    #11
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  12. Kassonnade

    Kassonnade Rear Admiral

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    Probably to allow different configs for each ?
     
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  13. Escarli

    Escarli Captain

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    Makes sense to me, means they can balance things to a better degree if needed rather than the age old trap of "well if that changes then this changes also which then breaks it as a result".
     
    #13
  14. Cluascorp

    Cluascorp Commander

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    Interesting changes ... :)
     
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  15. Booyaah

    Booyaah Captain

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    Does this mean if I save a BP with an Adv Core and try to build it in surv it will list the Adv Core as an input component instead of saying 'contains forbidden block'?

    Does this mean the Legacy Decimator ships actually fire now?

    Lastly, you guys forgot to sticky this to the front page. Not sure if that was intended or not.
     
    #15
  16. Germanicus

    Germanicus Rear Admiral

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    Exactly. The BP needs a Adv. Core.
     
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  17. Booyaah

    Booyaah Captain

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    While I'm not totally against these changes, I wonder what is the point on an HV now outside of building one at lvl 3 as a base/sv stop gap? SV mining is now going to replace HV mining, giving HV less of a role. Given that a lot of ppl are also using CVs to mine asteroids now, I think HV should be buffed, I don't know exactly what with...maybe give HV a second Artillery Turret?

    To me, I think the main end game role of an the HV should be the premier ground base assault vehicle, I think it overall needs more fire power or just a straight damage buff to its existing guns.

    edit: I just saw the addition of fixed laser for HV, but I don't see how this is really useful, you won't be able to target drones or SVs with a fixed gun on an HV. Maybe you can target a ground placed turret, but that's about it
     
    #17
    Last edited: Jul 21, 2020
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  18. Scoob

    Scoob Rear Admiral

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    Turrets on SV's? What is this blasphemy! ;)

    re: BA Turret's AI not working - is that the fix for unresponsive turrets that was mentioned? The issue affected ALL Turrets, not just those on BA's, but perhaps fixing one fixes them all?

    I'll be testing this with my current Reforged Eden game in progress, do you anticipate any conflicts @Vermillion?

    Random thought: Is there any way to allow HV fixed weapons a degree of gimbal to make aiming easier? I get this likely isn't simple but, as @Booyaah states, fixed HV weapons can be a total pain to use, so much so I cannot actually recall the last time I fitted any.

    Scoob.
     
    #18
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  19. Kassonnade

    Kassonnade Rear Admiral

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    Lasers are best against shields, so maybe HVs were not envisioned as "grounded dogfighters" as much as anti-POI vessels. For flying enemies there are other weapons (turrets).

    Seeing @Scoob 's answer up here, I can only speculate that if aiming fixed guns is hard with a HV it may be because it is too heavy. I usually have no problem catching flying stuff with my HVs, but I tend to build small and agile, I hate tanks. I never needed the game to force "specialization" on me, I always build with an intent... arf...
     
    #19
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  20. Germanicus

    Germanicus Rear Admiral

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    View the Lasers in fixed Positions as "T2" version of the fixed Gatling Guns. Lasers can wear down Shields faster.
     
    #20
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