Alpha Experimental 5.5

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  1. EleonGameStudios

    EleonGameStudios Developer
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    [​IMG]

    Update: February 27, 2017

    RELEASE CANDIDATE V

    All good things go by three five! Release Candidate V is out. If there are no showstoppers anymore, Build 878 will be released tomorrow Tuesday February 28.


    Thank you so much for all your comments and suggestions during this Alpha 5.5 Experimental cycle! Keep up the good work guys :D

    Changelog: Alpha Experimental 5.5.0 (Build 878)

    Changes:
    - Added new Orbital POI to Masperon - thanks to Maloverci
    - Tweaked grass on Akua
    - Increased HP of alien blocks to 5000 to make them almost indestructible
    - Temporarily removed new icons for Status Effects and Radial Menu (thanks to GreenCard for the icons). Actually, we added these icons by accident on the EXP branch (we are testing them on the main development branch in the moment. We will tweak them a bit and re-add them in the next large update)

    --------------------

    Update: February 26, 2017

    RELEASE CANDIDATE IV


    Build 877 is already Release Candidate number 4 ... admittedly, we are stretching the term "release candidate" a bit ;)

    Changelog: Alpha Experimental 5.5.0 (Build 877)

    Changes:
    - We improved the terrain shader by introducing more color variations for terrain textures on most playfields. For example, on Akua the grass is not a boring green anymore but it now varies from green to brown. You have to start a new game to fully take advantage of this feature
    [​IMG]
    [​IMG]
    - Reduced pattern on terrain textures
    - Memory optimization for structures
    - Added "resetcore" console cmd (empties the fuel tanks for debugging and testing)
    - Added more freighters to space playfields (Zeyhines, Skillon and Trading Station)
    - Added space drones to Trading Station space playfield

    Bug Fixes:
    - Fixed: Power consumption different between SP and MP
    - Fixed: MP: Can not switch Ship On on Internal Server
    - Fixed position of Oxygen Station (BA / CV)

    --------------------

    Update: February 25, 2017

    RELEASE CANDIDATE III


    Changelog: Alpha Experimental 5.5.0 (Build 876)

    Changes:
    - Added 2 more Orbital Trading Stations (Skillon and Zeyhines):
    * thanks to Arturius1967 (modification of "Spacedock Minotaurus")
    * thanks to Gh0stZ3r0 (modification of "Biotech Orbital Satcom")
    - Tweaked Abandoned Mine: thanks to Frigidman
    - Tweaked laser tracer shots
    - Increased speed of laser tracers on mounted weapons (SV+ CV)
    - Tweaked muzzle of minigun turrets (smaller flash)
    - Optimization regarding periodic updates on structs (block power and fuel calculation, turret target detection, plant growing): please let us know if you notice any problems in these areas
    - Some tweaks to grass texture and grass material on Akua
    - Rebalancing: It is now easier to get Bio Fuel on Masperon (Seaweed underwater) and Ningues (NPC Oviraptor drops seaweed)
    - Increased drop rate of crushed stone on Ningues and Masperon (however, you have to dig some layers before crushed stone drops)

    Bug Fixes:
    - Fixed: Explosives did not damage blocks they are attached to if aligned vertically (MP only)
    - Fixed: Problem that sun- and moonlight were shining through walls
    - Fixed: Flickering glasfront of warptank when moving camera
    - Possible fix for ship atmosphere effects not disappearing on a client
    - Fixed: Alien Honey (growing pot) has only a 3-blocks view distance
    - Fixed: Wrong ammo info given for new pulse laser weapon CV
    - Fixed Transparency Issues/Speckles with Color Tool Sprites
    - Fixed Transparency Issues/Speckles with some Selection Glows/Icon Sprites

    --------------------


    Update: February 24, 2017

    RELEASE CANDIDATE II


    Changelog: Alpha Experimental 5.5.0 (Build 874)

    Changes:
    - Rebalanced and optimized some weapons:
    * Projectiles of SV and CV mounted pulse lasers are now much faster (in fact, they instant hit the target)
    * Removed explosion particle effects of pulse laser weapons
    * Reduced splash damage area of Artillery Rockets
    - Several other optimizations for explosions and particles
    - Updated several POIs (dungeons and Orbital stations). Thanks to the following creators:
    BA_GhostRiderBase1_v2 - Frigidman
    BA_GhostRiderDefence2_v2 - Frigidman
    BA_GhostRiderDefence4_v2 - Frigidman
    BA_GhostRiderBase2_v2 - Frigidman
    BA_GhostRiderDefence1_v2 - Frigidman
    BA_GhostRiderDefence3_v2 - Frigidman
    BA_GhostRiderHQ_v2 - Frigidman

    BA_MiningComplex - Arturius1967
    BA_RadosMissileSilo - LiftPizzas
    BA_XenuFortressP1 - LiftPizzas
    BA_EpsilonDroneFactory - Captain Jack II
    BA_GhostRiderBiolab_v2 - Frigidman
    BA_AbandonedMine - Frigidman
    BA_AbandonedFactory - LiftPizzas

    BAO_XenuShipyard - Frigidman
    BAO_Dion-III- Liftpizzas
    BAO_XenuSupplyStation - Frigidman
    BAO_XenuProduction - Frigidman
    BAO_OrbitalSpire - Frigidman
    BAO_SpireSatellite - Frigidman
    BAO_Thermica-StationN - Pantera
    BAO_RadosRepairStation - Captain Jack II
    BAO_GhostRiderShipyard - Frigidman

    Bug Fixes:
    - Fixed: Fixed weapons on the CV are working in the atmosphere of planets.
    - Fixed: Weapon scopes and whole weapons go white
    - Fixed: Bottles sometimes disappear from generator inventory


    --------------------

    Update: February 22, 2017

    RELEASE CANDIDATE


    Changelog: Alpha Experimental 5.5.0 (Build 873)

    Hi guys,

    We integrated a first set of optimizations by activating GPU instancing for all devices (windows, containers, thrusters, deco blocks, etc). This change can potentially have a huge performance improvement in playfields with a lot of structures -> Please let us know if you observe a performance improvement on your machine. More optimizations to follow (decorations and grass).

    Bug Reports: http://empyriononline.com/threads/bug-reports-alpha-experimental-5-5.9954/

    ANNOUNCEMENT: Alpha 5.5.0 (Build 872)

    Changes:
    - Optimization: Activated GPU instancing for all devices
    - Tweaked new turret bases based on EXP feedback:
    * resized some bases
    * cut away toes of CV base
    - Added new drone bases: Thanks to the following creators:
    * Norvena Dronebase > Frigidman
    * Pharos Dronebase > Dinkelsen
    * Savinwraith Dronebase > Savinwraith
    - Updated old drones bases with armored/combat steel and new deco. Thanks to the following creators:
    * BA_Xenu_DroneBase - Captain Jack II
    * BA_Epsilon_DroneBase - Arturius1967
    * BA_GhostRider_DroneBase - Frigidman
    * BA_Rados_DroneBase - LiftPizzas
    * BA_XenuFortressP1 - Liftpizzas
    - Tweaked CV Prefab Tier 1 (turret covered thruster)

    Bug Fixes:
    - Fixed: Problem that blueprint factory requested more materials than it should
    - Fixed: Problem that one could access box content from everywhere in one playfield via registry
    - Fixed: Problem that turrets sometimes did no damage when aimed all the way down
    - Fixed: Problem that Fuel and Oxygen tanks did not drop container with their content when destroyed or salvaged
    - Fixed: Problem that "Round Corner Long Thin" had a missing face when placed against a full block
    - Possible Fix: Some players did not have lakes/water while using DX11 -> for those who experienced this problem, please let us know if the issue is solved
    - Fixed: PDA chapter 2 task 4: missing new growable plants
    - Fixed: H2 Generator Info Panel > removed reference for O2 bottles
    - Fixed: Word wrapping was missing for some lines in the dedicated.yaml
    - Fixed several internal exceptions

    --------------------

    Update: February 20, 2017

    Bug Reports: http://empyriononline.com/threads/bug-reports-alpha-experimental-5-5.9954/

    Changelog: Alpha Experimental 5.5.0 (Build 871)

    Changes:
    - Added damage states to new turret bases
    - Updated specular texture on laser turret and drill turret
    - Tweaked freighter "Stalos-MK4" -> less epic containers
    - Starmap: Temporarily disabled new target selection from Build 870

    Bug Fixes:
    - Fixed: H2O2 generator throws error when producing an invisible O2 bottle / Missing PRODUCING info
    - Fixed: Generators (terrain placeable) remove water patches if placed too close together
    - Fixed: MP: Constructor using double amount of resources when only one template is ordered
    - Fixed craft start timing in MP by discarding the time passed before template has been put in construction queue
    - Fixed: Adding more templates in MP while in production, results in only 50% output
    - Fixed: TRUSS familiy info window is missing info about placeable, mass and hitpoints (note: we can only show this info in Block Group - not possible to show it in sub-group. see window blocks)
    - Fixed: Stone Statue deco is listed usable for CV - but cannot be used
    - Fixed: FOV 70-90 leads to clipping issues with all kind of turrets.
    - Fixed: Multitool T2 removes different amounts of HP for some devices -> all same now except Alien turrets
    - Fixed: Truss metal shader differs between shapes / some are not colorable
    - Fixed: Truss Round Corner showing a beam in preplace mode, but has no beam when placed
    - Fixed: Sides of Walkway and Walkway Slope 2 blocks can not be colored anymore
    - Fixed: Truss corner does not mirror correct
    - Fixed several internal exceptions

    --------------------

    Original Post: February 19, 2017

    Hi guys,

    We just released the first version of Alpha 5.5 on the Experimental Branch. We added several new truss blocks and updated some turret models - please test if they are still working and let us know what you think about the design of the updated turret models.

    Bug Reports: http://empyriononline.com/threads/bug-reports-alpha-experimental-5-5.9954/

    Changelog: Alpha Experimental 5.5.0 (Build 870)

    Overall turret model update:
    - Tweaked current CV turrets and made them more streamlined: minigun turret, plasma turret, artillery turret and laser turret
    [​IMG]
    [​IMG]

    - Updated model of CV turrets: cannon turret, rocket turret and flak turret
    [​IMG]
    [​IMG]
    - Updated model of HV turrets: minigun turret, rocket turret and plasma turret -> do you prefer these models or should we revert to the old models?
    [​IMG]
    - Added more emissive to turrets
    - Updated all turret preview icons
    - Default color of turret is now blue metallic

    Changes:
    - Added several new truss blocks
    [​IMG]
    - Added server option "KickPlayerWithPing" to lock out players when they have connection problems or too high ping to avoid cheating
    - Improved Starmap: you can now change the rotation/zoom target by left clicking on an object in the starmap (e.g click on a POI and this POI will now become the zoom/rotation target)
    - Added coordination of objects in starmap when hovering over them
    - Hydrogen Oxygen Generator now only produces Hydrogen
    - Obsolete turrets (cannon and rocket) are now forbidden (BP becomes red).
    - Added localization for new truss blocks
    - Increased HP Stairs to match L-sized HP
    - Removed Flares from Blueprint-Class calculation

    Bug Fixes:
    - Fixed: Accessing Turret after having reloaded mounted weapons will lead to ammo loss
    - Fixed: Hangar Doors BITE after passing ships
    - Fixed: Jetpack sound used only left side speaker in first person view when weapon is equipped
    - Fixed: Starmap tilts when pressing O while floating in space
    - Fixed: MP Faction Mission GasStation does not complete
    - Fixed typo in text for loading screenshots
     
    #1
    Last edited: Feb 27, 2017
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  2. Scoob

    Scoob Rear Admiral

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    Thanks for the update, I will test shortly! :)

    Scoob.
     
    #2
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  3. Kerensky

    Kerensky Ensign

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    You guys didn't sleep? lol
    Thanks for the update =D
     
    #3
  4. Martok

    Martok Lieutenant

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    Nice turrets, but I finished my new CV today now I have to remove the turrets ;)
     
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  5. Krenios

    Krenios Commander

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    When i saw this pictures, i prefers this new model, more "streamlined".
    And new truss blocks looks great for new builds ! Thanks !
     
    #5
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  6. Ryo

    Ryo Ensign

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    Are kidding me? Hydrogen Oxygen Generator were suppose to be an upgrade to Oxygen Generator so they should produce both Hydrogen/Oxygen. Unless the Hydrogen Oxygen Generator produces more Hydrogen Bottles then maybe it would be acceptable.
     
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  7. Booyaah

    Booyaah Captain

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    Man ppl will find a way to complain about anything. There is already an O2 generator that makes O2...I've spent countless hours dropping a ton of useless O2 bottles when I only need H2...please stop this crazy talk, many ppl asked for this change for months.
     
    #7
  8. Pyston

    Pyston Captain

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    Thank you! Loving the new look on the turrets. One of my complaints on turrets is how tall they were (except the giant cannon one...forget the name, the one where you can only have 2. I like that one). The truss blocks are welcomed. Can't wait to use them!
     
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  9. Sacksquatch

    Sacksquatch Captain

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    I really love the new turrets. They look badass. They remind me of battleship guns and I love that. Those truss blocks though are epic AF. I will actually use the crap out of those. Give your artists a raise you cheap bastards!
     
    #9
  10. Geoffrey

    Geoffrey Lieutenant

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    Hydrogen Only Generators!!!!!!!!!!!!!!!! Man I am excited. I will finally start making Fusion Cells again!!!!!!!!!!!!
     
    #10
  11. Zuleica

    Zuleica Rear Admiral

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    Whatever you did I now can't spawn 6 of my CV designs. 'Contains forbidden block or has wrong version'

    This is new as of today so I'm assuming it's your changes. How can I spawn and fix these?
     
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  12. Pyston

    Pyston Captain

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    Probably the turrets. Remove them then try to spawn.
     
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  13. Scoob

    Scoob Rear Admiral

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    I started a fresh Ningues SP game, placed my Emergency O2 generator, added one Fuel Pack, grabbed the first bottle from it and used it, then went off looking for stuff. I returned when my Suit O2 was almost depleted, yet my Emergency O2 generator had produced nothing. I thought this was a bug previously addressed?

    Note: unless one Small Promethium Fuel pack just gives ONE small O2 bottle now, something is rather wrong!

    Anyone else or just me?

    Scoob.
     
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  14. Silent_Ninja

    Silent_Ninja Commander

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    New Turrets are better looking. It just "fits" better to the theme.
     
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  15. Frigidman

    Frigidman Rear Admiral

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    Uhm ? You could make Fusion Cells just fine using the prior device lol.
     
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  16. Frigidman

    Frigidman Rear Admiral

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    My feedback on the turret bases remains the same. And yes its nitpicky.

    (the guns themselves, I think are all fine in shape and utility... its the bases I have pause with).

    1:
    These three all suffer a 'foot problem' as Tyrax mentioned. The diagonal foot is not true 45 degrees, and thus throws us OCD prone into fits. If those diagonal feet were trued up, bent a bit to proper 45 degrees, and then clipped back so they do not pass the 'half' mark on angle blocks... they would be OK:
    20170219123608_1.jpg 20170219123640_1.jpg

    2:
    This little guy is so cute. BUT, it looks more like a move-able turret that is just rest on the surface of a CV, and not an actual 'attached device'. I do love how the feet do not encroach on the diagonals, allowing for even more design flexibility. But... as I said, the whole thing looks disconnected:
    20170219123649_1.jpg

    3:
    This kind of base suffers the same "not tru 45 angle" issue as #1 above. I know this is the older style base, but it was the issue with it.
    20170219123700_1.jpg

    4:
    Ok, this base is just absolutely ugly. It is also a surface hog, and really just rubs me the wrong way anyway I look at it:
    20170219123706_1.jpg

    4.1:
    On the downside... the "3" long tabs do not fit inside '3' blocks... they lap out, which is bad for design:
    20170219123718_1.jpg

    4.2:
    However on the upside... the singular tab in the front/back of the turret, DO fit inside a 1 block, without leaking out:
    20170219123725_1.jpg

    5:
    I would like to see the HV turret bases much smaller so they do not cause issues with older builds and design choices.
     
    #16
    Last edited: Feb 20, 2017
  17. Geoffrey

    Geoffrey Lieutenant

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    I know, but I stopped as couldnt be bothered dealing with dumping all the excess oxygen. It was a task I wasn't prepared to spend time on
     
    #17
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  18. Frigidman

    Frigidman Rear Admiral

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    Exactly. Specific devices for specific needs allows for more control and a better overall experience. This change is a positive one.
     
    #18
  19. Kronoss

    Kronoss Captain

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    liked the old min-gun turrets on the HV's better as they had a smaller foot print. If you could make the footprints a bit smaller and the HV radar block footprint smaller it would be nice.
     
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  20. Scoob

    Scoob Rear Admiral

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    Can anyone confirm this issue please, not a new one, but it's still happening regularly for me...

    After I've been playing for a while, say 20 mins or so, I totally loose the ability to place down ANY of the terrain-placeable objects such as Emergency O2 Generators, H2O2 Generators (water) etc. This can be "fixed" by a quick save and reload - I'm in Single Player currently.

    This issue has been occurring for quite some time and I've not found any specific trigger other than a random amount of time.

    Scoob.
     
    #20
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