Alpha Experimental 6.0 - Part II

Discussion in 'Announcements' started by EleonGameStudios, Apr 6, 2017.

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  1. EleonGameStudios

    EleonGameStudios Developer
    Staff Member

    • Developer
    Oct 20, 2014
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    Update: April 8, 2017: Hotfix (10 PM)

    Changelog: Alpha Experimental 6.0.5 (Build 946)

    Bug Fixes:
    - Fixed: Problems with crashing playfields on a dedicated server and resulting connection problems.

    Known Issues:
    - We temporarily deactivated the troops transport

    Update: April 8, 2017: Hotfix (1 AM)

    Changelog: Alpha Experimental 6.0.4 (Build 944)

    Bug Fixes:
    - Fixed: Problem on a dedicated server that you could not connect anymore in certain use cases
    - Fixed: Scrolling did not work when cursor is in a gap or on an active element

    - Updated Fuel / Oxygen tank texture in CP


    Update: April 7, 2017: Hotfix

    Changelog: Alpha Experimental 6.0.3 (Build 943)

    Bug Fixes:
    - Fixed: Problem that game was freezing frequently
    - Fixed: RAD resistance / protection broken
    - Fixed: Error occurring on second new game start with auto-activated PDA chapter
    - Fixed: O2 level is 0 if player was dying from suffocation
    - Fixed: PDA missing in multiplayer games
    - Fixed: Problem that CV starter was not craft-able anymore
    - Fixed: Motion sensor trigger area overlapping with other trigger areas
    - Fixed: Problem that resource meteorites (those with InitialDelay) were spawning in a stack when loading a dormant playfield
    - Possible fix: FPS drops when shooting full-auto weapons on a target or in the air
    - Fixed: Walkway blocks placed inside "Xenu Vehicle Port MKI" were not displayed correctly
    - Small fix for Structural Integrity SI
    - Fixed: Problem that rain sometimes penetrated structures (BA, CV)
    - Fixed: Problem with gaps in armored door BA / CV

    - O2 debug orbs do not cast shadows anymore
    - Radiated fog is less strong and needs longer to build up
    - No radiated fog on Akua anymore
    - Added possibility to have indestructible terrain (configured in playfield.yaml via "IndestructibleTerrain: True")
    - Added scratches to cockpits 1 and 3 (only for damage states)
    - Obsolete constructors are not allowed in BPs anymore (to avoid exploits)
    - Added better info (with warning) to re-spawn menu
    - Reduced sound of motion sensor and light barrier
    - Increased emissive strength of displays in new cockpits
    - Improved PDA Briefing window layout
    - Updated POI Fuel depot
    - Updated GER Localization

    Known Issues:
    - Drones on a planet do not attack players


    Update: April 6, 2017 (9:40 PM): Hotfix

    Changelog: Alpha Experimental 6.0.2 (Build 941): Client-side update

    We just fixed an error linked to the new weather system that can occur when resuming a save game.

    Bug Fixes:
    - Fix for possible NRef in weather set when resuming save game
    - Fixed: Possible to place cores and bases within the bedrock = indestructible

    - Slightly repositioned top right warning messages to not overlap Biome/Weather info
    - Updated "weather" cmd


    Initial Post: April 6, 2017 (6:20 PM)

    Hi Galactic Survivalists!

    Welcome to our 2nd major iteration of Alpha Experimental 6.0: Version 6.0.2

    As promised, we added new stuff and a lot of changes as we progress towards the public release version. Major additions are: Dynamic Weather, Map Markers, AI Carriers, Signal Logic Circuits and the first iteration of the scenario “Dawn of Galaxy”.

    Recommendation: Before starting a new game, read through our updated FAQ that holds important info about the new additions and also was updated in terms of 6.0.0-to-6.0.2 feature changes:

    As with our first experimental version, we added new dedicated feedback threads in the Experimental forum for all the new 6.0.2 features:

    Please report new and reoccurring bugs in the new bug thread:

    As a note: We tested a lot of edge cases for the temperature/radiation/o2 system, so please retest issues you had in the previous version and re-report them if they still exist!

    Thanks a lot for your dedicated support!

    So, without further ado, let’s start Round#2 of Alpha Experimental 6.0, shall we? Have fun playing! :)

    Empyrion Dev Team

    CHANGELOG: Experimental 6.0.2 (Build 940)

    Dynamic Weather System:
    - Added first version of dynamic weather on all planets
    - Added console command "weather" to change weather - type "help weather" to get more info
    - Re-activated clouds movement
    - Added grass movement variations to all weather sets

    Fog on Zeyhines:

    A sunny day on Ningues:

    Rain on Oscutune:

    Map Markers:
    - Added first version of map markers (for now only on planets, space to come)
    - Teleport now requires shift right click

    - Added first version of RexXxus' "Dawn of Galaxy" SP scenario > please test this scenario and give us your feedback:
    - Thanks to the following creators whose POIs are used in Dawn of Galaxy: Arturius1967
    Barakoza, Gravebound, McFluffFace, Mike_, Savinwraith
    - Updated scenario: Invader vs Defender
    - Added description to dedi.yaml of how to use custom scenarios on a dedi

    AI Space Carriers:
    - Added first version of AI Space Carriers (space vessels that attack and spawn drones) -> see example in Omicron Orbit
    - Added Console cmd “aimanager” to spawn carriers

    Signals / Sensors Circuits:
    - Added logic circuits (OR and XOR gates, delay etc)
    - available circuits now in normal list (no more dropdown) accessible via button in Control Panel
    - Live update when changing connection of a signal receiver
    - Control Panel: Added button to enable / disable all signaling
    - logic circuits are now saved in Blueprints
    - Lever has now green / red display instead of on / off
    - Sensors (light barrier, motion sensor) also trigger by "moving blocks" of vessels

    - Added possibility to teleport between POIs
    - Updated Trading Stations (to teleport between planet and orbit)

    Instances / Portals:
    - Supporting time limited instances
    - Portal supports multiple, parallel instances now and limits players
    - Portals: players can re-enter their instances as long as they are open
    - Portals: Time + Player restrictions are read from playfield.yaml
    - Portal shows red when the max amount of players passed
    - Selectively allow / disallow Blueprint Library on Instances
    - Better time format on portals, added ability to not drop backpack when exiting instances too early, added purple color when you reenter your instance

    PDA Update:
    - Added PDA Briefing window that informs you about the auto-activated chapter details and tasks
    - Can display a bigger 'chapter completed' message incl. sound
    - Can display chapters only when player started game on a specified playfield
    - Implemented 'pda' console command (to re-read data files or to clear chapter progress)
    - PDA 'Action completed' messages are displayed longer and are also displayed in player chat
    - PDA 'Chapter completed' dialog box can no longer be closed with ESC key (ENTER key or click on OK works)
    - Spawn on structure: first time entry for PDA
    - Added "gain reward" sound
    - Added GameEvent when opening personal container
    - Added Task Rewards (same format as with chapters)
    - Implemented 'AutoActivateOnGameStart' chapter flag (playfield-restricted chapters have priority)
    - Renamed some misleading chapter properties
    - PDA data and localization will be used from inside a scenario folder if existing (in ScenarioName/Extras/PDA)

    New Blocks / Devices:
    - New Female Medium and Heavy Armor
    - Added new SV / HV cockpit: Cockpit 4
    - Replaced interior of Cockpit 1 and 2
    - Added SV/HV cockpits to block group and renamed some cockpits
    - Added new open SV / HV cockpit (+ added all open cockpit to block group Cockpits)
    - Added new cockpit for CV: Cockpit 03 and added all CV cockpits to a own block group.
    - Added scratched glass to Cockpit 1 (glass not damaged for low damage states).
    - Added additional player spawner (colorable and texturable). Indicating spawn direction on player spawner 1

    Visuals / Sound:
    - Added several destroyed hull blocks for building abandoned looking POIs. Please let us know which other destroyed hull blocks you would need
    - Added rust and moss texture as overlay (texture tool symbols, page 4) -> please let us know if you can work with this texture to create some abandoned looking POIs
    - Updated texture on female + male heavy armor
    - Added "+" and end point symbols (single and double lines)
    - Not showing black screen but normal loading screen when teleporting
    - Tweaked particle effect on player spawner
    - Growable Aloe Vera plant is not moving anymore inside (wind effect)
    - Added radiation sound when outside comfort zone
    - Better fading out of thruster sounds

    HUD / GUI Update:
    - New windows: control panel, planet and space map, sector map, Blueprint/Factory Window, PDA, Marketplace, Registry, Tech tree, Factions, ATM, Texture + Color + Block Shape Selection
    - Adjusted HUD to keep Quick Access on bottom middle
    - Adjusted HUD to keep LifeStats and Quick Access open with windows
    - Moved Multitool info window to the right
    - Adjusted HUD Label Positioning
    - Added newly scaled version of UI Font for Temp/Rad Displays (Sharper Text for Temp/Rad Displays)
    - Removed HUD Objects and Bottom Messages when Windows are open
    - Show Armor/Boosters in Player Window

    - Significantly increased durability of weapons and armor
    - All basic weapons can be build with basic components. Only T2 and advanced weapons need upgrade kits. Some re-arrangements to tech tree
    - Food now lasts around 30% longer.
    - Added EVA boost to escape pod content easy + medium
    - Tweaked EVA booster -> stronger cold protection
    - Increased temperature in some space playfields (especially starting playfields)
    - Rebalancing of fuel tank CV: weight + capacity
    - Spider slime now causes poison bite
    - Renamed biome on Ningues -> Hot springs (+ increased temp by 10°).
    - Medic Station now cures broken leg

    Blueprint Library Window:
    - significantly increased opening speed
    - show 'internal' Blueprints only if a type or the matching source filter is active
    - allow Blueprint info editing in non-survival mode also for stock and internal prefabs

    - First draft of personal container
    - Added functions to more deco / lab elements
    - Implemented playfield.yaml flag 'PlayerStart' so it will be placed around 0/0/0 (to have sunlight at game start and to have a POI close to escape pod drop area that contains loot).
    - Added code lock to medbay + clone chamber
    - Medic bay + clone chamber with lock code 0000 can now be spawned on (no matter of faction)
    - Added faction & lock check for executing status effects on blocks, ie you can no longer access a medic bay from another faction
    - Removed permanent-visibility on map of POIs with AlienAdminCore
    - Planet Vessel: now random draw among group of prefabs
    - Adjusted dead screen when not starting in escape pod
    - Now block info says if block is disallowed in BP.
    - Armor values have now simpler form (1 temp value = 1 degree celsius protection, 1 radiation value = 1 radiation protection)
    - Repair Bay + all thrusters are now airtight
    - No special starting equipment in Creative Omicron anymore
    - New Game Menu: Speed improvement when changing scenarios
    - Resume Game Menu: The custom scenario name (if used) is displayed next to the playfield name (need to enter the savegame once until this info is available)
    - Added Localization to all control panel groups
    - Added all alien blocks to a block group: Alien Device Blocks
    - Add possibility to have resource asteroids independent of current amount of remaining resources on a dedi. See example in temperature playfield.yaml
    - Re-activated portal on Omicron -> be careful when going through portal
    - O2 and Fuel for Alien + Admin POIs is now filled only until total of tanks.
    - Added InitPower: True to Random POIs...this also fills now fuel + O2 tanks.
    - Added extra orbit playfields for Aitis and Oscutune

    Updated / New POIs:
    - Updated all Trading Stations
    - Added new planet vessel: thanks to Frigidman
    - Added new planet vessel bases: thanks to Frigidman, Maloverci, Xentor
    - Updated abandoned mine: thanks to Frigidman
    - Updated Orbital Bases with NPC spawner and more: thanks to the following creators: Frigidman, Maloverci, Pantera
    - Updated TSO in sector "Outpost Trading Station" (thanks to "wired" for workshop item)
    - Updated some freighters (Freighter-A1, Freighter-Tug-6, Freighter-Tug-3) - thanks to Frigidman.

    Bug Fixes:
    - Fixed: Patrol vessel ignore player bases
    - Fixed: AI Planet vessel attacks Trading Stations
    - Fixed: Heat radiation of devices larger than 1*1 inconsistent / only partially.
    - Fixed: Heat emission of Plant Grow light still active when light is deactivated
    - Fixed: Armor Locker - Heavy Armor Slot 4 items vanishes or change to insulation boost
    - Fixed: Command "setdevicespublic ID Doors" does not set all doors to public
    - Fixed biome sound water is played on dry land
    - Fixed: Dock SV inside a tempered CV hangar leads to cooling down of the SV cockpit to outside temperature when deactivated
    - Fixed: Temp/Rad outside a docked/parked SVHV on an active CV is not displayed
    - Fixed: O2 blocked by stairs in close areas
    - Fixed: Standing on a SV/HV in a oxygenated room lets the player die
    - Fixed: O2 Visualization active per default
    - Fixed z-fighting of preview box (motion sensor, light barrier)
    - Fixed: CoQ/Exception when adding a template to a full construction queue
    - Fixed: Radiation info in Inventory screen does not work: always 0
    - Fixed: Illuminated block heats up space
    - Fixed: Cursor centers on the screen when opening a new UI window
    - Fixed: Some UI infopopups persist and don't fade out
    - Fixed: Temperature anomaly on a docked SV > extreme cold instead of room temperature
    - Fixed: Oversized NPCs can pass through 1*1*1 wall holes
    - Fixed: Suffocation leads to 0 O2 when respawning - 150 o2 on respawn in armor
    - Fixed: Starting a new game or joining a Server with female avatar: player has only 100 health
    - Fixed: COQ while changing playfields with sector and teleport
    - Fixed: O2 station always takes 200 o2 points from tanks, not depending on the volume filled
    - Fixed double removal of O2/Fuel
    - Fixed: Motion sensor / light barrier gets blocked when player is entering cockpit or passenger seat while in the sensor area
    - Fixed problem with spotlight: emissive was always on.
    - Fixed: Medic Bay / Clone Chamber not as an option for fixed POIs
    - Fixed Button Text not Greyed when Disabled on some Windows
    - Signal logic: fixed problems if player renames signal
    - Portal: fixed some errors (missing loca, wrong position when teleported back)
    - Fixed: Access LCD screens although wrong faction (Aln)
    - Fixed Dialog Box error that one cannot use ENTER key to close a dialog with an OK button
    - Fixed signaling bug that PDA signals were listed twice in the popup lists
    - fixed NRef when removing a receiver signal
    - Fixed ATM Window Title Loc Issue
    - Fixed Player Model Size in Armor Locker
    Last edited: Apr 8, 2017
    Demda, corrosive84, Ivellios and 37 others like this.
  2. Frigidman

    Frigidman Rear Admiral

    Mar 19, 2016
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    Wump there it is!
  3. Taelyn

    Taelyn Captain

    May 29, 2016
    Likes Received:
    Tyrax Lightning likes this.
  4. ⦕BⱯƲMℳAℱIȺ⦖ Chrisi

    Jan 31, 2017
    Likes Received:
    Wow, that sounds great!
    Tyrax Lightning likes this.
  5. Maloverci

    Maloverci Commander

    Nov 4, 2016
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    Lets have some fuuuun:p

    Oh i need a umbrella:D
  6. oojimaflip

    oojimaflip Captain

    Oct 6, 2016
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  7. Zuleica

    Zuleica Rear Admiral

    Sep 24, 2016
    Likes Received:
    Anyone know what "- Rebalancing of fuel tank CV: weight + capacity" actually means?
    Tyrax Lightning and Daede like this.
  8. Wild_XIII

    Wild_XIII Captain

    Aug 10, 2016
    Likes Received:
    Well, this looks pretty good! Nice to see plenty of changes to things people weren't keen on in the first part.

    *cracks knuckles* Better get things updated then! :)
    Tyrax Lightning likes this.
  9. banksman45

    banksman45 Rear Admiral

    Jun 6, 2016
    Likes Received:
    DID I just read "AI CARRIERS THAT SPAWN DRONES"?!?!?! WOwwwwwwwwwwwwwwwwwwwwwwwwwwww... Ok i'm happy. lol

    I can't wait to try out the new SV HV cockpits!!
  10. geostar1024

    geostar1024 Rear Admiral

    Jan 24, 2016
    Likes Received:
    Looks like a good number of the temperature/radiation bugs for docked SVs were fixed!

    Weapon upgrade kit system doesn't look like it's received much in the way of changes though :-(.
    Aurex and Tyrax Lightning like this.
  11. belthize

    belthize Lieutenant

    Mar 21, 2017
    Likes Received:
    Nice, looks like a good set of fixes. A few issues don't seem to be addressed yet but I'm happy to wait since the highest nails seem to have been hammered.
    Tyrax Lightning likes this.
  12. Wizzy

    Wizzy Lieutenant

    Dec 5, 2016
    Likes Received:
    let the real survival begins ...........
    Tyrax Lightning, GraveRoeber and TK85 like this.
  13. LiftPizzas

    LiftPizzas Rear Admiral

    Sep 28, 2015
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  14. Tabula rasa

    Tabula rasa Lieutenant

    Nov 5, 2016
    Likes Received:
    Still no umbrellas in-game unfortunately. Helmets on!
    Tyrax Lightning likes this.
  15. Zuleica

    Zuleica Rear Admiral

    Sep 24, 2016
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    At work ATM, could someone in game check out what this new fuel balance for CVs actually means? Thanks in advance!
    Tyrax Lightning likes this.
  16. Hummel-o-War

    Hummel-o-War Administrator
    Staff Member Community Manager

    Jun 15, 2015
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    T2 and T3 CV tanks got a bonus in terms of fuel content vs T1 (as well as T3 vs T2), but are heavier.
  17. michaelhartman89

    Oct 2, 2016
    Likes Received:
    Is there going to be a rebalancing of hit boxes , damage and LOS for npc's and turrets. One shot kills from 500 meters kinda sucks. I wish there was a way to sneak around sometimes with a way to remain unseen. I know that its like 400 yrs in the future, but there is no way to counter turrets currently.

    I know you can use SV's but all assaults on foot are currently impossible against POI's.
    TimOFlea and Tyrax Lightning like this.
  18. Zuleica

    Zuleica Rear Admiral

    Sep 24, 2016
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    Thanks Hummel! Going to make an excuse to leave early to check this all out! I'm excited!
    Tyrax Lightning likes this.
  19. Wizzy

    Wizzy Lieutenant

    Dec 5, 2016
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    can you confirm experimental servers need a complete wipe for part 2 ?....... thanks in advance
    Tyrax Lightning likes this.
  20. Amboss

    Amboss Lieutenant

    Apr 1, 2017
    Likes Received:
    Great update! BUT PLEASE!!!! TURN OFF THE FREAKING GEIGER Counter( radiationwaring!) or at least give us a possibility to turn it off. I am in space working on a base, all protected and everything, readiation is a puny 3.7 but the radiation noise is driving me crazy!
    Last edited: Apr 6, 2017
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