Alpha Experimental 6.4

Discussion in 'Announcements' started by EleonGameStudios, Jul 10, 2017.

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  1. EleonGameStudios

    EleonGameStudios Developer
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    Hi Galactic Survivalists,

    We just released Alpha 6.4 on the Experimental branch.

    Please report all gameplay bugs found in Alpha 6.4 Experimental over here: http://empyriononline.com/threads/bug-reports-alpha-experimental-6-4-x.12224/

    Thanks a lot!

    Cheers,

    Empyrion Dev Team

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

    Changelog: Alpha Experimental 6.4.0 (Build 1142)


    Additions:
    - Added (laser based) drill attachment T2 for HV
    - Added for all non-armored doors an armored version
    - Added new plant to Masperon
    - Added new soundtracks: BarrenMoon, DistantWorlds, Migration, Vanguard
    - Added new Tier 3 SV stock prefab: thanks to Jenniphurr http://steamcommunity.com/workshop/filedetails/?id=962754691

    Visual / Sound:
    - Improved mode "Show Airtight Blocks" (N Menu): what do you think?
    - Updated model of chainsaw
    - Updated crashed Titan wreck on Akua - thanks to Arturius1967
    - Added dead version for Slime, Raptor Night and Swamp Golem
    - Improved animation for Talon and Total Horror.
    - Normalized soundtracks (regarding volume).
    - Reduced sound volume of mechanical drill (HV)
    - Planet vessel: added particle effect when repairing destroyed thrusters
    - Added more breathing sounds: Talon, Slime and Worm.
    - Adapted death animation of Talon.
    - Tweaked more animation controllers of NPCs (adapted walking anim)
    - Updated textures on Talon Guardian NPC (PBR shader)
    - Tweaked color mask on new fighter cockpit.
    - Equalized all biome background soundtracks regarding volume (music is now louder per default)
    - Updated fern plant on Omicron

    GUI:
    - Added first version of much faster line-based scrolling list (used in Server Browser)
    - Added message "Picked up ()" for collectibles and harvest
    - Better icon for "remove map marker".
    - Added new soundtracks to Zeyhines (First Hours), Skillon (Stellar Grasp), Oscutune (Eden)
    - Added + updated some loading screenshots
    - Greying out Turret and Thruster Toggles when not available
    - Updated PDA for Multiplayer scenario
    - Control Panel update:
    * Hide offline protection label and home toggle for SV/HV
    * Moved Home toggle to checkbox in left panel
    * Added thrusters toggle in main toggles

    Gameplay:
    - Added possibility for resource meteorites to despawn after a certain time (new yaml parameter: "DespawnDelay" - see example below)
    - Activated troop transport for more Civil Settlements POIs
    - All playfields are now set to PvP in SP default scenario
    - Growing plot is now made out of steel again (instead plastic).
    - Increased the distance a SV/CV can move while you are logged off and you still get put into the cockpit from 10m to 50m
    - Increased max number of resource meteorites per planet to 40

    Changes:
    - Added French Localization (WIP): a big "thank you" to Eric Rosson
    - Upgraded Unity to 5.6.2
    - Improved movement of Planet Vessel
    - Balancing: reduced HP of sentry guns
    - Rockets destroy themselves now after 10s if they did not explode yet.
    - Shared folder info text files: position and rotation do not use commas any more, fixed touched_id for local games
    - Updated Localization.csv (shortened some texts, fixed typo etc).
    - Added missing GER localisation

    First Version of new font management setup:
    - In cases where a Localization is used that is not supported by our Bitmap fonts (e.g. Chinese, Korean etc), a dynamic version of this font is now used (currently only main font is setup)
    - Now using Managed Font References to determine Bitmap or Dynamic Font Usage
    - FontManager controls whether Bitmap or Dynamic Font is used

    New yaml parameter (DespawnDelay)
    - Name: IronResource
    Amount: 5000
    InitialDelay: 1
    Delay: 24
    DespawnDelay: 5 # Float [0, 10000] Delay in game hours after which asteroid will be removed

    Bug Fixes:
    - Fixed: Local hosted games do not show up as friends any more
    - Fixed: COOP: can not use password protection while steam_appid.txt is modified
    - Fixed: COOP/MP: Using STEAM friends panel and "join game" will only open the game itself
    - Fixed: Sound of Thrusters cutting out with multiple vessels close to each other.
    - Fixed: NPC's walking on water
    - Fixed: MP: Deactivating a Artillery Turret on a HV while other turrets are still active leads to autofire glitch
    - Fixed: Sometimes NPCs floated above the ground (especially when resuming a save game)
    - Fixed: Personal Drone will explode when using a chainsaw to cut down a tree
    - Fixed: Possible to change faction after core is gone / lock to faction
    - Fixed: Regeneration exploit with faction change bug (Now disabling Access to CP from Back Button in all situations where it is not normally accessible)
    - Fixed: Planet Vessel not created in Survival SP for Masperon
    - Fixed: MP: Planet Vessel not moving after it is "set active".
    - Fixed: In pvp playfields player cores can be placed inside of regenerating bases.
    - Possible fix for: NPC & AI turrets sometimes don't fire at players.
    - Possible fix for: Alien Turrets & Sentry turrets only shoot at 1 player & not at the other players.
    - Fixed: Upgrading a non-airtight door to an armored door will not add airtight shield
    - Fixed: Problem that rockets which were shot at terrain far away sometimes did not explode (esp. on clients in MP games).
    - Fixed: Possible to change faction after core is gone / lock to faction (Forgot this one)
    - Fixed problem that alien bugs were attacking through walls
    - Fixed: Problem that other players did not show in sitting animation when connecting
    - Fixed: Deactivating a Artillery Turret on a HV while other turrets are still active leads to autofire glitch
    - Fixed: Destroyed Blocks painting & texturing issues
    - Fixed: Meteorites sometimes can't be drilled if falling on indestructible terrain. Now: they will despawn after a certain time
    - Fixed: Jittering movement of some NPCs (eg Total Horror, Crawler etc)
    - Fixed: The Drill Turrets and the Drill Module's description say they cant be used on Resource Meteorites.
    - Fixed: Problem that all SV/CV weapons automatically repeated firing when more than one weapon of the same type was used.
    - Fixed: Problem that fire sound was not played on weapons like rocket launcher when you kept firing.
    - Fixed: Problem with too glossy textures on some NPCs
    - Fixed: Troop transport alert message & sound can be heard by other players
    - Fixed: After clicking on 'Access' in the control panel to enter a turret the control panel stays open until you press escape.
    - Fixed: Draw distance of Ramps & Shutters 1x1 is shorter than other sizes. At short distances they become invisible.
    - Fixed: When loading into a save or new game & opening the Map the planet info is blank.
    - Fixed: Player did not collide with other players or NPCs in MP
    - Fixed: Visual issue with language button in Misc menu
    - Fixed: Map Markers: Shrink instead of overlap
    - Fixed: MP: Dangerous Space has 2x Omicron Station
    - Fixed: Chat does not show from Mod when typing in Faction chat (now shows in either Faction or Global chat, depending which the player has open at the time)
    - Fixed: Problem with NPC spawning in scenario: Invader vs Defender
    - Fixed: CP Main Page input outlines sometimes showing incorrectly
    - Fixed: Several problems with particle effects on AI Vessel
    - Fixed: Map Marker panel sometimes being selected on First Open of map in a New Game
    - Fixed: When you kill 'AlienBug03' its corpse turns into a dead Plant monster.
    - Fixed: Some colliders on non-armored doors
    - Fixed: Problem that third person colliders were active the first time you entered the game
    - Fixed: Marketplace: Buy-Notification shows all decimals (Now only showing 2 decimal places)
    - Fixed: Marketplace: Info-Hovertext does not close / reappears
    - Fixed: Several internal exceptions
     
    #1
    Last edited by a moderator: Jul 11, 2017
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  2. Cyrus the Virus

    Cyrus the Virus Lieutenant

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    Nice! That was driving me crazy.
     
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  3. Krenios

    Krenios Commander

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    Can you explain little more ? i m French !
    "- Added French Localization (WIP): a big "thank you" to Eric Rosson"
     
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  4. Taelyn

    Taelyn Administrator
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    very easy. In the options of the game u can pick english and German. And now Frensh too
     
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  5. LiftPizzas

    LiftPizzas Rear Admiral

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    Merci beaucoup! XD
     
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  6. JuStX2

    JuStX2 Captain

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    - All playfields are now set to PvP in SP default scenario
    Why? In Single-player there's nobody to PvP.


    - Growing plot is now made out of steel again (instead plastic).
    Will this adversely efffect BPs made with the old plastic materials?
     
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  7. andargor

    andargor Commander

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    Nice! Also thanks for the stealth fix for hangar doors opening on moving CVs when an SV/HV is docked within 4 blocks of them. :)
     
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  8. Geoffrey

    Geoffrey Lieutenant

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    What is this:
    - Added (laser based) drill attachment T2 for HV

    Can someone post a screenshot please?
     
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  9. JuStX2

    JuStX2 Captain

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    Eh eh - I just thought of this: Steam has no "Patch Notes" Announcement - I had to come here to get the details :/; Still it gives me a reason to boot up my music - Rock N' Roll.
     
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  10. Timer

    Timer Commander

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    I'm thinking that if crash your ship into a POI or the ground on akua, the ship is damaged now.
     
    #10
  11. Timer

    Timer Commander

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    How about a 1x5x3 Ramp block? That would be super. That way on the 13x7 hangar door you can have ramps all the way across and it wont look like this, or short on the outside. NewGame_2017-07-01_16-50-06.png
     
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  12. Scoob

    Scoob Rear Admiral

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    Thanks for the update, hopefully I'll get chance to play tomorrow :)

    Regarding:

    - Fixed: Planet Vessel not created in Survival SP for Masperon

    I guess this was an intermittent issue, as in my 6.3.1 fresh SP start on Masperon there certainly was a very active PV :)

    Talking PV's, is there any plan to increase the despawn timer for these? I barely have time to loot, let alone reclaim components before they vanish. PV's are almost "end game" for Planets, so the player should be able to dismantle. An option to make PV's pilotable by the player once re-Cored would be fun too...but not by default :)

    Scoob.
     
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  13. xenjay

    xenjay Lieutenant

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    Finally, a zeroG prefab! =)
     
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  14. LiftPizzas

    LiftPizzas Rear Admiral

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    PvP is probably not the best term for it. In "PvE" mode there is no collision damage of any kind. Ship to ship, ship to ground, ship to base. You can enter the atmosphere and turn off your ship and let it fall to the ground and nothing bad happens. You can also shoot all of your own stuff and do no damage. ;)
     
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  15. eLLe

    eLLe Captain

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    This laser drill is fantastic. Ideal for building underground bases does take a bit of time to learn with it because it's easy to take you in the direction you did not want to go. I practiced a little in the creator and ended up in the narrow tunnel at the bottom. But there was not any bigger problem to get out of the hole because my HV drill is quite agile so I quickly dig my way back. This is a beautiful novelty in the game because I was a bit bored of digging a lot of resources for a long time. With this it's pretty fast. We need another change on the HV to get easier out of the hole and this is to raise the height of the hover to a minimum of 5 meters. Someone will say it's stupid, but in HV most of us, we only use it as a drill, and with increased floating we will have a greater chance of getting it out of empty holes, which sometimes can be frustrating.
     
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  16. Geoffrey

    Geoffrey Lieutenant

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    Can you send screenshot of how it looks and the material cost?
     
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  17. SoCalExile

    SoCalExile Captain

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    - Reduced volume of mechanical drill (HV)

    Meaning what? It mines less ore? Has a smaller area of effect? Not really descriptive.
     
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  18. eLLe

    eLLe Captain

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    I put my drill on the workshop, maybe that'll help ...
     
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  19. Timer

    Timer Commander

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    Im going with that it's now quieter.
     
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  20. SoCalExile

    SoCalExile Captain

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    I'll go farther and say that small hovers should go to 5-8m and large hover engines should allow you to go to 10-15m minimum. Or they could allow height to be based on sheer power-to-weight ratio with increased fuel consumption at higher altitude.
     
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