Alpha EXPERIMENTAL 7.0 - Part II

Discussion in 'Announcements' started by EleonGameStudios, Sep 30, 2017.

Thread Status:
Not open for further replies.
  1. EleonGameStudios

    EleonGameStudios Developer
    Staff Member

    • Developer
    Joined:
    Oct 20, 2014
    Messages:
    1,292
    Likes Received:
    7,024
    [​IMG]


    Update: October 2, 2017 - Build 1268

    Based on your feedback, we tweaked the handheld drills again a bit:
    - The T1 drill speed is now 30% faster compared to the speed of the live version (Alpha 6.7)
    - The T2 drill speed is now as fast as the terrain removal mode of the live version (Alpha 6.7)

    CHANGELOG: Alpha Experimental 7.1.1 (Build 1268)

    Changes:

    - Increased damage/mining speed of handheld drills
    - Increased size of colliders on Spiders to make them easier to hit
    - Added outlinesize/intensity change to Ore Scanner Shader: closer Ore has stronger/larger scan outline: what do you think?
    - Minor tweaks to terrain of Omicron
    - Better visuals of asteroid field in space: smoother fading of fog
    - Added damage states to Repair Station
    - Set moon a bit further away from Omicron to avoid jumping of LOD0/1

    Bug Fixes:
    - Fixed: Selection Box Copy-Paste throws an error
    - Fixed: POM video setting is showing as set to High when set to low or off after relauching the game.
    - Fixed: Problem that asteroids in Asteroid Field playfield were still named Titan and Germanium (named back to Zascosium and Copper)
    - Fixed: Template missing for Pentaxid in Mobile constructor.
    - Fixed: Could not add more than 2 blocks to pillar of Armored Concrete
    - Fixed: Ore scanner: Ore that lies behind another ore is shown, instead of being hidden
    - Fixed: Texture problem for BA Tier 3



    ============


    Update: Build 1266

    - Fixed: SV mobile constructor was not placable on SV's & was only placable on terrain.

    ============

    Hi Galactic Survivalists!

    We were blown away by your feedback about the first Alpha Experimental 7.0 release. Thank you so much - we are grateful to have such an amazing community! Keep it up...

    Here comes Part II of Alpha Experimental 7.0. Check out the changelog below.

    We added a new feedback thread about resource balancing: https://empyriononline.com/threads/a7-0-experimental-faq-feedback-resource-balancing.20009/

    Here are the links to the other feedback and info threads:

    New Game Start & Rebalancing
    https://empyriononline.com/threads/a7-0-experimental-faq-feedback-new-game-start-rebalancing.15374/

    Building Block Texture Update:
    - Wood Textures
    https://empyriononline.com/threads/a7-0-experimental-faq-feedback-wood-textures.15373/
    - Concrete Textures
    https://empyriononline.com/threads/a7-0-experimental-faq-feedback-concrete-textures.15372/
    - Metal Textures
    https://empyriononline.com/threads/a7-0-experimental-faq-feedback-metal-textures.15371/

    Offline Protection Enhancements
    https://empyriononline.com/threads/...edback-offline-protection-enhancements.15370/

    Heightmap Terrain + Texture Editor
    https://empyriononline.com/threads/...dback-heightmap-terrain-texture-editor.15369/

    Mining
    https://empyriononline.com/threads/a7-0-experimental-faq-feedback-mining.15368/

    New Building Tools
    https://empyriononline.com/threads/a7-0-experimental-faq-feedback-new-building-tools.15366/

    Please continue to report bugs and issues over here: https://empyriononline.com/threads/bug-reports-alpha-experimental-7-0.15379/

    Cheers,

    Empyrion Dev Team


    P.S. Not an update but a reminder as some people seem to have skipped this news bit:

    Server admins will be able to set how many AU a Short Distance Warp Drive will take you with a SV. If there are concerns about negative PvP consequences they can set it to a really low value - lower than the server’s planet distances. Or they can set it to a really high number which makes SVs able to warp jump to all planets within their star system.

    It’s planned that this will be a scenario based setting in the future instead. This way SP scenario makers don’t have to rely on the standard game setting.

    [​IMG]


    =======================

    CHANGELOG: Alpha Experimental 7.1.0 (Build 1265)

    Updated templates for ammunition:
    - Updated templates for ammo: using promethium pellets as propellant
    - Replaced Energy Cells requirements for ammo with Promethium Pellets
    - Changed some Steel requirements for late game ammo as an optimization preparation for later

    We understand that players enjoy the survival aspect that every bullet counts in the early game. The complete removal of Magnesium in early game ammo was heavily discussed and questioned.
    We still believe that the reduction of different ore types on the starter planets is a good move to streamline the beginner’s game experience. There will be much more to explore beyond the first planet at one point. We could easily add plenty more ores types on a single planet. But we aim to bring you a survival experience which covers the whole galaxy with this game. While veteran players are used to settle down on a single planet - most likely the starter planet - we want to make expanding your territory to a wider range of playfields more attractive. It’s up to you if you want to stick to single planet only. But we will make sure leaving the planet and exploring will be rewarding, too.
    However the abundance of iron also made defending yourself a bit too easy - especially in the early game. Thus all early and mid game ammunition templates require Promethium now (additionally to the iron ingredients). Since we associate Promethium with energy in EGS this should make it more plausible as either ammunition propulsion, explosive component, or sci-fi alloy. You have to make a decision now how to split up your Promethium supply: which amount will you use to power your ship or base and how much will you save for ammunition?

    Gameplay:
    - Increased distance at which offline protection shield can be seen from 150m to 400m
    - Slightly increased visibility under water
    - Drill T1 now also picks up Crushed Stones automatically
    - Tweaked underwater deco on Akua: added back Seaweed, Alien Thorn etc
    - Changed deco distribution on Akua (now again old plants from A6.7)
    - Separated Constructor SV <> HV: The constructor for the HV and the constructor for the SV are two independent objects now. If you prefer a more nomadic lifestyle before you leave the planet you have the option to build a small constructor on a HV with materials found on the starter planet now. The small constructor SV and the small constructor for HV can build the exact same items and objects at this point. The SV version requires resources found in the the starter planet orbit or moon to build it though (at least in the default setting)
    - Pentaxid can be refined in a small constructor (HV and SV) now to lower the chance that you get stranded when jumping to a nearby system with your SV
    - If you upgrade certain objects (like a Constructor T1) with a Multitool to generate the next Tier version in its place (T2), you no longer need an additional (T1) object in your inventory. The game now detects that the object you want to upgrade fulfills the ingredient requirement already.
    - Moved Portal to Taipane instance from Omicron to Aitis

    Balancing:
    - Reduced food consumption when walking and running by 50%
    - Added Rotten Food to templates (made from SeaWeed) in order to make Bio Fuel more accessible
    - Reduced strength of handheld drills
    - Akua: Added the Ore Scanner as Escape pod starting gear on Easy and Normal setting as well as to the "Fresh Start" setting
    - Omicron:
    * Reduced the amount of ore for Iron, Silicon, Copper and Promethium
    * Removed the chance that resources spawn next to the wreckage building
    * A Xenu alien robbed the wreckage building. There’s less starting loot in it now.
    * Added the Ore Scanner as starting gear on Easy setting; also reduced Biofuel amount as starting gear on all difficulty settings on Omicron a bit
    * Increased stock of drones

    Building block texture update (concrete):
    - Added alternative to brick P1(2,1)
    - Added new white brick P1(1,6) and stone floor P2(3,8)

    Visuals / Audio:
    - Updated shutter windows: reduced weathered effect
    - Updated model for metal stairs
    - Slightly reduced intensity of particle effect when mining with Drill T2
    - Improved visuals of offline protection shield
    - Added better stones for lake shore of Akua
    - Tweaked water color on Akua and increased underwater brightness in general
    - Modified Coloring on Walkway, Shutter, Old-style Windows and Stairs shader to closer match hull coloring
    - Updated model for Repair Station
    [​IMG]
    - PDA Message Box: Removed PDA Title and changed to Blue Message Box colors
    - Adjusted Build Settings Window Layout

    Creative Tools: Improved Selection Box:
    - Show preview before pasting an object
    - Workflow:
    * make a selection and copy
    * press paste once > preview of copied object appears
    * now you can move the preview selection as you want
    * press paste again > selection will now be placed
    (Rotate feature will come in next update)

    Changes:
    - Added texturable and colorable stair blocks: wood and concrete
    [​IMG]
    - Changed version name to "Experimental 7.1.0"
    - Build Settings Window: Disable Blueprint Part tools in Survival Mode
    - Updated Localization
    - Metal Pieces are not dropped in loot anymore
    - Added NPC spawn also to Swamp area on Akua
    - Changed name: Metal Pieces -> Metal Trash
    - Removed wreckage POIs from Ningues and Masperon

    Bug Fixes:
    - Fixed: Problem that not all resource deposits that were defined in playfield.yaml were also spawned, e.g. Moon (temporarily deactivated SpawnResource near POI)
    - Fixed: Problem that in MP default scenario there were only PvP Playfields. Now Akua + Omicron are PvE
    - Fixed: Wrong terrain textures when changing splat map terrains
    - Fixed: Griefing with depleting AutoMiner
    - Fixed: Connection problems with dedi server
    - Fixed: Error when a planet vessel is shot down
    - Fixed: Problem that render distance of some devices was very low (ie the devices were culling to early)
    - Fixed: Problem that not enough animals spawned on planets
    - Fixed: Problems with undo/redo and selections
    - Fixed: Updating blueprint to workshop is showing the wrong name in the update dialog
    - Fixed: Mining with HV's returns no ore in a harvest box.
    - Fixed: Cannot drill SSOR with HV drills (Turret and fixed)
    - Fixed: Untouched ore deposits show 99% in HUD
    - Fixed: Several internal exceptions
     
    #1
    Last edited: Oct 2, 2017
  2. eLLe

    eLLe Commander

    Joined:
    Jun 17, 2017
    Messages:
    128
    Likes Received:
    206
    Is it a new start?
     
    #2
  3. rucky

    rucky Rear Admiral

    Joined:
    May 29, 2017
    Messages:
    1,649
    Likes Received:
    2,840
    nice! good make!
     
    #3
  4. Scoob

    Scoob Rear Admiral

    Joined:
    Sep 22, 2016
    Messages:
    2,033
    Likes Received:
    3,399
    Thanks for the update. Like having Promethium as as propellant, makes sense :) Just need a hint of Blue in the muzzle flash now ;)

    Scoob.
     
    #4
  5. Ankios

    Ankios Lieutenant

    Joined:
    Jan 13, 2016
    Messages:
    24
    Likes Received:
    45
    Man, I barely had time to test much of the VII.0.0 yet and already here is the following. My week end is strating now and it'll be two Empyrion full days :p
     
    #5
    XeroTerragoth likes this.
  6. Hellion

    Hellion Commander

    Joined:
    Oct 20, 2016
    Messages:
    85
    Likes Received:
    144
    absolutely agree
     
    #6
  7. Christianholmes

    Christianholmes Captain

    Joined:
    Jul 27, 2016
    Messages:
    429
    Likes Received:
    508
    - Reduced strength of handheld drills

    GOOOOODDDD DAAAAA.....

    Seriously? It felt awesome having the drills working again. Please reverse this back or include it as a difficulty option. I don't want to spent all day drilling.


    Actual, this entire patch is crap. Are you trying to make the game into a dull grind? Grrrrr.... Stop hard coding this stuff. Just add this stuff to the dedi.yaml

    Balancing:
    - Reduced strength of handheld drills
    - Akua: Added the Ore Scanner as Escape pod starting gear on Easy and Normal setting as well as to the "Fresh Start" setting
    - Omicron:
    * Reduced the amount of ore for Iron, Silicon, Copper and Promethium
    * Removed the chance that resources spawn next to the wreckage building
    * A Xenu alien robbed the wreckage building. There’s less starting loot in it now.
    * Added the Ore Scanner as starting gear on Easy setting; also reduced Biofuel amount as starting gear on all difficulty settings on Omicron a bit
    * Increased stock of drones
     
    #7
  8. Scoob

    Scoob Rear Admiral

    Joined:
    Sep 22, 2016
    Messages:
    2,033
    Likes Received:
    3,399
    Quick FYI: the render distance of the Motion Sensor is still tiny. It was about 2 blocks (4 metres) now it's about 4 blocks (8 metres) which is better, but not great.

    The same block, when configured as a switch on the other hand is rendered at a 11 blocks (22 metre) distance, which still sees them pop-in in a rather pronounced fashion.

    From these distances it's obvious when the block pops, but the details of the block are far enough away that a lower LoD model would be just fine.

    Small Ammo boxes seem fine now - they were the same as the Switch above - and the Repair Bay model is also fine.

    If drilling speed has been reduced, can we get Terrain Clearing mode back for the T2 at least? So damn useful, but balanced by zero materials return.

    Edit: Just to confirm, those unbreakable Copper chunks I encountered in the last build now break just fine, so that appear to be fixed even with an existing issue.

    Scoob.
     
    #8
    Last edited: Sep 30, 2017
  9. amurayiwestgate

    amurayiwestgate Captain
    Staff Member

    • Developer
    Joined:
    Mar 31, 2017
    Messages:
    225
    Likes Received:
    264
    The drilling speed is still faster than the 6.x build.
     
    #9
  10. Pantera

    Pantera Rear Admiral
    Staff Member

    • Developer
    • Moderator
    Joined:
    Aug 15, 2016
    Messages:
    2,520
    Likes Received:
    1,906
    Do you mean do you need to start a new save from the previous 7.0 EXP save ?
    You shouldn't need to but some playfield changes have happened so you may want to go into the save file & delete the templates folder if there is some issues in the save & let new playfield files generate in the save game. Also make sure to blueprint your stuff so they don't get removed when doing this.
     
    #10
    amurayiwestgate likes this.
  11. Scoob

    Scoob Rear Admiral

    Joined:
    Sep 22, 2016
    Messages:
    2,033
    Likes Received:
    3,399
    Resource mining speed is still quicker than 6.x, however the current drilling speed is slower at removing terrain than the 6.x terrain clearance mode was on the T2 Drill.

    Scoob.
     
    #11
    michaelhartman89 and Mortlath like this.
  12. SilvRav

    SilvRav Moderator
    Staff Member

    • Moderator
    Joined:
    Jan 13, 2017
    Messages:
    845
    Likes Received:
    699
    Some nice changes and welcomed change to the repairs station and new stair textures!


    yip, always best to start a new game to ensure any old bugs that was fixed dont creep in due to version difference
     
    #12
  13. TechStudLV

    TechStudLV Ensign

    Joined:
    Nov 13, 2015
    Messages:
    4
    Likes Received:
    2
    The SV constructor is placeable on the ground but not on an SV. Also the color code is missing from the icon. This was in a new creative game.
    [​IMG]
     
    #13
  14. amurayiwestgate

    amurayiwestgate Captain
    Staff Member

    • Developer
    Joined:
    Mar 31, 2017
    Messages:
    225
    Likes Received:
    264
    > - Updated model for Repair Station

    Not sure about this 3D modell.
    It doesn't look like I am putting a weapon or an armor into it anywhere. It's just a terminal.
     
    #14
  15. Pantera

    Pantera Rear Admiral
    Staff Member

    • Developer
    • Moderator
    Joined:
    Aug 15, 2016
    Messages:
    2,520
    Likes Received:
    1,906
    Nanomachines ;)
     
    #15
  16. Christianholmes

    Christianholmes Captain

    Joined:
    Jul 27, 2016
    Messages:
    429
    Likes Received:
    508
    Wait, when did collision damage become a thing? I notice if I land a little too hard on my ship, both my SV and CV take a bit of damage. I don't ever recall that happening before?
     
    #16
  17. amurayiwestgate

    amurayiwestgate Captain
    Staff Member

    • Developer
    Joined:
    Mar 31, 2017
    Messages:
    225
    Likes Received:
    264
    All PvP playfields already had collision damage activated.
     
    #17
    Mortlath likes this.
  18. jmcburn

    jmcburn Captain

    Joined:
    Jan 15, 2017
    Messages:
    734
    Likes Received:
    813
    I think, starting with 6.0 they switched all SP playfields to PvP and by that they activated collision damage for them.

    /jmc
     
    #18
    XeroTerragoth likes this.
  19. banksman45

    banksman45 Rear Admiral

    Joined:
    Jun 6, 2016
    Messages:
    1,939
    Likes Received:
    3,905

    I have to admit I love the idea of Wood and concrete stairs .. Good update!!!
     
    #19
    XeroTerragoth, old_guy and Ankios like this.
  20. amurayiwestgate

    amurayiwestgate Captain
    Staff Member

    • Developer
    Joined:
    Mar 31, 2017
    Messages:
    225
    Likes Received:
    264
    I personally like collision damage ... forces me to fly more carefully.
     
    #20
Thread Status:
Not open for further replies.

Share This Page