Alpha EXPERIMENTAL 8.0 - Part I

Discussion in 'Announcements' started by EleonGameStudios, Apr 24, 2018.

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  1. EleonGameStudios

    EleonGameStudios Developer
    Staff Member

    • Developer
    Oct 20, 2014
    Likes Received:

    Hi Galactic Survivalists!

    Today, we are very excited to announce the release of the first EXPERIMENTAL version of Alpha 8!

    You’ve been patiently waiting for this day, following nearly half a dozen dev blogs and various teasers about the new features coming with Alpha 8.0. Now it is your turn to play and give us feedback! :)

    Be aware that this is still a very rough version - so expect bugs and unpolished features. We wanted to release Alpha EXP 8.0 as early as possible to get your feedback!


    CHANGELOG: Alpha Experimental 8.0.0 (Build 1591)


    Instead of detailing all the features, we just highlight the main Alpha 8 features and recommend reading the feedback threads below for more details.

    1. Larger Planets:
    Increased size from the current 8x4km (32km²) up to 64x32km (2048km²) playfields, i.e. the planets in Alpha 8 will be up to 64x larger than in Alpha 7!

    We would like to give you an idea of how big these planets are. Do you see the spire base on the other side?

    It looks quite far away - right? However, if you look at the map, it seems to be just in front of you:
    - Actual size of a planet will also be reflected in the orbit
    - Tilted planet axis so that the day/night ratio depends where you are on the planet (eg longer days and shorter nights on the northern hemisphere and vice versa on the southern hemisphere)
    - Improved outside view of the planets in the orbit

    2. Random Generation of Solar System:
    - Each time you start a new game, a new solar system is generated with a different amount of planets and POIs
    - You can control the generation process via a configuration file (number and type of planets, POIs, extension of solar system etc)
    The above screenshot shows the new 3d sector map of a random solar system

    3. Procedural Terrain Generation:
    Procedural terrain generation is back - no fixed heightmap planets anymore

    4. More Diverse Biomes:
    Realistic biome distribution based on humidity and temperature:

    By changing Temperature, Humidity and the Seed, we obtain a very varied biome distribution:

    5. Underground Layers and Voxel Mining:
    - The 'underground layers' are back. You will have the possibility to set up to 7 different consecutive layers for your planetary playfields
    - In addition, the old Voxel mining is back as well
    (depending on the resource, a playfield creator can decide whether to use the Alpha 7-style sub-surface rocks or the pre-Alpha 7 Voxel spheres)

    6. Removal of Red and Green Wall:
    We finally removed the red pole colliders and the green wall so that you can now cross the poles and you do not have to be afraid when you cross the green wall (the current version is still WIP and will be further improved during the EXP phase)
    In the above screenshot, we are in the far north (actually the sun never sets here) beyond the former red wall and we are looking north. Pre-Alpha 8, this area was blocked. If you continue in this direction you will actually cross the north pole.

    7. Updated Terrain Textures:
    We improved the visuals on a planet by replacing almost all terrain textures

    8. New Decoration Placement and Rendering System:
    We integrated a new system for the placement and rendering of the decoration objects on a planet which allows for a dense vegetation that is rendered very far with little performance impact
    9. Own Editor to Generate your Planets and Solar System:

    - We developed our own Solar System Generator (SSG) to generate your planetary terrain and whole solar system
    - The SSG editor will be distributed with the game on Steam

    The editor features a full preview for planets, orbits and the solar system

    For example, you will be able to preview the POI and resource distribution in the SSG as well as the NPC spawn points:
    Note: You will now also have the possibility to place POIs and Ore Deposits by BIOME

    10. New Suit and Survival Mechanics:

    - We tried to have a more survival-style game start by giving the player only very basic equipment
    - We integrated a very limited "Suit Constructor" (slow, can craft only very basic items like a food item, bandages etc) and a Survival Tent
    - Added new Survival Tool for basic defense, rock drilling and deconstruction
    - Sleeping in Escape Pod, Survival Tent and Beds in Single Player

    11. Improved AI Behavior:
    - More realistic behavior of the ground AI (vision sensor, noise system, alert level, fear sensor)

    - Added AI bomber drone (it is part of the AI drone waves > currently used on Desert planet)
    - New controller for AI Planet Vessel - it now more like a large and heavy ship
    - New controller for space drones

    12. Repair-to-Template:
    Restore your ship to a previously saved Repair Template (feature is still WIP and will be refined during EXP)

    13. New Status Effects / Diseases:
    Fully revamped Status Effects, medicals and diseases mechanic

    14. New Food and Food-item Drop System:
    Fully revamped Food templates and Ingredients drop mechanic

    15. Updated Models and Consistent Texturing of Old Models
    We updated the textures on almost all 3d models to a new unified coloring and metallic workflow in order to have a more consistent look. In addition, we replaced some models such as the thrusters for CV. Here is the M Thruster CV:

    ... and as a teaser, here is a preview of the XL Thruster CV:

    ....and much more. For the full changelog, see below.

    When you play Alpha 8.0 the first time, please note that it is now a quite DIFFERENT experience in many game-start related aspects, compared to version 7.6! The distances are bigger, the drops are different, the mechanics got changed, new possibilities added and a lot of stuff got moved around.

    This is also relevant for all our server owners and scenario builders: the changes to the planets resulted in a new file structure and a few new definitions, so that most of the playfields you have set up and are using right now, might not work with Alpha 8.0 without making the necessary changes. Please check the SSG Documentation for more details!

    Said that, as always with an EXP version, we do NOT recommend to start building scenarios or playfields based on the new version right away, but possibly wait until Phase 2 or 3 when most initial feedback changes might have been integrated. If you want to set up a new savegame for your server for the duration of EXP, we strongly recommend using the Default MP scenarios - as this would also help us to get the maximum feedback out of the new settings.

    As a PLAYER, we absolutely RECOMMEND to first read through ALL of the feedback threads posted below to get yourself up to date on the new and changed game mechanics BEFORE starting any new game!

    This is true for the new game start in particular, as, due to all the changes on planets, playfields and features, we are basically back at the drawing board in terms of game start balance. Alpha 8.0 is literally throwing a lot (not all!) of the old methods, that worked the same and were never really changed since approx version 2.0 (or even v1.0) and a few things you might have gotten accustomed to, in terms of what happens when and what you get for game start, out of the window in favor of the game now living up to the "Survival" tag in its name a little bit more again.

    Changing the game start and trying to give it a improved "Survival Experience" in that early game stage actually IS intentional!

    Said that, this will possibly make or let some game elements feel harder in this first Experimental version, until they are fully balanced out and all new features are polished again!

    We will do this together in the coming weeks of Empyrion Alpha 8.0 Experimental and, as always, iterate on your feedback for the upcoming 8.x updates!

    Both, as a player, creator or server owner, please keep the aforementioned in mind when playing AND while giving feedback. :)

    Thanks in advance for your dedicated help, improving Empyrion Galactic Survival! :)

    Let’s roll!
    Empyrion Dev Team

    P.S. Please note that we do not support DX9 anymore with the release of Alpha EXP 8. However, we will leave the last Alpha 7.6 on a separate Steam branch when we officially release Alpha 8.

    P.P.S If you are using a custom config.yaml, we recommend removing it before you start Alpha EXP 8.0

    Bug Reporting:
    Gameplay Issues:
    Solar System Generator Issues:


    Main Features and Feedback Threads:

    Alpha 8.0 EXP: New Planets

    Alpha 8.0 EXP: Solar System Generator - Doku & Feedback

    Alpha 8.0 EXP: AI Behavior

    Alpha 8.0 EXP: Repair Template & Repair-to-Template

    Alpha 8.0 EXP: Suit- and Survival Mechanics

    Alpha 8.0 EXP: New food and food-item drop system

    Alpha 8.0 EXP: New Status Effects / Diseases
    Last edited: Apr 24, 2018
    Robin, Isenrul, Matt and 40 others like this.
  2. EleonGameStudios

    EleonGameStudios Developer
    Staff Member

    • Developer
    Oct 20, 2014
    Likes Received:

    New Planets & Playfields:

    - Removed Green and Red curtains. Poles are now freely accessible, but you cannot build there.
    - Extended warning ranges for out of orbital playfield warning: SP - 50km, MP - 100km.
    - Increased SV speed on planets from 40m/s to 50m/s
    - Added a list of new planet names (thanks to everyone who contributed)
    - Activated voxel underground resources again: if no distribution type is specified in playfield.yaml, the Voxel resources are used > see starter planet: Iron, Copper, Silicon (Voxel), Promethium (Underground Rock; SSOR like in 7.x). Creators can choose per playfield how they want the resources to appear: Voxel or SSOR
    - Added and updated underground layers to all planets + added comments on how to use UndergroundLayers in ExamplePlanet yaml
    - Added specific rock resource stones on the terrain for all resources (except Pentaxid since we already have harvestable crystals)
    - Balanced hitpoints of different underground materials: stone, dirt, sand, snow. Now speed of drilling depends on where you drill
    - CrushedStone is now only dropped for stone terrain textures
    - POI and Resource Deposits can now be spawned by biome
    - Added Planet rotation axis: now you can have eg longer days on northern hemisphere etc
    - Spawn near values (for POI and resource spawning) are now [ min, max ] ranges
    - Added "START" as a name for SpawnPOIAvoid and SpawnPOINear
    - Integrated "NullPOI" as a virtual POI group to spawn in the Starter Biome
    - Old Playfields moved to “LegacyPlayfields"

    AI Improvements:
    - Added new AI behavior for Animals (Details to be found in feedback thread links above)
    - New spawning system for planet life - animals, replaced biome spawner
    - Animals slow down in curves and have max rotation speed
    - Added AI Bomber Drone
    - AI planet vessel : patrol altitude, patrol radius and patrol center of the yaml file now correctly taken into account.
    - AI Planet Vessel : adaptation of all the yaml config files to a slightly new format for the planet vessel configuration.
    - Allow to have drones without having a base (physical presence of the base is not required)
    - Improved flying behavior of Planet Vessel

    Main Gamestart Changes & Gameplay Additions:
    - Added Suit Constructor (Details to be found in feedback thread linked above)
    - Added new Templates for Food and Medical items (Details to be found in feedback thread linked above)
    - Survival Constructor can now be crafted directly from ores (Techtree: Level 3)
    - Changed Status Effects (Details to be found in feedback thread linked above)
    - Added Repair-2-Template (Details to be found in feedback thread linked above)
    - Added Sleeping to Escape Pod, Tent and all Beds (Details to be found in feedback thread linked above)
    - For now, only Temperate as starter planet (until other starter planets are introduced)
    - Added possibility to reprocess some ore types from CrushedStone
    - Stamina regeneration now consumes food points, and when hungry you regain stamina slower
    > to fill up 500 of stamina points, 20 units from food bar will be consumed
    > at 30% food level, stamina will regenerate with half speed
    - MP Marketplace: remove limitations for trading between players (e.g. tech tree unlock restrictions)
    - Food Processor stops perish timer (Power demand increased; Idle Energy added)
    - Emergency O2 Generator now generates oxygen and water alternating
    - Added MushroomBellBrown as player growable plant
    - Added Cobra Leaves as player growable plant
    - Added On/Off switch to more devices (Generators, Fridges,..)

    Signaling / Sensors:
    - Devices can now send and receive signals in parallel
    - Following sensors can now be powered on or off: Lever, Light Barrier, Motion Sensor and Trigger Plate - they will not report detections when off
    - Implemented signal loop detection so that no endless loop can block the game
    - Doors that are configured to use an external signal don't use the integrated proximity sensor (avoids unexpected behavior)
    - Lever activation text shows the transmitted signal name in Creative mode or when player has God mode active
    - Sensors now only trigger for owner
    - Added code unlock for sensors

    Other Gameplay Changes & Additions:
    - Creative tools: added the possibility to lock a texture + color > use via N-menu: this feature will greatly facilitate building
    - Added Tier 1 solar panels (large solar panels are now only craftable in Large Constructor) + tweaked output of panels
    - New controller for CV. The rotation and the displacement are more accurate now
    - Added Captain's Chair
    - Updated Commanding Officer female model
    - Updated models for sentry guns, cargo containers, medic station and several others
    - Added new weapons for alien POIs (placeholder models and no preview pics yet): TurretEnemyRocket and TurretEnemyArtillery
    - Added Radar Station POI (thanks to Ramachandra)
    - Added new Wreckage POIs for new game start (thanks to all members of the Builders League)
    - Added "Farming" group button to Food Processor
    - Added “Medical” tab to Survival Constructor
    - Added OP Shield and Repair Bay + Console to Equipment group
    - Added category farming to all sprouts and nutrient solution for FP
    - Added Forcefield Emitter into a own group in CP
    - Added control to toggle running for controller. Can now click in the left stick while moving to run (run toggle will deactivate when you stop moving, consistent with common FPS behavior).
    - Added Light Armored Suit to Survival Constructor (Can be used in conjunction with a basic HV or small base; both versions of the Armor Locker are buildable with Survival Constructor.)
    - Increased Production Time for Light Armor Suit
    - Increased unlock level of Light Armored Suit to 5
    - Set Armor Locker (BA/CV) to level 5 to match SuitLevel and SV/HV ArmorLocker level.
    - Added NPC crew blocks to separate groups in Control Panel
    - Added old ATM block to equipment CP group
    - BioFuel: now needs 10 Fiber
    - Constructors: removal of templates from the construction queue is now also possible in first slot when power is on (except the last item that is currently crafting)

    - Added Console shortcuts which are configurable and also work when the console window is closed (console will open automatically when a shortcut is pressed). Up to 5 commands can be assigned to each of the 4 shortcuts. Use a new line for each command.
    - Added new console command 'wait' specific to shortcuts, so pauses can be inserted between commands in a shortcut.
    - Added console command 'ag' to switch on/off AG areas
    - Added console cmd 'loadplayfield' console command
    - Added console cmd ‘deco wip’ to open a window with addition shadow / screen effects
    - Console command 'playfield' forces now a complete rebuild of the current playfield (not including POI and ores, just Terrain)
    - Added console cmd "StatusEffects" and "StatusEffectsRemove" to trigger/remove status effects
    - Console window incl. shortcuts are now available everywhere
    - Console and main menu windows can now be closed with the ESC key

    - Added mute button for chat
    - Changed: Auto-Promote player to faction leader/admin if last leader/admin leaves faction > now take highest ranked member
    - Dedicated server will not accept new player logins within the last minute of a scheduled shutdown
    - Improved: When player changes EAC setting in Options, on return to Main menu the game will ask to restart for the new setting to take effect
    - Adjusted disconnect message slightly to match standard of outputting player names

    Updated Anti-Grief Zone System:
    - Added new feature to AGZ System
    - You can repair your vessel inside an enemy AGZ but NOT build or dismantle your own structure (yet)
    - The “ag” console command will show you the blue spheres (Claims) around a base
    - AG zones cannot overlap, thus you cannot “claim” the area of someone else by placing a base next to him. You’ll just reduce your own area.
    - AG zones can now be set to any range in the dedicated.yaml (Not limited anymore)
    - You can't damage the terrain of an enemy in any way now

    PDA Update:
    - PDA chapter now has the optional "ActivateChapterOnSkip: <chapter-title>" parameter to offer to play another chapter if the player skips the currently offered one > not yet used in current PDA
    - PDA Briefing window is now opened with a short delay (to give a new player a few seconds to enjoy the scenery)
    - Chapters can now have "RewardsOnSkip" which gives player items when he skips the chapter, chapter will then be removed from chapter list
    - Autostart-Chapter now starts no earlier than player clicked on "Let's Go" in PDA Briefing window
    - Added PDA.yaml parameter "VisibleOnStartPlayfieldTypes" to work with SSG method
    - Changed: Completed but re-activatable chapters are colored different from not reactivatable chapters
    - Fixed PDA: Active and inactive chapters have same text color
    - Removed the “last open“ mechanism in favor of “open log if mission is active“ if pda is opened (Open pda with an active mission > show pda log page)
    - Briefing-intro screen now shown on each chapter start when chapter has a preamble text
    - PDA log data is now only stored on client side
    - Allow chapters to be configured to be executed more than once with a delay in between

    New Configs and Setting Changes:
    - Added example gameoptions.yaml with comments. Gameoptions.yaml can contain multiple datasets for different game setups (yaml files with old format will be ignored)
    - Removed not needed parameters from dedicated.yaml
    - Add device parameter "EnergyInIdle" to allow overriding hard-coded calculation (Usable for Constructors, Food Processor and Thrusters)
    - Noise system: you can now adapt the noise level per weapon in Config.ecf
    - Implemented crafting of free items (eg. Survival Tool)
    - Added difficulty settings to gameoptions so that server admins see how to use

    UI & Control:
    - Added partial Controller Support (WIP)
    - Better visuals and ordering of stats for all devices
    - Displaying now Unlock Cost + Level in Block Info
    - Added Damage Info (for now only for Rock Mining)
    - Added first version of new 3d sector map (WIP)
    - Show Locked Templates in Constructor after all others
    - Added Interior Suit Stats to Player Window

    Visuals and Sound:
    - Updated almost all terrain textures
    - Improved Plant-Orbit transition (will be further improved during the EXP phase)
    - New drilling sounds for sand, dirt and snow
    - More accurate grass removal when drilling
    - Stronger emissive on Spider01 eyes
    - Added new Switches for Control Panel
    - Shadows are now less dark
    - Added highlight to Indicators in Main Menu window buttons when hovered
    - Added particle effect when destroying small rocks
    - Do not display Reload Time for weapons with unlimited ammo
    - Updated several models to new unified coloring and metallic workflow
    - Replaced alphanumeric decals with classic sci-fi font.
    - Added EvilWhispering sound for POIs (thanks to Alex)

    Technical Changes, Additions and Optimizations:
    - Drilling optimization: less network traffic
    - Memory optimization when shooting with weapon groups in a ship
    - Improved decorations + performance
    - Added "Tree Quality" settings to Video Options

    Updated Terrain Editor ("te"):
    - Added grouping of textures and larger texture preview
    - Added Normal Strength and Smoothness sliders
    - Added "Resample" slider to removed patterns on terrain
    - Added "Dominant Layer" checkbox to Terrain Editor Window (when drilling this texture will be shown > see rock texture in grasslands where it is a little bit bumpy)
    - Removed "Replace ID" input in Terrain Editor since it is now handled via UndergroundLayers in the yaml
    - Added debug checkmark to show texture distribution
    - Added Main and Secondary Texture Selection Window
    - Values now update immediately when input
    - Less change per tick of the scroll wheel

    Updated Empyrion Admin Helper (Patch notes -
    - Added: A8.0 Dedicated.yaml changes
    - Added: A8.0 Items/Player...
    - Added: A8.0 Bigger planets
    - Added: A8.0 New restart/stop function
    - Added: First implementations for Event Manager (not visible yet)
    - Added: Origin: Add/Edit Origins
    - Added: Player/Faction/Playfield: Show origin name
    - Added: Player: Enemy kills (check of alliance)
    - Added: Player list: Steam profile
    - Added: Playfield: Block limits
    - Added: Playfield: Import/Export function to take over settings for game after wipe
    - Added: Playfield: Global structure limit: Base value
    - Added: Playfield: Limit per faction member
    - Added: CB:GoHome
    - Added: Structure: Load from backup: Prevent crash when DB file format changed
    - Added: Timetable: Delete old instances
    - Added: Structure limit: Faction: Consider amount of player in faction
    - Added: Structure limit sin: Column allowed
    - Added: Config: Faction member calculation in minutes
    - Added: Config AM: Cost per withdrawal
    - Added: Config: Protect World.dat from wipe
    - Added: Config: Chat/Chatbot Activate CB:GoHome
    - Added: Config: New Version Alpha 8
    - Added: Dev Logs: Included new Crash folder
    - Removed: Class warnings from logs
    - Fixed: CB:Wipe/NextWipe: Add 5 minutes to the tool output in chat
    - Fixed: CSW structure belonging to wrong faction
    - Fixed: Load from backup: Coordinate text wrong
    - Fixed: Local Slave: Timetable/Config empty
    - Fixed: Structure backup size warning
    - Fixed: Global structure limit bug mix up
    - Fixed: Fresh start player missing data
    - Fixed: Lite Chatbot message to log out
    - Fixed: Faction list: No scrollbar
    - Fixed: Area Calculator

    Bug Fixes:
    - Fixed: Weapon shaking and shadow flickering when far out in space
    - Fixed: Infinite pickup bug when harvesting plants
    - Fixed: Constructor / Food Processor idle energy is calculated differently in bases and ships
    - Fixed: Motorbike camera glitching when riding around.
    - Fixed: PDA NearUnit check: now only temporary unit marker removals are reported as game event and action processing only accepts unit name but not POI group name
    - Fixed: The clouds on a planet when in orbit disappear when the planet is in a corner of the screen
    - Fixed: When completing a PDA mission in a cockpit of a vessel the reward is put into the vessel hotbar & lost
    - Fixed: Item Dupe exploit in the food processor MP
    - Fixed: SV\HV Miniguns can damage device\mobs through block in certain use cases
    - Fixed: Mixed turret and thruster states not preserved after restarting the game
    - Fixed: Planet Vessel heads straight to the wreckage POI when it starts its patrol.
    - Fixed: Resource asteroids when coming down can go through terrain.
    - Fixed: Symmetry plane location needs to be reset after disabling & reenabling the plane.
    - Fixed: Symmetry plane location needs to be reset after changing the color of a light.
    - Fixed: Adding devices to groups in the CP the next device in the 'Ungrouped’ group is skipped
    - Fixed: Error when switching quality settings
    - Fixed: Signal is not maintained when copy & pasting a selection with a signal in it
    - Fixed: Sometimes lights won't turn off after the signals setup to have been triggered (MP)
    - Fixed: Backpack container empty when you die in MP
    - Fixed: PDA '-Signals' are not saved in Blueprint when used as logic circuit inputs
    - Fixed: PDA menu not always displayed the Autostart chapter
    - Fixed: Exhaust particle effect showing always on motorbike
    - Fixed: Problem that different status effects with the same impact (eg Bandages, Medikit) did not show separately
    - Fixed: Inconsistency in small and capital letters for Constructor GUI
    - Fixed: Planet reentry particle effect texture missing sometimes
    - Fixed: Random POI placing's SpawnNear and SpawnAvoid rules
    - Fixed: Add to Group / Add To Last Group does not work
    - Fixed: PDA: Double click on chapter activates / deactivates it regardless of permissions
    - Fixed: 'Consumption' & 'Hitpoint' values do not appear in the Italian language when looking at devices.
    - Fixed: Exception after placing a motion sensor after removing a light barrier
    - Fixed: Client freeze if a player is in the sensor detection area edit mode and loses connection to (or is being kicked from) the server
    - Fixed: Signaling detection bug in the power-switchable sensors
    - Fixed: OP exceed the max count by mirroring or selection tools
    - Fixed: Using internal parameters in the Config.ecf still works
    - Fixed: Hotbar re-appears in scope when zooming in
    - Fixed: Missing localization in SC for map and faction access
    - Fixed: Planet vessel don't move when spawned with console command "aimanager addvessel"
    - Fixed: Duplicate PDA log messages if resuming a game with an active message
  3. Hicks42

    Hicks42 Rear Admiral

    Dec 4, 2016
    Likes Received:
    *Disappears into the wilderness*
  4. michaelhartman89

    michaelhartman89 Rear Admiral

    Oct 2, 2016
    Likes Received:
  5. michaelhartman89

    michaelhartman89 Rear Admiral

    Oct 2, 2016
    Likes Received:
  6. ☣.C.H.U.D.☣

    ☣.C.H.U.D.☣ Captain

    Sep 18, 2015
    Likes Received:
    HYPE TRAIN!!!!!
    Aeri, Slimer, texas_tornado and 2 others like this.
  7. Chris98

    Chris98 Ensign

    Apr 1, 2017
    Likes Received:
    Finally! Thank you so much for this awesome work < 3
    Slimer likes this.
  8. Phocian

    Phocian Ensign

    Aug 11, 2015
    Likes Received:
    Looks amazing
  9. elmo

    elmo Captain

    Sep 26, 2017
    Likes Received:
    Yes we have 8, now guys when do we get 9 ( lol only joking). Just been having a read, will go and make dinner then start new game. A big Thank You to the guys at Eleon for all the changes, You guys are amazing and I'm sure all this will keep me busy for another 3000 hours..
  10. Cleff

    Cleff Captain

    Mar 23, 2017
    Likes Received:
    Oh my....
  11. TiwBras

    TiwBras Commander

    Aug 27, 2016
    Likes Received:
    yep this is a huge changes... can't wait to stream this news s2
  12. Booyaah

    Booyaah Captain

    Sep 6, 2015
    Likes Received:
    Can you allow drones to shoot straight upwards in all directions? Maybe add a top mounted gun on a ball swivel. Currently you can hover above them and they will just sit there and do nothing.

    Also adding 'Advanced' Rocket Drones with homing rockets would be a nice challenge...dodging rocket/plasma fire from the current drones in an SV or HV is way too easy right now.
  13. bk1guy

    bk1guy Commander

    Feb 3, 2016
    Likes Received:
    YES!!!!! :-D
  14. Runeshadow

    Runeshadow Captain

    Dec 25, 2015
    Likes Received:
    Congratulations on reaching alpha 8! Wow almost 1600 builds of the game. Amazing!! And my pet peeve bug is fixed: resetting the symmetry plane. Thank you!
    spacefarmer likes this.
  15. DragonHalo99

    DragonHalo99 Commander

    Jan 26, 2016
    Likes Received:
    Woot now off to NJ for my next load.
  16. huntercrom

    huntercrom Lieutenant

    Feb 26, 2016
    Likes Received:
    GREAT STUFF! To bad I'm stuck at work for another 5 hours.. <cough-cough-cough> looking forward to testing this when I get home tonight.
    spacefarmer and texas_tornado like this.
  17. TK85

    TK85 Captain

    Jan 26, 2016
    Likes Received:
    How much joy!

    How much happiness!
  18. Space Beagle

    Space Beagle Captain

    Oct 9, 2016
    Likes Received:
    Ok, lets start those engines!

    @Hummel-o-War why didn't you guys put 'experimental' next to the alpha & build numbers like we had during Alpha 6 ???
    That way things are clear for every type of player when they are in on experimental builds!
    (I would actually like that every experimental build have that note)
    Valorel1982 and WolfEyes like this.
  19. Silver

    Silver Ensign

    Oct 31, 2017
    Likes Received:
    let me tell you something that you may already know ... you guys are Amazing .. and with this kind of Fidelity at your work your game will surpass any other game in same category easily.
    looking forword to see how this game will grow up.
    you have my full support ... your big fan now and forever .
    best wishes for you all <3
    banksman45 and spacefarmer like this.
  20. Myrmidon

    Myrmidon Rear Admiral

    Mar 26, 2016
    Likes Received:
    I faint....and download.
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