Alpha EXPERIMENTAL 9.3

Discussion in 'Announcements' started by EleonGameStudios, Jan 25, 2019.

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  1. EleonGameStudios

    EleonGameStudios Developer
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    Update: January 29, 2019 (Build 2208): RELEASE CANDIDATE 2

    - Changed: Switched door NPC checkbox UI also to positive logic (default: checkbox not selected) > now doors and sensors look the same
    - Fixed: Spawners displayed the sensor NPC checkbox by mistake
    - Fixed: Using interactive sensor range setup may change sensor behavior
    - Fixed: After changing door / sensor NPC checkboxes they forgot the change until Control Panel has been closed and opened again
    - Fixed: Potential exploit with Trader discount

    =========

    Update: January 28, 2019 (Build 2206): RELEASE CANDIDATE


    Changes:
    - Door logic: now per default all existing doors are marked as "NPC does not open door"
    - Motion sensor and light barrier can now be configured if they should trigger with NPC's (default: don't trigger)
    - Falling SI part has now a return rate of 30% instead of 50%
    - Added new golems to more playfields
    - AI drone ship freighter : add a console command "aimanager addfreighter" or "aim af" that spawn in space an AI freighter ship
    - Terrain shader: set blending back to 3 textures

    Bug Fixes:
    - Fixed: Trader Honored Bonus does not apply when buying
    - Fixed: After the Personal drone exits a motion sensors detection area the sensor will stop responding
    - Fixed: Neodymium & copper deposits on snow playfields issue with mesh
    - Fixed: Ore scanner outline doesn't appear when HV drills or lasers are in any other slot that isn't the first one
    - Fixed: ZiraxTrader standing as it is holding a weapon
    - Fixed: Mechanoids killing own base core
    - Fixed: Reloading while holding RMB leads to weapon model displacement
    - Fixed: POIs with no faction constraint not spawning near in or other factions territories.
    - Partially fixed: Problem with Troop Transport not landing correctly
    - Fixed: Strange transition to dead model when killing Talon Trader
    - Fixed: Dark spots when using terrain stamps with splatmaps
    - Fixed: Emissive on Boarding Ramp did not work
    - Fixed: Problem with geo texture in Terrain shader
    - Fixed: PDA mission "Find answers" in "Talon Story Chapter I - Tales of the Past" was broken
    - Fixed: Fern Deco plant disappeared too early (wrong LOD)

    =========

    Update: January 27, 2019 (Build 2203)


    Changes:
    - Underground layers are now also correctly displayed in the area where filler blocks fill up terrain
    - Replaced Golem creatures with better models and updated behavior
    - Replaced Plant Monster with better model (now called: "Creepy") and updated behavior
    - Added "Creepys" to all playfields instead of PlantMonster
    - Placing a door: now per default the checkbox "NPC does not open door" is set
    - Logistic container dropdowns is now sorted by 0-9/A-Z
    - Added GameScenarioManager (Handles logic for scenario rules such as core placement/destruction)
    - Show "Internal" BPs in BP Library also in Survival Mode when in godmode

    Bug Fixes:
    - Fixed: Manual fire from turrets is possible with vessels that are turned off
    - Fixed: Offline protection activating when entering a PVP playfield.
    - Fixed: Problem that player was not in front of escape pod when exiting it on game start (escape pod did not skip over in time)
    - Fixed: Hitbar of NPC > 1 levels are not scaled properly
    - Fixed: Problem with emissive of SVRetLandingGear
    - Fixed: Black terrain when using reload playfield console cmd
    - Fixed: RadosAuxT2 on Snow planet set to Polaris faction

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

    Hi Galactic Survivalists,

    We just released the EXPERIMENTAL version of Alpha 9.3, which adds the final part of the stabilizing, optimization and bug fixing update for Alpha 9.

    Please read here for the new bug-reporting procedure: https://empyriononline.com/threads/...ort-template-requirements-known-issues.47118/

    ========

    CHANGELOG: Alpha EXPERIMENTAL 9.3.0 (Build 2200)

    Oviraptor Update:
    - Added Oviraptors to cold areas on Temperate Planets
    - Integrated new group behavior
    a) when friendly:
    - adults are traveling, young are playing around them
    - if player gets close to the group, the young do sometimes start to play around him and follow him around for a while
    b) when attacked:
    - adults attack the attacker
    - young will try to stay/hide behind the adults and they do not attacked
    - if all adults are killed, the young will run away

    Gameplay:
    - Player's volume capacity now includes that of Player Armor and equipped Boosters
    - Improved SI Debris Pickup: when the block that was placed just ago falls down because of SI, you can pick it up again
    - CTRL + SHIFT + LMB add/remove 1000 stack to/from construction queue
    - Only Spotlights are now switched on/off when pressing L in a vessel

    Optimizations:
    - Optimized terrain shader > pls let us know if you noticed a performance improvement
    - Optimized Deconstructor with instant-speed or after longer 'offline' time (e.g. DSL)

    Visuals / UI:
    - Added 'dynamic item grids' that only show enough rows for the current grid content plus one empty row if the grid is editable
    - Added more stone floor textures (Concrete Block)
    - TextureEditor now supports HeightOffset + HeightContrast
    - Moved On/Off buttons to left in Constructor UI (so they are not hanging in air)
    - Improvements to Terrain Decoration

    Updated PDA Functionality:
    - Added possibility to activate a chapter via Signals, PlayfieldEntered, PlayfieldTypeEntered, NearPoi, NearResource and NearUnit
    - Send message when PDA chapter is activated or made visible or repeatable
    - Added PDA ability to reward mission drop containers
    - Added command 'spndrp' to pda commands to spawn the drop box for a chapter or task.
    - PDA action lines in HUD update real-time in multiplayer

    Other Changes:
    - Added in game message when neither spotlights nor night vision is available and the player sits in a cockpit and presses L
    - Added additional checkbox to doors: "NPC ignores door"
    - Improved combat ability of planetary drones when a player enters their no firing area
    - Armored Golem - converted to new AI, similar behavior as before
    - Updated TOTALLY OVERPOWERED Mission (Bugfixes, POI Updates; only applicable for unvisited playfields/not yet started mission)
    - Added 'weather info' console command parameter
    - Added Connected Toolbar Message: "Cannot use item or device from connected toolbar"
    - When placing an entity spawner, the “Static” checkbox is checked per default
    - Updated EAC package
    - Removed Creative mode from Akua-Omicron scenario (was not supported anymore)
    - Console command 'detach': now ignores entity moving check

    Playfield Update:
    - Updated start planet in Akua-Omicron scenario: added Talon Defence POIs, removed HUD markers for settlements etc
    - Updated playfields: using hud distance, added defence pois, other tweaks
    - Updated POI distribution on several playfields
    - Using now white markers in playfield.yaml for all POIs that have Faction: None

    POI Update:
    - Added new stock SV Tier 4b: thanks to jrandall (https://steamcommunity.com/workshop/filedetails/?id=1622810371)
    - Added new POI: Ghyst Bunker (thanks to Frigidman)
    - Updated Tribal Bazar Wood (thanks to Kaeser)

    Fixed:
    - Fixed: Exploit via Logistic window [MP]
    - Fixed: Duplication with NPC inventory [MP]
    - Fixed: Enclosed Passenger Seats catapult players
    - Fixed: NPC troops shooting through blocks of a POI when the player is on the motorbike
    - Fixed: Targeting - Correct target selection of HV/SV vs Player, Correct aiming at SV
    - Fixed: Player on motorbike not getting hit by turrets
    - Fixed: AI NPC's do not attack vessels until the player exits the cockpit & re-enters it
    - Fixed: Connected toolbar weapons stack visually with normal toolbar
    - Fixed: Passengers can't use the Drill or Multiturret Turrets [MP]
    - Fixed: Potential savegame corruption when spawning a wrong NPC within a structure
    - Fixed: Auto thrust deactivates after a warp jump
    - Fixed: Sometimes when flying a vessel the vertical thrust can be lost
    - Fixed: Vessels can get moved when a vessel is placed in area with excavated terrain [MP]
    - Fixed: Key bind text is wrong for "Light"
    - Fixed: Preview of blocks are placed incorrectly in the selection area of the Copy & Paste tool when pasted
    - Fixed: Plants are not growing in a CV in space
    - Fixed: Base fuel goes to 0 when no one present [MP]
    - Fixed: Mouse over details for "Check Mass/Volume" was not correct
    - Fixed: Artificial Mass Blocks have no volume
    - Fixed: Spice plant in growing plots is moving when the weather changes to wind
    - Fixed: Orbit info in the sector map showing incorrect asteroids for other orbits.
    - Fixed: Orbit info for planets is incorrect after clicking on asteroid fields & trading stations in the sector map.
    - Fixed: Blueprint file size gets bigger than it should be
    - Fixed: Exception when using 'di' as a client
    - Fixed: In-game-message localization exceptions (logging the bad text)
     
    #1
    Last edited: Jan 29, 2019
    TiwBras, TK85, Sofianinho and 18 others like this.
  2. jadefalcon

    jadefalcon Captain

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    A bug I reported got fixed and I feel so accomplished!
    upload_2019-1-25_20-20-46.png
     
    #2
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  3. Frigidman

    Frigidman Rear Admiral

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    Now that this is heading out the door (pun intended?)... I'll go revist all those POI and fix their doors with this.
     
    #3
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  4. GasBandit

    GasBandit Commander

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    OH MY GOD YES
     
    #4
  5. KaneNOD

    KaneNOD Lieutenant

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    Thanks Eleon Studios for fix this problem I have found in the game! <3

    - Fixed: Duplication with NPC inventory [MP]
     
    #5
  6. downwood0

    downwood0 Commander

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    CAN I GET AN AMEN
     
    #6
  7. ravien_ff

    ravien_ff Rear Admiral

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    I might be blind but where is this active?
     
    #7
  8. FRAGaLOT

    FRAGaLOT Captain

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    I get this bug in a different way. Often when I'm in a SV attacking the turrets on a POI. When I get out of my cockpit, and then back in, the NPCs can see me and shoot though the walls of the POI.
     
    #8
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  9. FRAGaLOT

    FRAGaLOT Captain

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    It's like Eleon expects is to know what this is context of when it's apparently a new feature or something. We can't read Eleon's minds, as i have no idea what "Dynamic items Grids" are.
     
    #9
  10. ravien_ff

    ravien_ff Rear Admiral

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    I understand what they are (the item grid when you view an inventory will automatically add more item slots as more item stacks are added), but I don't see them in-game on the cargo boxes I looked at. I just wanted to make sure I wasn't missing anything.
     
    #10
  11. Robot Shark

    Robot Shark Rear Admiral

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    There is one thing I still want to see.

    replaceblocks <entityid> -alpha9
     
    #11
  12. DuLux

    DuLux Captain

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    Hi is anyone else experiencing
    Autominer doesn't appear to be depleting resources?
    I come back and my small deposits are still 100% after 3 hours of operation
     
    #12
  13. agentoscar

    agentoscar Ensign

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    The little oviraptors are soooo cute!
     
    #13
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  14. agentoscar

    agentoscar Ensign

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    We just released the EXPERIMENTAL version of Alpha 9.3, which adds the final part of the stabilizing, optimization and bug fixing update for Alpha 9.

    What do you mean by "final part" of stabilizing, optimization and bug fixing for A9?
    because it's only A9.3.
     
    #14
  15. Pantera

    Pantera Administrator
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    Are you opted into experimental ? I can no longer reproduce such a issue currently in B2200.

    If you have a use case where we can reproduce it please make a bug report here with the save game supplied for it to be looked at:
    https://empyriononline.com/forums/bugs.34/

    https://empyriononline.com/threads/...ort-template-requirements-known-issues.47118/
     
    #15
  16. Pantera

    Pantera Administrator
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    It depends on what type of deposits they are.
    Voxel deposits currently do not deplete with AMD's but SSOR deposits should.
     
    #16
  17. D00mnoodle

    D00mnoodle Lieutenant

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    Am i correct in assuming that Part II of A9 will go into development now? (if it wasn't allready). I can't wait to see what comes with that :0

    Edit:
    (See introduction of A9.0 patch notes for clarification)
     
    #17
    Last edited: Jan 26, 2019
  18. Frigidman

    Frigidman Rear Admiral

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    Where would you get that idea from?

    They are pushing updates to Alpha 9, that is all.

    Work on Alpha 10 is next once they solidify all the extreme issues in A9.
     
    #18
  19. D00mnoodle

    D00mnoodle Lieutenant

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    This is a direct quote from the A9 patch notes:

    ------------------------------
    "Hi Galactic Survivalists!

    Christmas is coming closer and so we thought it is about time to release the first Part of Alpha 9 to our community, so everyone can play and test and gift us with a lot of valuable feedback on the most recent additions, like NPC Factions and the new Logistic Menu in particular.

    Part I, you ask?

    Yes. Unlike previous major releases, Alpha 9 was split in two parts due to the very nature of the features we added: Both NPC Factions and Logistics are adding game mechanics that are completely new and have a lot of touch points with nearly every game mechanic which means we need a LOT of feedback - and we only will get that feedback, if all of our community members can access these features. On the down side, this also means that there might be a few more rough edges than usual."

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

    This is what i was talking about, part 2 of A9. Which i assume is to further put the new mechanics to use. Mainly automization (for example HV miners instantly dispossing their ores into the furnaces when you dock to a base, the furnace would then instantly smelt the ores and put it in a cargo box, that then in turn, gets used by a constructor to make AMMO that goes directly into the AMMObox of your CV). Another feature could be that your own faction could claim a terrain on the map and others have standing with you (mainly for MP)
     
    #19
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  20. Frigidman

    Frigidman Rear Admiral

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    I guess you missed the patch notes then. Part "2" has already been posted, and that is what is being refined right now with followup patches.

    https://empyriononline.com/threads/alpha-9-2-bug-fixes-and-improvements-part-ii.47085/

    Edit: Or maybe they need to stop coming up with "part 1" "part 2" etc with patch notes lol.... and just call it what it is "The Next Patch" ;)
     
    #20
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