v1.2.X Patches

Discussion in 'Patch Notes' started by Pantera, Oct 8, 2020.

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  1. byo13

    byo13 Captain

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    Created a saved game with the same seed and moved stuff from the old save to the new.
    Had to copy folders "Players", "Sectors", Playfields" and "Shared".
    Also transfered data from the database tables in "global.db" resetting all columns related to ticks with a starting time.

    Date is looking good so far and no "cannot add ticks to date" error. Let's see how it goes this time.

    upload_2020-10-18_16-37-36.png

    Thanks, guys. ;-)
     
    #41
  2. Amethyst613

    Amethyst613 Lieutenant

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    Fixes:
    - Fixed "Spawn at Home base" not working in MP if player died in a different playfield
    Sweet!
    - Fixed: Set Home / Respawn at own structures does not work
    I believe you mentioned that already

    - Asteroids Rings
    Neat, not sure how that made it to the top of the priority list but okay. Looks cool!

    - MP: structure updates are now sent every 3s instead of only 5s to show f.e. shield update state in MP faster
    Cool! Wasn't a massive problem, but allows for more optimized playstyle. I like it.

    - GrassV2
    I turn grass down for maximum visiblity in pvp areas. Maybe there should be a mechanism where low-res grass can prevent player rendering to prevent low-res advantage in PVP? Just a thought, but anyone playing for PVP usually plays min graphics anyway.

    - Added option to disallow spawn nearby in PvP
    Neat option

    - Land predator "Otyugh" improved behavior. Added: fireball and flame breath as attack options
    Variety is the spice of life! NPC's having more options and doing different things makes NPCs feel less stale. Cool!

    - Add INFO button + popup to constructor, furnace and deconstructor UI's
    Info for connecting to cargo is sorely needed. It's easily the number one most-asked question form new players by far. It nearly always occurs first when a player is trying to set down a large constructor with mass and volume turned on. No one is painstakingly mousing over every single control to see what button is the right one. I'd suggest that the first time a player tries to move something too heavy into their inventory, it starts a 'mission' to open logistics, prompts to the 'plug' icon for connecting, then prompts to the connected yellow toolbar. This could even be done without text, or with minimal text. One opening popup to "open logistics," then a simple halo around the plug, then a halo around the first blank space on the connected toolbar. That should be enough for 90% of players to figure out, and is how a lot of mmo's teach simplified moveset rotations. I think that'd be a good UI tweak to clarify one of the most common hiccoughs new players have while playing with mass/volume enabled.

    - Console command 'prefabinfo': Added: description for two parameters
    very cool, great command for checking if bp's are valid for mp.

    - Added: Structure Attack and Defense values to allow assessing / comparing different structures in regard of combat strength
    Saw, not sure how they pan out yet. Cool idea though.

    - Added: +PlayfieldDOKU folder to playfields and Added: Playfield Ambient Sound and Soundtrack files there.
    Woo! custom dubstep background music here we goooo!

    - Creative mode: default-deactivated CPU (CPU and m/v can be activated via console > use 'help gopt' for more info)
    ... k

    - Internal optimization: normal data for planets is now saved in cache folder instead recreated every time on load
    Cool! So does that mean planets with a couple hundred bases on them and terrain modifications won't take a good few minutes to render now? If so, that's great. Does it create LoD models too?

    - Updated Main Localization
    I will be mercilessly mocking any ridiculous English I find :p

    - Partially updated Localization of Default Scenario (PDA and Dialogues)
    - Partially updated Localization of Tutorial (PDA); Note: Empyriopedia has been removed from Tutorial PDA until updated/restructured
    Good, there were some prime examples of (see last item) lol

    - Added randomized dialogue quotes to walking civilians and guards in the polaris planetary trading station (Starter planet) as a first test
    Cool
    - Added back old Empyriopedia to Tutorial scenario
    Wait what? What version is it now? Who's proofreading this list?
    See > all the questions about what's current
    Disregard > snarky users going 'lol ur blind!' cuz they obviously aren't reading this

    - DB: added index for discovered POIs to speed up query
    - DB: added index for entities to speed up query

    Fixes:

    - Fixed: Vegetation showing in POIs
    Still getting rocks showing up though.

    - Fixed: [MP] AI Turrets sometimes continue to shoot at dead NPC's that are not rendered
    The overkill was funny, and fitting for some of the bloodthirsty aliens :p

    - Fixed: Slow / bugged terrain rendering around POIs in MP
    - Fixed: Ultra Rare Alien Containers sometimes do not have loot
    I may just suck at collecting loot from infectors.... I went through 50 and got loot from 5. A buddy went with me for 30 more... and got 28. Only hours apart and old version. If it was a bug, then lol. Otherwise, was this actually happening?

    - Fixed: Vessels can get stuck inside other vessels when the parent vessels "rolls" after undocking
    We'll see about that

    - Fixed: Ammo missing message displaying when ammo type is available in the ammo box
    This seemed to occur (and still does afaik) when the ammo from one container is exhausted, but there is more ammo in another controller. Ammo from two boxes being loaded into one weapons makes the game unhappy it seems. However manually reloading the weapons seems to fix this, or exhasuting all available ammo int he first container. This does tend to have some short-loads which means and extra reload time, but not the end of the world. Separating ammo types into their own dedicated ammo controllers seems to avoid this problem altogether.

    - Fixed: Drones randomly spawning in 1 location
    lol 'What are they doing!?!?'
    picnic!

    - Fixed: StationServices take money from player although repair area blocked / no repair happened
    This got fixed a long while ago. I remember having it happen and losing 500k credits on my first go as I was too close to the station. By the next day it seemed that was fixed!

    - Fixed: Planet patrol vessels will not respawn
    Now do asteroids

    - Fixed: Exiting a planet or moon's atmosphere into space will result in you being kicked backwards back into the planet
    That was an annoying one. Didn't happen a lot, but good to see that's fixed.

    - Fixed: Auto level for players & vessels when within 6.25km of a planet is not the same
    Seemed to be aligning to the nadir instead of the ecliptic. Ecliptic is better good change

    - Fixed: rolling prevents (shield) damage
    It damage could still be forced in pvp, but good. CV speed cap and/or weapon range needs to be looked at too.

    - Fixed: prefabinfo does not find blueprints in Stock folder
    you mentioned this

    - Fixed: Stopped AI Vessels can continue to move if the player moves far away
    Were they not supposed to???

    - Fixed: Players with to high ping dont get kicked (=> on client side there is now a popup shown if the ping is 10s higher than the limit)
    *too

    - Fixed: Respawning at the tent will kill the player
    Sitting in a cockpit on the edge of an atmosphere is an instakill as well.

    - Fixed: AI patrols vessels can continue to rotate & turn at the location they were stopped
    Were they not supposed to? Also another double.

    - Fixed: Some AI patrols vessels can continue to rotate & turn at the location they were stopped
    Threepeat

    Known:
    HV's in space can raise or lower their height when over a structure
    ...... Are they not supposed to?
    HV's in space can get launched when entering a gravity gen's field
    :( No HV cannons then. Was working on an orbital cannon that launched HV tanks as ammo into an atmo :p Closest thing to an orbital bombardment we've got
     
    #42
  3. Amethyst613

    Amethyst613 Lieutenant

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    This is an awful solution. You don't want to be randomly teleported a few hundred metres in a firefight. I've been in an SV CV battle where the SV would clip right through the CV and there would be short hundred metre jumps. It felt like broken ****** and was awful.

    Locking the ship is also ******.

    I like the bouncing ship idea.
     
    #43
  4. Amethyst613

    Amethyst613 Lieutenant

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    LMFAO
     
    #44
  5. Amethyst613

    Amethyst613 Lieutenant

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    It wouldn't. ID of a construct specificies the instance of a blueprint, not all of one type of blueprint. So if you have multiple copies of the same blueprint spawned, they would all have different ID #'s
     
    #45
  6. Khazul

    Khazul Rear Admiral

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    I dont get you are talking about with instances, multiple copies spawn etc.

    When you create a blueprint sand save it (lets say as "Base (BA)"), it gets a name which is also the folder name. When you publish it, the the folder gets renamed to append _<workshpi id number>, so the folder will now be something like "Base (BA)__1234567890".

    It would be useful if prefabinfo command would match prefabinfo 'Base (BA)' with 'Base (BA)__*' as well because current if you type the displayed name, it wont find it (because of the appended workshop ID) as I guess it matches against the folder name and not the blueprint name.
     
    #46
  7. Track Driver

    Track Driver Rear Admiral

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    We, who complain about the crosshair, must be be such a minor faction. I don't know why something so basic to gameplay would get so little attention other than not enough people care about it. It can't be that difficult to fix. I hate to piss and moan about it. but I will continue until someone addresses the situation . Fix it or explain why not!
     
    #47
  8. Amethyst613

    Amethyst613 Lieutenant

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    Ah, i mistook the workshop ID for the construct ID in playfield. Completely wrong thing
     
    #48
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  9. Spoon

    Spoon Captain

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    It was mentioned quite a few times in the "Three things you absolutely DISLIKE about Empyrion" thread. Me mentioning it a few times in post #3.
    I feel sorry for the person who is colourblind and cant even see the crosshair when it's red.
    They say they are working on it but I'm not holding my breath for when/if they fix it.
     
    #49
  10. Obcy

    Obcy Commander

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    Crosshair my a**. What about transparent, clear windows? Creating custom cockpits is pointless if You can not see through? Windows are dark and frames take like 6th part of a window. Dear Devs can You please do something? I have been begging for it since Alpha 9.
     
    #50
  11. Neurosol

    Neurosol Lieutenant

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    I read some people complains about a crosshair...
    After watching some screen of empyrion, i say to myself that you can reach each dot in the stars. No game made this before. It is incredible that a game made by a dozen of people have already done. Just wanted to say "thank you" one more time to the devs.
     
    #51
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  12. It's not "complaining" about the crosshair. It's feedback......

    The devs changed the crosshair a while back now. When they changed it they specifically asked us for our feedback on the new crosshair.
    As a community we nearly unanimously agreed that the new crosshair is terrible and is much worse than the crosshair we had before, so many of us provided that feedback to the developers as they wanted us to.
    They took that feedback and did absolutely NOTHING with it. So yes, we continue to provide feedback just hoping they will listen to us (like they wanted).

    The old plain white crosshair was invisible in probably 30ish% of the cases.
    The devs then changed it to the crosshair we have now, which is now probably invisible in 60+% of cases.

    From the feedback we actually saw, and we saw feedback from a LOT of people at the time, it was pretty clear that the new crosshair is much worse than what we had before.
    We left them valuable feedback on it before it even left the experimental phase (which means they had time to fix it BEFORE releasing it to the general public) and the devs did absolutely nothing at all with that feedback. They kept the worse crosshair and didn't use any of our suggestions to fix it at all (of which there were some really great suggestions).

    So it doesn't matter if you call it complaining or if you call it feedback. Either way it is necessary.
     
    #52
  13. Track Driver

    Track Driver Rear Admiral

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    The stars are great! Eleon has made a beautiful game that has had me addicted since January of 2016. With nearly 6800 hours in game, I would say I've given them "some time".
    I was in the process of responding when yours popped up. I think you said it better. I was just gonna piss and moan some more.

    So, Thank You.
     
    #53
  14. Pantera

    Pantera Administrator Staff Member

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    OP Updated

    Hotfix 2020-10-20 v1.2.1 (Build 3134)

    Changes:
    - Removed template of Flamethrower fuel as it is not intended to be craftable

    Fixes:
    - Fixed: BlockDestroyed Check do not work properly anymore (won't fix existing savegames)
    - Fixed: O2 tanks missed texture after SI collapse
    - Fixed: Oxygen doesn't fill the back side of force field
    - Fixed: Center of Mass shifted from center
    - Fixed: When a HV enters a gravity gen field it can be launched up away from the structure
    - Fix for exploit that you could open the CP on junk structures that had no core by clicking the "Statistics" button in the Registry
    - Possible fix for client crashes if the colliders of two big ships overlapped
     
    #54
  15. Vermillion

    Vermillion Rear Admiral

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    After the latest update, i've been seeing a few complaints of ships behaving weirdly.
    Ships dropping out of the sky, stopping in mid-air, being unable to roll, etc...
     
    #55
  16. Robot Shark

    Robot Shark Rear Admiral

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    Could this be expanded so that drones do not target docked vessels?
    Then again, I think players may exploit that. (Docked HV/SV "shell" around the main vessel).
     
    #56
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  17. Khazul

    Khazul Rear Admiral

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    There is a scifi novel I have read that had the concept of heavy armor drones that could relocate around their parent vessel and re-attach where most needed, for eg where armor has been damaged, or to boost front armor or whatever...

    Exploit or tactical engineering?

    Also there is a difference between not targetting and not shooting through... Not targetting will probably cause more destruction is shoot through is allowed (as it should be).

    Still doesnt change that docked shields should be protected by the parent vessel shield.
     
    #57
    Last edited: Oct 24, 2020
  18. ozzmae

    ozzmae Ensign

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    If you're going to make the backside of forcefields allow air through, could you please make corner forcefields! Thanks
     
    #58
  19. Neurosol

    Neurosol Lieutenant

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    - Fixed: Oxygen doesn't fill the back side of force field

    It seems it does not work properly... ventilator is active, but ship is not airtight anymore.
     
    #59
  20. Germanicus

    Germanicus Rear Admiral

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    OR it is airtight and your Vessel lacks the amount of O2/O2-Tanks necessary to fill it....;)

    Did you use the N-Key to show Airtight Blocks?
     
    #60
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