Empyrion - Galactic Survival

Empyrion - Galactic Survival

Тема закрыта
Experimental Changelog
found also on Official Site[empyriononline.com] or in the forum[empyriononline.com]

Bug Reports

Further Updates will be posted as comments. Thanks to those, who help post updates :)

Please open a new the thread about features, problems or concerns you may have with certain updates. Let us keep a focus of release notes in this thread. Thanks everyone.
Отредактировано FireWaran; 20 мая. 2017 г. в 1:26
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Сообщения 271285 из 308
Pantera  [Разработчик] 22 мая. 2019 г. в 7:08 
https://steamcommunity.com/games/383120/announcements/detail/1604883330035222201

CHANGELOG: Alpha EXPERIMENTAL 10.1 (Build 2468)


Improved HV Drilling
  • Improved drill mode for HVs
  • You can now dig very nice straight tunnels with your HV
  • When your HV is in the fixed mode (SHIFT+O), you can now use W/A/S/D and the arrow keys to precisely navigate
  • In fixed mode, pressing LMB will enable auto mode of your drills so you do not need to keep LMB pressed
  • Added large drill module for HVs
  • How do you like this new large drill? (we did not yet add it to the tech tree or as a template for constructors - we first wanted to get your feedback about it)
Base Attack Scenario
  • We added a first iteration of a pure base attack scenario
  • You will start in a base on a planet that is under attack. The Zirax launch waves of base attacks
  • Your goal is to survive as long as possible
  • The base attack scenario is intended for SP or COOP
Updated Base Attack in Survival
  • Allow also NPC bases that were captured by the player to be attacked subsequently by Zirax
  • Zirax hacking now takes twice as long
  • Zirax demolition tool is now half as effective against shields
  • Increased HP of Troop Transport
Volumetric Lights for Spotlights
  • We added the volumetric lights now also to other spotlights (eg vessel spotlights or base lights when used in spotlight mode)
Updated Epic Weapons
  • Epic Sniper: does not use laser projectile anymore (uses again standard ammo)
  • Epic Laser: now uses blue laser tracer
  • Epic Pulse Rifle: now uses green laser tracer
  • Assault Rifle (Epic): Increased DMG, Increased Reload Time
  • EM Pulse Rifle (Epic): Renamed from Pulse Rifle (Epic), Increased DMG, Increased Reload Time, Small DMG to shields
  • Laser Minigun (Epic): Small DMG to shields
  • Heavy Sniper Rifle (Epic): Renamed from Epic Sniper Rifle; Significantly increased DMG; Increased Reload Time; Now uses Railgun Bullet; Small damage to HS and CS blocks
  • Sniper, Sniper T2: Increased DMG
  • Plasma Rifle (Epic); Renamed from Epic Laser Rifle; Increased DMG, Increased DMG vs. Shields; Increased Reload Time
  • All Epic weapons: adjusted Rate of Fire
Balancing
  • Rebalanced hitpoints for Boarding Ramps (based on exposed area by 100HP/block)
  • Tweaked HV Drills
Other Changes
  • Exported several models into own asset bundle to reduce size of main asset bundle
  • Added left/right variants of new armored doors
  • PdaScript is now persistent ie it saves its state
  • Removed Recoil from Salvage Mode of Survival Tool
  • Separated shield generator for SV and HV
  • Slightly updated setting for Temperate2 starter planet (start equipment, distribution of POIs etc)
  • Muzzle flare less bright on handheld drillers
  • Added message when hitting not destructible terrain with the drill
  • Updated model of Water Generator
Block Shapes
  • Added missing block corridor shape: WallInteriorCornerOuterRoof now you can build a complete room with these corridor shapes
  • Improved texture mapping for several block shapes
Optimizations
  • We optimized the spawning of NPCs on planets, which should result in a smoother experience (ie less stuttering) when flying over the planet
Modding
  • Added a first version of generated Modding documentation
  • Included a first small DemoMod project (zipped, otherwise it would be active)
  • Scripts console command is not executed as client with active EAC any more to avoid cheating
  • Exporting now "ChildBlocks" to Config.ecf (so you can remove blocks from block groups such as deco block group)
  • Added better description for PDA script cmd
Bug Fixes
  • Fixed: Problem that when core was removed because of SI you could not place another core because of wrong block statistics calculation
  • Fixed: When mining with a HV it can get repositioned back above ground
  • Fixed: [MP] Shield will temporarily deactivate when changing playfields with SV or CV
  • Fixed: SI causing a collapse when using line-plane building
  • Fixed: Drilling visualization becomes visible on survival tool when dropped on the ground
  • Fixed: When drilling a ore deposit with or without a personal drone the drill can stop drilling until the the cursor is moved again
  • Fixed: Concrete & wood stairs are missing other shape selections
  • Fixed: Shields stop recharging from 0% until exiting & reloading into the save after being disabled by damage
  • Fixed: Some shapes when upgraded by the multitool do not maintain there original shape & get changed to another shape
  • Fixed: Grass in wind motion too fast
  • Fixed: Space plasma drones can take shields down to 0% with 1 or 2 shots
  • Fixed: Exploit - Logistic POI access
  • Fixed: Shooting at NPC Commander removes POI completely
  • Fixed: Truss blocks when picked up from SI drops are not put into the correct Truss block groups
  • Fixed: Screen resolutions may appear repeatedly in video options menu
  • Fixed: Underwater area grants clear view if player is on the brink of the transition zone
  • Fixed: Water plane sometimes appearing as 'Container'
  • Fixed: PdaScript map markers not appearing in co-op mode.
  • Fixed: SI collapse reveals NPC or Player Spawner preview (green or red dummy character)
  • Fixed: Drill attachment laser showed briefly particle effect on placement
  • Fixed: rocket hitting own BA getting stuck
  • Fixed: Texture stretching on Rocket Turrets + more exact colliders
  • Fixed: Mesh issues with new oxygen station
  • Fixed: Difficult to interact with Human Trader (collider was too small)
  • Fixed: Exception spam with sub-emitters when using HV Drill Turret
  • Fixed: Local Coop server connection problems
  • Fixed: Shield-Multiplier issue for handheld Rocket and Plasma Launchers in Config
  • Fixed: Space map radar lines showing in sector map.
  • Fixed: Exception when opening sector map.
  • Fixed: Sometimes planet objects showing up in sector map.
  • Fixed: UV issue on QuarterRoundV2 shape
  • Fixed: LOD jumping of some asteroids
  • Fixed: T3 fuel tank gets tilted slightly when orientated to be flat on a surface
  • Fixed: In the vessels part of the Robinson Protocol changed Hover Thrusters to Ground Repulsor Engine
  • Fixed: Damage state of Radar (Deco) had no textures
  • Fixed: Health bar indicator for Asteroid Resource + removed level label
  • Fixed: Issue with billboards after changing textures & playfields
  • Fixed: Old mechanical drill was still purchasable from trader
  • Fixed: Locked sector HUD element is now orange again
  • Fixed: Several internal exceptions
Отредактировано Pantera; 22 мая. 2019 г. в 15:17
Pantera  [Разработчик] 23 мая. 2019 г. в 5:24 
Update: May 23, 2019 (Build 2470)
  • Fixed: Problem that "Default Base Attack" scenario was not correctly uploaded to Steam
  • Fixed: Force Fields did not work anymore: either always on or always off (eg doors, hangar doors, forcefield devices etc)
  • Fixed: Not possible to interact with OxygenStation (BA,CV) - no collision
  • Fixed: Auto Miners did not show their beam while mining anymore
Pantera  [Разработчик] 5 июн. 2019 г. в 3:51 
https://empyriononline.com/threads/alpha-experimental-10-part-iv.49696/

https://steamcommunity.com/games/383120/announcements/detail/1593625598775431487

CHANGELOG: Alpha 10.3.0 (Build 2491)

Combined Texture and Color Tool
  • Added new tool that combines texturing and coloring
  • Instead of applying first the new texture, then changing to the color tool and choosing the new color, you can now just choose a texture and color at the same time and the apply both with one click:
  • Removed the old texture tool and color tool from the Creative Menu and techtree
New Movement Controller Mode for Vessels
  • Added a new "mouse pointer" directional behavior for controlling your vessels
How it works
  • If your mouse pointer (i.e., the circle) is in the center crosshair, your vessel just goes straight forward
  • If your mouse pointer moves out of the center crosshair, the vessel will keep turning "at the direction" your mouse is pointing, and keeps turning in that direction until the mouse is "again", in the center
  • The further your mouse pointer is away from the center crosshair, the faster your vessel turns
  • You can switch this mode on/off via the Control Panel for each vessel
Additions
  • Added connectors for heavy windows
  • Added new pillar block shape
  • Added new Repository block (under Deco group). Fixed position of Repository 2 block
Updated Base Attack
  • Zirax now also attack Sentry Guns (we will integrate normal turrets as targets in the next update)
  • Rebalanced base attack Zirax soldiers (increased damage against devices, higher health of Zirax)
  • Improved help in console base attack cmd "ba" to make it more user friendly and intuitive
  • Added more sentry guns to base in "Base Attack" Scenario
  • Checking now if there is already a running attack and then do not launch another attack (avoids multiple simultaneous base attacks on a server)
Gameplay
  • Added info to status effect (displayed after certain time) into which other status effect it will evolve if not treated otherwise
  • Allow godmode in creative mode with G (no console cmd needed)
  • Drills: now displaying angle of inclination with respect to horizontal position > so you can drill tunnels very accurate now
  • Drill navigation mode: increase speed and turn rate by 50% and limit the height gain when reaching the max limit allowed
  • Slightly increased gun elevation for Turret Cannon and Flak
  • Sentry guns can now better aim downwards (better gun depression)
Shield Balancing
  • Adjusted multipliers for several weapons
  • Tweaked RechargeRate (ShieldGeneratorBAT2 = 150, ShieldGeneratorCVT2 = 120, ShieldGeneratorSV = 300, ShieldGeneratorHV = 300)
  • Tweaked Shield Hitpoints (ShieldGeneratorSV = 4000, ShieldGeneratorHV = 6000)
General Balancing
  • Adjusted mass, energyIn and hitpoints of CV Cockpits + new/missing SV Cockpits
  • Full rebalancing of mass and hitpoints of Doors, Boarding Ramps, Shutter Doors and Hangar Doors (Weight and HP now grow with size; Increased HP significantly for lager variants)
  • Globally adjusted mass and hitpoints for Shutters and Ramp groups
  • Adjusted volume for Shutter and Armored Door groups
  • Balancing damage on survival tool (lower dmg), multitool and tool turrets (higher dmg) for Deconstruct and Disassemble modes
  • Rebalanced Zirax Minigun: stronger against turrets and other devices
Updated EAH ToolModApi
  • Added some more functionality (check updated documentation)
  • IStructure: GetCustomDeviceNames and GetDevicePositions
  • IBlock (for device blocks): CustomName and LockCode
  • Updated ModApi documentation
Other Changes
  • Updated Unity to 2018.4.1
  • Added additional custom switch and signal toggle to Control Panel's main page
Bug Fixes
  • Fixed: Starting a 'Default Base Attack' scenario game shows up a exception and attack script isn't running
  • Fixed: [MP] Shooting NPC after they are dead gives unlimited xp and reputation
  • Fixed: Beveled edges on Heavy windows > now they are completely symmetrical
  • Fixed: Mirror issues with Heavy Windows
  • Fixed: Some issues with heavy windows such as: HeavyWindowT has no low-tint variant, LMB on HeavyWindowL tints and rotates the block at the same time, HeavyWindowL is also showing an overlapping zone when put against each other
  • Fixed: Problem that only the contents of Cargo boxes and Regular "container Controllers" added to ship weight when Mass/Volume is enabled (all other blocks with storage were ignored)
  • Fixed: Regression that CP did not show accurate shield percentage sometimes
  • Fixed: When the shield is knocked to to 0% it is not entirely disabled (not fully fixed)
  • Fixed: Unpick-able alien plasma plant underwater
  • Fixed: Reappearing deco that becomes indestructible
  • Fixed: Shadow of terrain deco can disappear when player moves head away
  • Fixed: Bases are not lowering as far as they should when trying to place a base in the terrain
  • Fixed: Base attack command "ba" exception when no faction tag is present
  • Fixed: When some cockpits were damaged they displayed a pink texture
  • Fixed: Suit lights of other players is seen from large distances
  • Fixed: Orbit map markers disappearing
  • Fixed: Half-size block shapes missing sides when placed next to other blocks
  • Fixed: Problem that Armored Cockpits could be upgraded to themselves
  • Fixed: Some hangar doors cannot be closed once opened
  • Fixed: Mirror issues: Ramp Connector block shapes
  • Fixed: Mirror issue: Ramp block shapes
  • Fixed: Windows did not have shadow
  • Fixed: Exception when running Default Base Attack. Modify Default Base Attack PDA.cs to conform with new namespace for ModApi
  • Fixed: Laboratory / medical equipment did not show LCD displays anymore (emissive missing)
  • Fixed: Unneeded '+' icon in active item info and chat log lines
  • Fixed: Drilling surface rocks can result in the terrain deforming & sometimes holes appearing
  • Fixed: Cargo Palette containers were airtight
  • Fixed: RampCHalf was placing the wrong shape (it placed RampD) - same for destroyed version
  • Fixed: Retractable rocket launcher turret for all structures types has parts still visible when retracted > fixed now also when spawning a BP
  • Fixed: Force field (7x14) collapse (SI) -> we deactivated the 7x14 forcefield and added instead a 7x12 forcefield
Отредактировано Pantera; 5 июн. 2019 г. в 4:09
Pantera  [Разработчик] 12 июн. 2019 г. в 2:02 
https://steamcommunity.com/games/383120/announcements/detail/1593625598797725221

https://empyriononline.com/threads/alpha-experimental-10-release-candidate.49853/


CHANGELOG: Alpha 10.4.0 (Build 2498)

Improvements to combined Texture/Color Tool
  • When clicking on a texture or color with LMB, close window immediately (it is like the old behavior)
  • When clicking on a texture or color with RMB, just select/highlight texture/color (do not close window)
  • Separate color and texture preview in right-bottom corner (i.e. 2 preview slots, only color and only texture)
  • Allow only texture and color mode:
  • (i) "Only texture" mode (keep current color) - when selecting left upper slot and choosing a texture
  • (ii) "Only color" mode (keep current texture) - when selecting left upper slot and choosing a color
  • Restore default texture and color - when selecting left upper slot for both texture and color
  • Add icon to left upper slots and also display in right-bottom corner (if either selected for color or texture)
  • Replace function affects textures and colors based on selected items
Base Attack Update
  • Zirax soldiers are now attacking all turrets > priority is on sentries and turrets closer to the Zirax and those with higher damage
  • Added 'BaseAttackCount' to playfield_static.yaml with a default value of 1 (see Example planet playfield for usage) > Determines whether there are base attacks on this playfield. 0 = no base attacks, 1 = base attacks enabled (later the INT will determine the number of simultaneous base attacks on a playfield)
  • Base attack is now triggered only on planets
  • Adjusted "Last Attack Time" display to consistent string format.
  • Added network sync when a BA attack was started in MP to also notify the clients
  • Base Attack Scenario: spawn drop box over predefined drop location
O2 Update
  • More accurate O2 calculation in BA / CV (O2 is now calculated on 1 meter Voxels in BA and CV instead of 2 meter Voxels). In this situation, the O2 flow would have been blocked. Now, O2 can circulate freely
  • Added thin ventilator block
Other Changes
  • Updated model for legacy cockpit 07 > we will add an armored version for the public release of A10
  • Added some more window shapes
  • Display far away terrain changes now also in MP
  • Faster flattening mode on handheld drill
  • Increased damage of multitools to be equivalent to A9.7
  • Removed Filler-Flatten Ammo from Creative Menu (not needed anymore)
  • Increased Config.ecf number to 7 (please adapt your Config.ecf accordingly)
  • Cockpit 1 (open) for SV/HV is now again 3 blocks high due to bad camera position on 2 blocks high cockpit. Cockpit 2 (open) is still 2 blocks high
  • Ship controller: When auto-rotating a vessel to horizontal position with "O" key in pilot mode, the crosshair is reset to the center
  • Ship controller: Slightly bigger crosshairs in pilot mode
  • AI behavior refactoring and optimizations for faster loading and less stuttering
Updated EAH ToolEnhanced ModApi
  • Implemented device locking so that, for example, not a player and a mod access the same container at the same time
  • Added a lot of player data to IPlayer
  • Added new containers to GetDeviceTypeNames(): "AmmoCntr", "Fridge" and "HarvestCntr"
  • Added Fuel and Oxygen tank access to IStructure
  • Added console command 'mod' to execute an optional 'ExecCommand' method in a loaded mod
  • Enhanced ModApi's IStructure: added GetDockedStructures, Pilot, GetPassengers and more
  • Legacy ModInterface: tagging log outputs to immediately see if a log line was issued by a mod and by which one
Bug Fixes
  • Fixed: Shield at 0% but not letting all damage through
  • Fixed: Playfield parameters MapDistance, HudDistance don't work further than 500m
  • Fixed: Mechanical Drill in the LootTables
  • Fixed: Avatar legs can be seen clipping through cockpits when re-entering a cockpit in 3PV with the jetpack enabled
  • Fixed: Zirax soldiers firing at sentries through wall
  • Fixed: HeavyWindowPConnect could not be mirrored correctly
  • Fixed: A structure's faction is not maintained after either changing window in the CP or closing & reopening it
  • Fixed: Exception on dedi when spawning a BP with radar turret block
  • Fixed: Some railing blocks had broken texture
  • Fixed: CT Tool: Color mode of texture & color tool won't remain continuous until you have placed a texture
  • Fixed: CT Tool: Color shown in the lower right preview is not correct
  • Fixed: CT Tool: Replace mode of the texture & color tool only works for colors.
  • Fixed: Regression that you could not overlap blocks any more with terrain reliable
  • Fixed: Screen/display texture of constructor and other devices was always enabled (even without electricity)
  • Fixed: Ship controller: Drill navigation mode can now be activated also by pressing Right Shift+O
  • Fixed: Ship controller - Pilot mode crosshairs jiggle when using arrow keys
  • Fixed: Ship controller - X and Y mouse sensitivity difference when rotating a ship
  • Fixed: BoardingRamp2x4x6 did not display hitpoints
  • Fixed: Not always able to destroy Radar Turret (collider problem)
Отредактировано Pantera; 12 июн. 2019 г. в 2:02
Pantera  [Разработчик] 18 июн. 2019 г. в 13:42 
https://empyriononline.com/threads/alpha-experimental-10-0-1-hotfix.50068/

CHANGELOG: Alpha EXPERIMENTAL 10.0.1 (Build 2507)

Bug Fixes
  • Possible fix for missing chunks on connect to a server
  • Fixed: Definitions of new templates in Config.ecf didn't work in public builds
  • Fixed: Color Tool usage permission
  • Fixed: Setting Video quality to FAST by keeping Textures on MAX results in billboard issue and exception
  • Fixed: Possible exception when disconnecting from server running PDA.cs.
  • Fixed: Problem that turrets sometimes did not aim accurately
  • Fixed: Clone chamber: not possible to paint/texture below (Removed baseplate from MedicStation and ClonerStation and added a separate screen)
  • Fixed: Internal exception linked to Status Effects
  • Fixed: Cockpit 8 non armored has the same model as the armored version
  • Fixed: Internal exception found in logs
Pantera  [Разработчик] 1 июл. 2019 г. в 10:56 
https://empyriononline.com/threads/alpha-experimental-10-2-0.54188/

CHANGELOG: Alpha EXPERIMENTAL 10.2.0 (Build 2521)

Updated Base Attack
  • Base Attacks now depend on presence of drone base. If drone base has been destroyed or there is no drone base on a planet => no base attacks (see new label "Drone Base" in Stat window)
  • Base attack will now spawn 600m from the edge of the base (not from the center of it)
  • Display message when a drone base has been deactivated
Updated Behavior of Pangolin and Triceratops
  • the old charging behavior was removed where the animal tried to run over the position of the player in a straight line, causing damage along the way. This did not always work and sometimes lead to player damage without visible reason
    New behavior:
  • When calm: the animals use the same behavior as for example Parasaur - wandering the land, considering the terrain and avoiding buildings
  • When calm: if they see player, they currently ignore him.
  • When shot: they run to the player and then use melee attack with occasional roars
  • When shot: the range of pangolin attack was reduced from 7 to 4 meters (it is possible to evade the attack)
Changes
  • Internal optimizations
  • Increased render distance of thruster and mounted weapons
  • Apply click-able links to PDA Window Description panel.
  • Slight color improvements on planet map
  • PdaWindow: add format option to yaml to allow to print mapped hotkey to PDA messages.
  • PDA now takes into account custom keybinding, ie if you change your keybinding, PDA will take this into account. You have to use eg {keybind(Map)} or {keybind(Inventory)}
Bug Fixes
  • Fixed: Shield does not protect player in open cockpit
  • Fixed: Shooting at NPC Faction POI with active shield does not have any effect on Reputation
  • Fixed: Explosive blocks missing explosion effect
  • Fixed: Sound and visual effects of weapon hit is missing
  • Fixed: New Drill destroys everything around
  • Fixed: CoQ triggered after multiple playfield changes
  • Fixed: [MP] CoQ triggered after closing the logistics window & reopening it
  • Fixed: Adjust Block Collider to prevent shots / interactions through them
  • Fixed: Passenger is booted out of active turret control as soon as AI is trying to shoot at a target
  • Fixed: Textures on solar panels looked different depending on angle of sun light
  • Fixed: Back button in constructor visible although no back-target set
  • Possible fix for error message found in logs '-ERR- Double faction found'
  • Fixed: PlanetLife: spawn points underneath bases, that are not completely touching the ground could get spawned
  • Fixed: Title menu buttons Single and Coop still visible when going back to title menu after clicking Back button.
  • Fixed: 'Heavy landing gear 2' & 'Landing gear 2' misaligned
  • Fixed: SSG 3D preview texturing
  • Fixed: CT Tool: Using Replace Mode on Walkway with Textures leads to vanishing blocks
  • Fixed: Exception reported from servers: sometimes playfield server reports too early unload of playfield, leading to errors
  • Fixed: Several internal exceptions found in logs
Отредактировано Pantera; 1 июл. 2019 г. в 10:59
Pantera  [Разработчик] 3 июл. 2019 г. в 8:18 
https://empyriononline.com/threads/alpha-experimental-10-2-0.54188/

Update: July 3, 2019 - Alpha EXPERIMENTAL 10.2.1 (Build 2523)

Changes
  • Refinement of C/T tool by adding "Remove" toggle > it is now possible to remove symbols without changing color or texture
  • Adjusted HP and Mass of new Cockpits (added with A10)
  • Adjusted HP of Armored Double Doors
  • Removed Reload Delay from Alien Turrets and Sentries
  • Increased Anti-Shield Effect for Plasma Turret and Plasma 2 Turret (doubled)
  • New Ion Turret (Alien) now has EMP effect that only damages Shields (significantly)
  • Increased recharge speed for SV Shield (2/3) and HV (1/3)
  • Renamed (only loca change): Ion Cannon (Alien) > Plasma Turret (Alien), Ion Cannon 2 (Alien) > Plasma Turret 2 (Alien)
Bug Fixes
  • Fixed: [MP] Shield is regenerating after being hit
  • Fixed: Currently not possible to start building underwater
  • Fixed: MP RtoBP issue with template password auto repair option
  • Fixed: Playfield server boot timeout check, improved log output to see how long a pf server needs to boot / prepare
Pantera  [Разработчик] 4 июл. 2019 г. в 8:59 
https://empyriononline.com/threads/alpha-experimental-10-2-0.54188/

Update: July 4, 2019 - Alpha EXPERIMENTAL 10.2.2 (Build 2524)

Changes
  • Tweaked Ocean Planet (eg water plane now at 60m and several other improvements) and re-added to random generation
Bug Fixes
  • Fixed: Constructor production can exceed the volume capacity of assigned containers
  • Fixed: Missing localisation when repairing a vessel with a lock code in auto mode in R2B
  • Fixed: After making a BP of a structure at max size the center of it is moved when spawning the BP in.
  • Fixed: Resource Terrain as Bedrock logic
Pantera  [Разработчик] 11 июл. 2019 г. в 2:42 
https://empyriononline.com/threads/alpha-experimental-10-3-0.57759/

CHANGELOG: Alpha EXPERIMENTAL 10.3.0 (Build 2529)

Updated Base Attack
  • Added "Time to next attack" to Registry and Control Panel stat window: you will now roughly now when your bases will be attacked
  • Swap out Last Attack time with Next Attack time in Base control panel
  • A base that is under attack will now not be unloaded (DSL) anymore when a player goes far away
Changes
  • Added Anti-Grief Zone also around Space Asteroids similar to Resource Deposits on planets (when enabled in gameoptions)
  • Structures are now set to invisible before they get DSL'ed
  • Planetary Trading Stations are now discoverable on planets like other POIs (before: on some planets, they had reduced HUD distance due to cluttering)
  • Orbital Trading Stations have now a slightly increased discovery distance (=2500m)
  • Orbital Trading Stations of Polaris faction are now not displayed with Admin map tag anymore
Bug Fixes
  • Fixed: Hitscan and 3rd Person View
  • Fixed: Useing an ADMIN POI Core makes Polaris, Talon Visable on Map
  • Fixed: When using Discovery=false in playfield.yaml there is no map icon shown
  • Fixed: Sometimes on game entry no structure was DSL'ed
  • Fixed: Hud NPC health bar not at correct value, in some cases
  • Fixed: Some wreckage POIs had no player spawner block (=> player spawned outside in strange positions)
  • Fixed: When spawning in some blueprints they lose their device list & signals setup
  • Fixed: Some blueprints can have missing parts in the visible preview & after spawning in
  • Fixed: Invisible blocks in blueprint spawn preview
  • Fixed: Clone chamber: not possible to paint/texture below
  • Fixed: Wall Mounted sentry view clipping into wall and CAN shoot through wall
  • Fixed: Clipping issue with mini-gun turret
  • Fixed: POI ShieldGenerator not automatic 100%
Known issue:
  • Uncontrollable ship rotation after take off from a planet when entering orbit
Отредактировано Pantera; 11 июл. 2019 г. в 2:45
Pantera  [Разработчик] 12 июл. 2019 г. в 1:38 
https://empyriononline.com/threads/alpha-experimental-10-3-0.57759/

CHANGELOG: Alpha EXPERIMENTAL 10.3.0 (Build 2531)

Changes
  • Since we introduced the new hitscan logic, we do not allow that ships can damage itself any more
  • Base Attack: size has now a slightly stronger impact on BAP
Fixes
  • Uncontrolled ship rotation after take off from the planet
  • When close to walkway & shutter window blocks the avatar can continue moving with no directional key presses
  • Incorrect structure color palette selected with C/T tool
  • Sit in cockpit and leave can give CoQ
Pantera  [Разработчик] 17 июл. 2019 г. в 5:30 
CHANGELOG: Alpha 10.3.0 (Build 2535)

Fixes
  • Save template last saved timer appears incorrect
  • Value 1E+10 for label TorqueAmount in structure (SV_Prefab_Tier1) cannot be converted to Int
  • Ship Controller: Ship high angular speed bug
  • HV mounted drills will not spin/ work until they are close to the terrain
  • Temperate Starter playfield Moon Pole area has pink Alien terrain overlapping the moon terrain
  • HV/SV Cockpit 8 legacy is the same as the non legacy version
Pantera  [Разработчик] 22 июл. 2019 г. в 15:41 
Update: July 21, 2019 (Build 2537):
  • Fixed: When some blueprints are spawned they lose their device list & signals setup
  • Fixed: Troop transports freeze above where they should land until reloading back into the save game

    Update 2019-07-22 (Build 2538):

    Changes:
  • Added console cmd 'structure' to manage structure internals

    Fixes:
  • Fixed dark stretching on 3D representation of planets close the poles
Отредактировано Pantera; 22 июл. 2019 г. в 15:42
Pantera  [Разработчик] 23 июл. 2019 г. в 8:38 
Update 2019-07-23 (Build 2539)

Changes
  • Enhanced 'structure' console cmd to also allow removing of structure's lock codes and device grouping in Control Panel
Fixes
  • 'struct remove-device-signals' command not resetting removed circuit signals
  • Base attacks set to OFF in the difficulty setting is not working & attacks are still triggered
Pantera  [Разработчик] 25 июл. 2019 г. в 3:54 
Update 2019-07-25 (Build 2542)

Hi Galactic Survivalists,

we now released A10.4 (Build 2542) to the EXPERIMENTAL branch. This is actually the same content as the public A10.3 but built with the 2019.1 version of the Unity engine - we didn't want to wait again as long as from 2017 to 2018 :)
So, no changelog today.

Please test if all works as you know it from A10.3 and report any irregularities here ideally you shouldn't notice a difference - thanks for your ongoing support!!
Pantera  [Разработчик] 28 июл. 2019 г. в 3:49 
Update Alpha 10.4 (Build 2544)

Fixes
  • Cockpit 8 - single hit removes almost all of the cockpit

Update 2019-07-28 (Build 2543)

Fixes:
  • texture view in SSG
  • structures not getting DSL'ed on startup of a game (last fix was not working)​
Отредактировано Pantera; 28 июл. 2019 г. в 13:00
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