Установить Steam
войти
|
язык
简体中文 (упрощенный китайский)
繁體中文 (традиционный китайский)
日本語 (японский)
한국어 (корейский)
ไทย (тайский)
Български (болгарский)
Čeština (чешский)
Dansk (датский)
Deutsch (немецкий)
English (английский)
Español - España (испанский)
Español - Latinoamérica (латиноам. испанский)
Ελληνικά (греческий)
Français (французский)
Italiano (итальянский)
Bahasa Indonesia (индонезийский)
Magyar (венгерский)
Nederlands (нидерландский)
Norsk (норвежский)
Polski (польский)
Português (португальский)
Português-Brasil (бразильский португальский)
Română (румынский)
Suomi (финский)
Svenska (шведский)
Türkçe (турецкий)
Tiếng Việt (вьетнамский)
Українська (украинский)
Сообщить о проблеме с переводом
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 Fixeshttps://steamcommunity.com/games/383120/announcements/detail/1593625598775431487
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 Tool- See changelog https://empyriononline.com/threads/tool-emp-admin-helper-eah-free-v1-47-x.5771/page-57#post-311304
ModApi- 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 Fixeshttps://empyriononline.com/threads/alpha-experimental-10-release-candidate.49853/
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 Toolhttps://empyriononline.com/threads/tool-emp-admin-helper-eah-free-v1-47-x.5771/page-57#post-312760
Enhanced 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 FixesBug Fixes
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
- 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)
ChangesNew behavior:
- 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 FixesChanges
- 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 FixesChanges
- Tweaked Ocean Planet (eg water plane now at 60m and several other improvements) and re-added to random generation
Bug FixesUpdated 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: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
FixesFixes
Changes:
Fixes:
Changes
- Enhanced 'structure' console cmd to also allow removing of structure's lock codes and device grouping in Control Panel
FixesHi 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!!
Fixes
Fixes: