almost 6 years
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EmpyrionGame
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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)
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 c*ckpit 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 c*ckpit & 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)
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)
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 c*ckpit 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 c*ckpit & 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)