over 5 years ago - EmpyrionGame - Direct link
UPDATE: June 16, 2019 (Build 2504)

Changes:
- Implemented: In 'Salvage' mode MultiTool and SurvivalTool now return a random set of top-level items (instead of deconstructing fractions of a top-level item to lower level items)
- Added ability that an open door/hangar door will be used by AI and considered as "open space" to path through it
- Slightly increased base attack difficulty for low levels
- Reduced reload time of player sentry turrets
- Increased resolution of screens on O2 Station
- Bring back old Asteroid Ring blueprint (use "AsteroidFieldRingOld" in playfield.yaml)
- Better highlight of active toolbar slot
- Don't show reputation warning message when trying to open container or pickup plants from Alien or Admin factions
- Allowing to create a blueprint from any structure in survival if godmode invisible is enabled

Bug Fixes:
- Fixed Exploit: Logistic dupe outside of WiFi range
- Fixed: Zirax soldiers did not change targets correctly when attacking sentries in a base attack
- Fixed: New asteroid ring did not take into account rotation from playfield.yaml
- Fixed: possible exception when opening Sector Map.

==========

Update: June 14, 2019 (Build 2502)

Base Attack (Survival) Update:
- Increased impact of reputation on base attack probabilities
- Zirax soldiers will now consider which turret did a damage to the group, and they will protect against such turret as a group
- Added "Attack Difficulty" entry to Control Panel statistics for Base Attack probabilities

Base Attack (Scenario) Update:
- Added 3-6 HS blocks every second drop
- Increase re-capture timer by 30 seconds
- Drop resupply from a little lower to prevent collision misses with landing pad + drop position on landing pad

Ship Controller Update:
- Added more deco containers to weight calculation
- Slightly reduced the turn rate to match A9 behavior
- Pilot mode is now persistent for the player
- Added hotkey "Shift - i" to toggle pilot mode
- Added weight of fuel into the total mass of the ship
- Reduce the x-axis mouse sensitivity for HV

Changes:
- Set version number to "Alpha 10.0.0" for public release
- Jetpack state is now persistent
- Added armored version of c*ckpit 08
- Re-added legacy version of c*ckpit 08
- Added some documentation comments to IPda. Add documentation config file for PdaScript. Clean a couple warnings
- Allow to define new templates of existing items that don't have a template yet in Config.ecf
- Added shield state to console command 'shield'
- RCS Device (CV) can now be constructed in Large Constructor
- Mods: Implemented check if a Mod throws an exception during Game_Start / Init call and disabling mod in that case
- Debug O2: combining the debug O2 diamonds within air blocks + added culling of O2 diamonds for better performance
- Added culling for debug airtight blocks for better performance
- PdaScript: in-line documentation (part 1)

Bug Fixes:
- Fixed: O2 not working any more in HV/SV
- Fixed: [MP] Shield is regenerating after being hit
- Fixed: CT Tool: 2nd page of textures clear-slot does not work as expected
- Fixed: CT Tool: pages shown for texture symbols swap back and forth between 1/2 and 1/4
- Fixed: Problem that sometimes the base attack probabilities could be >100%
- Fixed: 'Sliced Corner A1 medium' & 'Wall double' when next to other blocks can make other blocks invisible
- Fixed: When textures & colors are put on Ramp low C 8th they can look darker than other blocks next to them
- Fixed: Exception during O2 calculation on large structures. Optimized O2 calculation.
- Fixed: Block Shapes: Textures Ramp A / C don't line up
- Fixed: Block Shapes: Cube round transition graphical glitch
- Fixed: Block Shapes: Beam and CubeEighth UV issue
- Fixed: Block Shapes: Wall edge + wall sloped corner texture glitch
- Fixed: ForceField Placed Horizontally not AirTight
- Fixed: Thin Ventilator was not airtight
- Fixed: Exception in BAISensorVision.ScanForEntities
- Fixed: Trapdoor disappeared too early (too early culling)
- Fixed: Base Attack Scenario - timer reset function in TimerAction
- Fixed: Exception when applying replace mode to plastic blocks.
- Fixed: CP ToolTips Wrong

=========


Hi Galactic Survivalists!

As promised last week, we are releasing the Alpha 10 Release Candidate today!

This final step of the Experimental phase is, among other changes, taking into account your feedback on a few of the latest feature additions: the combined Color-Texture tool now allows texturing and coloring independent from each other again (please read below), the Zirax soldiers got another buff of their AI routines and those creators that want to deactivate base attacks on a given playfield can now do so.

Besides a lot of other refinements, changes and improvements, we made the O2 calculation more accurate (technically, we reduced the basis for the O2 calculation from 2m to 1m Voxels). For example, in the old 2m Voxel calculation, a thin wall block entirely blocked the O2 flow even though there was visually “empty space” in front of the wall. The new calculation will let the air flow past these kind of shapes from now on! In addition, we added a thin variant of the ventilator for more compact builds.

Please find all the updates, changes and bug fixes in the changelog below.

Please make use of the feedback threads in the Experimental forum and report any bug in the appropriate forum section over here: https://empyriononline.com/forums/#experimental-branch.33

For everyone waiting for an announcement of the public release date: rest assured, the Alpha 10 release is not that far away anymore. We will officially announce the release date for Alpha 10 tomorrow but we can already say that Alpha 10 will be released early next week.

Yours,

Emp Dev Team

======

CHANGELOG: Alpha EXPERIMENTAL 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 c*ckpit 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)
- c*ckpit 1 (open) for SV/HV is now again 3 blocks high due to bad camera position on 2 blocks high c*ckpit. c*ckpit 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 Tool:
https://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 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 c*ckpits when re-entering a c*ckpit 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)





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