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Empyrion - Galactic Survival News

v1.2.X Patches

[h3]Hello Galactic Survivalists![/h3]

Welcome to version 1.2!

Those of you, following us on the forums, twitter and Discord might already have seen a few of the additions, update 1.2 will add to the game. But as this patch has been growing a bit more into an intermediate version, there is a lot more to be found. Some additions might only seem to be visual changes, like the new Asteroid rings (which are now visible from planets as well) and other entries of the changelog below might sound like technical shenanigans, but both will prepare some of the groundwork we will iterate on for this years ‘Christmas update’.

While you venture through the world of v1.2, also mind the new behavior and attacks of the ‘Otyugh’ land predator, check the loot boxes closely for a new fire-spitting weapon and enjoy all the new POIs.

A note for builders: In case your structure or vessel suddenly loses oxygen, check your slant, half and irregular blocks, tilted windows and other elements that worked to ‘seal off’ an area before! The O2 distribution is now calculated on 0.5m scale and will be able to fill in and pass through tighter areas!

Check out all the changes and additions in the changelog below!

As always please note:

Read first before reporting a bug: https://empyriononline.com/threads/...uirements-known-issues-troubleshooting.47082/
Bug reports: https://empyriononline.com/forums/bugs.24/

For discussing the new and updated features, please head over to the Feedback forum: https://empyriononline.com/forums/faq-feedback.25/

Have fun exploring in v1.2!
Empyrion Dev Team

== CHANGELOG ==

Hotfix 2020-11-07 v1.2.3 (B3140)

Fixes:
  • DB: added a warning message if a query was executed more than 1s after it got scheduled
  • DB: added index for long lasting query to get all teleporters in games with huge DBs. Also added index for querying chat messages.
  • Fixed CoQ when opening menu windows that show the player inventory
  • Ship controller : decrease the penalty from 8% to 5% each time the booster is activated


====

Hotfix 2020-11-02 v1.2.3 (Build 3136)

Fixes:
  • Fixed: Weapons can still fire when the firing direction is blocked
  • Fixed: Docked vessel exploit
  • Fixed: Placeable devices do not take damage
  • Fixed: Thruster boost exploit
EAH:
  • Updated EAH, patch notes:
    https://empyriononline.com/threads/tool-eah-empyrion-admin-helper-v1-52-x.5771/page-70#post-421883


====

Hotfix 2020-10-23 v1.2.2 (Build 3135)

Fixes:
  • Fixed: turret docked collider target
  • Fixed problem that rockets did not hit a moving ship reliable
  • Potential fix for dialogue variables getting reset to 0: set wait timeout for DB variables from 10s to 30s. Less DB traffic by writing player log data less often (every 3min instead of every 1min)


====

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


====

Hotfix 2020-10-12 v1.2.1 (Build 3132)

Fixes:
  • Fixed "Spawn at Home base" not working in MP if player died in a different playfield
  • Fixed bright spot on a planet happening during night sometimes.
  • Fixed regression that sun flare did not have the color of the sun.
  • Fixed reported exception on pf server (CA savegame) when loading 'Black Hole'


====

Patch 2020-10-10 v1.2 (Build 3131)

Fixes:
  • Fixed: Wrong visualisation for "Show Airtight Blocks"
  • Fixed: Set Home / Respawn at own structures does not work
  • Fixed flares in structures not showing up


====

Patch 2020-10-08 v1.2 (Build 3129)

Changes
  • Renamed the new asteroid rings around planets from AsteroidFieldRing to AsteroidRingPlanet, keeping the old AsteroidFieldRing instance
  • GrassV2: better check for abrupt steep slopes
  • Asteroids Rings: adjusted ring texture slightly, supporting now color grading (in yaml specify either "color1" or "color1 - color2"), visible from planet, playfield server now generates correct colliders around all players
  • Asteroids Rings: bigger size, allow to specify the color in the playfield.yaml under Properties, default color is grey
  • AsteroidRings: slightly higher distance to planet of inner ring, taking two random colors if nothing specified in yaml
  • AsteroidRings: desaturized random ring colors a bit, increased visible near distance of dust from 50m to 150m, improved fade in of asteroids
  • AsteroidRings: tinting asteroids according to ring color, asteroids got a bit bigger to avoid vessels getting stuck on colliding
  • AsteroidRings: increased visible near distance of dust even more from 150m to 200m, asteroids get now position above or below dust to not cut into it, higher visible distance for smaller asteroids
  • MP: structure updates are now sent every 3s instead of only 5s to show f.e. shield update state in MP faster
  • Optimization: all turrets in all structures don't do any target raycasting any more if they are switched off in CP
  • GrassV2: allowing now Flower01 and other cross planes in a much higher number, scaling xz also with half y if specified
  • GrassV2: increased number of possible instances from 2.5k to 30k
  • GrassV2: set internal buffers for custom mesh grass to 1000 each as they don't occur that often (performance optimization)
  • GrassV2: Added: custom meshes, improved probability backward compatibility
  • Added option to disallow spawn nearby in PvP
  • Land predator "Otyugh" improved behavior. Added: fireball and flame breath as attack options
  • Add INFO button + popup to constructor, furnace and deconstructor UI's
  • Modders can now put changed configuration files for the default scenario (.ecf files in Content/Configuration) in Content/Mods => no more need to touch the originals which will be overwritten with each update
  • Console command 'prefabinfo': Added: description for two parameters
  • Added: Structure Attack and Defense values to allow assessing / comparing different structures in regard of combat strength
  • Added: +PlayfieldDOKU folder to playfields and Added: Playfield Ambient Sound and Soundtrack files there.
  • O2 calculation is now done on 0.5m voxels instead of 1m voxels. With that change, structures will get oxygened in much more detailed areas.
  • ModAPI: Added: some requested properties to IStructure
  • ModAPI: Added: some requested properties to IEntity
  • Solar Panel : new console command "spanel af Param1 Param2" will add energy = Param1 to the solar battery. Param2 is optional and is the entity Id targeted (it must be a spawned base) without Param2 the closest base to the player will be targeted.
  • DialogueSystem: Added: new variable types (dbglobalpf_int and dbplayerpoi_int)
  • Creative mode: default-deactivated CPU (CPU and m/v can be activated via console > use 'help gopt' for more info)
  • Added: to /content/playfields folder: text file each with list of soundtracks and ambient sounds (for builders and creators)
  • Added: Flamethrower and Ammo to some Traders and Loot Tables
  • Added: error message when a playfield.yaml is of 0 bytes (reported by a server owner)
  • Internal optimization: normal data for planets is now saved in cache folder instead recreated every time on load
  • Removed internal workaround that planet needed to get rotated by 90°
  • Updated: Zirax Gas Refinery (Kaeser)
  • Added: New variant for Tribal Burial Chamber (Kaeser)
  • Added: AbandonedOutpost and AbandonedWorkshop (new T1 starter planet POIs; Not yet deployed; thx to fractalite & vermillion)
  • Added: Temple of the Lazpereis (9oo9oo; POI has pre-damaged admin core)
  • Added: Civil Transport Hub T2 (by Kithid)
  • Added: dedicated HP to CV Warpdrive
  • Added: Kriel Space Drone Base ( by Escarli)
  • Added: Zirax Dreadnought (by vermillion)
  • Updated: RadosMissileBase (thx to vermillion)
  • Updated: Kriel BAO Caenum Platearum (by Escarli)
  • Dialogues.ecf and Dialogues-config-and-examples.txt: Added example for Traders to have dialogue with the choice to go to their offers
  • Trader dialogue is now saved into blueprints as well
  • Sun light color is now applied to rings and distant objects as well
  • Updated Main Localization
  • 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
  • Ring asteroids: adjusted rotation to fit the old rings better, adjusted radius to fit the old rings better
  • DialogueSystem: allowing now 30 items for all lists (f.e. Next, etc), allowing now max. 12 results (old was 7), added possibility to jump to a state defined in a string variable
  • Set back device textures to 2k (from 1k). Use texture resolution "Half" to save memory on low end computers
  • Adapted Constructor-like devices help text's loca keys
  • Added randomized dialogue quotes to walking civilians and guards in the polaris planetary trading station (Starter planet) as a first test
  • Added back old Empyriopedia to Tutorial scenario for EXP v1.2
  • DB: added index for discovered POIs to speed up query
  • DB: added index for entities to speed up query
Fixes
  • Fixed: Respawning at the tent will kill the player
  • Fixed: Sun flares not showing up on planet playfields
  • Fixed: AI patrols vessels can continue to rotate & turn at the location they were stopped
  • Fixed: AsteroidRings > fixed collider being positioned wrong in MP when changing from planet to space
  • Fixed: CoQ spam with Multiple AsteroidRings in a playfield
  • Fixed: Some AI patrols vessels can continue to rotate & turn at the location they were stopped
  • Fixed: Vegetation showing in POIs
  • Fixed: [MP] AI Turrets sometimes continue to shoot at dead NPC's that are not rendered
  • Fixed: Slow / bugged terrain rendering around POIs in MP
  • Fixed: Ultra Rare Alien Containers sometimes do not have loot
  • Fixed: Cruise Mode with thrusters off does not let ship come to a full stop
  • Fixed: Vessels can get stuck inside other vessels when the parent vessels "rolls" after undocking
  • Fixed: NPC spawn on Waystation 04
  • Fixed: Food Processor is always on when spawning a blueprint in
  • Fixed: Salvaging ventilator blocks did not give back materials
  • Fixed: issue with turkish loca on some occurences
  • Fixed: ZiraxCommander (old AI) can shoot through windows/walls/blocks
  • Fixed: Ammo missing message displaying when ammo type is available in the ammo box
  • Fixed: Certain blocks/devices get wrong block picked up with SI-collapsed parts
  • Fixed: A face of the block shape "Cube Stepped Edge" can go invisible when placed next to another block
  • Fixed: "Cut corner e" can get a invisible side with concrete stairs
  • Fixed: [MP/Co-op] No sound from doors or ramps which are setup to be controlled by motion sensors
  • Fixed: [Co-op] A CoQ can trigger when trying to join a Co-op game that has a password setup
  • Fixed: Drones randomly spawning in 1 location
  • Fixed: StationServices take money from player although repair area blocked / no repair happened
  • Fixed: Logistics window shows too many item cells and 'connected color' overlay stays on screen in these surplus cells (e.g. when changing to a repair station)
  • Fixed: Planet patrol vessels will not respawn
  • Fixed: O2 does not pass through doorframes and through certain arrangements
  • Fixed: Exiting a planet or moon's atmosphere into space will result in you being kicked backwards back into the planet
  • Fixed: Pirates Raider Base
  • Fixed: CoQ after removing the container assigned to deconstructor
  • Fixed: Auto level for players & vessels when within 6.25km of a planet is not the same
  • Fixed: problem that .bin file was always regenerated on first load of the game
  • Fixed: rolling prevents (shield) damage
  • Fixed: Thrust projection for "Thruster jet M" & "Thrusters L" not centered
  • Fixed: prefabinfo does not find blueprints in Stock folder
  • Fixed: Stopped AI Vessels can continue to move if the player moves far away
  • Fixed: "Discovered by" dates are not progressing & stuck at 01/08/2474
  • 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)
  • Fix for regression that player died again when he respawned at medic station and the BA with the medic station was DSL'ed
  • DialogueSystem: potential fix for losing variable content if there was a connection timeout when starting a dialogue
EAH
  • Updated EAH, patch notes: https://empyriononline.com/threads/tool-eah-empyrion-admin-helper-v1-50-x.5771/page-69#post-417413

Experimental v1.2

Hi Galactic Survivalists!

Welcome to version 1.2 EXPERIMENTAL!

Those of you, following us on the forums, twitter and Discord might already have seen a few of the additions, update 1.2 will add to the game. But as this patch has been growing a bit more into an intermediate version, there is a lot more to be found. Some additions might only seem to be visual changes, like the new Asteroid rings (which are now visible from planets as well) and other entries of the changelog below might sound like technical shenanigans, but both will prepare some of the groundwork we will iterate on for this years ‘Christmas update’.




While you venture through the world of v1.2, also mind the new behavior and attacks of the ‘Otyugh’ land predator, check the loot boxes closely for a new fire-spitting weapon and enjoy all the new POIs.

A note for builders: In case your structure or vessel suddenly loses oxygen, check your slant, half and irregular blocks, tilted windows and other elements that worked to ‘seal off’ an area before! The O2 distribution is now calculated on 0.5m scale and will be able to fill in and pass through tighter areas!

Check out all the changes and additions in the changelog below!

As always please note:

  • Report bugs and issues right over here: https://empyriononline.com/forums/bugs.34/
  • Fixed bugs for the Experimental branch can be found here: https://empyriononline.com/forums/tracking-filed.91/
  • Fixed Experimental version bugs can be found there: https://empyriononline.com/forums/fixed.90/
  • For discussing the new and updated features, please head over to the Experimental Feedback forum: https://empyriononline.com/forums/experimental-features-discussion.35/

Have fun exploring the v1.2 Experimental!
Empyrion Dev Team


== CHANGELOG ==

UPDATE Patch 07-10-2020 v1.2 (Build 3129)

Changes
  • Renamed the new asteroid rings around planets from AsteroidFieldRing to AsteroidRingPlanet, keeping the old AsteroidFieldRing instance
  • GrassV2: better check for abrupt steep slopes
Fixes
  • Fixed: Respawning at the tent will kill the player
  • Fixed: Sun flares not showing up on planet playfields
  • Fixed: AI patrols vessels can continue to rotate & turn at the location they were stopped
  • Fixed: AsteroidRings > fixed collider being positioned wrong in MP when changing from planet to space
  • Fixed: CoQ spam with Multiple AsteroidRings in a playfield
  • Fixed: Some AI patrols vessels can continue to rotate & turn at the location they were stopped


====

UPDATE Patch 01-10-2020 v1.2 (B3124)

Changes
  • Asteroids Rings: adjusted ring texture slightly, supporting now color grading (in yaml specifiy either "color1" or "color1 - color2"), visible from planet (position is still wrong!), playfield server now generates correct colliders around all players
  • Asteroids Rings: bigger size, allow to specify the color in the playfield.yaml under Properties, default color is grey
  • AsteroidRings: slightly higher distance to planet of inner ring, taking two random colors if nothing specified in yaml
  • AsteroidRings: desaturized random ring colors a bit, increased visible near distance of dust from 50m to 150m, improved fade in of asteroids
  • AsteroidRings: tinting asteroids according to ring color, asteroids got a bit bigger to avoid vessels getting stuck on colliding
  • AsteroidRings: increased visible near distance of dust even more from 150m to 200m, asteroids get now position above or below dust to not cut into it, higher visible distance for smaller asteroids
  • MP: structure updates are now sent every 3s instead of only 5s to show f.e. shield update state in MP faster
  • Optimization: all turrets in all structures don't do any target raycasting any more if they are switched off in CP
  • GrassV2: allowing now Flower01 and other cross planes in a much higher number, scaling xz also with half y if specified
  • GrassV2: increased number of possible instances from 2.5k to 30k
  • GrassV2: set internal buffers for custom mesh grass to 1000 each as they don't occur that often (performance optimization)
  • GrassV2: Added: custom meshes, improved probability backward compatibility
  • Added option to disallow spawn nearby in PvP
  • Land predator "Otyugh" improved behavior. Added: fireball and flame breath as attack options
  • Add INFO button + popup to constructor, furnace and deconstructor UI's
  • Modders can now put changed configuration files for the default scenario (.ecf files in Content/Configuration) in Content/Mods => no more need to touch the originals which will be overwritten with each update
  • Console command 'prefabinfo': Added: description for two parameters
  • Added: Structure Attack and Defense values to allow assessing / comparing different structures in regard of combat strength
  • Added: +PlayfieldDOKU folder to playfields and Added: Playfield Ambient Sound and Soundtrack files there.
  • O2 calculation is now done on 0.5m voxels instead of 1m voxels. With that change, structures will get oxygened in much more detailed areas.
  • ModAPI: Added: some requested properties to IStructure
  • ModAPI: Added: some requested properties to IEntity
  • Solar Panel : new console command "spanel sf Parma1 Param2" will add energy = Param1 to the solar battery. Param2 is optional and is the entity Id targeted (it must be a spawned base) without Param2 the closest base to the player will be targeted.
  • DialogueSystem: Added: new variable types (dbglobalpf_int and dbplayerpoi_int)
  • Creative mode: default-deactivated CPU (CPU and m/v can be activated via console > use 'help gopt' for more info)
  • Added: to /content/playfields folder: text file each with list of soundtracks and ambient sounds (for builders and creators)
  • Added: Flamethrower and Ammo to some Traders and Loot Tables
  • Added: error message when a playfield.yaml is of 0 bytes (reported by a server owner)
  • Internal optimization: normal data for planets is now saved in cache folder instead recreated every time on load
  • Removed internal workaround that planet needed to get rotated by 90°
  • Updated: Zirax Gas Refinery (Kaeser)
  • Added: New variant for Tribal Burial Chamber (Kaeser)
  • Added: AbandonedOutpost and AbandonedWorkshop (new T1 starter planet POIs; Not yet deployed; thx to fractalite & vermillion)
  • Added: Temple of the Lazpereis (9oo9oo; POI has pre-damaged admin core)
  • Added: Civil Transport Hub T2 (by Kithid)
  • Added: dedicated HP to CV Warpdrive
  • Added: Kriel Space Drone Base ( by Escarli)
  • Added: Zirax Dreadnought (by vermillion)
  • Updated: RadosMissileBase (thx to vermillion)
  • Updated: Kriel BAO Caenum Platearum (by Escarli)
  • Dialogues.ecf and Dialogues-config-and-examples.txt: Added example for Traders to have dialogue with the choice to go to their offers
  • Trader dialogue is now saved into blueprints as well
  • Sun light color is now applied to rings and distant objects as well
  • Updated Main Localization
  • 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
  • Ring asteroids: adjusted rotation to fit the old rings better, adjusted radius to fit the old rings better
  • DialogueSystem: allowing now 30 items for all lists (f.e. Next, etc), allowing now max. 12 results (old was 7), added possibility to jump to a state defined in a string variable
  • Set back device textures to 2k (from 1k). Use texture resolution "Half" to save memory on low end computers
  • Adapted Constructor-like devices help text's loca keys
  • Added randomized dialogue quotes to walking civilians and guards in the polaris planetary trading station (Starter planet) as a first test
  • Added back old Empyriopedia to Tutorial scenario for EXP v1.2
  • 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
  • Fixed: [MP] AI Turrets sometimes continue to shoot at dead NPC's that are not rendered
  • Fixed: Slow / bugged terrain rendering around POIs in MP
  • Fixed: Ultra Rare Alien Containers sometimes do not have loot
  • Fixed: Cruise Mode with thrusters off does not let ship come to a full stop
  • Fixed: Vessels can get stuck inside other vessels when the parent vessels "rolls" after undocking
  • Fixed: NPC spawn on Waystation 04
  • Fixed: Food Processor is always on when spawning a blueprint in
  • Fixed: Salvaging ventilator blocks did not give back materials
  • Fixed: issue with turkish loca on some occurences
  • Fixed: ZiraxCommander (old AI) can shoot through windows/walls/blocks
  • Fixed: Ammo missing message displaying when ammo type is available in the ammo box
  • Fixed: Certain blocks/devices get wrong block picked up with SI-collapsed parts
  • Fixed: A face of the block shape "Cube Stepped Edge" can go invisible when placed next to another block
  • Fixed: "Cut corner e" can get a invisible side with concrete stairs
  • Fixed: [MP/Co-op] No sound from doors or ramps which are setup to be controlled by motion sensors
  • Fixed: [Co-op] A CoQ can trigger when trying to join a Co-op game that has a password setup
  • Fixed: Drones randomly spawning in 1 location
  • Fixed: StationServices take money from player although repair area blocked / no repair happened
  • Fixed: Logistics window shows too many item cells and 'connected color' overlay stays on screen in these surplus cells (e.g. when changing to a repair station)
  • Fixed: Planet patrol vessels will not respawn
  • Fixed: O2 does not pass through doorframes and through certain arrangements
  • Fixed: Exiting a planet or moon's atmosphere into space will result in you being kicked backwards back into the planet
  • Fixed: Pirates Raider Base
  • Fixed: CoQ after removing the container assigned to deconstructor
  • Fixed: Auto level for players & vessels when within 6.25km of a planet is not the same
  • Fixed: problem that .bin file was always regenerated on first load of the game
  • Fixed: rolling prevents (shield) damage
  • Fixed: Thrust projection for "Thruster jet M" & "Thrusters L" not centered
  • Fixed: prefabinfo does not find blueprints in Stock folder
  • Fixed: Stopped AI Vessels can continue to move if the player moves far away
  • Fixed: "Discovered by" dates are not progressing & stuck at 01/08/2474
  • 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)
  • Fix for regression that player died again when he respawned at medic station and the BA with the medic station was DSL'ed
  • DialogueSystem: potential fix for losing variable content if there was a connection timeout when starting a dialogue
EAH
  • Updated EAH, patch notes: https://empyriononline.com/threads/tool-eah-empyrion-admin-helper-v1-50-x.5771/page-69#post-417413

Little Work in Progress

Dear Galactic Survivalists!

Vacation time is over. ːsteamhappyː Working on a few things for the upcoming interversion patches (bugfixes and such .. but not only. Planning for the next major update has started as well.



V1.1.x Patches

[h3]Hello Galactic Survivalists![/h3]

Here are the changelogs for the v1.1.x patches. Have fun and please report bugs and problems as usual - thanks a lot!

==========

2020-09-18: Patch v1.1.7 (Build 3082)

Changes:
- DialogueSystem: added new variable types (dbglobalpf_int and dbplayerpoi_int)

Fixes:
- Vessel rolling prevents (shield) damage
- [MP] AI Turrets sometimes continue to shoot at dead NPC's that are not rendered
- DialogueSystem: potential fix for losing variable content if there was a connection timeout when starting a dialogue
- one CoQ and one item exploit

==========

2020-08-26: Patch v1.1.6 (Build 3079)

Fixes:
- Dialogue error with high load

==========

2020-08-24 Patch v1.1.5 (Build 3077)

Changes:
- Tutorial: Added Stomach Pills to Large Wreckage Personal Container
- Added/updated soundtracks for biomes, POI and general use
- Star search in galaxy map: added result list and possibility to search for planets and moons
- Planet generation: moved part of the generation to use the unity job system and burst compiler to improve speed as a test
- Traders:
1. added possibility to open a dialogue when talking to a trader (use OpenTraderWindow() in the dialogue to switch to the trader window
2. added possibility to use 'zone traders' that get their trader type from the zone they are in (either set the TraderZone in the playfield.yaml or in the POI properties)
3. added possibility to use a factor to the MarketPrice in TraderConfig.ecf
- improved "pda rd" console cmd (check help)
- DialogueSystem: added possibility to talk with entity NPCs
- New: PDA Info: added info to right side PDA screen WHICH mission needs to be played to unlock the chapter
- Slightly brighter nights and less dark areas by setting Color Gradient Black In from 0.065 to 0.035
- DialogueSystem: added variable type dbplayerpf_int that is only valid in the current playfield
- NPC entity dialogs: removed NPCDialog from eclassconfig and moved into spawner. Removed need for manually adding EAI task to rotate to player.
- PlanetGeneration: small improvement to stamping by generating rotated stamps only on demand
- Entity NPCDialog: added name of dialog and only entity name as fallback, if entity is dead: show existing loot prompt
- Added Entity-Dialogue example to Dialogues.ecf and EClassConfig.ecf
- Added Entity-Dialogue setup docu to head area of EClassConfig.ecf
- Updated a few stock blueprints: added detectors, fixed signals
- Updated: Xenu Weapon Bunker, Epsilon Com Center (adv + standard), Xenu Defense IV (Zirax)
- Updated: Rados POIs (Zirax)
- Updated: Abandoned Reactor (The Legacy)
- Updated: TSP_Variant2 (planet) & TSO_Variant2 (orbit/sector)
- Replaced: CV Prefab T5 with CORE Warchain
- Added: Kriel Overseer T1, T2 and Subjugator
- Added: New Pirates ambush POIs
- Added: CV Magpie (Civilian)
- Added: New CivilSettlement variants
- AI drone : add the console command 'aim info' to get a set of info regarding AI drones and AI vessels

Fixes:
- Freighters dont respawn on Destroy Core or re-Core
- NearUnit/NearPOI do not trigger when teleported into trigger area
- Bombs deployed from bomber drones sometimes do not explode when they land on terrain
- Fix for reported exception when opening another solar system in MP that contained instances
- AI vessels teleporting away from the player after taking damage
- Fix for wrong water texture when starting a creative game
- COQ after destroying all AI ships and changing playfield
- AI space vessels keep moving when their rear facing thrusters have been destroyed
- Fix for DialogNPC rotating although it is set to not rotate
- Tutorial is not set to easy but to the default settings (now uses a normal gameoptions.yaml file)
- SSG: fixed 3D preview not showing correct height of terrain
- CoQ for NPC Spawner
- Fix for dialog not getting saved in Blueprints
- [MP] Logistics: 'Access Device' sometimes not working
- Missing parameters in Space_Dynamic.yaml
- AI vessels are sometimes not visible or actually there when approaching their HUD marker
- Missing parameters in Space_Dynamic.yaml (RestrictToOrigin)
- Potential fix for player data file growing big when player visited a lot of instanced playfields
- an exploit
- Added error message instead of CoQ if a entity spawner contains an entity that is not defined in the config file
- Fix for retractable turrets that had animation issue when turned on or off, or when reloading the game

==========

2020-08-13 Patch v1.1 (Build 3065) (sorry, initially only announced in our forum)

Changes:
- Build settings window: added shortcuts Ctrl-C, Ctrl-V, Ctrl-X, Ctrl-R, Ctrl-D, Ctrl-F, Ctrl-Z, Ctrl-Shift-Z when the N popup is open (blocking nearly all other shortcuts when the N menu is open)
- Build settings window: added shortcuts for rotating a block (scroll wheel) and toggling through axes (right mouse button)
- Build settings window: middle mouse button will toggle through selection mode (move, scale, rotate)
- Increased availability of Titanium ore and rods in loot drops
- Tutorial Scenario: Increased ores in Distress-Signal wreckage (Personal Container)
- Trading Station POI (Zirax, Polaris, Trader) with Admin Cores have their SBD feature deactivated
- Commodity: Phoenix Fern Fronds and Trumpet Greens can be bought and sold at Aunt Mary and Talon traders
- Console command 'di' is limited now to 50 meters
- Limiting number of worker threads on a dedicated server to 8 and on a playfield server to 5 to improve the overall system performance on servers with many cores
- DB: Sqlite setting journal_mode to WAL now (only for new savegames)
- Tutorial: Added Growing Plots and Light to containers
- Tutorial: Fixed issue with important message not popping up
- Tutorial: Increased display time of a few messages
- DB: removed port number from IP address if server chose to log them
- DB: setting journal_mode to MEMORY in the hope of increasing write performance
- DialogueSystem: added access to player's ExperiencePoints, Level, UpgradePoints

Fixes:
- Detector devices cannot detect entities on the other side of the world seam
- Base attack troops when underwater stop moving when close to the players base
- Fixed OriginDefault from gameoptions.yaml not sent to clients in MP games
- Fixed: Wrong chapter number for Ancient Revelations displayed in main storyline
- Fix for system map not allowing to select planet info for current planet
- Fixed not able to warp to some stars when setting the language to Turkish (and probably others, too)
- Player POV & player map icon can become unaligned
- Plants don't grow when far away from them
- Avatar size glitch after spamming blocks that players can use to sit
- Fixed: Teleporter on Xenu Mainframe deactivating on explosion of station
- Fixed: Tutorial Kaidan dialogue end leads to a Continue-or-Quit (COQ)
- some CoQ's

Version 1.0

[h3]Dear Galactic Survivalists![/h3]

Today is the day: we are leaving Early Access, starting into the post-Alpha development phase.

This means:
  1. We have removed the Alpha-tag from the build number, as this term was tied to the Early Access phase.
  2. The version will now read 1.x instead of 13.x or 14.x etc. This had to happen as well to make a clear cut.
  3. Everything beyond that, development and refinement of features will stay pretty much the same. The development planning for v1.1 will start soon (after a little, annual summer break) and will also take the feedback and results of the Game Survey 2020 into account!

For those that are new to this topic or in case didn't read the announcements yet, please have a look at the links below for all the info and details!


To accompany this step forward, we also updated the trailer in some important details.

[previewyoutube][/previewyoutube]

An all new trailer is planned for this year.

In terms of today's update, we have worked primarily on fixing and squashing a few more bugs. For example evergreens, like the bike launching you to space, turrets having a gentle pause instead of tracking their targets, your bases and ships missing whole areas (MP) and others now should be fixed. ;)

Please have a look at the changelog below for more info.

As fixing bugs and issues is one thing that will be more in the focus now, the same procedure as for all the Alphas also applies for the new development stage:

Thanks in advance for all your dedicated help, repeated re-testing and re-reporting and all the other contributions to the bug and QA sections of the forum! :)

Keep on having fun and HAPPY 5th ANNIVERSARY!

Yours,
Empyrion Dev Team
QA Team and Community Managers
Closed Alpha Group & Builders League

PS: You want to listen to the Empyrion soundtrack (by Alex Jordon) without running the game in the background? Here you go!


[h3]== CHANGELOG ==[/h3](Build 3047)

Changes:
  • Neutron star: added accretion disc (only visuals)
  • Changed plants life condition check from every 60s to 120s should fix the problem with the 'dying plants' in structures
  • Marketplace: added check to catch and fix negative prices, log error if that happens
  • Updated scenario "Invader vs Defender - Conflict of Cygnus"


Bugfixes:
  • Galaxy map: fix for "Lock Target" button not working reliable
  • Fix for problem with "lost ship after warp"
  • Registry: fixed "show on map" button
  • Fixed A12 regression that the jetpack is switched off in space when reloading into a savegame
  • Fixed: System map CoQ when switching between the Galaxy map & System map & trying to enable warp lines
  • Fixed: Large parts of structures invisible when entering game
  • Fixed problem that when the client crashes while entering an instance the player was trapped in the instance
  • Fixed: Kriel space drones cannot be targeted by player AI turrets
  • Fixed: CoQ spam from StrategicAI
  • Fixed: Space Drone corpse can still move & attack the player when they return to a playfield
  • Fixed exception when re-loading into a playfield with a Neutron star
  • Fixed: Secondary key list repopulates after client is restarted
  • Fixed: [SP] Teleporter is not turning off when teleporting away from it when it is setup to a m/sensor
  • Fixed: CustomIcon are not displayed in several places
  • Fixed: Resources not getting wiped when using command "wipe all"
  • Neutron star: fixed jet animation