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Empyrion - Galactic Survival News

Alpha 10.5.x: Optimizations, Bug Fixes and other Improvements



Hi Galactic Survivalists!

We are thrilled to release Alpha 10.5 to the public today! This update does not only contain a LOT of bug fixes but we also dedicated a lot of our time to some major (multiplayer) optimizations! The first pass of these changes should allow for a more fluid gameplay experience, especially in combat. We have implemented a few new methods on how data and events are handled and would like to have your feedback on how things have improved. Please use the feedback thread pinned in the feedback forum!

Besides bug fixes and optimizations, Alpha 10.5 has a lot to offer: The orbital planet view is now a real 3D Mesh, showing also terrain heights and other specialities. The Talon will no longer ignore you and also have their own Base Attack. If you ever wanted to toy around with floating text messages and signs, you now can do that with the new LCD Projector device. In the same context, we improved the LCD panel creativity options, which now are offering a slew of sprites, icons, signs and a lot of formatting options for your creative all-out art attack (also available for the projector, of course).

Last, but not least, beyond a heap of other changes, optimizations and updates, our Builders League has set its hand on various POIs and also added several new ones. Large and small orbital bases, mining facilities, artifact sites and many more are waiting for you. If you are around on a snow planet, check out the new Rados bases - they might now be covered with snow, but they are even better prepared to give you a warm welcome.

As always, before giving feedback, read the changelog below and give Alpha 10.5 a try. Then, please head over to our feedback forum and let us know what you think: https://empyriononline.com/forums/faq-feedback.25/

If you run into any issue - or if you reported an issue in the experimental phase that does not seem to be fixed - please add your bug report to our bug report forum. There is also a description on how to set up a bug report, so the QA team can track it and work on your issues.

https://empyriononline.com/threads/read-before-reporting-bug-report-template-requirements-known-issues.47082/

https://empyriononline.com/forums/bugs.24

Without further ado: Have fun playing Alpha 10.5! :)

Yours,

Empyrion Dev Team

=======

Patch 2019-11-02 (Build 2664)

Fixes:
- Orbit Instances are broken
- Can't connect to LocalDedi => "App not Running"
- Deactivated Incremental GC (maybe a reason for crashes)

==========

Hotfix 2019-10-26 (Build 2660)

Since we changed something in the network code we need to assure that client and server are both up to date. For this we increased the version number to 10.5.1.

==========

Patch 2019-10-25 (Build 2659)

Since we heard about multiplayer problems we tried to improve some networking bottlenecks and also fixed other stuff. Have fun!

Fixes:
- Improved entity interpolation
- Improved network communication to prevent exploits
- Faster chunk loading on clients
- problem that when a passenger initiated a playfield change (teleport/warp), the pilot was not taken with him
- CoQ triggering after entering, exiting then re-entering a planet repeatedly
- Base terrain height issue

==========

Hotfix 2019-09-25 (Build 2654)

Fixes:
- Possible fix for slow chunk loading when changing playfields/DSL load
- POI Shield Gen Keeps Resetting

==========

Hotfix 2019-09-20 (Build 2652)

Fixes:
- Sometimes chunks of structure missing on first visit
- Spawner set wrong in POI "Abandoned Excavation Site"
- Another possible fix for IndexOutOfBoundsException
- Constructor getting stuck when the time corruption problem happened
- some exceptions

==========

Hotfix 2019-09-18 (Build 2648)

Changes:
- updated "Invader vs Defender II" scenario

Fixes:
- When a HV touches the bedrock it will get repositioned above terrain
- Possible fix for ticks getting out of sync
- Fix for console command 'ticks' not working any more
- Fixed icon size of Sprite selection button in Screen Edit window
- Removed feature that turrets rotate to their neutral position when retracted because of a bug. Will add this again in 10.6
- Game freezes up & stops responding after a player base is taken over by zirax when a new wave is triggered
- Fix for slight camera stuttering when exiting a cockpit in MP in 3rdp

==========

CHANGELOG: Alpha 10.5 (Build 2646)

MAIN FEATURES:

1. Optimizations:
- Dedicated server now calculates planets instead of playfield server, planets are now calculated on demand and not all at startup. This prepares the way for solar systems and infinite space.
- Significantly improved internal network communication. This should result in more fluid experience (less lags, less kicks etc in multiplayer).
- Added interpolation of entities to reduce rubber banding
- Binarizing playfield yaml files to improve loading and networking time when the game is loaded a 2nd time
- Optimized dedicated server and playfield server: now using memory pools for the network connection to avoid heap garbage and defragmentation
- Changing terrain blocks will now be sent only to the clients that are around the changed area. Should improve drilling performance in MP a lot
- No voxel terrain chunks are built if flying above 700 meters
- Set EAC packages to unreliable/unordered. This might result in less player kicks when there is a lot of network traffic
- Turret rotation update rate is set to two updates per second and sent on unreliable channel to relief network channel

2. Improved Planet Outside View (3D mesh, better atmosphere etc)

- Planet 3D view now using AtmosphereColor from playfield.yaml
- Planet 3D view: now using clouds color to color the clouds (color gets brightened a bit) and using atmosphere color for atmosphere (for savegames builds < 2600 the color gets brightened, please adjust your scenarios before you start new savegames)

- Deactivated local clouds when leaving/entering a planet and also deactivated atmosphere fire on ships
- Updated atmosphere colors on all playfields
- Planet 3D view: not showing clouds if playfield yaml has exactly one weather 'Clear'
- Planet 3D view: added normal map to clouds

3. Improved LCD Panels

- Added LCD Projector block (can be found in LCD Group) - a projector has no own screen but projects the content into the surrounding area (with configurable size and offset)
- Newly placed signs will by default use the “new mode" that allows multi-color text and sprites
- note that some international character sets are not yet available (e.g. East Asian characters), if you need them please use the Legacy mode (works exactly as before)
- Extended 'Sign Edit' window by font symbol and sprite selection windows (sprites only usable with new LCD mode)
- Added 'Help' button to show the new formatting possibilities
- Added tooltips to most UI elements to indicate functionality

4. Talon Base Attack

- We added a new base attack for the Talon faction: they will not invade your base but they position around your base and will deactivate the power of your base so you have to get out of your base to hunt them down

5. Improved Controller Support
- Several improvements for the handling of the controller
- Added an option to turn in game controller support on & off
- D-Pad down to work with inventory to move stack in one click
- Added Logistics and Factions to the radial menu accessed by controllers
- Added a way for a controller to enlarge & shrink the sensor detection area in sensor view mode
- Added 'Building tools' to the radial menu for controllers

6. Improved ModApi
- ModApi has been enhanced by some new functionality, other things have been changed
- please check the "Changelog" included in the documentation's start page (in folder Content/Extras/Modding Doc)

=====

OTHER FEATURES:

Major POI Update:

- Reworked Drone Bases (now have a one-time shield that does not regenerate when brought down)
- Added shield generator to more POIs
- Added specifically designed Rados SNOW set, replacing old Rados bases on snow playfields; includes renewed, revamped and also completely new bases.

- Added: Lava Processing Facilities on Lava Planets
- Updated: Orbital Trading Station (Variant4 TSO)
- Updated crashed Titan POI
- Added new orbital structures:

*Hideout, Base, Black Market, Slave Market for further use with future Pirates Faction addition; For now assigned to Polaris)
* Mining Bases, Alloy Synthesis Factories, Artifact Sites and more
- Updated: Talon Temple
- Added: Planet Remnant asteroid site

> An enormous "Thank you" to: Vermillion, Fractalite, ravien_ff, Dinkelsen, Frigidman, Needleship & Ramachandra

Improved Visuals:
- Sector map: setting color of planets now as a combination of AtmospherColor and LightHorizonColor color
- Entering a planet now creates the terrain immediately without showing intermediate results
- Tuned water shader a bit: using less local fog to give the water more its 'real' color
- Space: slightly increased light intensity
- Adjusted water parameters to use more specular again to reflect the sky stronger. Adjusted waves slightly
- Removed space fog in space playfields. Please give feedback if you miss it and want it back (maybe turned down a bit)
- Ground blast particles of ships are more transparent now
- Improved visuals of some sun flares (SunFlareYellow and SunFlarePurple)

Gameplay:
- Added PentaxidOre as alternative template to Advanced Constructor to open up an additional (although costly) path to produce PentaxidOre ( in late game phase)
- Added "NoShieldReload" property for Shields per POI in playfield.yaml: setting this property will not load the shields after getting them down any more
- Allow removing of structure's lock codes and device grouping in Control Panel
- When a player opens CP or a container it will now set this structure to 'visited/touched' delaying any wipe

Changes:
- Updated Alien and Snow playfields

- Activated better UDP delay detecting
- Forcing now half texture resolution if the system has less than 10 GB of main memory (before 8 GB)
- Added console cmd 'structure' to manage structure internals
- Added new armored windows + railings
- Keeping the latest three input config files to allow switching between Public and EXP branches without losing the setup
- Added max size detecting when trying to spawn a blueprint to avoid too heavy server network load (max file size=3MB)
- Adjusted max blueprint size detecting: now only done when a CLIENT wants to spawn a blueprint
- Mask typical swear words and the name "Eleon" as part of a non-official server name
- Config files TraderNPCConfig, EGroupsConfig and DefReputation are now read from the scenario folder if they exist (else the default folder is used as before) - note: check if you already placed such files in scenarios and if they are up to date

Updated Scenario “Invader vs Defender” (by RexXxuS):
"The Golden Phoenix Asteroid Field grants many treasures at a hot price"

Since it's a new Universe with new logic it is now called "Invader vs Defender II".
Some highlights (still wip):
- new meticulous created Universe with smooth transition from PvE to PvP (hier das Golden Phoenix Bild einfügen)
- a lot of PvE content and great boost for PvP in the center
- Origins have more impact on your gameplay now
- More (PDA) Missions to play

Bug Fixes:
- Base attacks set to OFF in the difficulty setting is not working & attacks are still triggered
- Repair console UI does not update the needed resources until exiting & re-entering the console
- Possible fix for showing "Connection lost" dialog when changing worlds
- Not all shutters flowing O2 (1x3, 1x4 & 1x5)
- Multiple block types (concrete, steel etc) when picked up from SI drops are not put into the correct block groups
- Cockpit 8 - single hit removes almost all of the cockpit
- Drones and Troop Transport set to player faction after Drone Base Capture
- [Edge case] Drilled out terrain returning after loading back into save game
- Structures not getting DSL'ed on startup of a game
- Asteroids rendering issue
- Water appears in bases placed closed to lakes when player returns from being 5km+ away from a base
- Possible to damage other players BA or Vessel shield in PvE playfield
- Lava flickering
- Zirax troops sometimes not firing on player despite being hostile
- Zirax patrols are not present on Arid starting planet
- [SSG] Directory not found exception
- Returning to a structure that has lights setup to blink can result in some lights appearing on when they should be off
- More relaxed times for 'UDP delay detection' to avoid "connection lost" popups
- Drilling particles did not get correctly lit
- Fixed jumping animation was not working for other player in MP games
- Possible to place blocks in the center of a warp drive
- Player looked into wrong direction on some angles when using jetpack in space
- In MP other players did not look up/down correctly
- Using Auto level in a vessel can cause the thrusters of a vessel to get stuck switching quickly between 2 directions
- [MP] Vessel exploit
- Not possible to place a symmetry plane or place the selection area on a structure when the building tools window is open
- On screen Soft Cursor cannot be used until the controllers Right stick has been pressed/'Clicked'
- Oxygen death after melee death gives wrong message
- Fix for showing blank screen after warping when deleting cache on server side
- Fix Sector Warp Lock reticule text overlap
- Telluropod & Desert golem sometimes do not damage the player when attacking
- Drill Animation sometimes not stopping
- POI found to always be floating above terrain & is offset from center in BP preview
- Fixed 'Start' button on controller as ESC not working in all windows
- Scrolling stops working in 1 faction window when switching to a faction window with no scrolling option & back
- Dark stretching on 3D representation of planets close the poles
- Troop transports sometimes freeze above where they should land until reloading back into the save game
- Moon playfield has atmosphere until 'Terrain LOD' kicks in when getting closer to the moon
- [SELECTION BUILD TOOL] LCD screen text or symbols not maintained when copy & pasting screen
- [SELECTION BUILD TOOL] NPC settings for NPC-Spawners as well as motion sensor / light barrier areas not maintained
- [Player report] Troop transport is triggered every time when returning from orbit to planet-side base
- 'struct remove-device-signals' command not resetting removed circuit signals
- Water appears in bases placed closed to lakes when player returns from being 5km+ away from a base
- Polaris mission - Privacy matters waypoint not activating on mini map or planet map
- 'Reset to Defaults' option should only reset selected 'Input'.
- Turret Barrels Protruding from Block
- Plants, rocks & trees don't get removed for players who are far away from where they have been removed
- POI found to always be floating above terrain & is offset from center in BP preview
- Planet terrain in the map view loses detail & goes dark after changing from a moon playfield to a planet playfield
- Fixed texture view in SSG
- Outputting to log when a player spawned a blueprint in MP
- Xbox Controller: Weapons won't react to left & right triggers on first load until they are fired by a mouse button first
- Xbox Controller: Radial menus will not open for controllers on first load into a save game until they are used by a mouse
- Xbox Controller: Mounted weapons & Turrets cannot be fired from the controller until LMB on the mouse is used 1 time
- Issue with origin & sensors
- Symmetry & Copy & paste modes are both not functioning
- Warp lines turn back on after being turned off when the sector map is reopened
- Fixed: Positioning of "static" checkbox for NPC spawners
- Controller/mouse UI checks fixes
- Blocks can be placed when selecting a block shape
- Vessel speed is not maintained after warping when moving into a sector you have not been before
- Unable go back to main menu after pressing escape when trying to bind a key
- The "Fill all" ammo option when the ammo container is connected causes the client to crash
- Space Vessel : after resuming some games, the vessel head to the coordinates 0,0,0)
- Problem that mission "Totally overpowered" was not possible on LavaNascent playfield since some POIs did not spawn
- Left & right bumper for 'Common controls' to roll left or right when the jetpack is on whilst in space doesn't work
- Spawner plates set to 'static' ignore power state, sensor logicCD)
- Device names appear wrong after opening the control panel
- 'Teleporting...' disappeared when the target world was not yet generated
- Players getting damaged when teleporting and the target world needed to be generated
- Talon base attack UI on planets with no talon shows values above 0
- MP: Player vessels markers on the map go out of sync when 1 player moves far away from another
- Allow building mode to switch between toolbars
- MP: when turrets are trying to track & fire at a target the barrels aim in other directions
- MP: Exceptions from flying around a planet coming from map icons
- Constructor continues to put crafted items in assigned container even if it has been removed (losing those items)
- Planets and moons with an atmosphere but no clouds will still show clouds when viewed from the planet's surface
- Exception when text spanning more than one line in projectors if size is 90 or above
- MP: Desync issues with clients when returning from distance away from another player
- When viewed from a planet's surface, clouds on moons don't display correctly under certain circumstances
- LCD Projector: CoQ when adding and removing Sprites
- LCD Projector: Adding Sprites in a row longer than the display will break the line-break and cursor position in preview window
- MP: Desync issues with clients when returning from distance away from another player (FIX FOR DECO)
- Whatever DefReputation.ecf file is loaded in first, will override any other DefReputation.ecf file
- Exception loop from Troop transporter when it is returning to the Drone base
- Exception triggered when crafting a T3 Auto mining device
- Exception triggered by o2 calculation
- Stiff, slightly twitchy grass during weather transitions
- "Weather: RainMedium" resulting in very visible 'scan line' artifacts on grass
- Fixed: Several internal exceptions

Alpha EXPERIMENTAL 10.5



Hi Galactic Survivalists,

We are excited to release the first EXPERIMENTAL version of Alpha 10.5.

Alpha EXP 10.5 features massive optimizations and bug fixes, an improved outside view of planets, new LCD panels, Talon base attack and many other changes and improvements.

Please report any bug in our EXP Bug Forum: https://empyriononline.com/forums/bugs.34/
Please read the 'HOW TO REPORT A BUG 'ahead of adding a new thread: https://empyriononline.com/threads/...ort-template-requirements-known-issues.47118/

Thanks a lot for your appreciated help and have fun playing Alpha 10.5 Experimental :)

Yours,
Emp Dev Team

=====

Update 2019-08-30 (Build 2625)

Fixes:
- Players cannot see other players in Local co-op

=====

CHANGELOG: Alpha EXPERIMENTAL 10.5

MAIN FEATURES:

1. Optimizations:
- Big internal change: dedi now calculates planets (instead of playfield server), planets are now calculated on demand (not all at startup)
- Significantly improved internal network communication > more fluid experience (less lags, less kicks etc). We are still working on the interpolation of entities to reduce rubber banding > we will add this interpolation in one of the next EXP releases
- Binarizing playfield yaml files to improve loading and networking time when the game is loaded a 2nd time
- Optimized dedicated server and playfield server: now using memory pools for the network connection to avoid heap garbage and defragmentation
- Changing terrain blocks will now be sent to only the clients that are around the changing area. Should improve drilling performance in MP a lot
- No voxel terrain chunks are built if flying above 700 meters
- Set EAC packages to unreliable/unordered. This might result in less player kicks when there is a lot of network traffic to increase fly speed on planets

2. Improved Planet Outside View:
- Improved planet 3D mesh, better atmosphere etc
- Planet outside view now using AtmosphereColor from playfield.yaml
- Planet 3D outside view: now using clouds color to color the clouds (color gets brightened a bit) and using atmosphere color without modification for atmosphere (for savegames build < 2600 the color still gets brightened, please adjust your scenarios before you start new savegames)
- Deactivated clouds when leaving/entering a planet and atmosphere fire
- Updated atmosphere colors on all playfields

Feedback thread: https://empyriononline.com/threads/alpha-10-5-improved-planet-outside-view.69767/

3. Improved LCD Panels:
- Added TextMeshPro to LCD 1x1 NoFrame as a test
- Please check with "1x1 NoFrame" LCDs how the new display system works (multi-color etc.)
- newly placed signs will by default use the new "Pro mode"
- Enhanced '2x1 LCD with frame' to work with the new mode
- Extended 'Sign Edit' window by a font symbol selection popup (usable for old and new LCD modes)

Feedback thread: https://empyriononline.com/threads/alpha-10-5-exp-improved-lcd-panels.69766/

4. Talon Base Attack:
- We added a new base attack for the Talon faction: they will not invade your base but they position around your base and will deactivate the power of your base so you have to get out of your base to hunt them down

Feedback thread: https://empyriononline.com/threads/alpha-10-5-exp-talon-base-attack.69765/

5. Improved ModApi:
- ModApi has been enhanced by some new functionality, other things have been changed
- please check the "Changelog" included in the documentation's start page (in folder Content/Extras/Modding Doc)

====

OTHER FEATURES:

POI Update:
- Reworked Drone Bases (now have a one-time shield that does not regenerate when brought down)
- Added shield generator to more POIs
- Orbital Trading Station updated (Variant4 TSO)
- Updated crashed Titan POI
- Added new orbital structures (Hideout, Base, Black Market, Slave Market for further use with future Pirates Faction addition; For now assigned to Polaris)
- Talon Temple udpate
> Thanks to: Dinkelsen, Frigidman, Fractalite, Needleship, Ramachandra, ravien_ff, Vermillion

Visuals:
- Improved visuals of some sun flares (SunFlareYellow and SunFlarePurple)
- Sector map: setting color of planets now as a combination of AtmospherColor and LightHorizonColor color
- Entering a planet now creates the terrain immediately without showing intermediate results
- Tuned water shader a bit: using less local fog to give the water more its 'real' color
- Space: slightly increased light intensity
- Adjusted water parameters to use more specular again to reflect the sky stronger. Adjusted waves slightly

Improved controller support:
- Several improvements for the handling of the controller
- Add an option to turn in game controller support on & off
- D-Pad down to work with inventory to move stack in one click
- Add Logistics and Factions to the radial menu accessed by controllers
  • Before starting the experimental client go to your saves folder 'Empyrion - Galactic Survival\Saves' & create a new file called it f.ex 'Input backup'
  • Copy the file 'inputconfig_v31' from the saves folder & place the copy into the newly created folder to back it up
  • Now when you start the experimental release another input file will appear in the saves folder but with a new version number 'inputconfig_v32' you may now also put this into the backup folder you created
  • If you decide to go back to the public branch B2554 delete both the inputconfig_v31 & inputconfig_v32 files from the saves folder & place the backed up copy of v31 back into the saves folder & do the same if you decide to go back to the experimental branch with the backed up v32 file to restore any custom layouts you created.


Gameplay:
- Added PentaxidOre as alternative template to Advanced Constructor: Feedback required
- Added "NoShieldReload" property for Shields per POI in playfield.yaml: setting this property will not load the shields after getting them down any more
- Allow removing of structure's lock codes and device grouping in Control Panel
- When a player opens CP or a container it will now set this structure to 'visited/touched' delaying any wipe

Other Changes:
- Activated better UDP delay detecting
- Forcing now half texture resolution if the system has less than 10 GB of main memory (before 8 GB)
- Added console cmd 'structure' to manage structure internals
- Added new armored windows + railings
- Keeping the latest three input config files to allow switching between Public and EXP branches without losing the setup
- Added max size detecting when trying to spawn a blueprint to avoid too heavy server network load (max file size=3MB)
- Adjusted max blueprint size detecting: now only done when a CLIENT wants to spawn a blueprint
- Mask typical swear words and the name "Eleon" as part of a non-official server name

Bug Fixes:
- Repair console UI does not update the needed resources until exiting & re-entering the console
- Not all shutters flowing O2 1x3, 1x4 & 1x5
- Cockpit 8 - single hit removes almost all of the cockpit
- Structures not getting DSL'ed on startup of a game
- Base attacks set to OFF in the difficulty setting is not working & attacks are still triggered
- Asteroids rendering issue
- Dark stretching on 3D representation of planets close the poles
- Troop transports freeze above where they should land until reloading back into the save game
- Moon playfield has atmosphere until 'Terrain LOD' kicks when getting closer to the moon
- [SELECTION BUILD TOOL] LCD screen text or symbols not maintained when copy & pasting screen
- [SELECTION BUILD TOOL] NPC settings for NPC-Spawners as well as motion sensor / light barrier areas not maintained
- Multiple block types (concrete, steel etc) when picked up from SI drops are not put into the correct block groups
- [Player report] Troop transport is triggered every time when returning from orbit to planet-side base
- 'struct remove-device-signals' command not resetting removed circuit signals
- Drones and TT set to player faction after DroneBase Capture
- Lava flickering
- Water appears in bases placed closed to lakes when player returns from being 5km+ away from a base
- POI found to always be floating above terrain & is offset from center in BP preview
- Planet terrain in the map view loses detail & goes dark after changing from a moon playfield to a planet playfield
- Fixed texture view in SSG
- Outputting when a player spawned a blueprint in MP
- Possible fix for space particles flashing
- Drilling particles did not get correctly lit
- Possible to place blocks in the center of a warp drive
- Zirax patrols are not present on Arid starting planet
- Xbox Controller: Weapons won't react to left & right triggers on first load until they are fired by a mouse button first
- Xbox Controller: Radial menus will not open for controllers on first load into a save game until they are used by a mouse
- Xbox Controller: Mounted weapons & Turrets cannot be fired from the controller until LMB on the mouse is used 1 time
- Fix for planet outside view not showing atmosphere sometimes
- Possible fix for showing "Connection lost" dialog when changing worlds
- Issue with origin & sensors
- When repeatedly using the BA command for Talon a CoQ can be triggered sometimes
- Returning to a structure that has lights setup to blink can result in some lights looking on when they should be off
- Zirax troops not firing on player despite being hostile
- POI found to always be floating above terrain & is offset from center in BP preview (better fix)
- Fix 'Start' button on controller as ESC not working in all windows
- Water appears in bases placed closed to lakes when player returns from being 5km+ away from a base
- More relaxed times for 'UDP delay detection' to avoid "connection lost" popups
- Symmetry & Copy & paste modes are both not functioning
- [Edge case] Drilled out terrain returning after loading back into save game
- No longer possible to copy & paste symbols from an input field to another (e.g. LCD screen)
- Warp lines turn back on after being turned off when the sector map is reopened
- Fixed jumping animation was not working for other player in MP games
- Fixed: Positioning of "static" checkbox for NPC spawners
- Possible to damage other players BA or Vessel shield in PvE playfield
- [SSG] Directory not found exception
- Controller/mouse UI checks fixes
- Blocks can be placed when selecting a block shape
- Fix for showing blank screen after warping when deleting cache on server side
- Fix Sector Warp Lock reticule text overlap
- Telluropod & Desert golem do not damage the player when attacking
- Drill Animation not stopping
- player looked into wrong direction on some angles when using jetpack in space
- in MP other players did not look up/down correctly.
- Using Auto level in a vessel can cause the thrusters of a vessel to get stuck switching quickly between 2 directions
- [MP] Vessel exploit
- Not possible to place a symmetry plane or place the selection area on a structure when the building tools window is open
- Black screen loading after teleport
- On screen Soft Cursor cannot be used until the controllers Right stick has been pressed/'Clicked'
- Possible fix for ghost ships appearing sometimes in MP in playfields
- Oxygen death after melee death gives wrong message
- Vessel speed is not maintained after warping when moving into a sector you have not been before
- Unable go back to main menu after pressing escape when trying to bind a key
- The "Fill all" ammo option when the ammo container is connected causes the client to crash
- Space Vessel : after resuming some games, the vessel head to the coordinates 0,0,0)
- Left & right bumper for 'Common controls' to roll left or right when the jetpack is on whilst in space doesn't work
- CoQ loop from Troop transporter when it is returning to the Drone base
- Exception triggered when crafting a T3 Auto mining device
- Problem that mission "Totally overpowered" was not possible on LavaNascent playfield since some POIs did not spawn
- CoQ triggered by o2 calculation
- Stiff, slightly twitchy grass during weather transitions
- "weather: RainMedium" resulting in very visible 'scan line' artifacts on grass

Alpha 10.4: Unity 2019 and more Improvements and Bug Fixes

Hi Galactic Survivalists,

we just released Alpha 10.4, using Unity 2019. Please check the changelog below.

Thanks again for your appreciated feedback and bug reports!

Yours,
Empyrion Dev Team

==========

Update 2019-08-13 (Build 2554)

Fixes:
- No longer possible to copy & paste symbols from an input field to another (e.g. LCD sign)
- CoQ triggered by O2 calculation
- MP Damage exploit
- Telluropod & Desert golem do not damage the player when attacking
- [Edge case] Drilled out terrain returning after loading back into save game

----------

Update 2019-08-06 (Build 2550)

Fixes:
- Water appears in bases placed closed to lakes when player returns from being 5km+ away from a base
- POI found to always be floating above terrain & is offset from center in BP preview

----------

Update 2019-08-02 Alpha 10.4 (Build 2549)

Changes:
- More relaxed times for 'UDP delay detection' to avoid "Connection lost" popups

Fixes:
- Returning to a structure that has lights setup to blink can result in some lights looking on when they should be off

----------

Update 2019-08-01 (Build 2548)

Fixes:
- Not all shutters flowing O2 1x3, 1x4 & 1x5
- Dedi Pf server communication: removed TCP stream freeze workaround for U2018 (fixed in U2019)
- Base attacks set to OFF in the difficulty setting is not working & attacks are still triggered
- Activated better UDP delay detecting
- New game Temperate start option 2 start location wreckage base does not load

----------

CHANGELOG: Alpha 10.4.0 (Build 2545)

Changes:
- Allow to export Child properties to Config.ecf
- Exported "Prob" for resource deposits (= probability that a resource voxel drops sth)
- Network: better detecting if a player is trying to cheat with using low bandwith (not activated yet)
- Added console cmd 'structure' to manage structure internals

Fixes:
- Troop transports freeze above where they should land until reloading back into the save game
- Fixed thrusters in U2019
- When some blueprints are spawned they lose their device list & signals setup
- Aln faction structures no longer firing on players.
- When pasting a selection in creative, the axis slider is not aligned with the pasted selection
- SSG exception when exporting random scenario
- Cockpit 8 - single hit removes almost all of the cockpit
- texture view in SSG
- structures not getting DSL'ed on startup of a game (last fix was not working)
- U2019 Asteroids rendering issue
- Drones and TT set to player faction after DroneBase Capture
- dark stretching on 3D representation of planets close the poles

Alpha 10.3: Improvements and Bug Fixes - Part III

Hi Galactic Survivalists,

we just released Alpha 10.3, please check the changelog below.

Thanks again for your ongoing feedback and bug reports :)

Yours,
Empyrion Dev Team

==========

CHANGELOG: Alpha 10.3.0 (Build 2539)

---
PLEASE NOTE: Players who have spawned a recently saved Blueprint that have problems with signals or the device list should execute some console cmds to remove faulty data. For this, step onto that structure, open the console window and enter 'help structure'.
Then execute all three sub-commands to clean up the structure. You may then re-setup your signals, lock codes and custom devicve grouping / naming and save it as a working Blueprint. Sorry for any inconvenience!
---

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

Fixes:
- When some blueprints are spawned they lose their device list & signals setup
- Troop transports freeze above where they should land until reloading back into the save game
- Base attacks set to OFF in the difficulty setting is not working & attacks are still triggered
- Dark stretching on 3D representation of planets close the poles

==========

CHANGELOG: Alpha 10.3.0 (Build 2535)

Fixes:
- Ship Controller: Ship high angular speed bug
- Value 1E+10 for label TorqueAmount in structure (SV_Prefab_Tier1) cannot be converted to Int
- 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
- Save template last saved timer appears incorrect

==========

Sorry for the non-functioning turrets, but we already fixed it!

CHANGELOG: Alpha 10.3.0 (Build 2533)

Fixes:
- Turrets not shooting
- Chainsaw does not start animation unless you only start using it when standing close to a tree
- Solar panels are not producing any output but appear to be 'online'

==========

We quickly fixed some stuff reported today, so have fun with a more stable version :-)

CHANGELOG: Alpha 10.3.0 (Build 2532)

Changes:
- Planet map: smoothing normals to show less zig zag lines
- Permissions for adjusting color palette with Configure color window on structures

Fixes:
- Decoration: Unharvestable Trees
- Moon playfield has weather after triggering the pole fog
- OverflowException when parsing numeric faction abbreviations (f.e. '333')
- Avoiding reported CoQ
- Usage indicators display incorrectly in HUD
- Heat & radiation areas break when a BA is rotated
- Don't showing tracers and particles for a mounted weapon that cannot shoot (because it would hit the own ship, but still using ammo)
- [MP] CoQ & disconnect from servers when changing playfields whilst still connected to container via wireless connection

==========

CHANGELOG: Alpha 10.3.0 (Build 2531)

Updated Base Attack:
- Added "Time to next attack" to Registry and Control Panel stat window: you will now roughly know 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
- 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:
- Hitscan and 3rd Person View
- Using an ADMIN POI Core makes Polaris, Talon Visable on Map
- When using Discovery=false in playfield.yaml there is no map icon shown
- Sometimes on game entry no structure was DSL'ed
- Hud NPC health bar not at correct value, in some cases
- Some wreckage POIs had no player spawner block (=> player spawned outside in strange positions)
- When spawning in some blueprints they lose their device list & signals setup
- Some blueprints can have missing parts in the visible preview & after spawning in
- Invisible blocks in blueprint spawn preview
- Clone chamber: not possible to paint/texture below
- Wall Mounted sentry view clipping into wall and CAN shoot through wall
- Clipping issue with mini-gun turret
- POI ShieldGenerator not automatic 100%
- 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

Alpha 10.2: Improvements and Bug Fixes - Part II

Update: July 7, 2019 (Build 2526)

Bug Fixes:

- Fixed: When spawning in some blueprints they lose their device list & signals setup
- Reverted fix for: After making a BP of a structure at max size the center of it is moved when spawning the BP in.

========

Update: July 5, 2019 - Alpha 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

========

Update: July 4, 2019 - Alpha 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

Known Issue:
- Missing localisation when repairing a vessel with a lock code in auto mode in R2B

==========

Update: July 2, 2019 (Build 2522)
- Fixed: Sporadic exception when opening CP
- Updated EAH Tool

======

Hi Galactic Survivalists,

We released Alpha 10.2 with more bugs fixes and improvements. Please check out the changelog below.

Yours,

Empyrion Dev Team

=====

CHANGELOG: Alpha 10.2.0 (Build 2521)

Updated Base Attack:
- Base Attacks now depend on presence of drone base: If the 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)
- Display message when a drone base has been deactivated
- Base attack will now spawn 600m from the edge of the base (not from the center of it)

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
- if they see player, they currently ignore him.
when shot:
- they run to the player and then use melee attack with occasional roars
- 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, i.e. 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
- 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
- Possible fix for error message found in logs '-ERR- Double faction found'
- Fixed: Several internal exceptions found in logs