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Empyrion - Galactic Survival News

Experimental v1.3

Hi Galactic Survivalists!
Welcome to v1.3 EXPERIMENTAL!

The year 2020 is slowly coming to its end - but Empyrion Galactic Survival is not! With the upcoming v1.3 we are adding a bunch of bug fixes, but also several new features and more content.

One of the main features is the new decals system. The decals feature will allow you to bring custom pictures into the game and add it to structures spawned in the playfields.

As a second addition, you can now create custom NPC factions and add them to galactic territories, playfields and POI as you like! We are also adding new POIs and new variants of NPCs and Creatures for you to equip your POI structures with.

Last, but not least, you can test four new main story missions which continue the chapter 1-6 story arc!

Please have a close look at the changelog below. More info about certain topics, explanations and a chance to give your feedback on them can be found stickied in the EXP feedback forum: https://empyriononline.com/forums/experimental-features-discussion.35/

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 v1.3 Experimental!
Empyrion Dev Team

If the experimental branch doesn't appear in the branch list for you please try restarting your steam client!

====

Patch 2020-12-15 v1.3 B3196


Changes
  • Added: Scenario Workshop publishing now allows png files (needed for transparency)
  • Factions.ecf: Admin faction needs to have "NPC: false" set
  • Talking to trader entities: reputation check is now only done on factions that have reputation enabled.
  • Scenario Loading Screens: fixed problem that the first loading screen was from the lastly loaded scenario (BETTER FIX)
  • Loading Screens: now only one loading screenshot is shown (instead of two) during the loading
  • Updated GIN: you can now use credibility seals with the 'Contact an Ambassador' dialogue to restore your reputation
  • Updated: Credibility missions now have a waiting time before they can be repeated
  • Updated: Intro description of starter planets (added some hints about their individual challenges)
  • Allowing to mod models for blocks in SharedData now (docu to come soon)
  • Scenario Loading Screens: loading every 10s a new screenshot now
  • Small update of scenario "Invader vs Defender - Conflict of Cygnus"
  • Added: PDA playfield op "AI" use with parameter true or false, e.g. 'AI: false'
  • Improved Attack/Defense value calculation: no longer using averages of weapons of vessels and spawners, also handling melee type attacks of NPC's
Fixes
  • Fixed: Vessels coming to a stop with cruise mode on after using the detector
  • Fixed: Loss of vessel speed
  • Fixed: problem that asset bundles (w/o extension) were not sent to clients in SharedData (now able to use suitpropsext in MP games)
  • Fixed: PDA actions with Amount > 1 didn't always complete when using "[Names]Required: NeedAll" or when exiting and resuming the game while the chapter is in progress
  • Fixed: Destroying drones at end of Human Remains mission does not complete task
  • Fixed: loading screenshots overlapping respawn buttons (moved buttons to the left)


====

Patch 2020-12-10 v1.3 B3192


Changes
  • Faction Discovery: showing now InGameMsg
  • Updated: Set all factions to be discoverable (your map legend and faction screen will show only "Unknown" when starting a new game!)
  • Updated Mission/Journeybook to new PDA group/sorting methods
  • Added GIN consoles to Trading Stations (to be used with Credibilit Missions; not yet functional)
Fixes
  • Scenario Loading Screens: fixed problem that the first loading screen was from the lastly loaded scenario
  • Fixed: Kriel barking dialogue lead to Exception
  • Fixed: Exploit
  • 07693: Non Docked vessels can "sink" under blocks they are left placed on
  • DecalControl block: fixed regression that the initial state was broken since we are using a regular block now.
  • Decals: fixed decals not getting removed on regeneration of a structure


====

Patch 2020-12-09 v1.3 B3191


Changes
  • Decals on Blueprints: added new block class 'DecalControl' that can be connected to decals via their name in CP. This block will switch these decals on/off according to its activated state. No default block was added yet to BlocksConfig.ecf, so only for modding yet.
  • Updated BP groups CivilMain, CivilSettlement and Waystations with Commodity Traders
  • DialogueSystem: added convenience function SetBlockActive(string name, bool bActive) to allow setting a block by its name to active/deactive
  • Added Santa Claus Hat and Snowmans Head as usable items (will be equipped automatically when carried in inventory or toolbar)
  • Updated TSO and TSP with barking, trader dialogue and some NPC/trader changes
  • Removed most of the shader warnings on playfield server logs (Shader XXX shader is not supported on this GPU) by disabling fallback shader
  • Added Santa Claus Hat and Snowmans Head to EscapePod inventory. Will be equipped automatically.
    > Note: If you have both, drag the one you want to show to a "higher" slot number. Enjoy and have fun!
  • PDA: implemented new chapter Group and Faction properties
  • PDA: changed window to use grouping instead of a tab per faction (as we now have more factions)
  • Player window: the day count calculation is now different in SP (total time spent in the game) than to MP (total time spent on server)
  • SharedData client download: showing status message about files that need to be downloaded when connecting to a server
  • Removed obsolote GrassGree01 blocks to free up BLOCKIds (free areas are marked with 'available free' in the document)
    > PLZ watch out if something looks like it is missing grass (or is said so in the logs/console) and report!
  • Added Decal Control Unit block (Place in Creative to use with decals: on/off of the block defines on/off of the linked decal)
  • Updated main localization
  • Updated/added commodity traders to Polaris, Pirates, Colonists & Trader factions planet and space POIs (where applicable/appropriate; first pass)
  • SharedData client download: loading small files first now to show better status update on client side
  • SuitPropsExt: removed the need for 90° z rotation in modded player suit head props
  • Added: PDA Chapter group names can now be loca keys
  • Added: PDA group lines now show number of activatable chapters in group
  • Changed: PDA content now hierarchically indented
  • Factions can now be discovered as soon as any of their POIs get discovered. To enable that a faction is 'discoverable', add 'Discovery: true' to the faction in Faction.ecf. Use console cmd 'faction discover ' to debug that.
Fixes
  • Fixed: PDA window cached content between games
  • Fixed: PDA Journeybook tab is only displayed if there are respective chapters in the PDA.yaml
  • Fixed: Pressing Escape in main menu removes any options and the client must be restarted
  • Fixed: Aluminium definition for Resource Trader being wrong
  • Fixed: ESC key not working anymore after using 'Text Color' of an LCD
  • Fixed: Colonists faction was not visible in faction screen
  • Fixed: Trader discount was set to 80% instead of 8%
  • Fixed: Rolling with vessels is not working when there is enough thrust & RCS is turned off


====

Patch 2020-12-07 v1.3 B3187


Changes
Decals
  • Decals on structures: you can now specify a web url to download the image from there.
  • Decals on structures: you can now specify '-Video=' to show a mp4 video instead of a texture. Please use responsible as this can affect performance!
  • Decals on structures: added '-Color=r,g,b,a', '-ColliderMode=NoCollision|Collision|Off' to set tint color/transparency and optional colliders to the decal.
  • Decals on structures get now saved into /Shared//decals.txt to be able to change existing decals manually using a text editor.
  • Decals with video: warning message 'AudioSampleProvider buffer overflow. 1024 sample frames discarded.' should now occur less often.
  • Console cmd 'decals reload' will now prefer the 'decals.txt' in the 'Shared' for reloading. With this also player created structures can be adjusted during runtime.
  • ClientUpload system: added 'mp4' to the file extensions that get uploaded to clients.
  • Adjusted position of SantaClauseHat + SnowmanHead a bit to not clip into armor too much.
  • If RangeAU/RangeLY is modded with Mod.RangeAU/Mod.RangeLY, it is displayed correctly now in info texts
PDA/Story
  • Added the Journey Book as new Empyriopedia element for tracking the story progress (currently all visible;will change later) and re-read all important info, logs and dialogues
  • Changed: Starting the Journey Apollon logs now available in Journey Book (removed from dialogue, because considered as too long)
  • Updated Ilmarinen (Ancient Revelations) with new Infected Legacy creatures
  • Updated UCH Heidelberg, Sigma Fulcrum
  • Updated Loca texts
Misc
  • Modded item properties via player skills: added BlastDamage
  • Modded item properties via player skills: added RangeAU, RangeLY from BlocksConfig
  • Updated: Starter planet description texts (random default scenario)
  • Updated: XenuFuelDepot (thx to sulusdacor)
  • Updated: added commodity traders welcome texts
  • Added Pirates OPV 'Quin Merac' (thx to sulusdacor)
  • Added Station Services for Ambassador Vessel and GLaD Outpost
  • Added Commodity Traders to several orbital stations (thx to Kaeser)
  • Item Icons can now be modded in SharedData/Content/Bundles/ItemIcons
  • Item Icons are now loaded from asset bundle (to prepare allowing to mod them, modding not active yet!). Please watch out for missing item icons!
  • Improved: Color Tool Configure window can now be closed with ESC key (behaves like clicking on 'Cancel')
  • Changed: Creative Scenario: Moved position of White Canvas moon further out
  • Added proper names for new NPC enemies and civilians to loca file (only EN; Translations will follow)
  • Added first draft of suit props: SantaClauseHat, SnowmanHead. Use console cmd 'psp SnowmanHead' or 'psp SantaClauseHat' for now.
  • TokenConfig.ecf: added example how to set an icon for a token
Fixes
  • Fixed: Exception when skill values get saved to DB
  • Fixed: UCH Heidelberg wreckage too far away from starting point on Snow Starter (random default scenario)
  • Fixed: Ok'Y medical had 2x Stomach Pills entries
  • Fixed: BUDS entry in Empyriopedia showing/naming the wrong plant
  • Fixed: Motorbike exception spam on pf server
  • Fixed: Exception in Color Tool
  • Fixed: Color Tool not updating RGB/HSV sliders when selecting another palette
  • Fixed: Self destruct timer for AI vessel triggering incorrectly
  • Fixed: Item Icons: fix for MP when first time connecting to a server and getting the icons, no icons were displayed
  • Fixed: Gas Refinery (Traders Guild) Power trader leading to Exception
  • Fixed: SuitProps: fix for other player's prop was not visible when entering a MP game.
  • Fixed: [MP] Legacy base turrets will not shoot
  • Fixed: Ticks become broken after sleeping in space after multiple warps
EAH:
  • Updated EAH https://empyriononline.com/threads/tool-eah-empyrion-admin-helper-v1-52-x.5771/page-70#post-424576

====

UPDATE: v1.3 (Build 3180)


Changelog
  • Updated to Unity 2020.1
Player skills
  • First draft of player skills allowing to change item properties (for now only Damage, more properties will come soon):
  • For now this is only usable with the Dialogue system. There you set up skills with e.g. Player.Skills['yourSkill'] = 1.5.
  • That skill (yourSkill = 1.5) can then be used in the ItemsConfig.ecf to modify the 4 properties you see below (Damage, BulletSpread, etc. If you think other values make sense too, please let us know. BlocksConfig.ecf comes next to change RangeLY for WarpDrive etc.).
  • For example with a Pistol: Mod.Damage: "Damage + Player.Skills['yourSkill']
  • 2"
  • That way, properties are different handled per player - depending if the player skilled it or not.
  • Modded item properties via player skills: added BulletSpread, ReloadDelay, Recoil
  • BlocksConfig: added MarketPrice property
  • Added console command 'itemmods' to show the active modifications of the held item of the local player.
Decal System
  • First draft of simple decal system for POI Blueprints (static Blueprints) (WIP!)
  • Added console cmd 'decals' that will reload the decals in the current BP. Added 'decals clip' that will paste an example for decals to the clipboard.
  • First draft of a simple client upload system for files. Will be first used for decals, can be used for other modding files later, too.
  • Client upload system: files are now sent only in 1MB chunks.
Custom Factions
  • Faction.ecf: added new config file to allow defining your own factions in there
  • Factions.ecf: added 'Description' for NPC factions to display on the faction windows NPC tab.
  • Faction window: Localizing now all faction names on the reputation page
  • Factions.ecf: added hardcoded factions, please only change the color and maybe the Abbrev.
  • Factions.ecf: added OmitMapLegend to not show this faction in the map legend info
  • Factions.ecf: renamed "FriendlyToAllPlayers" to "Friendly". Added "Unfriendly". Added "HideAbbrev" to hide the faction abbreviation at certain locations in the game.
  • Added/updated docu to Factions.ecf
NPC Faction updates
  • Added: VOID faction (static hostile; Antagonist to TESCH)
  • Added Abyssal to planetary playfields (Alien,Ocean,Temp,Tempswamp,ForestMoon)
  • Changed: Set planetary POI groups to appropriate Zirax house faction
  • Changed: Added RP-dynamic Colonists NPC faction to fill in "out of npc faction territory" POIs
  • Added TESCH Territory, OPVs and BAOs.
  • Added Zirax Empire houses as Reputation-dynamic subfactions: Xenu, Rados, Epsilon, Ghyst, Serdu (dynamic standing in one subfaction will influence your standing towards the 'Zirax Empire'; Faction matrix not yet final!)
  • Reputation bars in faction window: small improvements on bars and colors
  • Updated GalaxyConfig.ecf with TheLegacy faction
  • Updated playfields to use TheLegacy faction
  • Change: The Legacy faction ist now a custom faction in the Factions.ecf
  • Change: Alien faction abbrev reverted to ALN
  • Increased probability of CIVILIAN faction in non-territory and territory spaces
DialogueSystem
  • DialogueSystem: added function "string Loc(string key)" to localize dynamic text
  • DialogueSystem: added "Execute" property without any size restriction to allow multi line text (can separate lines with \n), added "LocalStructure" to allow accessing the ModAPI better f.e. accessing devices like LCDs etc
  • DialogueSystem: renamed barking state from "BarkState" to "BarkingState" in Dialogues.ecf, barking supports now NPC dialogue blocks, buffering dialogue write variables now (perf. opt.)
  • DialogueSystem: added possibility to use "sub routine jumps"
  • DialogueSystem: now using "" instead of "\n" to separate newlines in Execute code parts
  • DialogueSystem: added dbglobal_string, added dbplayer_string
  • DialogueSystem: added 'Functions' to allow to define your own functions, added GetItems() to return all items of the local player
  • DialogueSystem: added dbstate_string, added Player.Name Player.Id Player.EntityId
  • DialogueSystem: Player.Skills['name'] = 1.23 possibility. Later we will enhance that to allowing to modify certain ingame properties with that.
  • Updated Loca for PDA, Tutorial and Dialogues (incremental update; various languages)
PDA/Story
  • Added: Story Part II Interlude and Chapter 7
  • Added: Story Chapter 8
  • Added: Story Chapter 9
  • Updated Story Playfields and POI (Ghyst Prison, Sigma Fulcrum, GLaD Hideout,..)
  • Updated PDA mission 'Ancient Revelations' > using new Ilmarinen version (thx to Vermillion)
AI/NPC's
  • Added: Spider01Small, Spider01Baby for better use with use inside POIs (lowered HP & DMG compared to Spider01 accordingly)
  • Added: Spider01,02,03 and AlienBug02 Small and Baby variant for better use with inside-POI spawns
  • Added: Additional info about BARKING dialogue state do Dialogues-config-and-examples.txt
  • Added: New TraderCyborg model
  • Added: new Zirax Civilians and The Legacy Infected to NPC spawners
  • Added: Damaged Assault Cyborg ( armed cyborg for use with f.ex. Pirates faction )
  • Added: Themed Cyborg models (available as Civilian and Trader models): Damaged, Medic, Servant, Engineer
  • Added: Static variants of civilian NPCs and Cyborgs (spawn via spawnpad > they will stand still, but run away when shot at. To be used for quests, dialogues and other purposes)
  • Added: Talon Advanced (warrior and civilian)
  • New group behavior for bug 02 and 03, added bombardment and bug03 can spawn bug02
  • NPC marked as OLD or TEST or only relevant for Base AttackS and else have been removed from all POI NPC Spawner block dropdowns (set AllowInSpawners: false in EClassConfig.ecf)
  • Added new barking-lines to NPC Dialogues
  • Strategic AI uses AttackDefenseValues system
POI's
  • Added: Tesch Node defense stations T1-3 (by Escarli)
  • Added: Abyssal (Faction) structures. (by Fractalite)
  • Added: Several new and updated POI for Colonists, Zirax, Progenitor etc pp (thx to all builders!)
  • Added: TESCH Soul Anchor (Lava, LavaNascent)
  • Added: TESCH Array BAO (thx to Escarli)
  • Updated: Sigma Fulcrum (Kaeser)
  • Updated: Talon Monument (Spawns, Loot)
  • Updated: POIs: SigmaFulcrum (Kaeser) and AbandonedAssemblyYard (Fractalite)
  • Updated: Polaris Asset Protection (thx to Fractalite)
  • Updated: Legacy Corruptor now has NPC AdminCore
Database
  • DB: added a warning message if a query was executed more than 1s after it got scheduled
  • DB: all write queries now get buffered, this should result in better performance for DB accesses. Improved DB debug write performance of log.
  • DB: Fixed dockedto column in Entities DB
  • DB: Added console command 'database' to allow dump all DB queries into text file
  • DB: added more indexes for optimizing DB queries (registry overview, get next medic station)
  • DB: added index for long lasting query to get all teleporters in games with huge DBs. Also added index for querying chat messages.
  • DB: turned some ERR messages into WRN messages
  • DB: added some more index for player ranking (more to come)
Updated Invader vs Defender scenario - Conflict of Cygnus
  • Added 100 Random Stars to make Universe more interesting
  • Old Systems in the Center have still the most resources
  • All 100 Random Stars are PvE
  • All 100 Random Stars have neither Zascosium nor Erestrum nor Gold Resources. (except some tiny stones on planets). The PvP System (Cygnus) in the Center has all 3 in big quantity.
  • Fixed Taldor Sector Map icon
  • Fixed PDA Preamble not visible in MP on first join
Misc
  • space_dynamic.yaml: added Pos/Rot to ResourcesDesc. if Pos/Rot are present, fixed positioning is used.
  • space_dynamic.yaml: added RadialInfo to PositionDesc to allow placing Resources/POIs in a radial way and also attach it to a planet (considering its radius). See docs/website for detailed information.
  • space_dynamic.yaml: adjusted RadialInfo to support a yOffset. content of float array is now: centerX,Y,Z, Yoffset, radiusMin,Max, angleStart,Increase, rotationX,Y,Z (only center X,Y,Z is mandatory)
  • Added IsKeepContainers: true for CoreNPC and CoreNPCcpu (Attention: pre-placed items will now be saved and spawned with the blueprint!)
  • All config files (*.ecf) now get loaded as UTF8. If you want to add special chars into them, save them as UTF8
  • GrassV2: better check for abrupt steep slopes (will still improve that)
  • GrassV2: better align to slopes
  • GrassV2: mapped GrassLowGreen01 to Flower04 as it the occurance number was limited and the GrassLowGreen01 was of poor quality
  • Added Swamp planet preview pic to Dedi Server for starter planet
  • Renamed the new asteroid rings around planets from AsteroidFieldRing to AsteroidRingPlanet, keeping the old AsteroidFieldRing instance
  • Downgrade/Upgrade tool: added max block count check to avoid exploits
  • Updated asteroid ring of Temperate Creative planet
  • System map info panel: showing origin name from "Restrict To Origin" instead of "Starter Origin"
  • Decreased range of light in damaged escape pod from 10 meters to 3 meters and removed shadows to reduce triangle count
  • structure attack value now uses average value of fixed weapon groups
  • added infantry A/D values to Blueprint Library window and prefabinfo console cmd
  • Slightly increased probability/count of space stations in default orbits
  • Added TSO_Variant8 and Polaris Supply Station to orbits
  • Updated Starter Planets: swapped AbandonedPOI group with specifically made AbandonedStarter group blueprints
  • Added / updated head area docu in GalaxyConfig.ecf
  • Refactored BlueprintHeader class to be able to provide this to modders or anybody who wants to load a BP header
  • Enabled proximity window for playfields and solar systems when clicking in registry on a playfield and on Proximity button
  • Added local damage applied to a structure to the HUD if 'di' is enabled
  • Using filtering ScrollablePopupList for trader type, sorting content for it and for NPC Spawner entities
  • Enhanced ScrollablePopupList to be used with an InputField for filtering content
  • Top right game message popup and its content is now centered
  • Creative Scenario: major update (incl. panel and staring gear update), updating orbits to new galaxy visuals, adding new 'White Canvas' playfield and two testing playfields with higher gravity
  • Changed: Starter planets now have more appropriate Abandoned POIs (AbandonedStarter group)
  • Changed: Deactivated SpaceBaseDefense (SBD) and OPV vessels in Starter Orbit
  • Set back old update frequency of 1 minutes for performance data and player position logging (instead of 3 minutes)
  • Cannot activate shield while warping active
  • Added fail safe code to allow empty Value tags in Properties in playfield yamls without Exception
  • Added Commodity Trader to planetary and orbital Trading station in Starter System
  • Teleporters: With godmode you can override the blocking message "You cannot use teleporters with a fixed target in player created structures"
  • Increased stacksize for Fuel, Pentaxid and O2 in Creative scenario
  • Updated galaxy nebula colors
  • Updated TemperateSwamp and Alien fog position
  • Added commodity trader for Communication/Surveillance stations
  • Added default commodity traders
  • Updated TraderNPCConfig.ecf: updated Commodity traders and company traders with updated pricing and price-calc mode
  • Added: Default-Marketprices for relevant blocks and items
  • Saving game: the important file "game.dat" is now backed up on every save to avoid corrupted savegames. Also it is flushed to disc on every save now.
  • Freedom mode now doesn't consume stamina and also does not consume food when running
  • Do not allow to open ControlPanel while warping


Fixes
  • Fixed: Turrets firing at players through terrain deco
  • Fixed: Some AI patrols vessels can continue to rotate & turn at the location they were stopped
  • Fixed: Vessels immediately stop after power off
  • Fixed: AI patrols vessels can continue to rotate & turn at the location they were stopped
  • Fixed: Set Home / Respawn at own structures does not work
  • Fixed: "Show Airtight Blocks" visualisation is not working for the "floor" of a structure
  • Fixed: Oxygen doesn't fill the back side of force field
  • Fixed: Center of Mass shifted
  • Fixed: When a HV enters a gravity gen field it can be launched up away from the structure
  • Fixed: O2 tanks missed texture after SI collapse
  • Fixed: Multiple same-faction territories break POI spawn rules and attribute the wrong faction to POIs
  • Fixed: Increase NPC render range & add max NPC ranged weapon limit. Added check and error message (Max NPC render range & max NPC weapon range are both now 120m)
  • Fixed: error message when changing worlds: "Net: chunk already loaded..."
  • Fixed: sun flares not showing up on planet playfields (set directional flag)
  • Fixed: freshly saved Blueprint spawn exception
  • Fixed: flares in structures not showing up
  • 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 distant planets having wrong light color sporadically.
  • Fixed: regression that sun flare did not have the color of the sun. Fixed that the sun flare was shown after sun down for some time.
  • Fixed: Exception if a playfield.yaml only had one parameter for PlayfieldLevelOverride
  • Fixed: regression that sometimes not all chunks of a structure did load when connecting to a server
  • Fixed: Adjusted camera height of MSCockpit02 to avoid head clipping into ceiling blocks
  • Fixed: Corrected wrong comments in blocksconfig.ecf about count of container extensions for max capacity
  • Fixed: problem with faction parsing (regression from Factions.ecf).
  • Fixed: AI Planet Vessel : AIPV’s don't move when the player is out of render range of them on a planet (around 3+ km away)
  • Fixed: Faction.ecf: Fixed regression that factions defined in the new config file didn't get parsed correctly
  • Fixed: 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)
  • Fixed: problem that rockets did not hit a moving ship reliable
  • Fixed: problem in proximity log that sometimes column did not get truncated correctly
  • Fixed: problem that nearby black hole model was disappearing in some camera angles when being on a planet
  • Fixed: Placeable devices do not take any damage in PvP areas
  • Fixed: 07601 Locked Doors can be closed by the player
  • Fixed: 06242 Broken deco – 'Bamboo' vanishes close to the player
  • Fixed: 07639 Thruster boost exploit
  • Fixed: 07608 MT Downgrade glitch with Public POIs
  • Fixed: 07625 SV blocks preview have wrong textures
  • Fixed: 07039 Lava playfield ore deposits have incorrect textures
  • Fixed: CV & docked vessel repostioned when R2T starts
  • Fixed: [MP] Delay with shield info on the HUD
  • Fixed: Exit-throwback when exiting Nibiru (Hovercraft Prefab)
  • Fixed: Possible fix for AI getting stuck in elevators
  • Fixed: regression that the distant object light was also lighting the 3d map resulting in wrong sun light there
  • Fixed: Invisble Blocks
  • Fixed: Flight control issue on big ship while turning
EAH
  • Updated EAH, patch notes:
    https://empyriononline.com/threads/tool-eah-empyrion-admin-helper-v1-52-x.5771/page-70

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