Update: November 16. 2017: Build 1356
RELEASE CANDIDATE
Changes:
- Added "Back" button on Scenario, Language selection and Player Setup (where else should we add back button?)
- Increased gun elevation of drill and tool turrets
- Tweaked ranges of turrets: TurretGVDrillWeapon: 25m -> 35m, DrillAttachmentT2Weapon: 10m -> 20m, TurretGVToolWeapon: 28m -> 50m
- Re-arranged some HV stock prefabs to better reflect their role and unlock level
- Added stock prefabs HV Tier 2a: thanks to govrom https://steamcommunity.com/sharedfiles/filedetails/?id=1199267889
- Added stock prefabs HV Tier 3a: thanks to MiKaSooN https://steamcommunity.com/sharedfiles/filedetails/?id=1199267889
- Added stock prefabs HV Tier 6b: thanks to Arturius1967 https://steamcommunity.com/sharedfiles/filedetails/?id=1104600852
- Added security guard 2 human NPC
Bug Fixes:
- Fixed: Problem that cockpit was detached from SV when spawning blueprint on a server
- Fixed: NPC's not firing at avatar when close to them.
- Fixed: Control Panel: Tabs in GENERALS column do not update if SIGNAL is used
- Fixed: Problem that security guards were sinking into ground.
- Fixed: Problem that security guard alien had mouth open
- Fixed: Wrong particle effect is played when alien NPC is killed
- Fixed: Problem that on barren planet immediately the rock layer was seen when removing sand with drill
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Update: November 15. 2017: Build 1355
Changes:
- Increased range of HV Drill Turret + HV Drill Attachment
- Updated Tutorial: Tweaked Bases to "close" some alternative routes
- Added particle effect when rocks and other deco stuff gets destroyed
- Tweaked particle effect on some rock-like deco plants (before: wood, now: rock)
- Added more Pentaxid on NewMoon & NewMoon2 in SP / MP default setting
- Added moons to all starter planets in MP Default setting
- Improved handling of manipulated files of managed Blueprints (factory and produced)
- Updated model for MoundzTree
- Less smoke particles when a block falls because of SI
- Better setting for Screen Space Reflection SSR
- Updated: Localization
Updated NPC Deco Crew:
- Updated several existing NPCs
- Added new NPCs: 2 security guards human, 1 security guard alien, alien commander
- Added NPC crew to trader "PaxPurgatory" for hiring
- Improved animations on NPCs standing
Bug Fixes:
- Potential Fix: Factions set to public and other issues caused when a playfield server is loading a world with an exception
- Fixed: BP Class increases when blocks of vessel got damaged
- Fixed: EnableMaxBlockCount not working in pre 7.3 MP save files.
- Fixed: Custom toggles not updated correctly on first open of CP
- Fixed: Exception with empty Blueprint directory
- Fixed: Drill dust particles blocked Ore Scanner view
- Fixed: Problem that emissives (eg monitor) on some NPC blocks did not work
- Fixed: Several exceptions found in logs and reported on support email
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Hi Galactic Survivalists!
In Alpha 7.0, we rebalanced large parts of the game start, moving resources, changing templates and more. Some of these changes, like the new SSOR mining, were direct results of new technical necessities that came with some of the new major game code changes (like handmade planets). Others, like the changed templates, are of course a natural part of the ‘release-feedback-adjust’ Alpha-stage development loop and will be changed, improved and refined as we add more features, materials, templates etc. ;-)
In the meantime, we have gathered a lot of feedback on the major and minor elements of rebalancing and, as a result, added some adjustments for Alpha EXP 7.3 that will smoothen (in particular) the game start and add a few more options to your very personal game setup. Based on your very detailed discussions, other feature updates will be revisited as well, but changes will take more time than we could afford for the current intermediate version release.
For now, we removed, e.g. Cobalt from the growing plots and the O2 Stations and added the possibility to configure the max-block count (allowing you to use as many weapons per structure as you want) or the blueprint-spawn limit (allowing you to again spawn vessel blueprints wherever you want) in the game start menu.
However, this does not mean that we dropped our plans to add, e.g., real Shipyards, but we want to give you choices wherever this is possible in terms of a single feature or adjustments that can basically work as a ‘choice’ on its own.
Please find all the changes in the changelog below.
Speaking of non-mandatory features: in Alpha 7.3, we also added a very early version of “Crew NPCs”. These merely consist of the NPC deco you already know from the Trading Stations and Civil Settlements - but you can now buy them from a trader and also use them in your blueprints to decorate your bases and capital vessels. Besides that, they are static and only have a basic animation. They will not (yet) react to you and they currently won’t die or fight with you or against others. This is a more global topic and will be addressed in a future major update. Of course, we are eager to read your ideas about NPC Crews right now! :)
As always, enjoy Alpha 7.3 and do not forget to report bugs and issues right here: https://empyriononline.com/threads/bug-reports-alpha-experimental-7-3.27036/
Thanks a lot!
Empyrion Dev Team
Changelog: Alpha EXPERIMENTAL 7.3.0 (Build 1354)
Rebalancing:
- Removed cobalt requirement for Growing Plots Concrete and Wood so that they can be crafted on starter planets again + added back Fiber to template of Growing Plots
- Removed cobalt requirement for Oxygen Stations (SV + BA) so that they can be crafted on starter planets again
- Tweaked several stock prefab Bases so that the low tier bases can be spawned on starter planets (no cobalt needed). Re-arranged several stock prefabs
- Tweaked stock prefab HV Tier 2 so that it is spawnable on starter planets
- Tweaked several stock prefab SV so that the low tier SVs can be spawned on starter planets (no cobalt needed). Re-arranged several stock prefabs
- Replaced stock prefab SV Tier 1c
- Removed cobalt requirement for Turret Radar (deco block)
More Start Options for Single Player:
- Added "Block Limit for Certain Devices" to Difficulty Settings: you can now enable/disable block limits for certain devices (e.g. weapon limit per vessel)
- Added "Blueprint Spawn Limit" to Difficulty Settings: you can now enable/disable whether blueprints must be placed on a BA / CV when being spawned
Added NPCs as Crew (only deco, no functionality yet):
- Added several human-style NPCs as deco blocks (2 Commanding Officer, Engineer, Tactical Officer, Pilot, Security Guard). If you like it, we will add more.
- Added 2 new block groups: HumanNPCBlocks and AlienNPCBlocks
- In Creative mode, you can now place the HumanNPCBlocks and AlienNPCBlocks on your bases and capital vessels and in Survival you can "hire" (buy) them from traders
Changes:
- Added new stock prefab Base Tier 2a: Thanks to Cute demon https://steamcommunity.com/workshop/filedetails/?id=1193745073
- Updated Tutorial (minor logic adjustments, updated prefabs to take into account fiber requirement for growing plots)
- Updated deco on Akua: more Pentaxid in deeper lakes
- Tweaked NPC deco prefabs (better colliders)
- Removed "Max Block Count" from Local Dedi setup window (now in Difficulty Settings)
- ModAPI Notification: Game event, PDA Chapter activated / deactivated / completed event
Visuals/Sounds:
- Added jetpack animation
- Updated water colors for map view for some planets
- Better color difference for Growing Plot Concrete and Wood
- Removed lerping of selection box as a test, i.e. selection box now moves instant. What do you prefer: instant moving or smooth moving?
Bug Fixes:
- Fixed: After copy & pasting a selection of a BA onto another part or terrain Structural Integrity SI is not updating when pasted
- Fixed: Ship keeps spinning uncontrollably after removing RCS
- Fixed: Error in SP games when a POI regenerated
- Fixed: Problem that NPCs did not shoot at player when s/he was shot out of cockpit
- Fixed: NPC Trader over-stack sales does not get recognized
- Fixed: Problem with font that is was not aligned horizontally
- Fixed: Displaced ground plane of block preview wireframe when pressing ESC
- Fixed: ModAPI interface: fixed core type always being 0
