Hi Galactic Survivalists!
Welcome to our 2nd major iteration of Alpha Experimental 6.0: Version 6.0.2
As promised, we added new stuff and a lot of changes as we progress towards the public release version. Major additions are: Dynamic Weather, Map Markers, AI Carriers, Signal Logic Circuits and the first iteration of the scenario “Dawn of Galaxy”.
Recommendation: Before starting a new game, read through our updated FAQ that holds important info about the new additions and also was updated in terms of 6.0.0-to-6.0.2 feature changes: Empyriononline.com
As with our first experimental version, we added new dedicated feedback threads in the Experimental forum for all the new 6.0.2 features: Empyriononline.com
Please report new and reoccurring bugs in the new bug thread: Empyriononline.com
As a note: We tested a lot of edge cases for the temperature/radiation/o2 system, so please retest issues you had in the previous version and re-report them if they still exist!
Thanks a lot for your dedicated support!
So, without further ado, let’s start Round#2 of Alpha Experimental 6.0, shall we? Have fun playing! :)
Yours,
Empyrion Dev Team
CHANGELOG: Experimental 6.0.2 (Build 940)
Dynamic Weather System:
- Added first version of dynamic weather on all planets
- Added console command "weather" to change weather - type "help weather" to get more info
- Re-activated clouds movement
- Added grass movement variations to all weather sets
Fog on Zeyhines:
Rain on Oscutune:
Map Markers:
- Added first version of map markers (for now only on planets, space to come)
- Teleport now requires shift right click
Scenarios:
- Added first version of RexXxus' "Dawn of Galaxy" SP scenario > please test this scenario and give us your feedback: Empyriononline.com
- Thanks to the following creators whose POIs are used in Dawn of Galaxy: Arturius1967
Barakoza, Gravebound, McFluffFace, Mike_, Savinwraith
- Updated scenario: Invader vs Defender
- Added description to dedi.yaml of how to use custom scenarios on a dedi
AI Space Carriers:
- Added first version of AI Space Carriers (space vessels that attack and spawn drones) -> see example in Omicron Orbit
- Added Console cmd “aimanager” to spawn carriers
Signals / Sensors Circuits:
- Added logic circuits (OR and XOR gates, delay etc)
- available circuits now in normal list (no more dropdown) accessible via button in Control Panel
- Live update when changing connection of a signal receiver
- Control Panel: Added button to enable / disable all signaling
- logic circuits are now saved in Blueprints
- Lever has now green / red display instead of on / off
- Sensors (light barrier, motion sensor) also trigger by "moving blocks" of vessels
Teleporting:
- Added possibility to teleport between POIs
- Updated Trading Stations (to teleport between planet and orbit)
Instances / Portals:
- Supporting time limited instances
- Portal supports multiple, parallel instances now and limits players
- Portals: players can re-enter their instances as long as they are open
- Portals: Time + Player restrictions are read from playfield.yaml
- Portal shows red when the max amount of players passed
- Selectively allow / disallow Blueprint Library on Instances
- Better time format on portals, added ability to not drop backpack when exiting instances too early, added purple color when you reenter your instance
PDA Update:
- Added PDA Briefing window that informs you about the auto-activated chapter details and tasks
- Can display a bigger 'chapter completed' message incl. sound
- Can display chapters only when player started game on a specified playfield
- Implemented 'pda' console command (to re-read data files or to clear chapter progress)
- PDA 'Action completed' messages are displayed longer and are also displayed in player chat
- PDA 'Chapter completed' dialog box can no longer be closed with ESC key (ENTER key or click on OK works)
- Spawn on structure: first time entry for PDA
- Added "gain reward" sound
- Added GameEvent when opening personal container
- Added Task Rewards (same format as with chapters)
- Implemented 'AutoActivateOnGameStart' chapter flag (playfield-restricted chapters have priority)
- Renamed some misleading chapter properties
- PDA data and localization will be used from inside a scenario folder if existing (in ScenarioName/Extras/PDA)
New Blocks / Devices:
- New Female Medium and Heavy Armor
- Added new SV / HV cockpit: Cockpit 4
- Replaced interior of Cockpit 1 and 2
- Added SV/HV cockpits to block group and renamed some cockpits
- Added new open SV / HV cockpit (+ added all open cockpit to block group Cockpits)
- Added new cockpit for CV: Cockpit 03 and added all CV cockpits to a own block group.
- Added scratched glass to Cockpit 1 (glass not damaged for low damage states).
- Added additional player spawner (colorable and texturable). Indicating spawn direction on player spawner 1
Visuals / Sound:
- Added several destroyed hull blocks for building abandoned looking POIs. Please let us know which other destroyed hull blocks you would need
- Added rust and moss texture as overlay (texture tool symbols, page 4) -> please let us know if you can work with this texture to create some abandoned looking POIs
- Updated texture on female + male heavy armor
- Added "+" and end point symbols (single and double lines)
- Not showing black screen but normal loading screen when teleporting
- Tweaked particle effect on player spawner
- Growable Aloe Vera plant is not moving anymore inside (wind effect)
- Added radiation sound when outside comfort zone
- Better fading out of thruster sounds
HUD / GUI Update:
- New windows: control panel, planet and space map, sector map, Blueprint/Factory Window, PDA, Marketplace, Registry, Tech tree, Factions, ATM, Texture + Color + Block Shape Selection
- Adjusted HUD to keep Quick Access on bottom middle
- Adjusted HUD to keep LifeStats and Quick Access open with windows
- Moved Multitool info window to the right
- Adjusted HUD Label Positioning
- Added newly scaled version of UI Font for Temp/Rad Displays (Sharper Text for Temp/Rad Displays)
- Removed HUD Objects and Bottom Messages when Windows are open
- Show Armor/Boosters in Player Window
Balancing:
- Significantly increased durability of weapons and armor
- All basic weapons can be build with basic components. Only T2 and advanced weapons need upgrade kits. Some re-arrangements to tech tree
- Food now lasts around 30% longer.
- Added EVA boost to escape pod content easy + medium
- Tweaked EVA booster -> stronger cold protection
- Increased temperature in some space playfields (especially starting playfields)
- Rebalancing of fuel tank CV: weight + capacity
- Spider slime now causes poison bite
- Renamed biome on Ningues -> Hot springs (+ increased temp by 10°).
- Medic Station now cures broken leg
Blueprint Library Window:
- significantly increased opening speed
- show 'internal' Blueprints only if a type or the matching source filter is active
- allow Blueprint info editing in non-survival mode also for stock and internal prefabs
Changes:
- First draft of personal container
- Added functions to more deco / lab elements
- Implemented playfield.yaml flag 'PlayerStart' so it will be placed around 0/0/0 (to have sunlight at game start and to have a POI close to escape pod drop area that contains loot).
- Added code lock to medbay + clone chamber
- Medic bay + clone chamber with lock code 0000 can now be spawned on (no matter of faction)
- Added faction & lock check for executing status effects on blocks, ie you can no longer access a medic bay from another faction
- Removed permanent-visibility on map of POIs with AlienAdminCore
- Planet Vessel: now random draw among group of prefabs
- Adjusted dead screen when not starting in escape pod
- Now block info says if block is disallowed in BP.
- Armor values have now simpler form (1 temp value = 1 degree celsius protection, 1 radiation value = 1 radiation protection)
- Repair Bay + all thrusters are now airtight
- No special starting equipment in Creative Omicron anymore
- New Game Menu: Speed improvement when changing scenarios
- Resume Game Menu: The custom scenario name (if used) is displayed next to the playfield name (need to enter the savegame once until this info is available)
- Added Localization to all control panel groups
- Added all alien blocks to a block group: Alien Device Blocks
- Add possibility to have resource asteroids independent of current amount of remaining resources on a dedi. See example in temperature playfield.yaml
- Re-activated portal on Omicron -> be careful when going through portal
- O2 and Fuel for Alien + Admin POIs is now filled only until total of tanks.
- Added InitPower: True to Random POIs...this also fills now fuel + O2 tanks.
- Added extra orbit playfields for Aitis and Oscutune
Updated / New POIs:
- Updated all Trading Stations
- Added new planet vessel: thanks to Frigidman
- Added new planet vessel bases: thanks to Frigidman, Maloverci, Xentor
- Updated abandoned mine: thanks to Frigidman
- Updated Orbital Bases with NPC spawner and more: thanks to the following creators: Frigidman, Maloverci, Pantera
- Updated TSO in sector "Outpost Trading Station" (thanks to "wired" for workshop item)
- Updated some freighters (Freighter-A1, Freighter-Tug-6, Freighter-Tug-3) - thanks to Frigidman.
Bug Fixes:
- Fixed: Patrol vessel ignore player bases
- Fixed: AI Planet vessel attacks Trading Stations
- Fixed: Heat radiation of devices larger than 1*1 inconsistent / only partially.
- Fixed: Heat emission of Plant Grow light still active when light is deactivated
- Fixed: Armor Locker - Heavy Armor Slot 4 items vanishes or change to insulation boost
- Fixed: Command "setdevicespublic ID Doors" does not set all doors to public
- Fixed biome sound water is played on dry land
- Fixed: Dock SV inside a tempered CV hangar leads to cooling down of the SV cockpit to outside temperature when deactivated
- Fixed: Temp/Rad outside a docked/parked SVHV on an active CV is not displayed
- Fixed: O2 blocked by stairs in close areas
- Fixed: Standing on a SV/HV in a oxygenated room lets the player die
- Fixed: O2 Visualization active per default
- Fixed z-fighting of preview box (motion sensor, light barrier)
- Fixed: CoQ/Exception when adding a template to a full construction queue
- Fixed: Radiation info in Inventory screen does not work: always 0
- Fixed: Illuminated block heats up space
- Fixed: Cursor centers on the screen when opening a new UI window
- Fixed: Some UI infopopups persist and don't fade out
- Fixed: Temperature anomaly on a docked SV > extreme cold instead of room temperature
- Fixed: Oversized NPCs can pass through 1*1*1 wall holes
- Fixed: Suffocation leads to 0 O2 when respawning - 150 o2 on respawn in armor
- Fixed: Starting a new game or joining a Server with female avatar: player has only 100 health
- Fixed: COQ while changing playfields with sector and teleport
- Fixed: O2 station always takes 200 o2 points from tanks, not depending on the volume filled
- Fixed double removal of O2/Fuel
- Fixed: Motion sensor / light barrier gets blocked when player is entering cockpit or passenger seat while in the sensor area
- Fixed problem with spotlight: emissive was always on.
- Fixed: Medic Bay / Clone Chamber not as an option for fixed POIs
- Fixed Button Text not Greyed when Disabled on some Windows
- Signal logic: fixed problems if player renames signal
- Portal: fixed some errors (missing loca, wrong position when teleported back)
- Fixed: Access LCD screens although wrong faction (Aln)
- Fixed Dialog Box error that one cannot use ENTER key to close a dialog with an OK button
- Fixed signaling bug that PDA signals were listed twice in the popup lists
- fixed NRef when removing a receiver signal
- Fixed ATM Window Title Loc Issue
- Fixed Player Model Size in Armor Locker