変更履歴

Last-modified: 2017-09-27 (水) 13:20:41

Alpha Experimental 7.0.0 (Build 1259)

http://steamcommunity.com/games/383120/announcements/detail/1464091121888179306

CHANGELOG: Alpha Experimental 7.0.0 (Build 1259)

New Planetary Terrains
  • Added more realistic handmade terrains (based on heightmaps and splatmaps)
  • Extended terrain height to 500m. This applies for both handmade and procedural playfields. Save games should be compatible.
  • Improved map generation for heightmap planets
  • Added a simple Texture Editor to easily change textures on a heightmap planet (accessible via console cmd "terraineditor" or "te")
  • All planets in the default scenario are the new heightmap planets, except: Masperon, Aitis and all the
     
    Note: We actived the new handmade terrains also in the MP default scenario. However, we did not yet adapt the balancing to a MP setting (e.g., the resource amount is not correctly balanced etc.)
     
Major Texture Update for Building Blocks
  • Added 38 new textures (19 Metal, 15 Concrete, 4 Wood)
  • Added several new interchangeable textures on Page 2 for Concrete (+additional metal textures) and Wood (+additional metal & concrete textures)
  • Updated most of existing textures
     
    Added Parallax Occlusion Mapping (POM) shader for building blocks:
    With this new shader all block textures have a 3d look
     
New Game Start and Rebalancing
Some highlights of the new game start:
  • Warp Drive for Small Vessels
  • Crafting: We felt that the game is currently very front loaded with things you can build right from the start, giving you little motivation to explore the galaxy and visit other planets.
  • Armored concrete block
  • Weapon updates
  • Many other changes and balancing
    Please refer to this separate thread for more details: https://empyriononline.com/threads/a7-0-experimental-faq-feedback-new-game-start-rebalancing.15374/
    We would be very interested in what you think about these changes. Please test the new setting in SP and give us your feedback
     
New Underground Resources for Mining
  • Added 3d models instead of Voxel terrain for resource deposits
  • Added Ore Scanner (it is active when you have the drill equipped and the Ore Scanner in your inventory)
Better Creative / Building Tools
  • Added selection box as building tools (N window): Copy, Paste, Cut, Delete whole areas: WIP
  • Added possibility to save and display Blueprint parts: WIP
  • Separated building and debug tools in N window
  • Symmetry plane can now positioned on a half block basis.
  • Added possibility to color and texture large areas
  • Added possibility to rotate block textures
  • Changed “Build Settings” window to toggle mode (instead of holding down "N" to keep open)
Improved Autominers
  • Added first version of new deposit-depleting Autominers
  • Deposit-depleting Autominer calculates its efficiency via the remaining deposit size
  • Autominers can be configured in dedicated.yaml whether they deplete the resource deposit or not (see dedicated.yaml)
Improved Offline Protection
  • Added delay before OP is active ("ProtectDelay" defined in dedicated.yaml)
  • Turrets continue shooting but do not use ammo when OP is active
Visuals / Sounds
  • Increased strength of emissive on block textures
  • Improved transition orbit-planet: less clouds on planet, bit more clouds in space and seen earlier, less fog on planet seen from orbit
  • Integrated New Camera Effects:
    Frost: appears if suit temperature is below 15C
    Heat: appears if suit temperature is above 40C
  • Tweaked screen space reflection to have a less oily look on the hull reflection
  • Added new gun scope shader
  • Updated model for capacitor (deco)
  • Updated model for warp drive
  • Updated model for warp drive tank CV
  • Updated model for railing blocks
  • Updated model for elevator block
PDA Update
  • Added PDA log
  • PDA reward can now be XP, UP and levels (increase or set) in addition to known items
  • All individual player stats, armor boost settings and status effects can be changed
  • Implemented chapter and task start delay
  • Implemented enhanced message format
  • Added task start and completed messages
  • Added SpawnDrone (around player). Allows to specify a target to be attacked (near player or by Blueprint group name)
  • Added more pre-checking if PDA actions are already complete when they are activated
  • Simplified PDA console command
  • Notification popup messages now use a specific PDA version (more space, with PDA title)
     
Changes
  • Added new drill "DrillDebug" for faster drilling (only for testing in Creative - not available in Survival)
  • Added POM and Anisotropic Filtering to Quality Options
  • Supporting splat map for procedural terrain (WIP)
  • Re-arranged worklights in Techtree.
  • Improved drop positions of items (backpack, drop container etc) to prevent flying through terrain
  • Moved all terrain files (dll, xml, raw) into same folder.
  • Switch to half-res textures when RAM < 10 GB (<5 GB quarter, VRAM < 2GB half)
  • Improved: Since some players have problems with access rights we do a file system test write/delete to warn the player if a problem exists
  • Group / Spawn name can now also be set for player SV's and HV's
  • When spawning a new structure it gets the name as listed in the Blueprint Library (in contrast to be simply named "Small Vessel (SV)", for example). If a Spawn name has been assigned, that one has priority, though.
  • Godmode invisible is now able to place blocks within an OP protected area
  • Crushed Stone is now dropped by more terrain blocks.
  • Reduced time between escape pod hits ground and fading to black by 0.5s
  • Changed display of estimated ore amount in HUD: now rounded the 100th amount of ore (not greater than the original value)
  • Almost all POIs are regenerating in MP default scenario
Gameplay
  • Removed Core from targeting options (AI and turret) and added warp drive instead
  • When withdrawing o2 / fuel you now obtain Large O2 Bottle and Fuel Cell.
  • Added more exact colliders for turret bases
  • Player gets full health after respawn (instead of 50% before)
  • Visibility of HUD markers for enemy / other faction structures increased from 350m to 500m on planets
  • AI planet vessel: When PV is down, devices start to explode but own core can be placed to extend looting time
  • Improvement behavior of drone when it lost target
  • Drill mode: terrain removal deactivated on Drill T2 (not needed anymore because drill is now more powerful anyways)
  • New console command to spawn guard area drone type
  • Changed return rate of Multitool when deconstructing a block (T1: 30%, T2: 60%)
  • Reduced effect of height on temperature on planets by 20%
Optimizations
  • Major optimization by combining devices
  • Optimizations with threading
  • Memory optimization when sending chunks from server to client
Bug Fixes
  • Fixed: Problem that when a door was open and the game continued, this door shown closed
  • Fixed: Blocks with mirror issues (Note: blocks that have left/right version still have mirror issues)
  • Fixed: Problem that sometimes backpack was flying through terrain after dying (detter backpack drop position)
  • Fixed: XP exploit still possible in cases when you find NPCs that are stuck moving around at max render distance
  • Fixed: Map marker is positioned at the wrong place when clicking outside of the checkbox
  • Fixed: Problem with Map Markers when resource Y position get overridden by ground position - Fixed: Ambient sound is muted in some use cases
  • Fixed: Problem that no snow particles were visible during Snow Light
  • Fixed: Problem that particle effect of texture and color tool was briefly active when tool was equipped
  • Fixed: Drone bases do not spawn below water anymore
  • Fixed: gaps / holes in terrain when entering a planet from space
  • Fixed: Texture artifacts on Food Processor and Constructor
  • Fixed: Having fixed and random POI activated at the same time leads to no drones showing up
  • Fixed: Some NPC glows from distance
  • Fixed: Problem that top speed for some CV's is 115m/s & HV's could reach 40m/s.
  • Fixed: Issue with placing a symbol on Corner Long B.
  • Fixed: Strange color on Lizard Mule when far away
  • Fixed: Tooltips going off screen in some Aspect Ratios
  • Fixed several internal exceptions

Alpha 6.7: Signal Logic Update, Hull Textures

http://steamcommunity.com/games/383120/announcements/detail/2307387167872331977

Changelog: Alpha 6.7.1 (Build 1219)

Changes
  • Empyrion Admin Helper (EAH) tool now uses a different obfuscator to avoid reports by virus scanners
  • Added community translation for Polish: Thanks to ChrisMatters
Bug Fixes
  • Fixed: Exploit with Stamina Recovery

Changelog: Alpha 6.7.1 (Build 1218)

Changes
  • Added "Empyrion Admin Helper" tool to dedicated server package
Bug Fixes
  • Fixed: Problem that first-person and third-person camera was sometimes clipping into objects
  • Possible Fix: Connection to workshop BP's list sometimes being lost (we increased the subscription limit from 100 to 300)
  • Fixed: LCD Panels not updating after initial edit.

Changelog: Alpha 6.7.0 (Build 1213)

Bug Fixes
  • Fixed: Container exploit
  • Fixed: Problem that mounted weapons stopped firing when vessel was moving in certain directions.
Changes
  • Added Turkish and Korean language
  • Updated Unity to version 5.6.3f1

UPDATE: August 28, 2017 - Build 1212 (Client only)
This is a CLIENT side update which means you can connect to any server that is running A6.7.0 B1211.

Changelog: Alpha Experimental 6.7.0 (Build 1212)

Bug Fixes
  • Fixed: Symmetry plane auto centers after turning it off and back on until plane is reset to where you originally placed it.
  • Fixed: When using a Symmetry plane it was possible to mirror a Warp Drive, Warp Tank and Repair bay
  • Fixed: SV prefab Tier 1E contained forbidden blocks.
  • Fixed: Problem that TriCount showed 2 numbers in Stats window
Changes
  • Higher resolution of color masks for building blocks

Changelog: Alpha 6.7.0 (Build 1211)

Changes
  • Added sensors + triggers to SV / HV
  • Updated model for Pulse Rifle + added Pulse Rifle T2 and Epic Pulse Rifle
  • AI Planet Vessel does not auto-repair anymore when it is shot down. In addition, you can now enter and loot it
  • Slightly adapted formula to calculate size class: we are now using a more accurate formula to calculate the triangles
  • Updated stock prefabs to update triangles count to new formula
  • Updated holo screen 05 + other texture tweaks for holo screens
Texture Update for Building Blocks
  • Updated standard hull texture (it now has a cleaner and more metallic look)
  • Updated combat hull texture
  • Added old standard hull texture as an extra texture to the texture tool
  • Increased texture resolution of several building blocks
  • Adjusted detail normal tiling and reduced strength on building blocks
  • Reduced strength of detail normal on some devices
  • Added deco block "Wardrobe"
Localization and PDA Update
  • Updated several languages (a big thanks to our different contributors - we are proud to have such an active community that helps us to keep the localization up-to-date)
  • Added PDA partly in GER: thanks to moonsugar
  • Completed Spanish translation: thanks to capi_x
Updated Scenario "Shadow of Starlight"
  • Turrets and sentry guns in the Weapon Research Center are now active
  • Added decorations to "Security Airfield"
  • Minor text updates
Bug Fixes
  • Fixed: Mirror issues: device and building blocks > please test if there are still blocks that do not mirror correctly (note: all blocks that have a left&right version do not work with the mirror tool yet)
  • Fixed: Trapdoors and Explosive blocks do not work with Admin Cores
  • Fixed: Texture artifacts on constructor
  • Fixed: Freighter / PV / Patrol Vessel did not respect the "Fixed Max Speed" setting in playfield.yaml
  • Fixed: HV was sinking under water when crossing green wall while driving over water
  • Fixed: When a HV with a HV booster has gone through the Motion sensor field it could become stuck above that field.
  • Fixed: Problem with firing minigun of stock prefab SV Tier 1e

Alpha EXPERIMENTAL 6.6 8/14

https://steamcommunity.com/games/383120/announcements/detail/1439316974572474781

Gameplay
  • Added possibility to switch weapons while reloading
  • Increased range of color tool and texture tool
  • Added possibility to enable/disable the "auto-break" of vessels. You can toggle the autobreak on/off with the default key "i" (key can be re-mapped)
  • Improved Size Class calculation: we adjusted formula to weight triangles more and we are now using the 'real' number of triangles. You must save your blueprint again so that the new formula takes effect.
  • Increased structure limit in Single Player from 64 to 200
Changes
  • Toolbar can now be removed when pressing the middle mouse button (the default button can me re-mapped)
  • Elevated some console cmds to Moderator level and we now display the permission level for all console cmds
  • Added message when there is another structure in the area the player wants to spawn a blueprint.
  • When a file system error occurs after publishing a scenario, no info was given. Now a helpful message box is displayed.
  • To allow deleted Workshop scenarios to be re-published a 'Remove link' button is now displayed in that case
  • Added 2sec timeout to control panel buttons (lights, turrets and main tasks)
  • Added info of savegame version of first savegame start to client.log and console
  • Some renaming of stock prefabs + updated all stock prefabs due to improved class calculation
Visuals / Audio
  • Added new bloom effect: pls let us know what you think
  • Added new seamless emissive texture for building blocks
  • Improved water shader
  • Added smoke to destroyed Armored Golem
  • Updated models for shower, toilet, kitchen counter, repair bay and bathroom counter
  • Added “Auto-Brake” on/off information to Ship Stats
  • Tweaked some speed tree billboards
  • Slightly improved textures on player armor
New Stock Prefabs
  • Added new stock prefab tier 1 SV - thanks to Nickodemos:
    WORKS WITH ALPHA 6 Designed to take out POI's, Armour is reinforced at the front of the vessel - at least two blocks thick to help protect the pilot from incoming fire.
Improved POI / Resource Spawning
  • It is now possible to use the Fixed and / or Random parts in every combination (if both are used, the fixed stuff is placed first)
  • It is now possible to use different distances for SpawNear and SpawnAvoid (SpawnPOINearDistance and SpawnPOIAvoidDistance)
  • It is now possible to place random resources around fixed POIs (however, you have to define the available pool of resources in RandomResources first)
  • POI-related resources are now placed before the purely random placed resources to assure being allowed to still place them
  • Added distance variation to placement of resources around a POI
New Localization
  • Added Portuguese (Brazil): community translation by FabioZumbi12
  • Added Italian: community translation by Leo Filippo
  • Added Chinese (simplified + traditional): community translation by Ken Guo + professional translation
  • Added Spanish and Portuguese (EU): professional translation
Updated Localization
  • French: Spartan47
  • Russian: Sergey Vasilyev
  • Japanese: Metapo
GUI Improvements
  • Added horizontal scrolling for main Construction Queue
  • Added "expand/collapse" for all device groups
  • Show active Symmetry Plane when enabling Build Settings menu
  • Keep renamed device names when using AUTO-GROUP in Control panel
  • Localized Blueprint Window "Filter" text
  • Added Mouse Wheel Scrolling to Control Remap panel
  • Optimization for Control Panel Numerical Assignments
  • Some more Anchor Optimizing for GUI
  • Added Unit Measurement Formatting
ModAPI
  • Event Console Command
  • Event Structure destroyed due to wipe/decay
  • Event_ConsoleCommand added player entity id
  • Console Command: Return Error
Bug Fixes
  • Fixed: Problem that HVs were sliding on small slopes
  • Fixed: NPC Nightmares can clip through blocks of vessels & can cause damage to the avatar inside
  • Fixed: Player hovering in air when drilling down
  • Fixed: Player can use elevator even if not inside elevator
  • Fixed: Curved stairs are impossible to get up unless jumping
  • Fixed: Blueprint factory accepting certain items - factory now returns sub-items it does not need for the Blueprint to be produced
  • Fixed: Remove terrain from buried turrets (bounding box).
  • Fixed: Error when using a banned workshop scenario
  • Fixed: MP: Dropping items or a backpack onto a rock results in them going through the rock & become unreachable by players.
  • Fixed: Possible to shoot with fully covered SV guns through triangle blocks
  • Fixed: Large Plasma Drones are not counted for the mission Drone Hunter.
  • Fixed: Problem that when spawning a BA parts of it could be within an anti-grief area
  • Fixed: Problem with "The referenced script on this Behaviour (Game Object '<null>') is missing!" in output logs
  • Fixed: Problem that "SpawnResource" did not work with POIs
  • Fixed: Turning off forward facing thrusters no longer allowed vessels in orbit to cruise.
  • Fixed: "Publish Scenario" option is available for some stock scenarios
  • Fixed: Subscribing to a workshop BP whilst in-game causes the in-game BP list for workshop BP's to go blank until relaunch of game
  • Fixed: Deleting the last Scenario from Steam Workshop allows re-publishing what lead to a CoQ
  • Fixed: When you kill a Armored Golem their corpse doesn't show they still stand up with a walking animation
  • Fixed: Circuit signal got lost when the referenced output signal is from a circuit below
  • Fixed: "Dawn of Galaxy" scenario Maiy Mission 2 Gardening "Harvest Crops" never completes.
  • Fixed: Issue with mirror plane still mirroring with no location set
  • Fixed: Light and Turret toggles can still be switched while awaiting switch timer, leading to sometimes wrong state
  • Fixed: Texture on the top part of the repair block is not centered.
  • Fixed: Portal: fixed bug that player in no faction could block a portal that was set to LockedToFaction
  • Fixed: Added missing loca strings for ITEMS and DEVICES
  • Fixed: Several missing loca strings for GUI
  • Fixed: Missing text for HUD Objects for dynamic font locs (eg Japanese)

Alpha EXPERIMENTAL 6.5: Local Coop Integration 7/18

実験敵なアルファ6.5/ローカルコープの統合
Steam News URL↓
http://store.steampowered.com/news/?appids=383120
・変更点
Flak: removed homing ability
・フラックのホーミング機能の削除[フラックキャノンの事か?]

Slightly reduced range of HV artillery to stay below range of some BA player turrets (however, HV artillery is still above range of POI turrets): what do you think about this change?
・一部のHVのキャノンの範囲をプレイヤーBAキャノンの範囲を下回るようにわずかに減少させました(ただし、HVキャノンは依然としてPOI砲塔の範囲を上回っています)この変更についてどう思いますか?

Tweaked collider on spiders and alien bugs (more difficult to hit head for head shoot bonus).
・スパイダーとエイリアンバグのコイダー[当たり判定]を微調整しました(ヘッドショットボーナスのために頭を撃つのが難しい)

Reduced damage inflicted by Zirax shotgun.
・Ziraxショットガンの被害を軽減しました。

Reduced degradation of Player Armor
・Player Armorの劣化を軽減

Removed 3d blood particle effect in first-person view. We now only show the 2d blood particle effect on the screen
・一人称視点での3D血液粒子効果を除去しました。 ここでは、2次元の血液粒子効果のみを画面に表示します

Added dead texture to white slime.
・白いスライムに死んだテクスチャを追加しました[白いスライム…どこにいたっけ]

Updated Alien Fern planet: better wind movement on plant.
・更新されたエイリアンファーン惑星:植物の風の動きがよくなる。
Bug Fixes
Fixed: Problem with mining in local coop / MP
・修正:ローカルコープマップでの採掘に関する問題

Fixed: Server detail infos not shown anymore
・修正:サーバーの詳細情報が表示されなくなりました

Fixed: Turret shooting: turret could hit player even though player is in turret’s “dead angle” -> now gun elevation/depression of each turret is taken into account
・修正:タレットショット:タレットが「死角」に居るにもかかわらず、タレットの攻撃を受ける可能性がある - >各タレットの銃の仰角/俯角が考慮されている

Fixed: Problem that Alien Bug 04 could shoot through walls in certain use cases.
・修正:エイリアンバグ04が特定のユースケースで壁を突き抜ける問題

Fixed: ModAPI: Entity Export + Spawn not sending correctly to Mod
・修正:ModAPI:Entity Export + SpawnがModに正しく送信されない[敵のスポーン不具合の事か?]