We have some more changes & fixes done find all the details 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/
Previous notes from the first "Experimental: Autumn Update V1.6 1" https://empyriononline.com/threads/experimental-autumn-update-v1-6.98718/
====
Patch: 2021-09-16 v1.6 (B3509)
Changes:
Added new main menu soundtrack, Uncharted by AlexJordon [previewyoutube="bjjg9Efd9ps;full"]
Improved new Main Menu Release Notes area (a bit larger, added "More Info" button that opens the full patch notes in a browser)
Updated Radiation Epic Boost icon with correct colors
Fixes:
Fixed: Standalone Tutorials last step (Warp) did not trigger.
Not possible to enter AI turrets as a player
Texture spray tool: fixed problem that some texture got placed rotated 90°
After periods of in game time FPS drops start to happen
====
Changes
Supporting now up to 3 symmetry planes active at the same time. Work flow: Set each plane in the location you want them in 1 by 1 then activate them all at the same time after they have all been set 1 by 1.
Added optional release notes display to main menu (WIP)
Added Info Horder traders (for selling satellite-hacked Reports) to all official trading stations (and some others)
Added basic explanation about GIN, Explorer Token and Report Hacks to the 'Missions & Activities' section of the Empyriopedia
Updated Planet Remnant (Story) to work as Polaris faction property w/o penalties for playthrough (please retest!)
Reverted Pulse Rifle model (this will return in a future update)
Decals get now removed if the control block gets removed/destroyed
Fixes
Fix for extra Minigun particle effect
Possible fix for losing docked ships: docked ships get now also touched when the player is on the parent ship to avoid getting them wiped
Decoration Knock Down : Deco with box collider not able to be knock down bug -> fixed
Fix for placing blocks with blue line tool sometimes loses focus when dragging the line
Coordinates overlap the weather and time info in HUD
Quicksave not working
Updated IvD scenario: Changes
Added Explorers Guild micro-missions
Changed Rewards in the Explorers GIN Dialogue
Fixes
Fixed Reputation between Pirates and Colonists
Fixed Station Services on the Galactic Trading Station
Before we will start developing the big Christmas update (v1.7) we have put our ideas together and filled the v1.6 with a lot of goodies big and small.
With the 1.6 Experimental starting today, you can again contribute your playtime to improving the public version planned to be released in about 2 weeks from now!
New weapon models for Sniper Rifle, Minigun, Warp Drive (Epic)
Explorers Guild micro missions including update of Epic Boosters (rebalancing) and Epic devices as rewards (Epic Autominer, Detector HV/CV, Warp Drive CV)Addition of ARC and WASTELANDERS as new interactive factions (first iteration)
Colonists got their first Reputation Mission “Pirate Hunt” (more to come)
Find all the details below!
If the experimental branch is not visible for you in the drop down list in steam > properties > betas please restart your steam client.
& a toggle for deco destruction which can be added to the gameoptions.yaml: EnableDecoKnockDown: True/False # (Default True) to Activate or Deactivate the Terrain Decoration Destruction
The ability to knock down a deco depends on the speed, mass & thrust power of the ship (don't expect a tiny HV to be able to knock down every deco at once). When a vessel hits f.ex a tree and is not able to knock it down some damage is done to the tree. So after a few hits the tree could go down.
Loading screen rework:
See here for more info: Content\Extras\LoadingScreenshots\LoadingScreenConfig_example
New sniper rifle & Minigun models:
New warp drive (CV) model added to Warp Drive (Epic): Gameplay:
Added: Initial implementation of WASTELANDERS as an interactive NPC faction (own Territory etc)
Added: Initial implementation of ARC as an interactive NPC faction (own Territory etc)
Added reputation mission "Pirate Hunt" for Colonists faction
Added Explorers Guild micro-missions (self-activating, based on certain activities: discovering resources and playfield types and sun classes the first time will gain you Exploration Token which can be redeemed for rewards in a new GIN Console entry 'Explorers Guild' )
Added new 'EPIC' items for the exploration missions (Can only be acquired through exploration guild missions for now)
Changed: reduced drone presence on Brotherhood of Farr POI (planets)
Changed: Staying outside of a territory does not give +RP anymore (Note: Regain standing to neutral can be achieved by the NPC factions Credibility Missions!)
Changed: Improved values of Epic boosts
POIs:
Added: New bases and vessels for ARC and WASTELANDERS npc faction (HeckenDiver, theScriptHD, Don2k7)
Updated Zirax-Epsilon POI: Drone Factory, Military Spaceport, Advanced Spaceport (Vermillion)
Updated Stock Blueprints: Far Point Station, MSS Waypoint Station (-AKEVA-BANSHEE-)
Updated Traders Guild Trading Station (Kaeser)
Check our forums for details on newly added and updated POI and Blueprints: https://empyriononline.com/forums/showroom-submissions.108/
New settings and parameters
GalaxyConfig.ecf: added optional parameter SolarSystemConfigSuffix that can be used to override the solar system config file. Use it f.e. like that: SolarSystemConfigSuffix: K
Dialogues-config-and-examples.txt: added description for IsBlockActive()
Reward chapters on skip - use new chapter parameter RewardedChaptersOnSkip (same format as RewardedChapters)
Other technical updates:
Updated unity to 2021.1.17f1
Updated PostProcessing
Added ability to mod shield effects: add a 'ParticleName' with your asset reference to the shield generator block in BlocksConfig.ecf
Improved DB query GetStarDiscovered by 30%- Better error message when a property within a config file has the wrong type
Optimized some queries for the ranking information in the player overview screen. With this change, the "travelled AU/LY" will get reset.
Optimized query for requesting player name in chat window
Chunk .area files are now locked exclusively by SP games and playfield servers to avoid any other process erroneously reading the data before it is ready.
Added disabled logs for "which chunk is currently written"
Set distance for shield particle effect from 150m to 700m to allow seeing shield particles in higher distances
Updated Invader vs Defender scenario: New
Add 15 Random Generated Stars
Add Eleon Game Studios Faction
Implemented Credibility Mission in the PDA
Add Path of Righteous Wrath POI. Thanks to Escarli!!
Add new Instance "Maze Instance" with PDA and Reward. (Entrance at the Galactic Trading Station)
Changes:
Changed Origin Trader to Merchant
Removed Credibility Seals as loot drop
Attacking a faction no longer results in instant Neutral
Slightly increased reputation los when attacking a faction
Killing a Pirate now gives +10 with Colonists (before +5)
Lowered trader stock (buy/sell)
Changed Void deposits to random meteorites
Removed reputation Gain from being outside the faction territory
Changed nebula colors and slightly increased count
Add custom loading screens
Fixes:
Fixed starting reputation due to origin numbers not correct set
Fixed localization.csv faction colors
Fixed Empyrionpedia entry about technical max speed
Fixed missing factions starting reputation
Fixes:
Fixed: DesertBurnt Sathium/Erestrum deposit texture was missing
Fixed: POI placer: AuxPOI may get placed at 0,y,0 and overlap there
Fixed: Space POIs set to spawn a compound sometimes don't spawn their compounds
Fixed: Sanctuary on Swamp Starter was not set to Polaris
Fixed: Wastelanders [WST] Captured Relay Station placed in space
Fixed: New space junkyard SV and CV did not spawn or not spawn correct
Fixed RockResourcePromethium model is stretched
Fix for game.dat corruption on servers when a lot of players discover a lot of NPC factions
Fix for CoQ when opening the map while the DB is very slow and closing the map before the DB results (active map markers) got received
MP: Fix for missing chunks in ships when changing playfields
Fix for CoQ when a modded shield particle effect was spawned
We have a fix for the exception that has been reported to trigger when exiting a save back to the main menu & the issue with some deco being invisible. Please make sure to update the client & dedicated server to this build.
Have fun and please report bugs and problems as usual - thanks a lot! https://empyriononline.com/threads/...uirements-known-issues-troubleshooting.47082/ https://empyriononline.com/forums/bugs.24/
====
Patch: 2021-09-09 v1.5.8 (B3457)
Fixes:
Multiple playfield & client exceptions found in submitted logs
====
Patch: 2021-09-07 v1.5.8 (B3456)
Changes:
Updated unity to 2021.1.17f1
Optimized some queries for the ranking information in the player overview screen. With this change, the "travelled AU/LY" will get reset.
Optimized query for requesting player name in chat window
Fixes:
MP: Potential fix for missing chunks in ships when changing playfields
Fix for connection issue found with yesterdays release
Note: just as a precautionary measure we would like to advise you to create a backup copy of your save games & blueprints before they are touched by this build.
====
Hotifx: 2021-08-25 v1.5.7 (B3449)
Fixes:
Fixed SQL CoQ with new games
====
Patch: 2021-08-25 v1.5.7 (B3448)
Changes:
Improved DB query GetStarDiscovered by 30%
Fixes:
Fix for game.dat corruption on MP servers
An exploit
====
Hotfix: 2021-08-12 v1.5.6 (B3446)
Fixes:
Exception when exiting to the main menu
Fixed HV harvest device paint map missed
Fixes for invisible deco: BigFlower, mushrooms, trees in radiated biomes etc
Here is the changelog for v1.5.5 with some more fixes & changes we have been working on. Have fun and please report bugs and problems as usual - thanks a lot!:
Please make sure to update the server & client to this build!
Fixes:
Blast damage is not working in MP
====
Patch: 2021-08-04 v1.5.5 (Build 3442)
Changes
Updated to unity 2021.1.14
Added possibility to mod StackSize
Dialogue system: Added "PlayfieldName" to "Player" infos
Added Dialogue LocF() function to output variables in loca keys
Added information about @p0 parameter to Dialogues-config-and-examples.txt
Updated: Arid Starter, Lava, Desert, DesertBurnt (Fixes on POI spawns and some refinements)
Updated: Sanctuary (Starter Planet) now has a second exit option when entering the station using the secret entry (and not wanting to kill anyone/damage your reputation)
Updated story-related POI: Sigma Fulcrum > destroying the core is not necessary anymore for completing the story. The Salurian (Warlord faction) are now a lot more present in all the 'Restricted Access" areas!
Updated: Sigma Fulcrum set to COLONIST faction
Updated: Waystation in Gas Giant starter orbits set to COLONIST faction
Updated some of the loading screen texts
Updated: Added info to the "Distraction" Tasks on 'Wins and Losses' mission that only cores destroyed by the player (not by signals or sensors or secondary destruction) does count (technically limitation at the moment)
Change: Killing a Pirate now gains +10 reputation with Colonists (before: +5)
Change: (accidentally) attacking an NPC does not lead to an instant set-back to Neutral or below anymore. Reputation-loss has slightly increased for that action.
Change: Water Purification and Satellite Uplink(2) moved to Colonists spawn group
Changed: For balancing/lore reasons, players now start at 0 RP with Kriel and all Zirax Houses (except Abyssal)
Updated: UCHHidout playfield now got added the new bp groups and vessels (There is not interaction with UCH yet possible; internal update for later use)
Changed: Planet Remnant now Polaris property to avoid "free resources" from the asteroid (Spawns have been adjusted to Alien/Legacy)
Changed: Using 'retrieve blocks' on trader NPC now returns Alien NPC Crew instead of Alien Blocks
Updated: Civil Main Trading Hub (BAO) adding a subtle "attention" sign in front of the loot container door
The "Copy to Selection" option is now changed to "Set Selection to BP Part"
TerrainEditor ('te'): preview icons of texture now also show Saturation changes
Added possibility to mod tracers
Added Wastelanders (Warlord): OPVs and Stations ( theScriptHD, Don2k7, Na_Palm)
Added ARC (Warlord): OPVs and Stations (Heckendiver, Gogs, Don2k7, Semp__)
Added UCH: Trade Station Bravo, Orbital Production (Don2k7)
BA for ARC and Wastelanders might not be found in the game yet (planned to be integrated as new, interacive standalone factions for version 1.6/1.7!); All vessels and BAO can be encountered as part of the WARLORDS faction (for now)!
Updated: BoF: Gold Refinery, Castle of Farr (spanj & contributors)
Updated: SV Prefab - Merc MX5E (Escarli)
Updated SPACE ORBITs (default planetary orbits) to use GroupName for POI spawns. PLEASE check planetary orbits in various faction and non-faction locations if there are any issues with POI
Updated: Tutorial Swamp Planet (Tutorial Scenario) : Starter Area has now higher density of Plant protein and rocks & Removed faulty grass prefabs
Fixed: Swamp Tutorial Planet (Tutorial Scenario): Dronebase not spawning, Removed the drone directly at the Crashsite, POI ‚Wreckage‘ had broken SpawnPOINear, did not get placed & others
Added a log output for bad lines in the locaisation.csv. Please use "\n" to create line wraps and not use real newlines.
Changed: Set PvPProb to 0 for MP Default Scenario
Increased number of active instances for a player from 3 to 5
Modding explosion: this can now be done using 'BlastParticleName: @bundle/name' and 'BlastParticleIndex: 0'. The explosions are removed after 4s, they are internally cached.
Added error message if an asset bundle was not loaded/found correctly
Added Despawn and Respawn Options to Orbital Patrol Vessel: DelayBetweenRespawnMinMax: [300, 600] #[Min time before respawn, Max time before respawn] defines the boundaries of a randomly drawn delay of time in second before the vessel respawns after destruction.
DelayBeforeSelfDestructionMinMax: [200, 250] #[Min time before self destruction, Max time before self destruction] defines the boundaries of a randromly drawn delay of time. It represents the time in second before the vessel will self destroy itself after beeing immobilized; Default time value is 300 second
IsRespawnAfterDestruction: True #{True , False} defines if a vessel will respawn after beeing destroyed.
Fixes
Fixed multiple exceptions found in logs sent in
Incorrect HUD position on cockpits not facing forward
PDA error message (Console) at end of Uncertain Outcomes missions (Blueprints not handled correctly. Please retest!)
Destroying containers did not contribute to 'Counter Strike II' (Please retest!)
Symmetry placement issues on SV Wings blocks.
Symmetry placement issue on Armored Windows S & L 'Side 1x2' & 'Side 2 1x2'
Procyon Lab was not turned on.
Ancient Tower explosive charge was set off by Player Drone
Connected toolbar items lost when loading into a "Backup" save game (SP)
Item loss from connected toolbar when client is disconnected from a server
Wrecked vessels get "Discovered" again after changing playfield & reloading the save
Players can take damage from weather when coming down in an escape pod
HV without mounted weapons shows obscure characters in weapon bar
Docked vessels next to the planet "Border" can get positioned wrong when returning to them
HV turrets throw off center of mass
Farr Homeworld had no breathable atmosphere
Carg Lift Available translated to SystemLocal instead of GameLocal
HV tool turrets CPU usage described and real is not match
CoQ triggering when enabling "Show Oxygen" in the Debug menu
Landing gear texture moving
Client can get stuck in the "Loading" screen when trying to join a server
Fix for "white" textures found on multiple blocks & truss block
Fixed: Solar (playfield) orbiting satellites could be used to build bases
AI space vessels can keep moving after being stopped
We have some more fixes coming your way with the upcoming v1.5.5 patch. Please test as much as you like and give us feedback - thanks a lot!! Our Experimental server is also updated feel free to join!
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/
====
Patch: 2021-08-02 v1.5.5 (Build 3442)
Changes
Added a log output for bad lines in the locaisation.csv. Please use "\n" to create line wraps and not use real newlines.
Changed: Set PvPProb to 0 for MP Default Scenario
====
Patch: 2021-08-02 v1.5.5 (Build 3441)
Changes
Increased number of active instances for a player from 3 to 5
Modding explosion: this can now be done using 'BlastParticleName: @bundle/name' and 'BlastParticleIndex: 0'. The explosions are removed after 4s, they are internally cached.
Added error message if an asset bundle was not loaded/found correctly
Fixes
Fix for "white" textures found on multiple blocks & truss block
Fixed: Solar (playfield) orbiting satellites could be used to build bases
====
Patch: 2021-07-29 v1.5.5 (Build 3437)
Fixes:
07986: AI space vessels can keep moving after being stopped
Fixed regression for a potential CoQ in the Resume Game list
Fixed Seed is not considered in playfield_static.yaml
====
v1.5.5 B3435
Changes
Updated to unity 2021.1.14
Added possibility to mod StackSize
Dialogue system: Added "PlayfieldName" to "Player" infos
Added Dialogue LocF() function to output variables in loca keys
Added information about @p0 parameter to Dialogues-config-and-examples.txt
Updated: Arid Starter, Lava, Desert, DesertBurnt (Fixes on POI spawns and some refinements)
Updated: Sanctuary (Starter Planet) now has a second exit option when entering the station using the secret entry (and not wanting to kill anyone/damage your reputation)
Updated story-related POI: Sigma Fulcrum > destroying the core is not necessary anymore for completing the story. The Salurian (Warlord faction) are now a lot more present in all the 'Restricted Access" areas!
Updated: Sigma Fulcrum set to COLONIST faction
Updated: Waystation in Gas Giant starter orbits set to COLONIST faction
Updated some of the loading screen texts
Updated: Added info to the "Distraction" Tasks on 'Wins and Losses' mission that only cores destroyed by the player (not by signals or sensors or secondary destruction) does count (technically limitation at the moment)
Change: Killing a Pirate now gains +10 reputation with Colonists (before: +5)
Change: (accidentally) attacking an NPC does not lead to an instant set-back to Neutral or below anymore. Reputation-loss has slightly increased for that action.
Change: Water Purification and Satellite Uplink(2) moved to Colonists spawn group
Changed: For balancing/lore reasons, players now start at 0 RP with Kriel and all Zirax Houses (except Abyssal)
Updated: UCHHidout playfield now got added the new bp groups and vessels (There is not interaction with UCH yet possible; internal update for later use)
Changed: Planet Remnant now Polaris property to avoid "free resources" from the asteroid (Spawns have been adjusted to Alien/Legacy)
Changed: Using 'retrieve blocks' on trader NPC now returns Alien NPC Crew instead of Alien Blocks
Updated: Civil Main Trading Hub (BAO) adding a subtle "attention" sign in front of the loot container door
The "Copy to Selection" option is now changed to "Set Selection to BP Part"
TerrainEditor ('te'): preview icons of texture now also show Saturation changes
Added possibility to mod tracers
Added Wastelanders (Warlord): OPVs and Stations ( theScriptHD, Don2k7, Na_Palm)
Added ARC (Warlord): OPVs and Stations (Heckendiver, Gogs, Don2k7, Semp__)
Added UCH: Trade Station Bravo, Orbital Production (Don2k7)
BA for ARC and Wastelanders might not be found in the game yet (planned to be integrated as new, interacive standalone factions for version 1.6/1.7!); All vessels and BAO can be encountered as part of the WARLORDS faction (for now)!
Updated: BoF: Gold Refinery, Castle of Farr (spanj & contributors)
Updated: SV Prefab - Merc MX5E (Escarli)
Updated SPACE ORBITs (default planetary orbits) to use GroupName for POI spawns. PLEASE check planetary orbits in various faction and non-faction locations if there are any issues with POI
Updated: Tutorial Swamp Planet (Tutorial Scenario) : Starter Area has now higher density of Plant protein and rocks & Removed faulty grass prefabs
Fixed: Swamp Tutorial Planet (Tutorial Scenario): Dronebase not spawning, Removed the drone directly at the Crashsite, POI ‚Wreckage‘ had broken SpawnPOINear, did not get placed & others
Fixes
Fixed multiple exceptions found in logs sent in
Incorrect HUD position on cockpits not facing forward
PDA error message (Console) at end of Uncertain Outcomes missions (Blueprints not handled correctly. Please retest!)
Destroying containers did not contribute to 'Counter Strike II' (Please retest!)
Symmetry placement issues on SV Wings blocks.
Symmetry placement issue on Armored Windows S & L 'Side 1x2' & 'Side 2 1x2'
Procyon Lab was not turned on.
Ancient Tower explosive charge was set off by Player Drone
Connected toolbar items lost when loading into a "Backup" save game (SP)
Item loss from connected toolbar when client is disconnected from a server
Wrecked vessels get "Discovered" again after changing playfield & reloading the save
Players can take damage from weather when coming down in an escape pod
HV without mounted weapons shows obscure characters in weapon bar
Docked vessels next to the planet "Border" can get positioned wrong when returning to them
HV turrets throw off center of mass
Farr Homeworld had no breathable atmosphere
Carg Lift Available translated to SystemLocal instead of GameLocal
HV tool turrets CPU usage described and real is not match
CoQ triggering when enabling "Show Oxygen" in the Debug menu
Landing gear texture moving
Client can get stuck in the "Loading" screen when trying to join a server
Some blocks have a white texture & cannot have their color changed (for example: stairs, windows elevators)
v1.5.3 Patch
Hi Galactic Survivalists!
Here is the changelog for v1.5.3 with some more fixes we have been working on. Have fun and please report bugs and problems as usual - thanks a lot! https://empyriononline.com/threads/...uirements-known-issues-troubleshooting.47082/ https://empyriononline.com/forums/bugs.24/
v1.5.3 (Build 3390)
Changes
Added Dialogue LocF() function to output variables in loca keys
Dialogue system: Added "PlayfieldName" to "Player" infos
Fixes
Duplicate exploit of "DropOnDeath: false" items and "Keep inventory on death" active
Multiple exceptions found in server logs that were sent in
Updated: OPV Trader light & med (filbertfarmer), Crashed Vessel A & B (Escarli), Com & Science Satellite (DarkestWarrior)
Updated stock blueprint: Core Horizon (Garaman)
Updated various Brotherhood of Farr POIs (spanj, goldwingknight, Don2k7; full changelog: https://empyriononline.com/threads/v1-5-exp-new-faction-brotherhood-of-farr.97695/#post-436157 )
Updated: TSO Ningues (Pear)
Fixes
The temperature symbol is shown in Celsius when Fahrenheit is selected (when changing this option from inside a running game you need to quit to main menu and resume to see the change)
Exception after destroying planet vessel HQ
UI info spam with frequent and many reputation changes
Lens flares are too large
Exit savegame leads to Ordered Actions not completing anymore
Vessels can sometimes be found to "Rise" when returning to them on planets If you find the "Rise" still happens for you please send a copy of the servers logs folder for the build that it’s on f.ex “3384” ( which contains the dedicated_log's & Playfield_log's ) to support@empyriongame.com & note down the time in the playfield log the "Rise" of the vessel happened so we have a starting point on where to look in the log. Thanks!
Welcome to version 1.5 public release! As we detailed in the announcement and the blog posts, this is a code-heavy release, but it has a lot of nice additions to offer for builders, explorers, mission runners and beyond. Check out the version 1.5 Dev Blogs over here: https://empyriononline.com/forums/news-announcements.6/
Without further ado, please carefully read through the changelog below.
As always please note: Report bugs and issues for the public release right over here: https://empyriononline.com/forums/bugs.24/
For those that followed the EXP version: 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! :) Empyrion Dev Team.
Mandatory maintenance: Due to changes in the game configs (additions, changes,..) everyone using CUSTOM config files (locally or for published scenarios) needs to update their custom files to these changes!
IMPORTANT: Scenario/local versions of ItemsConfig.ecf require at least the settings of the following entry to be added, otherwise scenarios might not start: “+Item Id: 549, Name: MeleeHunter”
Updated: Temperate Starter now uses new AI for Raptors, Alien Insect and Parasaur + new behavior for alien creatures in radiated & radiated fog biomes.
Escape Pod now lands automatically (You can still look around)
Items and devices removed from Escape Pod and Player inventory; Survival Tool and Flashlight are dropped around the Escape Pod.
Added (skippable) tutorial mission (Robinson Protocol I + II) auto-activating on game start, helping new players to learn basic survival and building mechanics
Global Changes on game start and related settings <*> Escape Pod can be set to land automatically in the playfield_static.yaml (FixedPlayerStart section); Uses new particle and impact effects as well. <*> Items can be set to be dropped around the Escape Pod in the playfield_static.yaml (FixedPlayerStart section) <*> Removed player ability to sleep in the Escape Pod <*> Survival Tent (and all beds) can now be used for sleeping at any time of the day <*> Survival Tool now automatically picks up mined ores to the player inventory <*> Survival Tool Resources mode can harvest plants and trees for fiber and wood logs (before this function was tied to Defense mode)
Added: Brotherhood of Farr faction, POIs and vessels (initial integration. More tbd; thx to a LOT of builders + spanj!)
Added: Farr Homeworld
Added: Interest planets: Arid/Desert are MAIN interest worlds (large settlements/presence); Temperate/TemperatePlateau/TemperateSwamp/Barren nare SECONDARY interest worlds (lower presence)
Changed: reconfigured naming of internal folders of npc faction homeworlds and related playfields
Updated playfield example files with info about new parameter 'FactionTerritory'
Added 'FactionTerritory' (list of strings) to playfield.yaml and space_dynamic.yaml to allow specifying a list of faction territories a POI can spawn in.
Changed: Legacy laser turrets changed to proper green variant (TurretAlien)
Added new turret color and projectile variants for NPC factions diversification.
Added Posters now available at the GIN Store (Available at each GIN console in trading stations and alike)
Story missions are now spread over the starter system.
Story: Updated story chapters 1-6 PDA (F1) detail info with info on how to proceed (clarified/updated info given)
Changed: Sigma Fulcrum approach dialogue now points towards speaking to traders instead of barkeepers (only speaking to traders will advance the search for Yarod)
Sigma Fulcrum (mission) station is now civilian and all NPC with a gun will now shoot at you (easier to identify the threats + accidentally shooting other NPC does not lead to the station turning against you anymore)
Sigma Fulcrum (station) now has a GIN console. Being neutral ground there is now a way to turn in credibility seals at any time at the SF station.
Updated Story POI: Ilmarinen, Sigma Fulcrum (thx to ravien & escarli)
Updated: Updated Story POI on Arid and Snow starter. PLEASE retest story chapter 1+2 on those starters (Robinson Protocol will not work there)
POI's
Added Farr: Temple Prime and Farr Crash Site to Farr Homeworld (unique POIs; thx to spanj & Co)
Added Satellites: Deep Space Telescope, NavSat17 (thx to don2k7, -AKEVA-BANSHEE-)
Added UCH Trading Station , Protea Station (thx to don2k7, -AKEVA-BANSHEE-)
Added new Tribal Defense Tower for Talon (thx to vermillion; added around Tribal Ziggurat)
Added Colonist OPV '[JLN] MAC Cargo' (thx to RtBucco)
Updated: Tribal Ziggurat (Talon), Xenu Spaceports (Starter and normal version), Theta Labs (adjusted starter version); thx to vermillion
Added: Colonist Trading Station (thx to JupiterVesselCorp)
Added separate glass material copies for use with heavy windows - assigned them to the heavy windows. Changed the Inv/inside window tint opacity to make sure it's more transparent.- Added: Talon charged laser crossbow
Added Non-device Player Spawner for BA-POIs (has no model so it can be fit wherever you want; Preview mode like for NPC Spawner)
Added: Heavy Windows (patterned); No preview-icons yet. PLEASE TEST for symmetry, painting etc.
Added: Toilet (modern) available from deco furnishings group (no preview icon yet)
Shield can now be active again when warping
Changed: reduced range of handheld detector to 650m/1250m (planet/space)
Merged Dialogues.ecf & Dialogues.csv with Default SinglePlayer
Merged TokenConfig.ecf with Default SinglePlayer
Merged TraderNPCConfig.ecf with Default SinglePlayer
Add RepMatrix to DefRepuration.ecf
Removed Default PDA Pictures as they are read from Default Content Directory
Set Sun to SunRandom in Sectors.yaml
Update PDA > Add new Empyrionpedia Entries about the Game
Updated Many Space Playfields to new AI Vessel & Drone Config
Reworked BlackHole from FixedGen to RandomGen
Added ErestrumResource to Terrain.ecf on Alpol
Reworked Alpol from FixedGeneration to RandomGenenration
Reworked AtlonSector from FixedGen to RandomGen
Removed GrassGreen02D from Playfields due to Grass v2
Add Containers.ecf
Add CredibilitySeals as very Low Drop to some NPCs due to not haveing Default SinglePlayer Missions
Dialogues
SinglePlayer mode: protect player while a dialog window is open by deactivating/pausing the following game mechanics:
player status drop (food, health, etc.)
environmental hazards (effect of temperature, radiation)
timed affliction (buff) progress
AI (NPCs/creatures/turrets don't attack)
Added: BlocksConfig/Dialogues documentation about using Skills in dialogues and in conjunction with modifying available block/device parameters
Added: BlocksConfig parameters > Added info about 'ExecuteOnActivate: YourDialogState' and 'ExecuteOnCollide: YourDialogState' to head area of blocksconfig.ecf
Added: Dialogue function > Added info about new function 'CallLater(Seconds,FunctionName)' to head area of dialogues-config-and-examples.txt
Dialogue System: Added 'OpenDevice' to easily access the device whose window is currently open
Dialogue System: Added IModApi's IApplication, use Application.xyz to use its functionality
Console & Configs
Add property 'RepairToTemplate' to BlocksConfig.ecf to allow excluding (rare or special) blocks from repairing to template to avoid exploits.
Updated StatusEffects.ecf with new parameter 'NextIsWorse' for status effects that get worse (indicate a direction)
Added file name to error message if space dynamic yaml has syntax errors.
Console command 'destroy': added '-dead' as 2nd parameter to show death model, if not specified the entity will get removed immediately
Added possibility to load a playfield from a scenario using console command "lpf -scenario ''".
Updated BlocksConfig.ecf and ItemsConfig.ecf inline docu about new parameter 'ShieldMultiplier' and weapons damage in general
Added server-side anti-cheat feature "short session monitoring" - this is configurable in dedicated.yaml under "ServerConfig: ShortSessionMinutes: 0 #how many minutes of a client play session are regarded as "short session" (0 = disable short session feature completely)
ShortSessionCountToLog: 0 #after how many consecutive short sessions write a warning line in server log (0 = disable log feature)
ShortSessionCountToBan: 0 #after how many consecutive short sessions ban the player (0 = disable ban feature)
Solar System and Playfields
Playfield.yaml: added property AllowSavingBlueprints (default True) to disallow saving of BPs in playfields (f.e. in PvP playfields)
SolarSystemGen: added possibility to have solar systems with two stars (2nd star only decoration) by specifying a "CompanionStarClass" (f.e. CompanionStarClass: M) in GalaxyConfig.ecf
Solar System Generation Space: added possibility to specify a GroupName for space_dynamic.yaml POIs (instead of only a POI list); if a GroupName is specified and no DisplayName then the DisplayName is taken from the blueprint's DisplayName
Added entity 'Generic' to allow specifying decoration entities, f.e. gas clouds in space playfields (also for modders, will post information how to use it soon on the forums)
Added ShowInDistance and LOD0Distance to playfield yaml and dynamic space yaml to allow drawing decoration entities in the distance as well (more information will come soon)
Updated +ExampleSpace with new setting for AI space vessels avoiding area configuration.
Planets without atmosphere now use the same sun color as its orbit (only if OrbitUsesLightColor is NOT set) to make orbit/planet transition closer
Planet outside view: improvements for sharper visuals (f.e. on moons)
Grass: if YScale is specified, the XZScale now uses the exact same scaling
Set splat map stamps in tga format to not compressed as the alternative tga loader wants it that way
Added PfServerWeight to space_dynamic.yaml to be copied over to playfield.yaml
Modding
Added IModAPI.IApplication.GetBlockAndItemMapping() - returns a dict with name to id mapping (especially important for the dynamically assigned block ids)- XRefActivate now supports negative logic for enabling a GameObject if device gets disabled
Misc
Added: Example files on how to use SolarSystemConfig_Defines (check folder ...\Content\RandomPresets )
Small optimization for the wipeinfo file: now the entities are read only if a wipeinfo file is present
Added better error message when there is an entity named wrong in EGroupsConfig.ecf
PDA - for mission creators: when in Logistics window the fuel or O2 tank is opened in the right grid the PDA can check for WindowOpened, use name as in Logistics window's dropdown (e.g. "[Fuel]")
Added 'DropOnDeath' property to BlocksConfig.ecf, ItemsConfig.ecf and TokenConfig.ecf. If set to 'False' then this item is not dropped on player death. Use for important story items that players shall not lose on death. Default is set to 'True'.
Added new loading screenshots (removed old ones) + added new loading screenshot texts
Added: new model for Color Texture Tool
Updated: Loading screen descriptions
Dialogue System: Added 'OpenDevicePos' to get the block position (inside the structure) of the device whose window is currently open
Welcome to version 1.5 Experimental phase! As we detailed in the announcement and the blog posts, this is a code-heavy release, but it has a lot of nice additions to offer for builders, explorers, mission runners and beyond. Check out the version 1.5 Dev Blogs over here: https://empyriononline.com/forums/news-announcements.6/
Without further ado, please carefully read through the changelog below.
More info and specifically set up feedback threads 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 testing! :) Empyrion Dev Team.
Mandatory maintenance: Due to changes in the game configs (additions, changes,..) everyone using CUSTOM config files (locally or for published scenarios) needs to update their custom files to these changes!
IMPORTANT: Scenario/local versions of ItemsConfig.ecf require at least the settings of the following entry to be added, otherwise scenarios might not start: “+Item Id: 549, Name: MeleeHunter”
====
Patch: 2021-06-07 v1.5 (Build 3376)
Changes
DialogueSystem: added workaround for strange compiler errors in some use cases
Added Color Tool (old) and Texture Tool (old) to be usable in Creative mode only
Fixes
Exception when killing a telluropod NPC
====
Patch: 2021-06-04 v1.5 (Build 3375)
Changes
Updated: Added story POI to swamp starter planet
Changed: removed some loading screens & adjusted texts
Changed: Ilmarinen > swapped infected Zirax for infected Alien soldiers
Changed: Tutorial scenario (standalone) now using fixed position escape pod
Fixes
Exception spam when shooting a troop transport
Fixed: action 'Leave system' did not work in 'Wins and Losses' mission
The projectile the 'Otyugh' fires is invisible
Fixed: Sanctuary not set to Polaris on Arid and Snow starter (Known Issue: Swamp starter not offering all story POI yet)
Fixed: Ilmarinen > sentry on lvl7 not destroyable
Fixed: Ilmarinen (Ancient Revelations) > 'Find Warp Control Room' triggered too early
Fixed: Tutorial scenario (standalone) > removed references to opening escape pod
====
Patch: 2021-06-02 v1.5 (Build 3373)
Changes:
Added 'DropOnDeath' property to BlocksConfig.ecf, ItemsConfig.ecf and TokenConfig.ecf. If set to 'False' then this item is not dropped on player death. Use for important story items that players shall not lose on death. Default is set to 'True'.
small improvements to fullscreen loading pics: removed default background pic between two pictures and interpreting "\n" as newline char
Added new loading screenshots (removed old ones) + added new loading screenshot texts
Added: new model for Color Texture Tool
Updated: Loading screen descriptions
Dialogue System: Added 'OpenDevicePos' to get the block position (inside the structure) of the device whose window is currently open
Added: Farr Archive added to Farr Homeworld (set near Temple/CrashSite; unique; thx to sulusdacor); PLEASE check FPS at that area!
Added: GAL subfaction OPVs and BAOs (Warlord; thx to sulusdacor)
Added: Eagle Claw Outpost ( space dock, Warlord, Thx to Tim88 & Escarli)
Changed: Trading station (Starter System), Inferno Club & TOP Distillery changed to Colonists faction.
Changed: Escape alternatives in UCH Heidelberg updated
Changed: Blocked 2nd route on Ilmarien Level 7
Fixes:
Fix for an issue found with AI becoming ‘Frozen’
(Ancient Revelation) exit could be triggered too early on the Maintenance Deck.
Teleporting to certain systems leads to CoQ
example files for SolarSstemConfig_Defines missing
Activating godmode in some in situations can reposition the player underground
Player avatar becomes invisible when dialogue pops up while player is in 3rd person
Picking up quest items sometimes does not complete related PDA tasks. PLZ retest the following: Getting the Technical Artifact (Crashed Birds > Burial Chamber), Buying a beer (TOP > Orbital Trade Station); retrieving Technical Artifact (Unexpected Allies > Excavation Site)
Small Vessel Tutorial did not trigger on approach (after playing 'Crashed Birds')
Open Wound affliction description changed from Antibiotic Ointment to AntibioticPills
Colliding with a surface in zero-g causes the player to orient incorrectly
PDA exception when warping into a mission playfield
Prevent any button (except ESC) to close Dialogues
Removed unnecessary entries in Tales of the Past (yellow error messages in console. Please RETEST with fresh savegame!)
====
Patch: 2021-05-26 v1.5 (Build 3366)
Changes:
NOTE: all changes made related to playfields, POI and missions require to start a new savegame as active savegames are not updated!
Added: Example files on how to use SolarSystemConfig_Defines (check folder ...\Content\RandomPresets )
Changed: (Starter Temperate) Heavy and rocket drones shall not appear around the Heidelberg wreckage anymore
Changed: (Starter Temperate) Increased safety zone around Damaged Com Stationa a bit more (Alien Insect spawns pushed a bit further away)
Changed: (Starter Temperate) Sanctuary is now Polaris property
Changed: (Crashed Birds) IDA and Kezzel will now remind you to bring the Space Anomalies report with you when entering the Sanctuary. (Otherwise Kezzel will not respond to you)
Changed: Set AlienBug01V2 (Alien Insect) to Predator faction
Changed: Drones in Ilmarinen Orbit now set to Pirates (chance to not get attacked when stranding is still ok)
Changed: Added additional color highlight to the Dialogue at the end of Robinson Protocol II to better indicate where the story continues/starts with Tales of the Past after the RP has finished.
Changed: (A Glacial Grave) Increased trigger display range on Radar Station for Core Room and 2nd Teleporter Room to avoid confusion on where to the mission continues.
Changed: (Crashed Birds) Swapped large spiders in Burial Chamber with smaller ones.
Changed: (UCH Heidelber) Added destroyable walls and jump platforms for rooms you cannot get out without jetpack
Changed: Removed "PlantHarvest" and "PlantDestroy" from Talon reputation matrix (relates to terrain-deco, not to plants picked in their villages!)
Changed: Added 'Prelude' story mission chapter for manual activating the story after rejecting Robinson Protocol.
Changed: (Tales of the Past) Removed trapdoor hatch on Ancient Tower to allow re-entering the tower when dying inside. (Exit was blocked before)
Small optimization for the wipeinfo file: now the entities are read only if a wipeinfo file is present (please retest quickly if wipe still works)
Added better error message when there is an entity named wrong in EGroupsConfig.ecf
PDA - for mission creators: when in Logistics window the fuel or O2 tank is opened in the right grid the PDA can check for WindowOpened, use name as in Logistics window's dropdown (e.g. "[Fuel]")
Fixes:
GameAnalytics validation fail with custom scenario
Fixed PDA ChapterComplete GameAnalytics event
07924: Unban issue with short session monitoring
Fixed: When rejecting the Robinson Protocol a marker was placed that did not vanish.
Fixed: (Starter Temperate) Talon/Troopers in some starter POI were set to a too high level for the temperate starter planet
Fixed (Starter Temperate) warning sign in sanctuary was active although alert was not triggered
Fixed: (Robinson Protocol I) Apollon log were not made visible in Journeybook (F1)
Fixed: (Tales of the Past) medical ingredients were given twice
Fixed text issues on mission and tutorial dialogues
Fixed: (Uncertain Outcomes) debriefing set player to Trading Station instead of Waystation
Fixed: (Crashed Birds) Burial chamber wooden door not breakable
Fixed an exploit with traders
SpaceMap: fixed ring around planet being too dark
SpaceMap: fixed problem that icon of structures disappeared when you approached a POI and then it got DSL'ed after travelling away from it again
Updated: Temperate Starter now uses new AI for Raptors, Alien Insect and Parasaur + new behavior for alien creatures in radiated & radiated fog biomes.
The following currently only relates to Temperate Starter:
Escape Pod now lands automatically (You can still look around)
Items and devices removed from Escape Pod and Player inventory; Survival Tool and Flashlight are dropped around the Escape Pod.
Added (skippable) tutorial mission (Robinson Protocol I + II) auto-activating on game start, helping new players to learn basic survival and building mechanics
Global Changes on game start and related settings
Escape Pod can be set to land automatically in the playfield_static.yaml (FixedPlayerStart section); Uses new particle and impact effects as well.
Items can be set to be dropped around the Escape Pod in the playfield_static.yaml (FixedPlayerStart section)
Removed player ability to sleep in the Escape Pod
Survival Tent (and all beds) can now be used for sleeping at any time of the day
Survival Tool now automatically picks up mined ores to the player inventory
Survival Tool Resources mode can harvest plants and trees for fiber and wood logs (before this function was tied to Defense mode)
Added: Brotherhood of Farr faction, POIs and vessels (initial integration. More tbd; thx to a LOT of builders + spanj!)
Added: Farr Homeworld
Added: Interest planets: Arid/Desert are MAIN interest worlds (large settlements/presence); Temperate/TemperatePlateau/TemperateSwamp/Barren nare SECONDARY interest worlds (lower presence)
Changed: reconfigured naming of internal folders of npc faction homeworlds and related playfields
Updated playfield example files with info about new parameter 'FactionTerritory'
Added 'FactionTerritory' (list of strings) to playfield.yaml and space_dynamic.yaml to allow specifying a list of faction territories a POI can spawn in.
Changed: Legacy laser turrets changed to proper green variant (TurretAlien)
Added new turret color and projectile variants for NPC factions diversification.
Added Posters now available at the GIN Store (Available at each GIN console in trading stations and alike)
Story missions are now spread over the starter system.
Story: Updated story chapters 1-6 PDA (F1) detail info with info on how to proceed (clarified/updated info given)
Changed: Sigma Fulcrum approach dialogue now points towards speaking to traders instead of barkeepers (only speaking to traders will advance the search for Yarod)
Sigma Fulcrum (mission) station is now civilian and all NPC with a gun will now shoot at you (easier to identify the threats + accidentally shooting other NPC does not lead to the station turning against you anymore)
Sigma Fulcrum (station) now has a GIN console. Being neutral ground there is now a way to turn in credibility seals at any time at the SF station.
Updated Story POI: Ilmarinen, Sigma Fulcrum (thx to ravien & escarli)
Updated: Updated Story POI on Arid and Snow starter. PLEASE retest story chapter 1+2 on those starters (Robinson Protocol will not work there)
POI's
Added Farr: Temple Prime and Farr Crash Site to Farr Homeworld (unique POIs; thx to spanj & Co)
Added Satellites: Deep Space Telescope, NavSat17 (thx to don2k7, -AKEVA-BANSHEE-)
Added UCH Trading Station , Protea Station (thx to don2k7, -AKEVA-BANSHEE-)
Added new Tribal Defense Tower for Talon (thx to vermillion; added around Tribal Ziggurat)
Added Colonist OPV '[JLN] MAC Cargo' (thx to RtBucco)
Updated: Tribal Ziggurat (Talon), Xenu Spaceports (Starter and normal version), Theta Labs (adjusted starter version); thx to vermillion
Added: Colonist Trading Station (thx to JupiterVesselCorp)
Added separate glass material copies for use with heavy windows - assigned them to the heavy windows. Changed the Inv/inside window tint opacity to make sure it's more transparent.- Added: Talon charged laser crossbow
Added Non-device Player Spawner for BA-POIs (has no model so it can be fit wherever you want; Preview mode like for NPC Spawner)
Added: Heavy Windows (patterned); No preview-icons yet. PLEASE TEST for symmetry, painting etc.
Added: Toilet (modern) available from deco furnishings group (no preview icon yet)
Shield can now be active again when warping
Changed: reduced range of handheld detector to 650m/1250m (planet/space)
Merged Dialogues.ecf & Dialogues.csv with Default SinglePlayer
Merged TokenConfig.ecf with Default SinglePlayer
Merged TraderNPCConfig.ecf with Default SinglePlayer
Add RepMatrix to DefRepuration.ecf
Removed Default PDA Pictures as they are read from Default Content Directory
Set Sun to SunRandom in Sectors.yaml
Update PDA > Add new Empyrionpedia Entries about the Game
Updated Many Space Playfields to new AI Vessel & Drone Config
Reworked BlackHole from FixedGen to RandomGen
Added ErestrumResource to Terrain.ecf on Alpol
Reworked Alpol from FixedGeneration to RandomGenenration
Reworked AtlonSector from FixedGen to RandomGen
Removed GrassGreen02D from Playfields due to Grass v2
Add Containers.ecf
Add CredibilitySeals as very Low Drop to some NPCs due to not haveing Default SinglePlayer Missions
Dialogues
SinglePlayer mode: protect player while a dialog window is open by deactivating/pausing the following game mechanics:
Player status drop (food, health, etc.)
Environmental hazards (effect of temperature, radiation)
Timed affliction (buff) progress
AI (NPCs/creatures/turrets don't attack)
Added: BlocksConfig/Dialogues documentation about using Skills in dialogues and in conjunction with modifying available block/device parameters
Added: BlocksConfig parameters > Added info about 'ExecuteOnActivate: YourDialogState' and 'ExecuteOnCollide: YourDialogState' to head area of blocksconfig.ecf
Added: Dialogue function > Added info about new function 'CallLater(Seconds,FunctionName)' to head area of dialogues-config-and-examples.txt
Dialogue System: Added 'OpenDevice' to easily access the device whose window is currently open
Dialogue System: Added IModApi's IApplication, use Application.xyz to use its functionality
Console & Configs
Add property 'RepairToTemplate' to BlocksConfig.ecf to allow excluding (rare or special) blocks from repairing to template to avoid exploits.
Updated StatusEffects.ecf with new parameter 'NextIsWorse' for status effects that get worse (indicate a direction)
Added file name to error message if space dynamic yaml has syntax errors.
Console command 'destroy': added '-dead' as 2nd parameter to show death model, if not specified the entity will get removed immediately
Added possibility to load a playfield from a scenario using console command "lpf -scenario ''".
Updated BlocksConfig.ecf and ItemsConfig.ecf inline docu about new parameter 'ShieldMultiplier' and weapons damage in general
Added server-side anti-cheat feature "short session monitoring" - this is configurable in dedicated.yaml under "ServerConfig": ShortSessionMinutes: 0 #how many minutes of a client play session are regarded as "short session" (0 = disable short session feature completely)
ShortSessionCountToLog: 0 #after how many consecutive short sessions write a warning line in server log (0 = disable log feature)
ShortSessionCountToBan: 0 #after how many consecutive short sessions ban the player (0 = disable ban feature)
Solar System and Playfields
Playfield.yaml: added property AllowSavingBlueprints (default True) to disallow saving of BPs in playfields (f.e. in PvP playfields)
SolarSystemGen: added possibility to have solar systems with two stars (2nd star only decoration) by specifying a "CompanionStarClass" (f.e. CompanionStarClass: M) in GalaxyConfig.ecf
Solar System Generation Space: added possibility to specify a GroupName for space_dynamic.yaml POIs (instead of only a POI list); if a GroupName is specified and no DisplayName then the DisplayName is taken from the blueprint's DisplayName
Added entity 'Generic' to allow specifying decoration entities, f.e. gas clouds in space playfields (also for modders, will post information how to use it soon on the forums)
Added ShowInDistance and LOD0Distance to playfield yaml and dynamic space yaml to allow drawing decoration entities in the distance as well (more information will come soon)
Updated +ExampleSpace with new setting for AI space vessels avoiding area configuration.
Planets without atmosphere now use the same sun color as its orbit (only if OrbitUsesLightColor is NOT set) to make orbit/planet transition closer
Planet outside view: improvements for sharper visuals (f.e. on moons)
Grass: if YScale is specified, the XZScale now uses the exact same scaling
Set splat map stamps in tga format to not compressed as the alternative tga loader wants it that way
Added PfServerWeight to space_dynamic.yaml to be copied over to playfield.yaml
Modding
Added IModAPI.IApplication.GetBlockAndItemMapping() - returns a dict with name to id mapping (especially important for the dynamically assigned block ids)- XRefActivate now supports negative logic for enabling a GameObject if device gets disabled
Fixes
Exception when using projectiles loaded from an asset bundle, returning to main menu and resuming the game
Small fix to thruster particles so that particles do not stop from time to time without reason
Mounted weapons exploit
Fix for resource asteroids being transparent
Fixed: Credibility missions could not be completed, although destroyed cores were counted.
Fixed: Blocksmap.dat was not written in MP games, leading to problems if the order for blocks that have no id in the BlocksConfig.ecf changes
Possible fix for "temp allocator" warning message
Fix for harvesting is not putting items directly into inventory
Fixed: Ambassador Hyzanis vessel did not spawn in asteroid field
Fix for being able to use 'Proximity Log' button in registry although it was not allowed
SSG: fixed CoQ when the new resources (aluminium, ice, platin) were used
Truss blocks have no shadows
Fix for modded crosshairs bundle not getting loaded if vanilla game was loaded before
Driller: fixed problem that items got dropped twice when using the "retrieve blocks mode"
Fixed Sigma Fulcrum: Hostile Salurian troops now are using warlord faction instead of alien.
Console cmd lpf: small fix when used ingame
Items crafted in the survival constructor don't get stacked in the output cells
Fixed: issues with dialogues for GER loca.
Fixed Sigma Fulcrum: Hostile Salurian troops now are using warlord faction instead of alien.
Fixed issues of dialogues in GERMAN loca sometimes leading to a CoQ/Exception
Fixed: Thruster M (T2) only had 100 HP
Fixed: issues in dialogues config and csv leading to CoQ
Fixed: TSO_Variant2 had alien spawns (now "same as base")
Potential fix for modding API Event_Player_Info not sending ping information (please give feedback if it works)
Fixed “Explosive devices” not giving damage to shields