EA Patch #18: Bug fixes from Engine version upgrade
Greetings overseers!
Today's patch is a relatively small one due to most of the team being out for prolonged holidays, but we have some bugfixes for annoying issues and some fallout from the engine upgrade. See below
Increase performance of many different elements of the game based on performance profiles gathered.
Some fixes for VXGI settings not being setup properly on game start causing some rendering performance issues
Fixed for AI constantly chattering, their less important messages should be much less frequent
Fix for AI sending radio message with low priority messages
Fixed character collision issue.
Can't merge corporations with more than one shield
Made the one cheat to rule them all better.
Made sure a regular interact doesn't appear while placing turrets. Structure interact will be shown once placed.
Fixed build menu scrolling issue.
Prevent player from firing with an inventory or build menu open.
Generators all get 1 more slot to start.
Increase max search results during server search
Vehicles are now displayed on map
Unhooked the pirate raid and tutorial systems. Pirates will now raid any corporation over 10M value
Add better FX for charging station - show a tether to a player when charging.
Fix an issue causing charging station to not work in SP
Fix an issue causing charging station radius to be much larger than normal
Placeholder Tutorial game selection in SP/Hosted menu. Will eventually move most tutorial functionality into this selection, instead of main game mode.
No longer show negative HP on dead Animals in UI
EA Patch #17: Major engine upgrade
Greetings overseers!
Today we are releasing our major engine upgrade to UE4.19! This will help us continue to develop the game with the new features and improvements in the engine, as well as bring some major upgrades to you, the players!
In particular, we now have VXGI 2.0 integrated, which should make basic VXGI functionality much more accessible to the average PC! If you have a reasonably recent GPU, try the game with VXGI on low or medium to see some new lighting FX that should be much more performant!
Also, Ansel is now available in our game out of the box, meaning you can take those high res 360 screenshots of your sweet base and all your bots!
We have a number of additional bug fixes and changes listed below.
Engine
Updated engine to UE4.19, fixing various rendering and settings related issues
Updated VXGI to VXGI 2.0 bring major performance improvements
Updated Ansel to latest versions allowing ansel to work out of the box
Game
Activate cataclysm mode on all servers on a 2 week timer.
Cataclysm mode will not be activated on SP or Hosted games.
Wiped all save files for SP, Hosted, and Servers
Fix for scrapping stacks - scrapping will give you the stack amount of resources
Fixed cheat access in SP and Hosted games
Hot-swap key (T) will now properly swap back and forth between handy and main hand weapon
Night time will now be a bit darker
Fix the "fell out of world" detection to properly catch you and teleport you back to where you fell from
Major optimization pass for UI
Major optimization pass for SP
Fixed a crash bug in server list
UI
Major optimizations to map and compass icons
Added a confirmation box to delete save
Map icons will now refresh position in realtime so there's no lag while scrolling/zooming
Dead bots corpse icons will now be properly labeled with their names
Updated main menu newsmessage to pull from a place that can be more easily modified
AI
Bots will no longer be able to store non-liquids into liquid containers
Populated all the proper bot audio from some that were missing
Fixed Mauler collision size
Structures
Turrets are now properly counted towards colony value
Fix triangle ceiling attach points
Fixed corner support issue
Fixed dome support issue
Fix a support issue that was causing ceilings, and anything attached to ceilings, to hover forever after all foundations are removed
Fix wall light material and light settings
Fixed a bug where charging station sometimes wouldn't work in SP after reloading
Players can now open auto-doors while mounted on a vehicle
Increase HP of long pipelines by 2x
Happy holidays from all of us at Symmetric Games, we can't wait to share what we're working on in the new year!
Small Bugfix Patch
Greetings Overseers!
We have a small bugfix patch today with some more fixes to map and compass UI elements and some other small issues. Here's a full list of patch notes.
Fixed starting resource node values.
Fixed selected bot radius circle on the map.
Fixed the map and the bot frame so they don't overlap. Decreased the time that colony refreshes info from 10 seconds to 5 seconds.
Significant performance improvements for CPU related to enemy icons on the compass.
Fix POI icons on the compass.
Properly show inventory capacity as number of backpack slots, not equipment slots plus backpack slots.
Fixed the cost to upgrade t3 of auto wleder and repair o tron.
Fixed a few run time errors
No longer allow colonies to merge if thier bot or turret populations would be too large.
Colonies can't merge with multiple command centers either now.
Fix for enemy icons on compass.
Fix for a possible cheat vulnerability
Fix for map Icons.
Bot and resource manifest now overlap and use a dropdown box for selection in map view
In other news, this week and next we will be upgrading our engine to UE4.19, which will give everyone access to VXGI 2.0 (with much improved performance and fidelity), Ansel, and other performance improvements. We are going to be testing a bunch this week, so feel free to join us on our test servers if you'd like to help us out and get an early look at the new version.
Small Bugfix Patch
Greetings Overseers!
Today we have a small bug fix and optimizations patch that focuses on some specific issues - namely optimizations for the compass and map, and for servers loading large savefiles that were causing them to crash on startup.
Testing is complete on these features and the patch is being pushed live now. Later this week we hope to push another patch with a small list of bug fixes pertaining to corporation ownership, some rare single player crashes, and a few high priority gameplay bugs. Stay tuned for more info.
Below are the full patch notes for this patch
Fixed a bug causing some AI to think they could path into the middle of a large foundation
Make sure the radar sphere doesn't sometimes appear to other players
Fixed fire rate and reload rate being faster instead of slower during snowstorm
Adjusted animal XP scaling slightly so that it's based on difficulty instead of purely the level
Heavily optimized the worldmap and compass UI performance
Fixed UI runtime error/log spam in right hand inventory
Fixed territory circles not being cleared and showing up as if they're solid
Some network optimizations for corporation info when map is open
Fix for low HP resource nodes on start.
Adjusted range bonus on scanners so they are more consistent.
fix for weapon swap not affecting scanner properly
faster loading code for structures, server loads should generally be much faster
Fix a bug with servers not registering with steam if they take too long to load
EA Patch #16: FIXES FIXES FIXES!
Greetings Overseers!
Today we're releasing a big patch of bug fixes for AI and Structures! In particular we have focused a lot on AI automation, pathfinding, and using crafting structures. AI should path much better around pipelines and doorways, and auto-doors no longer let in non-allied creatures.
We've fixed some major usability and UI issues, especially related to the power grid info, and we have added some nice quality of life features to the UI. See the full list of patch notes below.
World
Rebalanced resources in RedPlanet.They should be more abundant all over - but all should be scaled better from top right to bottom left.
AI
Fix AI step height, nav step height, and collision for pipelines(and possibly other structures)
Fix pathfinding through auto doors. Now only friendly AI bots will path through doors, not enemies, pirates, or animals.
Add more failsafes to move to destination, fix a possible server stability issue with AI pathing
Structures
Added a "direction" arrow to all structures when placing, not just pipes
Fixed foundation snapping not working with other types of foundations.
Added Cancel structure upgrade: Get the mats back and set back to tier - 1.
Fixed all attach points on furnature.
Make charging station AOE based when on. Just move within charging station AOE to charge, no interact required. Fixed AI to work with new system.
Add charging FX to the charging station when charging hookup starts, to make it clearer what's going on
Updated Large Walls, Ceilings and Foundations for Appropriate Scaling / Visuals
Fix inflow pipe snapping
Increase structure build and destroy XP amount
Updated the names - stand points - and attach points of all the basic structures(walls, floors, ceilings)
Default daily drop pod to "haul away"
Bug OZ - 214 - Can't place ceiling triangle when all 3 walls are placed on a triangle foundation.
Place cube in the floor and ceiling section.
Bug OZ - 63 Wall light placement broken.
Fix placing ceiling lights
Adjusted collision on battery and pillar to solve issue OZ - 381 and try to solve the battery issue(need Will to make a new placing mesh.
Can place walls down middle lines of large walls and ceilings/foundations
Can Place ceilings half way up large walls
Can place Ramps to wall tops.
Fixed some wall attach point issues.
Fixed a bunch of structure collision issues with foundations, large buildings, and ceilings.
Make sure that generators and crafting station structures properly block navigation
Game
Crashed Ship WIll now destory 5 - 10 minutes after being looted.
Added difficult animals to the crashed ship spawner so its not always spawning ships.
Fixed the damage on the starting Iron
Significantly increase Volcano damage.
Fixed deep freeze so it slows reload and shooting instead of increases.
Submit a first pass of cataclysm mode.The Volcano will explode every 10 days. Winning corporation is saved and displays current MVP to P menu
Added Admin cheat to enable cataclysm
Fix sprint not working when released
Update Charging FX to be less "in your face"
Added additional failsafe for falling out of world.
Added community volunteers to default bot name list.
Added TheOneCheatToRuleThemAll
UI
Fix the massive amounts of interact widgets on screen when riding bike
Fixed a bunch of UI formatting issues.
Making sure crafting tooltip is readable.
Make autofire red text pinkish like weapons.
Make crafting tooltip show up when you mouse over the bottom part of the crafting slot.
Change some UI text color for contrast.
made XP tooltip show all the perks.
Properly event driven hiding of the HUD when menu is opened and closed.
Fix keybinding a key that's already bound. Swap keys instead of just failing.
Made sure you can't drag the tooltip in the right hand inventory window.
Fixed confirmation box clobbering "don't ask again" - different questions use different settings.
Power grid displays a timer, simplify the UI a bit, make it a bit clearer
Fix an issue with the power component not updating / replicating on something that is disabled - this should fix inconsistencies with the power grid info
Fixed for Slate menu UI infinite loop on double escape when open.
Fix level numbers in XP Frame
Add a news string to main menu
added all the common 16:9 aspect ratios to screen options (missing 1440p and below 720 before).
Titanium icon Is now no longer the Iron Icon
Fixed "sort and loot all button" visiblity so it appears in the UI for all things with inventory components.
Mousewheel will now scroll menu faster
Over the next few weeks we will be working to upgrade our engine to UE4.19, which will include support for
- VXGI 2.0, which greatly improves the performance of VXGI, making it more usable on lower end video cards
- DLSS for those with hot new NVIDIA cards!
- Ansel support
- Better server and multiplayer performance
- Much more!
Stay tuned for more info
Cataclysm awaits!
Greetings Overseers!
The long dormant volcano is now active! All our servers have been wiped by extreme volcanic activity, and Gaiya is again ripe for the picking!
If you haven't joined us in some time, you may have missed quite a few changes that have come in the past few months
Jet-bike and Hover-Sled Vehicles
Pipelines to carry resources long distances
Large Minion AI improvements to enable sustained automation
Proximity Voice Chat
Major new structures, like Auto-welder, Repair-o-tron, Base Shield, and more
Triangular ceilings and foundations
Customizable game settings
New "birdy" combat drone
Locally hosted matches, and join-a-friend
New XP progression system for unlocking perks and structure blueprints
Major rebalance to weapons, combat, and loot
Major updates to map UI, to command your bots and base
Daily login supply drop bonuses
Pirate occupied bases
Pirate ambush attacks while exploring
Long list of bug fixes, optimizations, and QOL improvements
Moving forward from here, some of our servers will periodically experience Cataclysm events which wipe the surface of Gaiya to make room for a new batch of explorers. The corporation with the highest value when the volcano hits will earn the title of "Market Leader" and gain a major XP bonus.
Please join us this weekend for our next big streaming event!
A full list of patch notes is below
Gameplay
Fix for voice chat channel connections
Implement a persistent player XP system. Player gains Pirate XP from killing enemy players bots and structures, Corp XP from constructing buildings, and Soldier XP from killing animals and pirates. XP is locked to the server and player, not corporation
Unlock various perks as a player levels up. Some advanced structures must now be unlocked via Corporate XP levels
Fix for jetbike constantly spinning, unable to mount, creeping forward when out of fuel
Vehicles: Display OUT OF FUEL in flashing red. Don't play engine PFX or SFX when out of fuel. Don't rotate hoverbike with the player when out of fuel. Play a warning sound same as player with low energy when out of fuel.
Improve weapon muzzle light FX
Better trail FX for all guns
Increase gun sound range
Add a daily supply drop that occurs when player logs in, every 24 hrs. Supply drop contents depend on the player's various XP levels
Make all weapons more accurate when in ironsights
Make sure you can't transfer items to slots they don't fit into. Also, dropping any equipment into slots other than the one it fits, will try to instead drop into the proper spot
Use G to toggle auto attack on and off instead of the options menu.
UI
Fixed some UI formatting issues
Replaced the intro cinema with a lower bitrate and and mp4V2 single pass compression version that doesn't skip.
Fix the damage type ballistic notice
Fixed corporation value display $M vs
10^n
Fixed for accidentally looting all when hitting Q with inventory closed.
Major performance update to UI
Major updates and improvements to server list - auto refresh now works properly and UI is skinned correctly
Official servers are sorted to the top of server list
Make job radius easier for people to understand that you can edit that text field.
Add version number to main menu. Set major/minor versions to 0.8
Added random hint text to loading screen with various hints about how to play
Fixed the showing of ammount of ammo on the playerframe being hidden.
AI
Bots will no longer place Circuit boards in iron storage
Reduced timings of the pirate pathing, so they don't walk into walls so much
Bots will properly aggro turrets
AI will run around to the backside of walls less when they walk to a structure
Fixed pirates dropping their pirate weapons on death.
Fix pirate personality setting so their audio uses the right voice
Fix all friendly AI aggroing across the map when player shoots something. Now only following AI will do this
Fixed PVE pirate base damage - can now damage Pirate bases in PvE and PvP-Lite servers
Bots should only try to find friendly charging stations
STRUCTURES
Gas generator now takes petroleum or fuel, with petroleum providing half the power
Change drop pod name and description
Added large (2x2) wall
Added large (2x2) foundation
Added large (2x2) ceiling
Added long (3x) Pipeline
Long structures have more HP and are proportionately less expensive than equivalent number of small structures
EA Patch #15: Bug Fixes for AI and Structures
Greetings Overseers!
Today we have a patch intended to fix a lot of the AI crafting and hauling functionality, as well as some structure and vehicle fixes. For the rest of the week we'll be working on solidifying our QA process so we can continue to release high quality patches with plenty of fixes for you all. Next week we will be unveiling our Cataclysm mode, and announcing our next big community event. Stay tuned!
Full Patch Notes
Full efficient alphabetical sort implemented. Reskin the social system menu.
Minor adjustments to the placement and location of other UI elements so that everything fits better and doesn't clip over eachother as much.
Fixed the wall light placement
Increase spawn exclusion range to 25m and only in claimed territory
Use RaidingAllowed to turn on/off ambushes
Reskinned "P" Menu
Increase placement dist of Extractor so you don't get stuck and is easier to place. Scale down to 75% of previous size.
Turrets won't shoot animals until they aggro
Vehicles will now immediately stop when dismounting.
Vehicles can be mounted if they have no fuel, and display "no fuel" in the fuel bar
Vehicles will now be "owned" after jacking them so your turrets dont shoot them
Fixed a bug where vehicles would move/slide forward when unmounted
Fixed vehicle strafe/reverse speed being too high and resulting in odd behavior
Added /cheat GetPerformanceReport duration runs a profile for duration on the server.
Fixed the power UI in the E menu for buildings to be like it is in the interact.
Removed 1s cooldown on upgrade button
Warning sound will now play if below 100 shields or 200 energy
AI Bots, Pirates, and Animals will not path into lava anymore. This may affect bases built over lava.
Added /cheat fly - use mouse wheel up and down to fly. Then use /cheat walk to go back to the ground.
Full alphabetic sort on crafting list instead of just first letter.
UI Fixes for the right hand inventory
Fix a bug with caching items on server reload, causing issues with crafting and hauling
Change the AI storage usage system so that it's based on a drop down list, with tooltips to describe how AI use them
Various fixes to deposit and hauling behaviors to avoid superfluous and confusing AI speech
Fixed some config variable issues, all config variables should now work correctly
AI will "ignore" pipelines by default
Fix shield placement
Make cowardly bots search a much larger distance for their cowardly base destination, and take fewer breaks when running. If none found, make them run farther from the enemy.
Reskinned Grenades
Fixed door UI so the auto checkbox doesn't clip at the bottom and be unselectable.
Fix hoversled engine FX
Move storage manifest to other side of map
Fix thrown weapon spamming, and update damage and gravity values on thrown projectiles
Inflow pipelines only transfer in stacks of > 20
EA Patch #14: Bugs and Balance!
Greetings Overseers!
Today we have a big bug fix patch, intended to address some new and old bugs. We also have some rebalancing of certain features that were annoying to players (like animal loot tables).
Our primary motivation was to increase the amount of action in the early and mid game, but also improve your ability to combat it. We increased the frequency of pirate raids, and added a pirate hit squad that will seek you out when you haven't undergone combat in some time. To counteract this, we greatly buffed Drone, Combat Drone, and GUARD bot base statistics. You should see them MUCH more powerful when engaging pesky animals and pirates.
We have a new QA process in place to attempt to prevent any more major issues (like what we saw in the last patch with exploding storages). From here on out, please join our public "test" branch if you'd like to help us with testing our game. We will be heavily refocusing on bug fixing and quality improvements, instead of new features, and moving to a slightly slower patch schedule of 1/week, in an attempt to continue to improve stability of our existing features.
Stay tuned for our list of fixes for next week!
Bug Fixes
Pirates that takeover bases will patrol the command station and properly aggro players (WIP)
Fix the turret not animating properly
Fix for the door checkbox not being properly set when you open a different door.
Touchup collision on doors to auto open
Auto Doors will be more responsive
Add a pirate "hit squad" that spawns every 20-30 min if you haven't been in combat within that time
Reduce default pirate raid timers, back to a reasonable amount (20-30 min on easy, 18-20 min on hard, 16-18 min on impossible)
Every 5th pirate raid is a "mega raid" with 3 more pirates all 10 levels higher than the norm.
Significant buffs to minion bot base stats. Drones can now handle most weak animals and low level pirates, and GUARDS can handle medium level animals and pirates even with no gear on
Add the proper repair pack recipe to machine shop for AutoWelder
Fix a problem with the inventory manifest on server load and structure upgrade
Improvements to inflow and outflow pipelines: add arrows to indicate direction, make sure a pipe can't connect source and target to same object, and fix an issue with snapping being too "sticky"
Fix doorways so AI can path through them again
Big rebalance of animal loot tables - make higher level animals guaranteed drop high level animal crafting materials, and make the rare drops even better
Change spawning system so territory doesn't govern exclusion, just proximity to structures. Structure within 10m will disable spawns.
Resource gathering structures are more tolerant of server stress in terms of resources per minute
Fix a bug where player could stay connected to power grid after logout
Fix some UI issues with the right-hand inventory
Fixed some scrap rewards and make sure you can't scrap if scrapable but no scrap reward.
Fixed issue where jumping a bunch right at spawn sequence start (getupanim) would cause the drop to retrigger many times and call many droppods.
Fixed if tutorial is complete destory drop pod on spawning in.
Added a text indicator for turret counts in the map
Fixed turret count not updating properly and displaying properly on the map.
Fixed various world art bugs
Added Mauler Camp in X2Y2, added several art details
An attempt at a better location for choosing raid points. Use world spawner locations that are far enough away from the home location
Fix some bugs with voice chat
Fix AI perception bugs, again
No more building while the player is in deep enough water to be "swimming"
Redid crafting entries slightly so it looks better and takes up less space
Sorted all the other inventory lists alphabetically (to the first letter)
Make upgrade button have a 1 second cooldown so it can't be accidentally spammed.
Valid dropped backpacks will now count towards colony value.
If players aren't finished with the tutorial and have a colony value under 250k then they spawn with their first spawn inventory.
ShowMeTheMoney is now sorted alphabetically and all the empty names are taken out.
Can no longer place things that aren't liquid in the stoage tanks.
Fixed resource mining so that the popups will now display FULL in red if your inventory is full.
Fixed it so that you can't gather more resources from a node than it has left
Fixed quickmove not working for the first 8 slots on containers and such.
Fix find nearby deposit distance check when AI search for mining deposits
Add a dedicated charge point search task when AI need to charge
EA Patch #13: Major bug fixes and QOL updates
Greetings Overseers!
Today we have a large patch that fixes many issues in the world, including some significant performance issues that were developing on live servers. Next week we will be tackling some more gameplay issues and continuing to fix bugs with the new pirate takeover system, long term AI automation, and more.
WORLD
Fixed various art bugs in the world
AI
Add 2 checkboxes to all resource storage classes, allowing you to dictate which ones AI will deposit or haul from
Direct friendly AI focus to the leader's current combat target
Readding the use of AI stand locations. AI should no longer walk around to the back of a structure to work on it
Show the currently selected bot's job radius on the map in the form of a light blue circle
Fix some AI issues with finding items in containers
Major performance improvements to AI finding items in containers
Highlight the currently selected bot on the Compass in yellow, at all times, even when outside its sensor range
Fix a bug where AI were having trouble finding a container to deposit items into
STRUCTURES
Make sure that power relays don't derive structural support from remote stuff they overlap for power distribution.
Make sure objects that require attachment can't derive support from landscape placement
Better structure snapping - ramp snaps from longer distance and objects should no longer snap to edges whose rotations are on different planes
Sort the bottom of the Filtered Item list alphabetically 1 letter deep
Fix for ceiling face/accessory snapping and pillar snapping
Remove collision to inflow/outflow pipes and add obstacle nav area to pipelines, so AI will be less confused around them
Add a button to sortup and sortdown the container inventory you're viewing
Slow down structure rotation with mousewheel so it's easier to get the rotation you want
Changing a pipeline filter also affects all downstream pipes.
A fix for outflow pipeline snapping - ensure it picks the best overlapped object instead of the "last" one
Better triangle snapping - more exact math
Fix geothermal snapping
Fix wall snap offsets
Remove a bad snap point on the ramp
Fix for structures rotation snapping sometimes snapping to the wrong point
Increase ramp snap distance
Make sure structures don't get stability updates if they're invalid (pending kill)
Move door auto state to a checkbox on the info panel, instead of a Q state
GAME
Fix a bug with swapping away from weapon to handy while jumping
Make it so the leader can disband their Corporation. Disbanding will now move all players to new corporations and let the pirates takeover the old one
Fixing some opacity issues in the menu.
Added a /unstuck functionality for the player in the chat box that can only be used every 5 minutes, and not in enemy territory. Will teleport a player to a known good location.
Implement basic laser rangefinder into UI
Performance fix for animal spawns
Add territory control info to the map in the form of red/green circles
Adding Icons: Ender and Kioku Grenades, Wind Turbine, Healing Structure
Control right click moves all stacks of selected item type to/from the container
Add a way to turn off the confirmation dialogue when demolishing structures
Fix a bug with enviorment events ending.
Fix a bug where alt-tabbing may cause the game to become unresponsive
Fix a bug where certain inventory functions weren't using the SetInventoryItem accessor
Add a resource manifest to the top of the map above bots
Fixed the issue causing players to loose their colony on relog after disbanding a corporation.
Thanks for your continued support!
EA Patch #12 - Pirate Bases! (IN TESTING, LIVE ON FRIDAY)
Greetings Overseers!
Today we are announcing the beginning of a big push over the next few weeks to finish implementing some important mid-game and late-game content goals for players. The major things we'll be tackling over the next several weeks are
1) Pirates will take over abandoned player bases for other players to assault
2) Pirates will randomly build their own bases for players to assault
3) Massive improvements to pirate raids - pirates will be bringing warbirds, jetbikes, mind controlled animals, and more varied base assault tactics to make late game pirate raids a real challenge for players!
4) World bosses - massive unique animal bosses that will require raid-style tactics to take down, with huge rewards
5) Loot rebalance, with ultra-rare drops from high level pirate captains (from both raids and pirate bases) and world bosses, which will unlock some ultra-powerful Tier 4 gear
Today we'll be releasing our first pass implementation of #1 above in our test server with the patch, and hopefully have it live by Friday.
In addition to the above, we'll be implementing Cataclysm mode on our servers with rolling resets built into the official game mode. Every 2 weeks our servers will be wiped with the previous "winner" of biggest corporation enshrined with their name as the server champion. In the future, we will be adding persistent account-based rewards that will be unlocked from "winning" a Cataclysm event, stay tuned for more information on this!
Finally, with this big push towards mid and late game content, we will also be refocusing a bit on fixing some major bugs. We've been trying to get a ton of new features and content in, but as we round out this next batch of stuff, we will start to naturally slow down a bit on getting "new" stuff in and focus a bit more on fixing the "old" stuff. This means constant tweaks of balance, small changes, bug fixes, exploit fixes, performance upgrades, and more.
Full Patch Notes below
World
Fixed some duplicate resources
Fix some holes in terrain
AI
Animals will no longer float above ground and rubberband on server
Fixed Bot Auto-Unstuck so it no longer falls through the ground
Increased radius of manual bot unstuck/drag to 25m
Add a message when too far to manually unstuck/drag a bot
Bots that fall through the world or go outside map bounds will be respawned at the player's command center
Bots will go to multiple containers if necessary to deposit more stuff up
Bots will be better about depositing things they no longer need
Bots will only grab one stack at a time when crafting so they have sufficient space for results
AI Bots set to "hauling" will now attempt to harvest plants from planters
Structures
Abandoned player bases (4 days, 6 hours without login) will be claimed by pirates!
Pirate bases can be assaulted on PvP, PvPLite, and PvE servers for loot and glory!
Fix for bug allowing damage to Territory Claimers and Command Centers in PvE mode or during ORP
Planters now give 50
tier resources per 10 min
Destroyed CCs will now reset the player's Corporation level
Fix for cases where inflow and outflow pipes can be disconnected on reload
Turrets now shoot at enemy vehicles
Added a new AOE repair structure which uses repair packs
Added a wind generator, which increases power generated with height and wind strength
Game
Fixed readability of the first line due to the UI initalization and animation playing. delay first line a bit.
Fix some Gaia->Gaiya typos
Subtitles are now printed in chat log so player can re-read them
Some items in machine shop have been renamed and reordered for consistency
Added throwable grenade, TnT, and C4 explosives to machine shop
T2 rocket launchers now have much higher speed and slightly higher radius, and more damage
T3 rocket launchers still fire at slow speed, but have a MASSIVE radius and VERY increased damage
New FX for T2 and T3 rocket launchers, including a thermonuclear mushroom cloud and earthquake effect
Fix some big possible performance issues with Animals on dedicated servers
Fix a stats exploit with rapidly swapping weapons
Attempt to fix vehicles flying off when dismounting, and not being found
Welder will now heal vehicles in stead of damaging them
Added binaural wind corresponding to wind strength
Added Jetpack to robotics factory crafting - these will let you jump extremely high
Added new visual for Speed boots
Let us know your thoughts on these upcoming changes!