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Jimbobslimbob Avatar 
Jimbobslimbob
4514 posts
Chosen One
9 Jun 2016 at 12:26
Over 1 year ago


#1

Here's the latest.

Important Note: I have heard Bloom in this latest patch causing severe performance issues for some people, so if you get this, turn it off.
CHANGELOG: Alpha 1.7.0 (Build 451)

New:

- Added combat steel blocks for BA + CV (handheld weapons cannot destroy combat steel blocks - except rocket launcher)
- Added first set of armored windows (not destructible by handheld weapons): added thick versions of vertical windows + old shutter windows are now armored windows (more window shapes in production)
- Added armored door (not destructible by handheld weapons)
- Added Emergency O2 Generator (needs Oxygen Atmosphere). Added "AtmosphereO2" parameter to playfield.yamls (for old single player save games: default of 0.1 is used, for old multiplayer save games: you need to start a new game to make use of this device or add AtmosphereO2 manually to the corresponding playfield.yamls)
- Added T2 Repairtool (slightly nerfed T1 Repairtool )

Graphics and Settings:
- Added new screen effects: Bloom, Image Processing Effect and SSAO (can be disabled in Settings)
- More individual Video Options for different quality settings
- Added PBR Shader for building blocks and terrain
- Increased Light Intensity on several playfields
- Added new start setting for Omicron Orbit (Creative Mode): new CV, SV, HV (thanks to Mr.IceCat and Piddlefoot)
- Updated model for Ammo Boxes
- Updated model for Oxygen/Hydrogen Generators
- Updated model for Gravity Generator
- Updated model for Power Generators

Improvements:
- Blueprint menu now checks for correct blueprint version (Blueprints from Experimental version are not available in Public version's BP Library)
- Better sorting in Server Browser: server name, players, ping
- Improved saving of intermediate game states which should significantly reduce the likelihood of losing structures due to crashes
- Holographic screens get now enabled/disabled with structure
- Showing text "No connection to playfield server" if a playfield server hangs
- Added better info to all consumables regarding their use (LMB or Shift+RMB)

Optimizations:
- Major performance optimizations for playfields with many turrets
- Internal optimization regarding large structures
- Performance optimization of constructors: data processing only done if data has actually changed
- Compressing deco/grass data transfer on first connect to a server

Balancing:
- Increased hitpoints of all turrets and SV+CV weapons
- Handheld weapons cannot destroy hardened steel anymore (except rocket launcher)
- Concrete: increased hitpoints from 15 to 40
- Hardened Steel: increased hitpoints from 100 to 200 (adapted template)

Bug Fixes:
- Fixed problem linked to spawning blueprints from Experimental version 1.7
- Fixed: Dying in a turret can lead to "turret occupied" in multiplayer games
- Fixed: SV/HV/CV parked on a slope are sliding away when not unpowered
- Fixed: Turrets don't shoot if spawned with blueprint which had its turrets set to ON when saved
- Fixed: Mirror Tool enables player to build 2 Warp Tanks / Warp Drives for a CV
- Fixed: All blocks but HV Hover Engines removed leads to HV falling through the ground a loop-respawn (MP)
- Fixed problem that when entering cockpit/passenger seat in a very big CV, the terrain did rebuild
- Fixed: CV sometimes shooting at Sathium Asteroid around the Alien Space Station
- Fixed: Offline Protection does not cover irregular/unsymmetrical large bases and CVs
- Fixed Offline Protection exploit: Weapons can pin through the Offline Protection Shield when used in 3rd Person
- Fixed: Possible to place a starter Block within a Offline Protection shield
- Fixed: Moving items from inventory to toolbar could result in an error and the item being deleted (MP only)
- Fixed possible exploit: Control Panel of other player does not close if base is set to faction/private
- Fixed error when client had Control Panel open and server exited
- Fixed: Starting a new game uses last used Save- or Server World Name


Last edited 9 Jun 2016 at 12:32.

Jimbobslimbob Avatar 
Jimbobslimbob
4514 posts
Chosen One
10 Jun 2016 at 08:26
Over 1 year ago


#2

Both myself and John had severe FPS dips with Bloom enabled, so definitely worth turning it off.

Jimbobslimbob Avatar 
Jimbobslimbob
4514 posts
Chosen One
18 Jun 2016 at 14:24
Over 1 year ago


#3

Things coming in the next update:

Alpha 2.0 Teaser
Hi Galactic Survivalists!

The Alpha 2.0 release is getting closer and we want to give you some sneak previews on what you can expect from the upcoming big update of Empyrion.

The following main features will be added to Alpha 2.0:
1. Difficulty Settings for singleplayer and multiplayer games, including different Escape Pod loadouts.
2. Persistent Player-2-Player marketplace. Also adding gold as a new resource and ingame credits as a currency for trading.
3. Upgrade feature for building blocks and devices added to the Remove and Repair tool, now referred to as "Multitool".
4. First set of hangar doors for Bases and Capital Vessels, as well as new and reworked interior doors (e.g. glass door)

Jimbobslimbob Avatar 
Jimbobslimbob
4514 posts
Chosen One
21 Jun 2016 at 13:37
Over 1 year ago


#4

The Alpha 2.0 patch is out. I shall be taking the server offline until I can make the changes listed below (for save game compatibility), this is to ensure we don't get any fuck-ups...

For my own reference:

Save Game Compatibility:
Due to our new decoration placement algorithm, we recommend starting a new game in Alpha 2.0. However, you can continue your old save games but you might encounter strange deco placements (e.g. deco on the slopes of mountains etc). To ensure full compatibility you must copy all new playfield.yamls into your save game folder.

Step-by-step guide:
- Suppose your Save Game is called "New_Game"
- Go into the "Templates" folder of your save game, located here: C:\Program Files\Steam\SteamApps\common\Empyrion - Galactic Survival\Saves\Games\New_Game\Templates
- In this folder you will find the templates of all playfields you are currently using in your save game (Temperate, Desert etc). You have to update the playfield.yaml to the new version
- E.g., for the temperate planet Akua you have to replace the old playfield.yaml in Temperate folder with the new version. In particular, copy playfield.yaml from C:\Program Files\Steam\SteamApps\common\Empyrion - Galactic Survival\Content\Playfields\Temperate to C:\Program Files\Steam\SteamApps\common\Empyrion - Galactic Survival\Saves\Games\New_Game\Templates\Temperate


Maximus Avatar 
Maximus
2113 posts
Chosen One
21 Jun 2016 at 13:58
Over 1 year ago


#5

Ok cool thanks for letting me know i am sure it will all be sorted by the time i get back

Lots of updates and and upgraded game engine nice.  Good to see they are still working on the game and want to make it better unlike SE which hasn't changed much in 2 years

Jimbobslimbob Avatar 
Jimbobslimbob
4514 posts
Chosen One
21 Jun 2016 at 14:09
Over 1 year ago


#6

My thoughts exactly - the devs do seem to be on the ball. Let's hope it stays that way.

Yeah, server will be sorted by Wednesday night at the latest.

Jimbobslimbob Avatar 
Jimbobslimbob
4514 posts
Chosen One
21 Jun 2016 at 19:01
Over 1 year ago


#7

It is back up.

Jimbobslimbob Avatar 
Jimbobslimbob
4514 posts
Chosen One
22 Jun 2016 at 09:00
Over 1 year ago


#8

I really do hope they fix the issues with Alpha 2 ASAP. It's so weird as well, because I was playing for over an hour, logged off to go get a drink and then the shit hit the fan.

There are threads all over the forums about it, so it should be a high priority for them to fix, since practically no-one can play at present.

Here was a thread I posted in, with a dev response.

Another thing worth reading.

Last edited 22 Jun 2016 at 09:02.

Gregory Avatar 
Gregory
2588 posts
Chosen One
22 Jun 2016 at 10:15
Over 1 year ago


#9

I cant see the threads but does this mean a restart may be required soon?

Jimbobslimbob Avatar 
Jimbobslimbob
4514 posts
Chosen One
22 Jun 2016 at 10:26
Over 1 year ago


#10

All up in the air at present. Also Greg, you can use that same Google trick for any blocked site ;-)

Maximus Avatar 
Maximus
2113 posts
Chosen One
22 Jun 2016 at 10:43
Over 1 year ago


#11

A restart would not be too bad i suppose as all our blueprints will be safe and you can just give us a starting stash of ore can't you?

Last edited 22 Jun 2016 at 10:43.

Jimbobslimbob Avatar 
Jimbobslimbob
4514 posts
Chosen One
22 Jun 2016 at 10:49
Over 1 year ago


#12

I could indeed. I could give us ships, bases, ore, equipment - whatever we decided on really. Thing is, I am not too sure I am ready for a reset yet. I mean, it's taken us 80-odd hours to get this far and would feel like an incredible waste of time to restart right now, just as we are getting self-sufficient and building our "cool shit". Really unsure on the whole resetting right now to be honest, I don't think I have the patience to do it all again so soon.

Resetting will not fix the issue anyway (others have confirmed this).

Maximus Avatar 
Maximus
2113 posts
Chosen One
22 Jun 2016 at 11:43
Over 1 year ago


#13

O ok don't do it then

Jimbobslimbob Avatar 
Jimbobslimbob
4514 posts
Chosen One
22 Jun 2016 at 11:49
Over 1 year ago


#14

Do you want to reset then Meg?

Jimbobslimbob Avatar 
Jimbobslimbob
4514 posts
Chosen One
22 Jun 2016 at 16:11
Over 1 year ago


#15

Looks like it's all just been patched and fixed.

Maximus Avatar 
Maximus
2113 posts
Chosen One
22 Jun 2016 at 18:41
Over 1 year ago


#16

No i don't want to reset I thought you were saying we had to do a fresh start

Jimbobslimbob Avatar 
Jimbobslimbob
4514 posts
Chosen One
23 Jun 2016 at 08:13
Over 1 year ago


#17

Cool. It all seems to be in working order, despite the fact that some trees and the like have grown back INTO our base
grown back INTO our base

, all is well.

Last edited 23 Jun 2016 at 08:42.

Gregory Avatar 
Gregory
2588 posts
Chosen One
23 Jun 2016 at 10:57
Over 1 year ago


#18

Gives it that connected with nature look.

Jimbobslimbob Avatar 
Jimbobslimbob
4514 posts
Chosen One
23 Jun 2016 at 11:09
Over 1 year ago


#19

I thought you would appreciate that Greg.

Jimbobslimbob Avatar 
Jimbobslimbob
4514 posts
Chosen One
19 Jul 2016 at 12:08
340 days ago


#20

[July 19, 2016] Alpha 2.3: Blueprint Server Rules, Improved Visuals, Tweaks and Bugfixes
Hi Galactic Survivalists!

Today we are releasing the second part of our performance update. As of now, server admins can not only set up rules about their server community being able to use blueprints at all, but also to which degree and to which sizes!

As a short explanation: Performance issues do not result from a ship being built out of 60.000 blocks alone. Performance issues are related to the device count, like generators, thrusters, fuel tanks and so on! That’s why the classes are based on device-count, not on the total block count.

With the new settings, you can now set up rules for the maximum device-count (Classes) of those ships that are allowed to be spawned via the Blueprint Library. (See Changelog below for all the settings)

This does not affect ships already in the game or ships that were manually built up and beyond these limits, but, as it stands now, we might (!) make active use of the device count classes for the upcoming vessel and structure balancings. Feel free to send us your feedback on this specific topic!

We are also going to introduce some more powerful and larger devices, all our builders might find useful.

Version 2.3 adds the new Tier 2 Generator and the Tier 3 tank. Both will not only reduce your structures device-counts, but also reduce the amount of tanks to fill while keeping the same level of fuel packs!

Please note: The new Tier 3 Fuel Tank is kind of temporary, as the UI needs a bit of a feature upgrade to fully feature larger tanks with more than 56 fuel pack slots. As soon as we achieved that, we might downgrade the content of the T3 Tank a little bit in terms of fuel pack slots (so it fits the calculation and balance again), but offer even larger T4 tanks (in size and content) in exchange.

Finally, we improved the visuals of the game by increasing the light intensity on many playfields, making the ambient color less dark, tweaking tone-mapping and the image processing effect.

Changelog: Alpha 2.3.0 (Build 520)

Features:
- Added server-side Blueprint restrictions depending on the Device-count (dedicated.yaml). Restricted classes can not be produced in Blueprint factory and/or spawned. They are marked ORANGE in the Blueprint Library. Device count of each Blueprint is visible in the blueprints info panel.
Available Size Classes:
Class 1 = less than 50 devices
Class 2 = between 50 and 250 devices
Class 3 = between 250 and 500 devices
Class 4 = between 500 and 1000 devices
Class 5 = between 1000 and 1500 devices
Class 6 = more than 1500 devices (default)

Please note: these limits are not set in stone and may be changed in the course of development.

- Added global server-side restriction of blueprints being allowed to be used or not (dedicated.yaml).
Available settings:
None = Blueprint system completely disabled
StockOnly = only stock blueprints can be produced
All = all types allowed (default)

- Added Size Class and Device Count available via Control Panel -> Statistics (+ some tweaks to stats window)
- Added new T3 Fuel Tank (CV & BA, 2*2*1: 56 slots)
- Added new T2 Generator (CV & BA, 6*2*2: 500MW Output)
- Added Shutter Doors sizes 1x2, 2x3.
- Added new starter blueprint: Tier 4 SV. Updated some other starter blueprints (Thanks to Mr.IceCat)

Improved Visuals:
- Increased light intensity on many playfields (you must start a new game for this change to take effect)
- Increased intensity of shadows
- Changed ambient color (less dark)
- Tweaked tone-mapping and image processing effect
- Tweaked shader for trees on Akua, tweaked deco

Changes and Improvements:
- Increased LOD limit of structures: 1200m on planet (instead of 1000m), 3000m in space (instead of 2500m)
- Optimized Terrain -> less micro stutters.
- Optimization: Tweaked LOD groups of many devices (slightly earlier culling)
- Increased power of small and large Generator (BA / CV)
- Large Ammo Box has now 35 instead of 21 slots
- Added hitpoint info to small fuel tank
- Another small tweak to Escape Pod (collider and rolling behavior)
- Updated Stock CV Tier 1-3 -> added shutter doors for vertical doors
- Slightly reduced de-spawn time of destroyed drones

Bug Fixes:
- Fixed: Multiple instances of playfield loaded (leading up to a total crash)
- Fixed: Explosive devices do not get used up when placed
- Fixed: Underwater Deco placed on dry land
- Possible fix for ground/terrain rebuilding like an invisible layer with drone wrecks nearby
- Fixed problem with disabled audio source warnings
- Fixed wrong path description where to find outputlog in support email
- Fixed: Tanks - Description Info missing/wrong
- Fixed glass issue with cockpit
- Possible fix for playfield crash

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By James (Jimbobslimbob) Compton