Update 1.10.2020 (Build 256)

JohannaFB

Community Manager
Joined
Jul 22, 2020
Messages
79
#1
_ForumPatchNotes.png

Update 1.10.2020 (Build 256)

New features
  • Objects and LODs fade in and out smoothly when loaded or unloaded
  • Material Armor Value is now Armor per KV
    • Materials have two new values: Armor Value and Minimum Armor
    • Only plate type objects can have Minimum Armor
    • Armor Value is multiplied by volume of the object
    • Projectile Energy cannot reduce Armor value past Minimum Armor value. But if object takes voxel damage and loses volume, Minimum Armor value is reduced.
Animations
  • Fixed UI interaction animation not acting correctly in sitting state with heavy weapons
  • Improved 1st person Universal Tool equip start and end animations
  • Updated 3rd person standing and walking ADS pose for rifles and pistols
  • Updated zero gravity animation: unarmed idle
  • Updated zero gravity animations: idle and move with rifles
Audio
  • New hit marker sounds
  • Fixed items playing a drop sound when approached in the universe
  • Fixed fast projectiles not triggering fly-by sounds
  • Fixed sound crackling issues with joint device, thruster and railmover audio when multiple objects are rapidly changing states
  • Short retrigger rates are now more tightly synced in Audio Signal Device
Assets
  • New small and large icons for the following categories: Attachments, Beams, Decorative Plates, Cargo, Controls, Doors, Lamps, Navigation, Networking, YOLOL, Hardpoints, Ship Weapons
  • Fixed decal bleeding on wide and small hallway modules
  • Updated various floor modules
  • Added missing decals to small hallway end modules
Chat
  • Limited fade delay to 1-30 seconds
  • Added "Edit" toggle to the context menu for HUD edit mode
Combat
  • Reduced maximum armor thickness bonus from +300% to +40%
  • Increased head health so that the head is not lost before dying
Effects
  • Antigel Rifle
    • Updated hit effect to have more "force"
    • Made hit effect smoke larger and stronger
    • Added "disc shatter" type FX to the hit effect
    • Increased impact of shoot FX and also added disc muzzle flash
    • Updated the reload FX to more stylistically suitable
  • Laser Turret
    • Added additional "white hotspot" area to initial impact
    • Adjusted projectile particle's offset
    • Optimized distance settings
  • Pickaxe
    • Added faster sparks hit FX and softened debris
  • Buzzsaw
    • Updated Hit effect to be smaller
Emotes
  • Added 1st person animation to /wave and /wave1 emotes
  • Fixed wrists in /wave3
Gameplay
  • Fixed weapon stance always defaulting to lowered when sitting
  • Fixed exiting from chair with mag boots off not inheriting movement speed
  • Fixed Mining Laser's and Tractor Beam's power consumption logic
  • Fixed grabbed objects not releasing when the cursor mode was changed to crosshair or grab was released quickly enough
  • Adjusted 1st person Universal Tool monitor position
  • Updated ore density values
    • Bastium 19% of refined material's density
    • Oninum 38% of refined material's density
    • Aegisium 21% of refined material's density
    • Charodium 25% of refined material's density
    • Merkerium 21% of refined material's density
    • Lukium 34% of refined material's density
    • Kutonium 21% of refined material's density
    • Corazium 20% of refined material's density
    • Xhalium 36% of refined material's density
    • Arkanium 38% of refined material's density
    • Ilmatrium 19% of refined material's density
    • Ukonium 27% of refined material's density
    • Exorium 38% of refined material's density
    • Tengium 27% of refined material's density
    • Vokarium 25% of refined material's density
    • Ice 21% of refined material's density
    • Ajatite 27% of refined material's density
    • Valkite 19% of refined material's density
  • Mining Laser
    • Increased crafting material amount by x12
    • Adjusted crafting material requirements
    • Increased damage interval from 2.0 seconds to 0.5 seconds
    • Increased power consumption from 1000 to 6000 eps
  • Laser Cannon
    • Fire rate reduced from 975 to 375 rounds per minute
    • Electricity per shot increased from 300 to 400
    • Projectile Energy increased from 2,500 to 3,500
  • Rail Cannon
    • Increased Projectile Energy from 30,380 to 122,500
  • Plasma Cannon
    • Moderate increase to fracture damage radius
    • Increased Projectile Energy from 4,500 to 11,700
Holograms
  • Added new holograms on Weapon and Ammo monitors in Marketplace
  • Mass Transit Stop signs
    • Disabled shadows from large signs
    • Added some missing signs
    • Removed floating signs
Mining Job
  • Changed the instructions alignment to left
Quickbar
  • Added fade options: Hide when inactive, Hide delay and Hide when in cursor mode
  • Fixed attempting to drag items from the universe to slots not releasing the dragged item
  • Fixed icons turning into Spaceship Designer icons when entering Spaceship Designer
  • Fixes to dragging items from inventory to slots
  • Only activate hover effects when the dragged item is a tool
  • Limited fade delay to 1-30 seconds
Screenshot Mode
  • Made Lifeline, Quickbar and chat to hide during screenshot mode
Settings
  • Increased Blueprint visibility's default from 0.5 to 0.8 in Blueprint visuals -> Ship blueprints
Ships
  • Added new DURΛTΞCH Ship Shop to Origin
  • Fixed damaged thruster nozzle not being recognized as a thruster part and blocking the thruster
  • Tweaked frame integrity adjustments and visualization
    • Boosted strength of long frame beams slightly, and marginally increased the weight of the old approach
    • Higher frame stress from the (more distributive) old approach is partially allowed to leak through when the higher weights of connection flows would "hide" them
  • Increased ship blueprint hologram visibility default values in Settings -> Blueprint visuals
  • Connected Hauler's Resource Bridge to the pipe network
  • New player-made ships to Duratech ship shop (all by Ulbranium)
    • DTX-BRY7-A
    • DTX-FAR3-A
    • DTX-HLD7-A
    • DTX-HNA4-A
    • DTX-HNA4-B
    • DTX-NGL4-A
    • DTX-VGR2-A
    • DTX-VOL1-A
    • DTX-VOL1-B
    • DTX-VOL5-C
  • New player-made ships to Okim 1
    • Consultor by Greatmatenate
    • Miter Saw by Holy Crusader
    • Modulus FR by Okim
    • Modulus MN by Okim
  • New player-made ships to Okim 2
    • Javelin Mk.2 by Survivor
    • Markolf Typ1 by Tyridan
    • Marmot-TNK by Okim
    • Modulus by Okim
    • Molerat by Okim
    • Salamander by Survivor
  • New player-made ships to Rando 2
    • Bumble by Mutleyx
    • Chemos Badger-28 by Messir, Okim and Goodpraxice
  • New player-made ships to Rando 3
    • F.A.T. KOIOS Transferens Mk4 - 80cc by Fatfly
    • The Martok by Kohmelo
    • Worker Ant by Moonset
  • Updated player-made ships
    • Buffalo
    • Immatium
    • Kushtaka
    • Manticore
    • Manatee
    • Marmot-24
    • Marmot-48
    • Marmot-72
    • Mercury
    • Mite
    • Moneymaker
    • Moneyman
    • Mule
    • Kyanite
    • Rockhopper
    • Starbream
    • Talon
  • Rearranged player-made ships in ship shops
    • Mare and Mercury from Okim 1 to Okim 2
    • Vigo from Okim 2 to Okim 1
    • Buffalo, Vidar, Akimbo 1 and Racer from Rando 1 to Rando 3
    • Port Authority Shuttle from Rando 1 to Rando 2
    • Temporarily removed Nate from Okim 1
Ship Designer
  • Fixed "File" menu staying open when purchasing a ship if cursor wasn't moved
  • Fixed weld bolts blocking module icons from being rendered
  • Fixed module not highlighting if it was selected from Scene View
  • Fixed Autobolt, Cable/Pipe and Socket Tools not remembering the selected options after visiting test mode
  • Fixed "Open or manage blueprints" window's close button audio spam
  • Fixed editing YOLOL scripts locking controls while changing cursor mode
  • Added icon size options to Asset Browser's context menu
  • Improved the frame integrity visualization in Ship Designer, showing high-mass frame lines for the entire ship
  • Bolt, Cable and Pipe Tools now respect layer locking
  • Prevented selecting objects on locked layers, if the object was part of a module
  • Changed "Utility Turret Body" to "Utility Tool Body"
  • Shortened bolts in Autobolt profiles
    • Panel Base
    • Progress Bars
    • Text Panel 24x24
Stations
  • Changed "Refuel" to "Refill" in Refill Stations
  • Added Refill Stations to Proia
  • Removed two Mass Transit Stops from Origin from blocking walkways
  • Updated far-LODs for Okim and Rando ship shops
  • Updated Mining Job hall LOD
  • Updated Okim and Rando ship shop hangars
  • Adjusted lightning in Marketplace
Texts
  • Changed "Rail Guns" to "Railguns" and "Railcannons" to "Rail Cannons" in texts related to magazines
  • Changed "Left mouse button" and "Right mouse button" to "Mouse Button 1" and "Mouse Button 2" in Tool tooltips
 

JohannaFB

Community Manager
Joined
Jul 22, 2020
Messages
79
#2
Tools
  • Universal Tool now stays activated while two-handed weapons or tools are used
  • Build Tool
    • Fixed some broken objects consuming all materials when fixed completely
  • Bolt Tool
    • Fixed objects getting stuck on bolts they only touched after being bolted
    • Prevented bolting on grabbed objects
    • Allowed use of a limited-length bolt when an otherwise valid long one would cross too wide a gap
Universe
  • Updated Asteroid Belt asteroid configurations for mid-depth belt
Known issues
  • Mining Laser energy consumption is delayed
  • Some item icons may seem a bit blurry
  • Bolted objects may get stuck to bolts they have touched on older ships
 

ElluFB

Forever locked into The Pool
Frozenbyte
Joined
Sep 6, 2019
Messages
249
#6
With the recent server side related issue, we had to make some temporary solutions to get the server and game up and running again.

As a result, any ship blueprint that is older than 30 days has become unavailable to the players. You can still find these blueprints from the list, but once loaded they will appear empty in the Spaceship Designer. These blueprints will be restored back later! We apologize for this sudden change and any inconvenience this may cause. We will post a notification once these blueprints can be accessed normally again. We aim to have these blueprints restored early next week.

If there are any issues you come across, please message a Community Manager or use the Alpha channels to relay your message!
 

JohannaFB

Community Manager
Joined
Jul 22, 2020
Messages
79
#8
I'm a little confuesd about this part. Laser Cannon used to be 600rpm (or 100rpm when heat limited), has this been changed a few times in the dev build?
975 RPM should have been the previous 'theoretical' value for Laser Cannon before this patch according to our info, so this is indeed in relation to previous Alpha builds.
 
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