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NQ-Nomad

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  1. Hi Noveans, We just released a small patch. DU is now in 0.26.11 version and fixes and changes are listed below: Exploit Fix Fixed an industry duplicate production. Improvements [District Markets] Two changes have been made to the markets in the district areas in accordance with the new market construct rules laid out here: A green perimeter line has been added to all market buildings; the green line zone is in fact a "non-obstructive" zone where no constructs (regardless of being a ship or not) are allowed. According to the new market rules, only ships are allowed now on the market landing pad outside the green perimeter. In short, advertising displays, stores, etc., are no longer allowed in the market area. Teleportation pads have been added to connect the district market with the nearest district center to facilitate players wanting to look at other players’ shop constructs, advertisements, and dispensers. Bug Fixes Fixed pending friend requests that cannot be deleted by the sender. [GUI] Asteroid name now properly shows on HUD. Thanks for your support! Cheers, Nomad
  2. Hello Noveans, A new hotfix has been released on the Live server. DU is now in 0.26.10 version. Changlog is the following: Improvements Updated roadmap. Bug Fixes [GUI] Fixed the reset of the scanner graph history when the player reopens the hand scanner. [GUI] Fixed the chat settings "Remove notifications for..." which hide the notification from the different chat rooms. [FTUE] Fixed a bug during the gunnery tutorial where "open the order by menu" did not trigger Aphelia anymore. [Market] Fixed market order sorting. Thanks for your support! Cheers, Nomad
  3. Hi Noveans, A new hotfix is live! DU is now in 0.26.9 version. Bug Fix Temporarily removed dynamic construct sweetener sounds to prevent player annoyance until the related bug is fixed. Thanks for your support! Cheers, Nomad
  4. Hello Noveans, A new hotfix is available. DU si now in 0.26.8 versions. Fixes brought are the following: Crash Fixes [PvP shield] Fixed crash when ship with linked cointainer receives shield damage while standing on asteroid. [PvP shield] Fixed crash when other ship toggles shield via Lua. Thanks for your support! Cheers, Nomad
  5. Hi Noveans, A new patch is available. DU is now in 0.26.7 version. Changes brought by this update are below: Bug Fixes [Screen units] Fixed transparent screen units being sometimes opaque white. [GUI] Fixed number field incrementing without stopping if clicked with both left & right mouse button. [GUI] Fixed market modal that was not closing. [GUI] Set bigger market dropdown in order view (so that market name stays on 1 line for easier reading). [GUI] Do not reset selected wallet on market on wallet update. Issues were particularly hurting if you were trading for your organizations, and lots of wallet updates occurred (due to selling sell orders for example). [GUI] Center screen notification now correctly displays source and destination container name when moving multiple items. [GUI] When editing a tag on a territory, we now have a territory icon, rather than a missing icon placeholder). [GUI] If a dispenser is not named, notification displays: "... from <dispenserName>" or “... from a dispenser". [GUI] Fixed coordinate comparison (was previously broken for world position created coordinates). [GUI] When selecting a construct on the construct list, only open the planet map for the nearest planet if the construct is in its sphere of influence. Improvement [Screen units] Increased maximum visible Lua screen units from 16 to 32. Crash Fix New attempt to fix the inventory related crash (hopefully this one will work), thanks for your patience! As always, thanks for your support! Cheers, Nomad
  6. Hello Noveans, We just released a hotfix improving or fixing the AMD freezes situation for numerous players. DU is now in 0.26.6 version: Fixed an issue where the client could freeze indefinitely (especially prevalent on AMD CPUs) Thanks for your support! Cheers, Nomad
  7. Hi Noveans, We just released a hotfix. DU is now in 0.26.5 version. Changes brought are the followings: Fixed (hopefully) a crash when loading inventory background image. Updated the roadmap on the login page. Thanks for your support! Cheers, Nomad
  8. Hi Noveans, We just released the 0.26.4 version of Dual Universe. This is a hotfix and you'll find its changelog below: Bug Fixes [PvP] Gunner control units exceeding PvP capacity won't work until some weapons or radars are unlinked and the capacity is brought below maximum values. [PvP] Fixed various incorrect range, cone, and tracking values on weapon variations. [Missions] Fixed an issue with Aphelia’s mission packages. [FTUE] Fixed forcefield collision not being properly calculated when reactivated. [Chat] Fixed chat Help room. Thank you for your support, we continue the hard work to improve and fix things! Cheers, Nomad
  9. Hello Noveans, Following up on your feedback, we just released a hotfix following up on the Apollo release of yesterday. DU is now in 0.26.3 version. The team continues monitoring things, of course, and fixing issues. Changelog is below: Bug Fixes Fixed VR teleport exploit. Fixed the help message “spamming” (which ultimately led to server disconnections). Fixed a bug occurring when chatting with a player on a private chat where each player could only see what the other wrote but not their own sentences. Fixed the restoration of the chat room when logging in. Fixed a freeze when opening the main menu (Escape key) for the first time. Fixed font family issues on Codex (concerning the table description). Fixed missing screens and control unit content Thanks for your support! Cheers, Nomad
  10. Hi Noveans, Today, we're releasing the 0.26.2 version of Dual Universe. This update is named "Apollo". You'll find its massive changelog below: NEW FEATURES Asteroids Asteroids filled with precious ore will now spawn in the game world. A new element, the deep space asteroid tracker (DSAT), will be available. The DSAT will be used to find and track down asteroids. In the DSAT there will also be a global asteroid tracker (GAT), an interface which tracks all asteroids in the game world. Asteroids will be available in tiers from one to five, representing their rarity. Safe space will only have asteroids of tier one and two. Asteroids will cycle weekly, as they come in and out of the system. At the beginning of each cycle, asteroids will spawn over the course of 24 hours and will be available for a week at which point a new cycle will start. The fractured space potato chunks that surround Thades are not asteroids. PvP Shields Added shield generators that protect constructs in PvP. Shield generators will serve as a first layer of protection for dynamic constructs during combat. Shields will absorb damage until depleted at which point they will stay depleted until the end of combat defined per the combat timer. Shields will only be available on dynamic constructs. Shields placed during a combat timer will start from 0. Added Shield Lua API : activate(): Activate the shield. deactivate(): Deactivate the shield. toggle(): Toggle the state of the shield. getState(): Returns the activation state of the shield. Returns 1 when the shield is active, 0 otherwise. getShieldHitPoints(): Returns the current hit points of the shield. getMaxShieldHitPoints(): Returns the maximal hit points of the shield. absorbed(hitpoints) event : Emitted when the shield absorbed incoming damage (accessible with hitpoints argument). down() event : Emitted when the shield hit points reached 0 or deactivation. restored() event : Emitted when the shield hit points are fully restored. Combat Timer The combat timer is a construct-based timer which indicates if a construct has recently participated in PvP activity. Both firing and receiving weapons fire will trigger or restart the combat timer on a construct. Currently the combat timer will affect two things: Shield generator regeneration Warp drive activation The combat timer is currently set at 10 minutes. Added in Core Unit Lua API: getPvPTimer() : Returns the remaining time of the PvP Timer (in seconds), or 0.0 if elapsed. pvpTimer(active) event : Emitted when the PvP Timer started or elapsed Lua Screen Units The current API is not added to the codex yet. Full documentation can be found on the PTS forum here: Introduced a new screen content editor UI to allow switching between HTML & Lua content type for screen content: Syntax highlighting and character count display. Error display for render script content (Lua). Shortcut "Ctrl + L" to open the content editor on a screen unit. “setCenteredText” and “setImage” will set the screen content with render script; "Set Quick SVG" will not be available. Fixed an issue where the render cost of borders was only half of the correct value. Fixed an issue where non-ASCII characters caused immediate render cost overflow. Fixed an issue where floating-point font sizes resulted in tiny fonts instead of correctly rounding. Fixed an issue where the render cost of a Lua screen unit started at ~500k instead of 0. Optimized the render cost of lines to be invariant under rotation. Layers now have a fixed render cost of 50000 instead of a hard limit of 8. Render Script API Added: addBoxRounded(layer, x, y, width, height, radius) : add a rounded box. Added: getCursorDown() -> boolean : return true if the mouse cursor is currently pressed down on the screen, false otherwise. Added: getCursorPressed() -> boolean : return true if the mouse button changed from being released to being pressed at any point since the last update. Added: getCursorReleased() -> boolean : return true if the mouse button changed from being pressed to being released at any point since the last update. Added: getInput() -> string : return a string of input data (or an empty string, if no input has been set) that can be set via the screen programming board API using screen.setScriptInput(string). Added: getFontMetrics(font) -> float, float : return the ascender and descender height of the font. Added: getTextBounds(font, text) -> float, float : return the computed bounding box (width x height)” of the given text in the given font. Added: setBackgroundColor(r, g, b) : set the background color of the screen unit. Added: setNextShadow(layer, radius, r, g, b, a) : set the radius and color of the outer shadow for the next element. Added: setDefaultXXX(layer, shapeType, propertyValue) : a set of functions for setting default values of properties ( FillColor, Rotation, Shadow, StrokeColor, StrokeWidth), segregated by shape type: Shape_Box Shape_BoxRounded Shape_Circle Shape_Image Shape_Line Shape_Polygon Shape_Text Added: setNextTextAlign(layer, alignX, alignY) : set the alignment of the next text string, relative to the bounding box of the entire string using the horizontal alignment enum: AlignH_Left AlignH_Center AlignH_Right And vertical alignment enum: AlignV_Ascender: AlignV_Top AlignV_Middle AlignV_Baseline AlignV_Bottom AlignV_Descender Added: setOutput(string) : set the screen's script output to string, for use with control units screen.getScriptOutput(). Added: isImageLoaded(imageId) -> bool : return true if the given image is loaded. Added: logMessage(message) : write in the Lua chat if the output checkbox is checked. Added several monospaced fonts. Added Lua built in setmetatable to whitelisted functions. Screen Unit API Added: clearScriptOutput() : clear the render script output string, such that the next call to getScriptOutput will return the empty string, until the next time a render script is executed and calls setOutput. Added: getScriptOutput() -> string : return the last output string of the screen's render script, or an empty string. Added: setScriptInput(string) : set a string of input data that can be retrieved from the screen's render script by calling getInput. IMPROVEMENTS New PvP rebalancing Deployed weapons properties were changed and applied talents were reset. New talents Honeycomb refining for the following honeycombs: Concrete Marble Carbon Fiber Wood Brick Honeycomb Productivity for the following honeycombs: Concrete Marble Carbon Fiber Wood Brick Mission system Players can now sell Aphelia mission package content to bots on the market. The price is lower than the lowest colateral of Aphelia missions using those packages. Bot orders Removal of tier 2 ore buy orders from bots. Only tier 1 ores can now be sold to bots. New Elements: shield generators Extra-Small Shield Generator Level: 3 Mass: 670 Volume: 210 Hitpoints: 1400 Shield Hp: 300000 Shield resistances: Antimatter: 15% Thermic: 15% Kinetic: 15% Electromagnetic: 15% Element resistances: Antimatter: 10% Thermic: 10% Kinetic: 10% Electromagnetic: 10% Small Shield Generator Level: 3 Mass: 3300 Volume: 950 Hitpoints: 4500 Shield Hp: 1750000 Shield resistances: Antimatter: 15% Thermic: 15% Kinetic: 15% Electromagnetic: 15% Element resistances: Antimatter: 10% Thermic: 10% Kinetic: 10% Electromagnetic: 10% Medium Shield Generator Level: 3 Mass: 17000 Volume: 4500 Hitpoints: 6750 Shield Hp: 8000000 Shield resistances: Antimatter: 15% Thermic: 15% Kinetic: 15% Electromagnetic: 15% Element resistances: Antimatter: 10% Thermic: 10% Kinetic: 10% Electromagnetic: 10% Large Shield Generator Level: 3 Mass: 92000 Volume: 22700 Hitpoints: 31500 Shield Hp: 25000000 Shield resistances: Antimatter: 15% Thermic: 15% Kinetic: 15% Electromagnetic: 15% Element resistances: Antimatter: 10% Thermic: 10% Kinetic: 10% Electromagnetic: 10% WEAPON BALANCE CHANGES Weapon tier scaling changes The scaling multiplier for variants has been reduced for both positive and negative aspects of the weapon. Advanced: 1.15x > 1.1x Rare: 1.32x > 1.21x Exotic: 1.52x > 1.33x Weapon stat changes Stat changes are listed as old > new. Defense, precision, agile, and heavy variants are not listed; however, they still follow the same weapon variant pattern with the tier scaling reduction. Cannons Cannon XS Base damage: 2000 > 6000 Optimal tracking: 20 > 10 Falloff tracking: 20 >10 Aiming cone: 10 > 30 Falloff aiming cone: 20 > 60 Weapon capacity: 30 > 25 Reload time: 5 > 10 Cannon S Base damage: 4000 > 11100 Optimal tracking: 10 > 5 Falloff tracking: 10 > 5 Aiming cone: 10 >30 Falloff aiming cone: 20 > 60 Weapon capacity: 150 >125 Rate of fire: 2 > 2.7 Reload time: 5 > 10 Cannon M Base damage: 8000 > 20535 Optimal tracking: 5 > 2.5 Falloff tracking: 5 > 2.5 Aiming cone: 10 >30 Falloff aiming cone: 20 > 60 Weapon capacity: 750 > 625 Rate of fire: 2 > 3.645 Reload time: 5 > 10 Cannon L Base damage: 16000 > 37990 Optimal tracking: 2.5 > 1.25 Falloff tracking: 2.5 > 1.25 Aiming cone: 10 >30 Falloff aiming cone: 20 > 60 Weapon capacity: 3750 > 3125 Rate of fire: 2 > 4.92 Reload time: 5 > 10 Lasers Laser XS Base damage: 2500 > 7000 Optimal tracking: 10 > 5 Falloff tracking: 10 > 5 Aiming cone: 15 > 60 Falloff aiming cone: 5 >15 Weapon capacity: 40 > 80 Reload time: 10 > 15 Laser S Base damage: 5000 > 12950 Optimal tracking: 5 > 2.5 Falloff tracking: 5 > 2.5 Aiming cone: 15 > 60 Falloff aiming cone: 5 >15 Weapon capacity: 200 > 400 Rate of fire: 3 > 4.05 Reload time: 10 > 15 Laser M Base damage: 10000 > 23957 Optimal tracking: 2.5 > 1.25 Falloff tracking: 2.5 > 1.25 Aiming cone: 15 > 60 Falloff aiming cone: 5 >15 Weapon capacity: 1000 > 2000 Rate of fire: 3 > 5.47 Reload time: 10 > 15 Laser L Base damage: 20000 > 44321 Optimal tracking: 1.25 > 0.625 Falloff tracking: 1.25 > 0.625 Aiming cone: 15 > 60 Falloff aiming cone: 5 >15 Weapon capacity: 5000 > 10000 Rate of fire: 3 > 7.38 Reload time: 10 > 15 Missiles Missile XS Base damage: 7500 > 14000 Optimal tracking: 15 > 7.5 Falloff tracking: 15 > 7.5 Weapon capacity: 25 > 24 Rate of fire: 5 > 4 Reload time: 30 > 45 Missile S Base damage: 15000 > 25900 Optimal tracking: 7.5 > 3.75 Falloff tracking: 7.5 > 3.75 Weapon capacity: 125 > 120 Rate of fire: 5 > 5.4 Reload time: 30 > 45 Missile M Base damage: 30000 > 47915 Optimal tracking: 3.75 > 1.875 Falloff tracking: 3.75 > 1.875 Weapon capacity: 625 > 600 Rate of fire: 5 > 7.29 Reload time: 30 > 45 Missile L Base damage: 60000 > 88642.75 Optimal tracking: 1.875 > 0.9375 Falloff tracking: 1.875 > 0.9375 Weapon capacity: 3125 > 3000 Rate of fire: 5 > 9.8 Reload time: 30 > 45 Railguns Railgun XS Base damage: 5000 > 11000 Optimal tracking: 5 > 2.5 Optimal falloff: 5 > 2.5 Aiming cone: 5 > 15 Falloff aiming cone: 5 > 15 Weapon capacity: 100 > 150 Rate of fire: 8 > 7 Reload time: 15 > 25 Railgun S Base damage: 10000 > 20350 Optimal tracking: 2.5 > 1.25 Optimal falloff: 2.5 > 1.25 Aiming cone: 5 > 15 Falloff aiming cone: 5 > 15 Weapon capacity: 500 > 750 Rate of fire: 8 > 9.45 Reload time: 15 > 25 Railgun M Base damage: 20000 > 37647 Optimal tracking: 1.25 > 0.625 Falloff tracking: 1.25 > 0.625 Aiming cone: 5 > 15 Falloff aiming cone: 5 > 15 Weapon capacity: 2500 > 3750 Rate of fire: 8 > 12.7575 Reload time: 15 > 25 Railgun L Base damage: 40000 > 69648 Optimal tracking: 0.625 > 0.3125 Falloff tracking: 0.625 > 0.3125 Aiming cone: 5 > 15 Falloff aiming cone: 5 > 15 Weapon capacity: 12500 > 18750 Rate of fire: 8 > 17.222625 Reload time: 15 > 25 Ammo volume size changes The amount of inventory space in litres that missiles take up has been reduced. Listed as old > new. XS: 5 > 3 S: 25 > 15 M: 125 > 75 L: 625 > 375 Honeycomb health changes Honeycomb health per m³ changes are listed as old > new. Carbon: 1452 > 1560 Silicon: 1491 > 1586 Aluminium: 1728 > 1730 Iron: 5024 > 2763 Sodium: 620 > 846 Calcium: 992 > 1211 Chromium: 4601 > 2686 Copper: 5734 > 2873 Lithium: 339 > 500 Sulfur: 1164 > 1352 Nickel: 5702 > 2869 Silver: 6713 > 2997 Gold: 12352 > 3198 Cobalt: 5696 > 2868 Scandium: 1910 > 1831 Fluorine: 1085 > 1289 Titanium: 2886 > 2245 Manganese: 4614 > 2689 Niobium: 5484 > 2837 Vanadium: 3840 > 2521 Plastic: 896 > 1125 Silumin: 1920 > 1836 Steel: 5152 > 2784 Duralumin: 1792 > 1767 Stainless Steel: 4960 > 2752 AlLi: 1600 > 1654 Inconel: 5438 > 2830 ScAl: 1824 > 1784 Maraging Steel: 5267 > 2803 Grade 5 Titanium Alloy: 2835 > 2227 Mangalloy: 5013 > 2761 Concrete: 1230 > 1403 Brick: 384 > 560 Wood: 960 > 1183 Carbon Fiber: 1728 > 1730 Marble: 1728 > 1730 Luminescent White Glass: 1664 > 1693 New assets for PvP and other Added new chair surface element that allows the placement of seat positions everywhere, the gold part indicates the front of the seat. It has three modes cycled via the R key: On the ground At seated height Sunk into surface Added new cannon models. Added new laser models. Added new missile launcher models. Added new railgun models. Added new unique Gunner Seat S/M/L models. New Ammo Containers XS/S/M/L models. Added Space Radar variation skins. Added Weapons variation skins. Changed textures of home set elements (Chairs, Sofa, Tables, Club, Dresser, Wardrobe) Changed textures of Hover Engines. Changed Planet Hologram icon. New FX update for the bonsai, green to blue. New FX update for the resurrection node: blue and smaller in height. New FX for the teleportation node. New FX for the DSAT deploy, run, and screen. Improvements [Map] Added Territories section. Similar to the construct list, you will be able to see your territories and territories of organizations of which you are a legate. [Map] Added ability to declare a territory you own as "Welcoming visitors” via the map screen (for trade, showrooms, ship shops, museums, events ...etc).This adds an icon on the map visible to all (this icon is visible from a certain zoom level). You can revoke it at any time. [Map] Added ability to rename a territory you own via the map screen. [Map] Revamped tile filters in planet map now allows you to navigate between tiles without searching on map. It also now uses your active container rather than the inventory when filtering for territory scans. [Map] Updated points of interest list. [Map] Improved planet loading in map interface Regrouped different dispenser settings into a unified dispenser configuration panel. You can now use "Right-click -> inspect element" for a placed element on a construct to open an item inspector window for that element. This item inspector will display the applied "onDeploy" modifiers currently applied on that element. New dispenser configuration that allows you to redirect the money transfer to a recipient different from the owner of the dispenser. (Should help set up stores for people that rent core units.) Added shift-click multiple selection in inventory. Achievement panel revamp, including some minor additional information on achievements. Operation taxes are now applied also to order updates. Polish the scanner tool UI. Schematics now display their produced products and required industry units in the item inspector. Added contact request notification icon in bottom right of the HUD. The layout of the Item inspector was changed. Classic interactions on widget buttons (click/hover) have been added. HUD notification icons and chat improvements. [Performance] When a modification happens in an inventory, we no longer perform a search directly if the view of that container is not visible (inventory closed). This avoids costly search operations in lots of situations (when mining, for example). [Performance] Improved PopcornFX performance. Optimized operations on planets. Temporarily removed a small animation when hovering item slots to avoid frame drop in inventory. [Art] FX update for industries about their level of detail (LOD) to improve performance. Minor polish of error notifications messages. Gameplay Balancing/Changes [Avatar] Resetting character customization doesn't reset character type anymore. Updated the roadmap on the login screen. Emitter unit Lua method “send(channel, message)” has been deprecated. The channel can no longer be set dynamically. The message will be sent with the static channel set on the emitter element itself. Use the new method “broadcast(message)” instead. Receiver unit Lua event “receive(channel, message)” is now deprecated. To be future-proof, use the new event “receive(message)”. For privacy reasons, those two methods will only listen to the receiver static channel defined on the receiver element itself. [Art] Icon update for the Metalwork industry element. [Art] FX update for decorative plants, holograms, and elevators level of detail (LOD) to improve performance. [Art] FX update for the surrogate pod station with a smaller FX height. [Art] New FX for the teleportation node to follow the new VFX direction. [Art] New size for the railgun L, smaller and closer to the rest of the large weapons family. [Art] UI VFX now shows the current tracking step. Crash Fix Fixed crash with incorrect data in Lua “setWaypoint()”. Bug Fixes Radar capacity handling talents text corrected to five percent per level instead of 10 (text fix only). Radar targeting handling talent (identification speed on put down) now working. Fixed weird trajectory and constructs sometimes getting destroyed when warping through a planet. Fixed a bug where surrogate pods became public on core destruction. [GUI] Fixed a bug where the bigger the name of an item was, the less its info was visible on the bottom part of the inventory. [GUI] Fixed ammo container display name. [Visual] Fixed overly-bright light reflections on smooth surfaces. Fixed a bug that allowed everyone to access the wallet of any org. Fixed a bug that removed element property when adding an element from the inventory. Fixed drag-and-drop between container and inventory when the item is too large for your container that displays only the modal without the gauge. Fixed the crash of the market operation direct buy/sell modal while opening it. Fixed a bug where VR challenge next reward time was reset when tested. [Industries] Fixed metalworks status lights. Fixed a bug where elements could be placed with the deploy element tool while players were inside the element. [Loc] Various localization fixes. Fixed the landing gear element appearing to be extended every time it was loaded regardless of its actual state. [Settings] Fixed a bug with the graphic option "Environmental Shadows" to "None" that broke the flashlight. (User could still see the "angle" HUD but no light source.) [Talents] Fixed a bug where player talents would not apply to industry unit run when the player is in VR or in a tutorial. [Missions] Fixed a bug that prevents job details from showing up if a respondent is offline. [Friends] Fixed a bug that prevented players from removing a friend from the friend list in some rare cases. [GUI] Applied a max length to bookmark names and their description. Fixed overflow of the description that prevented it from scrolling horizontally. [GUI] Fixed missing search arrow on member column in organization search. [GUI] Fixed double quanta symbol in some wallet log entries. [GUI] Fixed tooltip on crafting tab not updating. Fixed incorrect display in some cases of surrogate loading screens. [GUI] Fixed dropdown for camera lens settings (no longer goes outside of the screen) and searched entity dropdown in tile filter block. [GUI] Fixed build helper window that was not interactable in some cases. [Chat] After a resize of the game window (includes alt-tab when in fullscreen), we now force the chat to scroll to the bottom. [GUI] Fixed some already existing default inventory sub filters. Added "combat & defense" and "airfoil" sub filters. [Org] Fixed super legate who could no longer be targeted for "change super legate", "exclude" or "demote" vote at vote creation. [Tutorial] Fixed a bug where the mining tutorial could not be finished because the scanner range change was not detected. [Art] Fixed a bug on the cannon S rig where parts of the mesh were not following the rotation. [Art] New gunner seats meshes (element/collision) update (position), contact surface & anchor character realigned following that. [Art] Cannons variations colors big update and minor fixes (mesh and mats). [Art] Fixed a bug where the interior of the railgun S and L were visible in some situations. Fixed a rare bug that prevented warp without Aphelia mission package present in some conditions. [GUI] Fixed a typo in number input that was causing an issue in dispenser configuration panel. [GUI] Fixed input capture for tag entry in dispenser panel. Pressing "o" will no longer open the wallet if focused in the input field. [GUI] Fixed market registering the input too soon and not checking if input was captured, causing the "j" key to open the market when the dispenser panel was opened. Fixed a bug where space core unit XS could be displayed with the wrong mesh. Fixed radar capacity handling talent description. Known Issues [PvP] Firing multiple weapons leads to very high rates of missing due to internal timeouts. We are actively investigating the issue. [Shields] Shields sometimes do not correctly fully encapsulate the construct they belong to. This does not affect the functionality of the shield and is a visual issue only. [Screen Units] Non-standard aspect screens like signs currently do not render correctly and stretch. Numerous French and German localization issues have already been spotted. A random rendering crash may occur under some conditions due to low GPU/driver resources. Setting shadows to ‘Low’ and disabling Volumetric Clouds in Graphic settings may help. Voxel crashes may occur due to low disk/memory. [Industries] Talents that impact ingredients of schematic products are not displayed client-side, but the schematic updates with the server schematic when starting. [Industries] Some inconsistencies in schematics and tiered elements. [Screens] Transparent screens display as solid white when loading in close proximity. [Screens] High-frequency text updates on screens in HTML mode cause text to not display or flash. [Elements] In certain situations, elements unload at high speeds. Various lighting, shadow, and reflection issues might be seen due to ongoing rendering rework. In some cases, DU stops responding when the game is minimized for too long. We’re investigating this issue right now. Animated elements can be visually duplicated when broken during an animation. Wrong highlight mesh for shield generators (XS, M, L) As always, we thank you for your support and we can't wait to hear your thoughts about the Apollo update! Cheers, Nomad
  11. Hi there, We just released an update with various fixes and improvements. Dual Universe is now in 0.25.11 version and the changes brought today are below: Bug Fixes [VFX] Fixed a bug where assembly line VFXs were not synchronized with model animations [VFX] Fixed a bug where the projected light of small holograms became larger after repairing the destroyed hologram element. Fixed an exploit with braking constructs [GUI] Data tree (item filter in inventory/market): fixed unexpected select line behavior when clicking on the empty space left to the item name. [GUI] Fixed number input going up/down regularly (without way to stop) after a left & right click (at the same time) on an arrow of the number input. [GUI] Fixed path for items icon for helper & hints (and maybe other texts). [GUI] Fixed tooltip label on talent queue. (It said "crafting queue"). Fixed a bug preventing setting dispenser content with a partial stack drag&drop. [Warpdrive] Prevent warp package exploits [Warpdrive] Prevent warp cell exploit by loading containers after the warp starts [Warpdrive] Prevent warp cell exploit by changing warping target during alignment [Warpdrive] Fixed warp speed display capped on controlUnit widget [Warpdrive] Fixed warp button not always responding to click Crash Fixes [Crash] Fixed a crash when piloting constructs near a detection Zone element. Gameplay Balancing/Changes [Docking] You can no longer dock to an already warping construct Changes the precision of processing time in industry units to go up to 3 units of precision. (ie => 3 hrs 36 min 3 sec rather than simply 4 hours) => This does not change the displayed time left, as space is more limited for that info, and it stays in only 1 unit of precision. [Warpdrive] Allow to manually stop warp [Warpdrive] Warpdrive can no longer consume cells from player inventory. It must be connected to a container Known Issues [VFX] Assembly line VFX may not be synchronized with model animations. [Fixed] [Industries] Industry units are still active while being broken. [Fixed] [Industries] Industry units still reappear while the element is broken upon relog or entering rendering range. [Fixed] Thanks for your support! Cheers, Nomad
  12. Hi Noveans, We just released a small update. Dual Universe is now in version 0.25.10. Fixes brought by this version are below: Bug Fixes Fixed an exploit with compacted constructs. Fixed a bug preventing from setting dispenser content with a partial stack drag & drop. [Launcher] DLL issue with Visual Studio redistributable (VCRUNTIME140_1.dll) is fixed. Thanks for your support! Cheers, Nomad
  13. Hi Noveans, We just released a hotfix. Details of its content are below: Bug Fixes [VFX] Fixed an issue where VFX would reappear while an element is broken upon relog or entering render range. [VFX] Fixed an issue where Assembly Line XS VFX would continue when running out of materials. [Mission System] Fixed description overflow in mission details. [Mission System] Fixed overflow of jobs chat messages that ended up preventing missions validation. [Mission System] Fixed table misalignments on the Job Forum tab. Known Issues [VFX] VFX can reappear on destroyed elements after a reconnection or after moving out of render distance. [Fixed] [VFX] Assembly line VFX may not be synchronized with model animations. [VFX] Assembly line VFX can sometimes remain active when the assembly line runs out of material. [Fixed] [VFX] The projected light of small holograms can become larger after repairing the destroyed hologram element. Since the 0.24.4 release, you may notice that there are materials (textures) that have a different look or they might appear less shiny (or shinier). This is due to changes that were made to standardize the materials to bring more consistency for those material types. Metals should look and behave like metals. We’ve also dialed down the glossiness so that it’s not as aggressive. Due to these adjustments, some players may find that textures they’ve used may appear ‘broken’ (though technically they aren’t) or that they are no longer aesthetically pleasing. You may want to spend some time reworking areas of your constructs where this is an issue. Some improvements have already been made and we’re still working on fixing this. Numerous French and German localization issues have already been spotted. A random rendering crash may occur under some conditions due to low GPU/driver resources. Setting shadows to ‘Low’ and disabling Volumetric Clouds in Graphic settings may help. Voxel crashes may occur due to low disk/memory. [Industries] The collision model of the recycling industry is incorrect [Industries] Talents that impact ingredients of schematic products are not displayed client-side, but the schematic updates with the server schematic when starting. [Industries] Some inconsistencies in schematics and tiered elements. [Industries] Industry units are still active while being broken [New]. [Industries] Industry units still reappear while the element is broken upon relog or entering rendering range [New]. [Screens] Transparent screens display as solid white when loading in close proximity. [Screens] High-frequency text updates on screens cause text to not display or flash. [Elements] In certain situations, elements unload at high speeds. [Crash] Triggering a detection zone after maneuvering the construct it is attached to leads to a crash. Various lighting, shadow, and reflection issues might be seen due to ongoing rendering rework. A large amount of industries may cause the sound subsystem to run into a sound emitter limit, causing major performance issues. Logging off or Exiting to Desktop uncommonly triggers the crash reporter. DU is now in 0.25.9 version. Thanks for your support! Cheers, Nomad
  14. Hi Noveans, Today, we release the 0.25.8 version of Dual Universe. We named it the "Hermes Update" (which is codenamed after the Deity, messenger of the Greek gods). You'll see why with the changelog below: New Features Mission System: Thanks to community feedback, we know that players have been looking for more ways to make money. The Mission System will provide those opportunities in a number of ways that suit a wide swath of playstyles and experience. Intent: Offer new ways for players, especially new players, to make money. Allow merchants to focus on creating goods rather than spending time traveling to markets to sell their wares. Give those who enjoy traveling a lucrative reason to take to those beautiful, wide-open skies. Create more traffic in space, hence more opportunities for pirates. Help organizations coordinate internal work. The long-term goal is to enrich the Mission System with more mission types, starting with “taxi” missions, SOS, and later adding PvP and various other “formalizable” activities. For now, we’re introducing the Mission System with transport-type hauling missions. It all starts with the Mission Panel, a dedicated dashboard tab for job and hauling missions. It is equivalent to other dashboard tabs such as the Organization dashboard tab. Within the Mission Panel, you’ll find the "Job Forum" section and the "Hauling" section. Each of these contains a similar page: a home page, a search page, a creation modal, etc. More details about this new feature are available in this devblog: https://www.dualuniverse.game/news/devblog-missionsystem Hauling Missions: These are repeatable hauling activities that allow players to earn some quanta. To access these missions, you will need to find the Aphelia Mission Hub on every planet. From there, you’ll be able to access missions from an NPC (Alphelia) or other players via the Mission System UI. These missions adhere to a particular list of parameters that includes specific locations, time limits, and collateral.Some will be easy, requiring you to simply carry light and small packages across a planet, while others will be more difficult, asking you to transport heavier and larger packages across the darkness of space. Challenges: In the VR surrogate station, the “Challenges'' tab now has the Air Delivery Challenge. Players can earn quanta by using the provided vehicles to complete a series of deliveries from ground constructs to a floating airbase. New ART assets and VFXs: Tool modes VFX New FX for the tool. Every specific tool mode now has unique FX on the tool itself and on the object targeted. Uses for tools in-hand will be more intuitive. In addition to all of the new FX, we upgraded some textures and recalibrated some global colors in order to closely follow the global AD to make it more immersive and fun. Industry VFX Added new 3D creation FX for our Industry family. These visualizations for printers, assembly lines, and metalwork units will bring some life into the crafting process. We also took the opportunity to upgrade the previous state FX with some subtle adjustments. Element VFX New FX on Bac Deco plants, with a new light system and subtle fogger activated in order to maintain their green value. New FX on the famous bonsai with some magnetic greenfield to make it levitate. New subtle engine/beam FX on the little Arkship model. New FX for all in-game hologram projections with some top notch, high-quality improvements such as signal interferences and air dust, boosted by a bigger and more accurate light projector. New FX for the resurrection node. New FX when the hatch is opened. New FX when the industrial door is opened. New FX when the interior door is opened. New FX for the elevator. New FX for the VR station with the text rotating around the pod when connected. New engine variation texture skins (military/safe/freight/maneuver). Fixed a bug where the landing gears icons were the wrong size. Fixed a bug where the material on plantdeco 01 was incorrect. Fixed a bug where the airbrakes textures weren't displaying correctly. Fixed a bug on the bonsai where the LODs weren’t displaying correctly. Fixed a bug on canopies, especially glasses, where the opacity was too low and VFX couldn’t pass through. Fixed a bug on canopies & metal canopies triangles where the contact surfaces weren’t placed correctly. Fixed and updated the elevator glass & emissive settings to better opacity and VFX visibility. Fixed a bug that was affecting the collision for space radar/gunner seat/transponder unit/canon laser L&S /cannon railgun L&S. Improvements Reduced bandwidth usage in PvP. This should improve performance while pewpewing. Improved digging in multiplayer scenario. Added a new setting to activate more voxel logs to help us debug invalid version issues. It can be found in the game settings, in the ‘general’ tab and its ‘support’ section This setting should only be enabled in the event of voxel issues such as ‘Invalid Cell Versions’ and ‘Unknown Server Errors’ while working with voxels following a request to enable and reproduce from our Customer Support Team. Gameplay Balancing/Changes [IMPORTANT] Organization votes will now pass if 2/3 of expressed votes are yes. This will allow deadlocked orgs to be unstuck due to absent legates. Updated the roadmap on the login screen. Bug Fixes Fixed light unit shadow artifacts. Fixed a performance regression in HUD rendering. [Industry] Fixed the metalwork industry unit lights staying white. Known Issues [VFX] VFX can reappear on destroyed elements after a reconnection or after moving out of render distance. [VFX] Assembly line VFX may not be synchronized with model animations. [VFX] Assembly line VFX can sometimes remain active when the assembly line runs out of material. [VFX] The projected light of small holograms can become larger after repairing the destroyed hologram element. Since the 0.24.4 release, you may notice that there are materials (textures) that have a different look or they might appear less shiny (or shinier). This is due to changes that were made to standardize the materials to bring more consistency for those material types. Metals should look and behave like metals. We’ve also dialed down the glossiness so that it’s not as aggressive. Due to these adjustments, some players may find that textures they’ve used may appear ‘broken’ (though technically they aren’t) or that they are no longer aesthetically pleasing. You may want to spend some time reworking areas of your constructs where this is an issue. Some improvements have already been made and we’re still working on fixing this. Numerous French and German localization issues have already been spotted. A random rendering crash may occur under some conditions due to low GPU/driver resources. Setting shadows to ‘Low’ and disabling Volumetric Clouds in Graphic settings may help. Voxel crashes may occur due to low disk/memory. [Industries] The collision model of the recycling industry is incorrect [Industries] Talents that impact ingredients of schematic products are not displayed client-side, but the schematic updates with the server schematic when starting. [Industries] Some inconsistencies in schematics and tiered elements. [Screens] Transparent screens display as solid white when loading in close proximity. [Screens] High-frequency text updates on screens cause text to not display or flash. [Elements] In certain situations, elements unload at high speeds. [Crash] Triggering a detection zone after maneuvering the construct it is attached to leads to a crash. Various lighting, shadow, and reflection issues might be seen due to ongoing rendering rework. A large amount of industries may cause the sound subsystem to run into a sound emitter limit, causing major performance issues. Logging off or Exiting to Desktop uncommonly triggers the crash reporter. We know you've been numerous to anticipate that update and we're eager to have your feedback about it. Cheers, Nomad
  15. Hi Noveans, We just released a small update. DU is now in r0.25.7 version. Changelog is below: Fixed a tutorial exploit Fixed a bug that used to allow some Superlegate duplication Cheers, Nomad
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