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NQ-Nomad

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  1. Hello Noveans, Another hotfix is live today. DU version is now 0.27.5. You'll find the fixes brought below: Bug fixes Updated Mining Unit right description and name. Fixed mining units that were not aware of the change of ownership. [Fetch] Fixed desynchronization, which could cause constructs to regain speed or move incorrectly after being fetched. Updated GDRP warning text in report abuse feature (a placeholder text has been previously pushed by mistake). Update of warning of report abuse. Miscellaneous Removed mining tutorial temporarily from the tutorial list because it demonstrates planetary mining. This will be replaced by an asteroid mining tutorial in the future. Thanks for your support! Cheers, Nomad
  2. Hi Noveans, A new hotfix has just been released today. Dual Universe is now in version 0.27.4 and you can find the changes brought below: Crash Fixes [Repair tool] Fixed occasional crashes linked to element highlight. Bug fixes [GUI] Added a check to prevent setting a sanctuary territory as headquarters. [GUI] Removed wrong warning when removing a sanctuary territory as headquarters for players that already set up a sanctuary territory as headquarters before this release. [GUI] Fixed edge zone indicator being visible in some cases due to teleportation/anti-bury. [GUI] Fixed a case where headquarter state of a tile was not updated correctly client-side after the removal of a territory unit. [GUI] Fixed "set final calibration" button starting incorrectly with "active" state when starting to extract a minigame not for the first time during a game session. [GUI] Cleared description inputs when quanta are sent. [GUI] Fixed error messages when sending quanta. Updated in-game roadmap on login screen. Fixed a potential issue with the flatten tool. Known Issues Some players may experience a crash due to destroyed items. This is a GPU driver issue, which we fixed with the Demeter update, but which may still be present for some players. A potential (but not 100% effective) solution for affected players could be to delete their "AppData\Local\NQ" folder. Thanks for your support! Cheers, Nomad
  3. Hello Noveans, Earlier today we released a server update that brought the following changes: New Feature Recruit a Friend program: Get exclusive in-game rewards, element skins, and game time when friends you’ve invited to play Dual Universe become subscribers. Get the details here. Bug Fixes Fixed an exploit related to the DSAT. Fixed an exploit related to Packages. Fixed offline player death not being applied. As always, thank you so much for your support! Cheers, Nomad
  4. Hi Noveans, A new hotfix is out. DU is now in 0.26.16 version! Changes brought are below: Bug Fixes Fixed organization recruitment from the search panel. Fixed a bug that made the shield still work when destroyed by PvE damage. Known Issues [Codex] core.getBoardedAvatars() is incorrect, the correct function name is core.getPlayersOnBoard(). [Lua] Edit Lua Parameters can fail to be applied with some specific custom configurations. After investigation, we’ll need time to fix this and can’t provide an ETA yet. [Lua] We are aware of and investigating a number of other Lua-related crashes and freezes. Thanks for your support. Cheers, Nomad
  5. Hello Noveans, A new hotfix has been deployed. DU is now in 0.26.15 version. Changelog is below: Bug Fixes Fixed an exploit with Repair Units. [Asteroids] Construct speed near asteroids isn't limited to 500 km/h anymore. Fixed a bug that caused shields to be hidden after a server restart. Known Issues [Codex] core.getBoardedAvatars() is incorrect, the correct function name is core.getPlayersOnBoard(). [Lua] Edit Lua Parameters can fail to be applied with some specific custom configurations. After investigation, we’ll need time to fix this and can’t provide an ETA yet. [Lua] We are aware of and investigating a number of other Lua-related crashes and freezes. Thanks for your support! Cheers, Nomad
  6. Hello Noveans, DU is now in 0.26.14 version. You'll find the changelog below: New Feature Added the possibility to interact with the windowed Codex version in the Lua Editor. This will allow you to search and copy functions directly from the codex while coding. Crash Fixes Fixed a crash when attempting to place an element in a colliding position. Fixed a crash when opening the Edit Lua parameters window. Improvements Displays "all" as language for organizations that selected "all" as language (rather than nothing). [PvP] Weapon hits counted to combat core stress appear in the combat log. Added Shield Lua function : stopVenting(): Deactivate shield venting. Gameplay changes Changed fallback inventory tile background color. Bug Fixes Shield UI: Fixed Stop Venting button not working. [Market] Fixed lowest/highest price label in Create Order modal. Fixed a bug blocking the activation of a transponder after deleting an active transponder. [Launcher] Fixed a crash when a hardware check failed. Known Issues [Codex] core.getBoardedAvatars() is incorrect, the correct function name is core.getPlayersOnBoard(). [Lua] Edit Lua Parameters can fail to be applied with some specific custom configurations. This is complex to fix. In the meantime, we recommend that players do not write too long lines of code instructions and use the line break. [Lua] We are aware of and investigating a number of other Lua-related crashes and freezes. We hope you'll like the improvements brought here. We continue working hard to improve things. As always, we're eager to get your feedback. Thanks for your support! Cheers, Nomad
  7. Hi Noveans, We just released a hotfix today. DU is now in 0.26.13 version. You can read the fixes below: Crash Fixes The inventory background image bug reappeared in 0.26.12 despite our efforts to fix it. We’re back to the previous “workaround” solution as a temporary fix while we work towards a solution to squish this one for good. Bug Fixes Fixed the ratio of roadmap image size. It should now be "contained" to ensure that the image is not cut off on panoramic resolutions. Fixed a random freeze during the game loading process during the black "Dual Universe" screen. Fixed the default market price sorting order being reversed. Fixed an issue that caused some shields to have no shield hitpoints following the Ares update. If you encounter this issue after the hotfix deployment, you will have to pickup and replace down the shield to "fix" the issue. Known Issues [Crash] Overlapping an element in build mode may cause a crash when attempting to place the element. [GUI] “Stop Venting” button not working. [CODEX] core.getBoardedAvatars() is incorrect, the correct function name is core.getPlayersOnBoard(). [Lua] Editing Lua settings may cause a crash with some custom configurations. [Lua] We are aware of a number of other Lua-related crashes and freezes, we are investigating. We continue fixinx things following up on your feedback. Thank you for your support! Cheers, Nomad
  8. Hi Noveans, Today, we're releasing the Ares update! In many ways, Ares is a big complementary companion to the Apollo (0.26) update. Released in August, Apollo introduced the first wave of PVP-centric assets, balancing, and features. Now, Ares update, our fifth major update so far this year, named after the Greek god of war, is packed with new things, improvements, and fixes regarding PvP and even more! Here's the changelog to keep you busy during maintenance time: New Features Explicit docking and boarding system (previously called “parenting”) Avatars must now have the "Right to board" dynamic constructs. Similarly, any dynamic construct is now able to dock to any other dynamic construct of strictly smaller size if the pilot has the necessary "Right to dock" permission. Owners can use the Rights and Duties Management System (RDMS) to assign a right to board or a right to dock to their constructions that will allow others to board or dock or to prohibit such requests. When a ship or a player is docked or boarded, it moves with the "parent" construct, and its mass is then added to the physics of the parent. The constructs now have two zones, a "red" zone corresponding to the bounding box of the construct, and a "blue" zone corresponding to the surrounding zone of the ship; the size of this zone depends on the size of the core of the potential parent construct, from 32m to 128m. In order to board or dock, a player or a ship will have to be close to the candidate construct, in the blue zone, and have the appropriate rights, else the player or the ship will be repulsed. For the previous things added to the docking and boarding system, you can read the Boarding and Docking devblog. Updated two construct rights: “Right to board” and “Right to dock” (formerly “Parent Construct”). Docked constructs and boarded players (including offline players) and their mass are now listed in the Build Helper. Offline players can be ejected from that window. Docking status of a construct and nearby constructs are displayed in the docking widget. Boarding status of a player is displayed in the player UI at the top right of the screen next to the mini-map. Widget is triggered by Lua (as usual). Players can auto configure their ships to get the widget or add in the start event of the lua unit slot : parentingPanelId = system.createWidgetPanel("Docking") parentingWidgetId = system.createWidget(parentingPanelId,"parenting") system.addDataToWidget(unit.getDataId(),parentingWidgetId) The owner of a construct can maneuver all other docked constructs even if they don't have the right to those constructs. They can also choose to undock them once they are outside of the parent construct either by right-clicking on it or from the Build Helper. To be more specific, you can be "docked" to a construct while not being inside the construct but simply "near" the construct. You can not forcibly undock a construct that is inside of your construct. But if a construct is still docked to your construct while being "near" your construct, you can forcibly undock it. Using the Maneuver Tool to dock a construct displays the nearest construct you can dock to. You can use ALT+T to dock the construct. As a pilot, there are three different docking modes: MANUAL: You have to manually dock your construct. PROXIMITY: If the construct is not docked but in the bounding box of the parent candidate construct, it automatically docks if able. OWNER: As proximity, but only when the construct owners of both the parent candidate and the piloted construct are the same. You can switch the docking mode by using the docking widget. Constructs that are not docked to another construct are physically repulsed when trying to enter it. All players can board (walk on) inactive (unpiloted) constructs. Players without the boarding right are ejected when the construct becomes active. Added Lua functions and event on core unit API: getPlayersOnBoard(): Returns the list of player IDs on board the construct. getDockedConstructs(): Returns the list of IDs of constructs docked to the construct. isPlayerBoarded(pid): Returns 1 if the given player is boarded to the construct. isConstructDocked(cid): Returns 1 if the given construct is docked to the construct. forceDeboard(pid): Sends a request to the server to attempt to forcibly unboard a player with the given ID. forceUndock(cid): Sends a request to the server to attempt to forcibly undock a construct with the given ID. playerBoarded(pid) event: Emitted when a player boards the construct. constructDocked(cid) event: Emitted when another construct docks this construct. getBoardedPlayerMass(pid): Returns the mass of the given player if it is on board the construct. getDockedConstructMass(cid): Returns the mass of the given construct if it is docked to the construct. getParent(): Returns the ID of the parent construct of your active construct. getCloseParents(): Returns the list of IDs of nearby constructs to which the construct can dock. getClosestParent(): Returns the ID of the nearest construct to which the construct can dock. dock(): Sends a request to dock to the given construct. Limited to piloting controllers. undock(): Sends a request to undock the construct. Limited to piloting controllers. docked(cid) event: Emitted when the construct becomes docked. undocked(cid) event: Emitted when the construct is undocked. setDockingMode(mode): Sets the docking mode. getDockingMode(): Returns the current docking mode. Added Lua functions on control unit API: getMasterPlayerParent(): Returns the ID of the construct on which the active player is boarded. getMasterPlayerMass(): Returns the mass of the active player. Core Combat Stress (CCS) Core combat stress (CCS) represents a core unit's ability to keep functioning under weapons fire. CCS is basically a second loss condition on a construct during PvP fights. It works in tandem with generic core unit destruction. It does not matter which one happens first, only the one that happens eventually. A ship can now be destroyed in combat independent of voxel damage. A core unit that takes too much stress will be destroyed and will be considered a fair PvP destruction. Stress will be accumulated as the construct takes non-shield weapons hits. A devblog about this was recently released; read it here. The maximum stress supported by a construct is based on the number of honeycombs that compose it. Added core combat stress widget. Added stress level warning SFX at 25%, 50%, 75% and 95% of stress. Added Lua functions and events on core unit API: getCoreStress(): The core's current stress, destroyed when reaching max stress. getMaxCoreStress(): The maximum stress the core can bear before it gets destroyed. getCoreStressRatio(): The core's current stress-to-max stress ratio. stressChanged(stress) event: Emitted when core unit stress has changed. Shields V2 The Ares update introduces two new shield modules for PvP fights: the adjustable resistances and the venting mechanic: Added venting game mechanic to allow regeneration of shield hitpoints during combat. Players will now have to think more strategically during combat. Players may vent their shields at any point. Venting shields will do two things: Turn off the shields. (They cannot be reactivated during venting.) Start a shield regeneration of a certain percent/second. Venting can be deactivated at will. Arriving at max shields will auto-deactivate venting. Venting has a cooldown after usage. Added adjustable resistances game mechanic: Players can now allocate points to better prepare and adapt during a fight, depending on the weapons of their opponents: Shields start at a base resistance value of 10/10/10/10. There is a shield resistance pool of an extra 60% resistance. Players can assign these extra resistances by increments of five to any of the four resistances, i.e. 10/10/10/70 or 25/25/25/25. Players may lock in their resistance selection and that selection will be active and cannot be changed for 60 seconds. Once the time has expired, the set resistances stay as set unless the player recalibrates them. Shields UI provides feedback to indicate which resistances are taking the most damage on the shield regardless of what resistances are set. Shield venting cooldown depends on the size of the shield generator: XS: 60s S: 120s M: 240s L: 480s Update Shield Generator widget according to new additions. Added raw hitpoints as arguments of the absorbed Lua event. Renamed functions containing HitPoints to Hitpoints. Adjusted base resistance of shields: Now 10/10/10/10 down from 15/15/15/15. Balanced shields hitpoints : XS: 500,000 S: 2,000,000 M: 7,500,000 L: 20,000,000 Lua shield generator API additions: toggled(active) event: Emitted when a state change is triggered (active/inactive). venting (active, restoredHitpoints) event: Emitted when venting has started, stopped or restored some hitpoints. startVenting(): Activate shield venting to restore hit points. isVenting(): Check whether venting is in progress, return 1 if it is venting. getVentingCooldown(): Returns time after which venting is possible again. getVentingMaxCooldown(): Returns maximal cooldown between venting. getResistances(): Returns distribution of resistance pool over resistance types. setResistances(antimatter,electromagnetic,kinetic,thermic): Distribute the resistance pool according to damage. getResistancesCooldown(): Returns time after which adjusting resistances is possible again. getResistancesMaxCooldown(): Returns maximum cooldown between adjusting resistances. getResistancesPool(): Returns total resistance pool that may be distributed. getResistancesRemaining(): Returns the remaining amount of the resistance pool that can be distributed. getStressRatio(): Returns ratio per damage type of recent weapon impacts after applying resistance. getStressRatioRaw(): Returns ratio per damage type of recent weapon impacts without resistance. getStressHitpoints(): Returns stress, that is the total hit points of recent weapon impacts after applying. getStressHitpointsRaw(): Returns stress, that is the total hit points of recent weapon impacts without resistance. Gameplay Changes Core units are no longer destroyed by environment damages (i.e. crash on planets, other construct collisions, etc). Resume speed is reset when the core unit is destroyed. Offline players are killed on core unit destruction. Constructs are now only affected by the artificial gravity of constructs of equal or bigger size. [Warp] Fixed the warping loop sound that never ended while warping with passengers. [Warp] More explicit Warp Drive widget and notifications. [Warp] PvP strike can cancel warp during start/spool sequence. [Warp] Updated required warp cell quantity when distance changes. [Warp] Warp Stop button is active only 1s after warp start, to prevent annoying misclick. [Warp] When you cannot warp, the button is visually disabled. Warp drive has been rebalanced: speed reduced, initiation duration increased. Changed allowed timing between industry start/stop/set_recipe Lua queries. [Emitters/Receivers] Restored multiple channels support on emitters and receivers. Listening is now restricted on the channels defined on the receiver. Restored emitter.send(channel,message): Send a message on the given channel. Restored receiver.receive(channel, message) event: Emitted when a message is received on any channel defined on the element. Added receiver.setChannels(channelList): Set the channels list on the element. Added receiver.getChannels(): Returns the channels list. Improvements [Radar] Improved identified construct markers and periscope interpolation. Improved precise element placement on non-axis aligned surfaces. [UEF Store] All the ships at the UEF store have had a quality improvement (Mark 2) pass. Some ships look very similar to their predecessors with power, lift, and balance tweaks, while some others (such as the Dragonfly, the Mule, and Specters) have been overhauled so that their performance improvements are also matched by visual improvements. The ship prices have also been adjusted to match current market conditions. (Note: Eclipses are currently unavailable.) [Market] Market buy orders are now sorting in descending order initially (meaning that best offers are displayed first). [Building] Improved element collision detection in Build mode. [Screen units] Increased maximum visible Lua screen units from 16 to 32. Crash Fixes Fixed a random crash when exiting the game. Fixed crash when other ship toggles shield via Lua. Fixed various crashes including those related to inventory. Fixed a crash that could occur with a specific invalid Lua autoconf file. Fixed a crash when a ship with a linked container receives shield damage while standing on an asteroid. Exploits Fixes A destroyed construct will now stop in place. Resume speed cannot trigger on destroyed constructs. Offline players aboard a construct are now killed when its core unit is destroyed. Fixed an industry duplicate production. Fixed an exploit that allowed the placement of several elements in the same position. (Element Stacking) Fixed an exploit about tokenized constructs. Bug Fixes Fixed organization vote refresh update. Added reticule loading when requesting element use. Fixed job completion issue with modal. Fixed elements disappearing at high speed. Fixed force fields extending unexpectedly at high speed. Fixed reward display in sandbox history if reward is empty. Fixed character speed when entering a cockpit while moving. Fixed potential freeze from construct loading. Fixed a framerate drop issue when loading construct meshes. Fixed click sound spam when closing context menu. Blueprints now properly preserve element names. Fixed occasional hit prediction error when preselecting targets. Fixed pending friend requests that cannot be deleted by the sender. Fixed separation taken/created on hauling mission when viewing history of another player. Fixed other cases of the issue where the client could freeze indefinitely (especially prevalent on AMD CPUs). Fixed the chat settings "Remove notifications for.." which hid the notification from the different chat rooms. Fixed undefined behavior (not working/editing another order) when editing a market order too soon after the last interaction with the market. [FTUE] The Air Delivery Challenge no longer breaks if you speedrun. [FTUE] Gunner Tutorial: Fixed an issue where moving multiple ammo types at once in the ammo container would not complete both related objectives. [FTUE] Fixed a bug where during Gunnery Tutorial "open the order by menu" did not trigger Aphelia anymore. [Market Tutorial] Fixed a typo in the instruction of one of the objectives. [GUI] Fixed input disabled text on Industries. [GUI] Fixed market modal that was not closing. [GUI] Extended height of the gunner seat notification chat. [GUI] Fixed the sort function of the gunner seat dropdowns. [GUI] Fixed iFrame scrollbar style for organization manifest. [GUI] Fixed case sensitive chat room creation. [GUI] Redirect item global item inspector to active container. [GUI] Asteroid name now properly shows on HUD. [GUI] Fixed cut button on talents (queue & cancel buttons). [GUI] Fixed wrong message when trying to drop undroppable items. [GUI] Periscope is now updated correctly when preselecting targets. [GUI] Fixed graphic setting overflow issue on 16:10 windows resolution. [GUI] Fixed the remaining visible red border of the mining debugging panel. [GUI] Partially fixed animation on Talent progress bar. [GUI] Fixed crosshair information not displaying when standing still on a moving construct. [GUI] Minor fixes for Inventory/container view (font families issues/tabs overflow). [GUI] Minor fixes for consumables bar: item scale label is now visible all the time. [GUI] Minor fixes for PvP combat logs: fixed correct wording for hit PvP logs. [GUI] Center screen notification now correctly displays source and destination container name when moving multiple items. [GUI] Fixed the reset of the scanner graph when the player opened the radial scanner. [GUI] Fixed number field incrementing without stopping if clicked with both left and right mouse button. [GUI] Set bigger market dropdown in order view so that market name stays on one line for easier reading. [GUI] When editing a tag on a territory a territory icon is now displayed rather than a missing icon placeholder. [GUI] Fixed coordinate comparison that was previously broken for world position created coordinates. [GUI] When selecting a construct on the construct list, it will only open the planet map for the nearest planet if the construct is in its sphere of influence. [Market] Fixed formatting currency. [Market] Fixed market order sorting. [Loc] Various fixes about ammo descriptions. [Codex] Fixed shield generator codex texts. [Mining] Fixed mining that was still possible until 10 minutes after a territory became private. [Tool] Fixed a bug where “Replace” tool coordinates were not displayed. [Building] Fixed BuildingZone flickering when voxels reach the limits. [Lua] Fixed Lua getAxisAngleRad with angles > 90. [Lua] Fixed Lua Parameter edition that could display code instead of values only. [Lua] Replaced all uses of Lua atan2 by atan. [Lua] Fixed a bug where Lua widgets were not always up-to-date when launched from a RemoteControlUnit. [Screen Units] Fixed a bug where switching on a screen unit could read a wrong mouse value at first frame. [Audio] Fixed a bug where engine sounds were not played and dynamic construct sweeteners were heard instead. Known Issues Some shield units may currently have zero maximum shield hitpoints following the update, if this is the case simply pick up and place down the shield to restore its hitpoints to the new maximum value. [PvP] Using multiple weapons can still result in a low miss rate due to internal timeouts. [Shields] In certain situations when constructs load, shields will not be visible to individual players. Deactivating and reactivating the shield will cause it to become visible for those players. This does not affect the functionality of the shield and is a visual issue only. [Shields] Shields sometimes do not correctly fully encapsulate the construct to which they belong. 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. [Loc] 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 schematics are updated with the server schematics when starting. [Industries] Some inconsistencies in schematics and tiered elements. [Screens] High-frequency text updates on screens in HTML mode cause text to not display or flash. 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). [Codex] Missing Lua Screen Units codex page. [Docking] Players will slide off of docked constructs if both they and the construct they are docked to are moving, which gets more severe with higher speeds. [Docking] Piloting a construct while docked to another one that is flying very quickly will frequently induce strong rotations upon colliding with the docked construct. [Docking] The child construct can be teleported when using the maneuvering tool on a moving parent construct. We hope you'll like this update. The team has been working hard and continues to do so; we can't wait to have your feedback! Thank you very much for your support. Cheers, Nomad
  9. 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
  10. 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
  11. 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
  12. 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
  13. 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
  14. 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
  15. 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
  16. 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
  17. 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
  18. 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
  19. 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
  20. 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
  21. 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
  22. 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
  23. 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
  24. Hi Noveans, We just released an update with some fixes. You'll find them below: Bug Fixes Fixed voxel mesh LoD issue on modification. [Industry] Fixed metalworks assets that were broken and went mad when animating. Fixed scan result readouts displaying placeholder testing data based on procedurally generated values. These values will all change in the future. Fixed broken Screen Unit resetContent() Fixed a crash on Screen Units when attempting to process resources loaded from remote urls Known issues Metalwork industry status lights are now white as a consequence of the texture fix. Will be resolved in a future patch DU is now in 0.25.6 version. Thanks for your support! Cheers, Nomad
  25. Hi Noveans! Today, we release the first 0.25 version of DU on the Live Server. As with the 0.24 updates, the full content of the 0.25 will be released incrementally. Features coming later include the Mission System and Challenges. Today's version is marked as 0.25.5 and is mostly focused on the performance and database storage improvements we mentioned in our recent blogposts. You'll find its changelog below: Improvements We have implemented large, fundamental changes in how voxels are stored server-side, optimizing and improving player bandwidth usage going forward. Introduced level of detail (LOD) for constructs in the distance. Ships and bases in the distance will now load and display a lower resolution version of the mesh. This should improve framerate in some places and allow for faster loading times overall. [Settings] FPS limit has been enabled by default to prevent some GPU overuse when Vsync is not enabled when the game is minimized or while in the main menu. The option to disable the limit is available in the game settings. [GUI] Polish of Repair Unit panel. [Anti-Cheat] Added a clear error message when game files are corrupted. Added an example for how to use the "/emote_name" command to avoid confusion. Construct key no longer has the "delete item" context menu action. (It was wrongly displayed since a construct key can not be deleted.) Item inspector now displays the scale of the item in the name of the item. Data size of decors (grass, tree, rocks, etc.) received from the network, stored and computed is now smaller. [GUI] RDMS panel polish. Small performance improvement on element display. Optimized industries rendering for big factories. Added a warning notification when there is no price set and no batch defined for a player dispenser. [Market] Added line separator between orders list. [Market] Set default value to the maxQuantity. [GUI] Implemented wallet shortcut in the global menu and in settings. Quick polish for Surrogates panel. Changed jetpack icon/polish of quick status. Polish for RDMS Tag Manager Panel: Added an item icon node to the left of the description. Removed the title above the tag manager item node wrapper. Polish of crafting UI. Added new and last ground textures replacements in order to complete our full upgrade for the planetary ground visuals. Gameplay Balancing/Changes Talent adjustments Over the past several weeks, we have identified several talents that were not behaving as expected or intended. Many of these issues have since been addressed; however, we have since discovered that there was an error in the calculation for the following percentage-based talents, and we have deployed a fix for them now. These are: - Element Healthpoint Talents - Engine Power Talents - Organization Construct Management Talents Where previously these talents were Base Value * Percentage Talent 1 * Percentage Talent 2, they are now Base Value * (Percentage talent 1 + Percentage talent 2). This is most notable for the Organization Construct Management talents where the new maximum amount of constructs is 275 for a single organization with all talents at maximum. Should your organization go over the currently available capacity, your constructs will not be affected. The organization will be unable to deploy constructs for that organization until your talents allow you to go beyond the currently deployed construct count, either by increasing the talents or reducing the number of deployed constructs. There are a small number of organizations that currently go beyond the maximum. We will reach out directly to notify them of their current construct count. Non-deletable items can no longer be put into a package. (The only item that is affected by this change is the construct key.) The /unstuck command now has a four-second unstuck screen. Crash Fixes Fixed a rare random crash that occurred during gameplay. Fixed rare race condition in procedural generation that could crash the client if you tried to exit it at the very beginning of loading screen. Bug Fixes Fixed claimed fuel that couldn't be retrieved from a fuel container. Fix on Notifications panel (cross button/arrow issue). Various adjustments and bug fixes in tutorials. Fixed blueprints not applying current placement talents on elements when deploying the construct. Fixed the Arkship vertical alignment with its own VFX and some minor other adjustments. Fixed sounds that are triggered by animations and that were not being played on elements such as doors, airlocks, gates. Link tool: Link direction is chosen automatically for elements where only one direction is possible, like fuel tanks and engines. Disabled Settings button when login attempts are ongoing. Fixed color text input in character customization and creation. Fixed automatic read transition for recently acquired hints. Fixed auto-selection of "Combat" tab when starting piloting. Fixed a bug where Surrogate Pod UI remained after leaving a surrogate session. Fixed localization on surrogate tabs. [GUI] Fixed serif font issues on several interfaces. [GUI] Fixed mouse raycast tooltip: When you hover over a tab menu shortcut, a "description" appears next to the cursor. If you close the menu while this text box is present, it will remain displayed indefinitely until you press TAB again. Fixed a bug causing the game to close just after an error popup is shown but before anyone gets the time to read them. [Tutorials] Various bug fixes for tutorials Fixed big freeze upon entering build mode on some ships. [Art] Fixed the Surrogate Pod Station red texture. [Art] Fixed the Arkship collision mesh. Fixed tutorial panel close button. Fixed tutorial panel restart button. Fixed intro cinematics that were missing for new players before and after creating an avatar. Fixed a rare barter validation button issue. Fixed style for bookmark descriptions in bottom left display of the bookmark info. The HUD left menu no longer blocks the mouse pointer input when not visible; fixed an issue with setHTML on 16:10 screen aspect ratio Fixed dispenser issue with set price modal where they sometimes registered x100 of the value or sometimes the value change was not registered at all. [GUI] Fixed some missing font styles on some elements in Inventory and Lua editor. [PvP] Fixed weapon shots occasionally failing at higher talent levels. Fixed wrong appearance of safe zone indicator when leaving gunner seat while on a planet. The safe zone indicator should now be displayed while in the gunner seat if you are not on a planet (and if on a planet, players should see the minimap). Miscellaneous Temporarily deactivated voxel cache size limit. Known Issues 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] 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. As always, thank you for your support! Cheers, Nomad
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