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NQ-Nomad

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Posts posted by NQ-Nomad

  1. 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

  2. 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

  3. 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

  4. 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

  5. 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

  6. 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

  7. Hello Noveans, 

     

    We just released the 0.24.8 update. Changes applied are below: 

     

    Improvements and Bug Fixes

    • 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.
    • Changed survey panel wording "Building" to "Building & Scripting".
    • Fixed a bug when the launcher wasn’t displayed correctly on small resolutions
    • Fixed a bug when moving the launcher between several monitors made it flicker and act funny
    • Following an investigation, we discovered that some players were double-charged for deploying territory units during the first few days of the 0.24.3 release. During the deployment of this update, we have reimbursed the missing quanta to the organizations that were impacted.
       

    Cheers, 

    Nomad

  8. Hello Noveans,

     

    We just released the 0.24.7 update. Please find the changelog below: 

     

    New Features

    • Fixed blueprints not applying current placement talents on elements when deploying the construct
    • Added “RMB > Construct > "Reapply talents on construct"
    • Added “RMB > Advanced > "Reapply talents on element"

    This would reapply the player’s talents to every element of a construct or to a specific element, respectively.

     

    Improvements

    • Three new tutorials are available in the "Tutorials" tab of the VR Station: Gunnery tutorial, RDMS tutorial, and Advanced Construction tutorial.
    • Construct fetching is back. You may fetch a construct within 4km once every 24 hours if your character is standing on the ground.
    • New chat features and polish:
      • Auto joins previously joined chat channels.
      • Added a new default “Help” channel. It is non-mandatory, meaning it can be left and joined at will.
      • The old mandatory “Support” channel is now called “General”.
      • Added /help command to display the list of available chat commands.
      • Added a small, system text at the beginning of each channel to inform the player of the presence of the "/help" command.
      • The last active chat channel is now selected by default. If unavailable, Help and then General will be selected instead.
      • Tweaked wording for "Local" tab tooltip, you only see a message from avatar within sight.
      • Changed ordering of chat tabs. The new order is: 
      • General, Local, Help (if present), Lua, Tutorials, Constructs, and Organizations tabs, then other custom rooms (i.e. private message or joined room by /join).
      • Container element names are now visible in the container window when opened.
      • Added the /unstuck command (with a five-minute cooldown) that will attempt to place you outside of any construct.
    • Link tool: Link direction is chosen automatically for elements where only one is possible, like fuel tanks and engines
    • Increased max voxel cache size for 1GB to 12GB (should improve performance in some cases)

     

    Bug Fixes

    • Fixed a bug where the CarbonFiber Bright & Matt materials (textures) weren’t tiling correctly. We took the opportunity to upgrade the general look of them.
    • Fixed a bug where some Galvanized Metals materials (textures) had a strong visible pattern from a distance and some reflectivity issues. Steel, iron, chromium, gold, and titanium now have new textures to fix the issues and a more realistic rendering.
    • Fixed truncated line on talent notifications.
    • Fixed the display of the logs when the player reopens the wallet window.
    • Fixed RDMS manager missing information in the inspector view after editing a policy or an actor.
    • Fixed being unable to create buy/sell orders with a different wallet.
    • Adjusted the UI for the survey screen.
    • Fixed a bug on saving chat setting not being correctly saved sometimes (or even reset on next login sometimes).


    Known Issues

    • Please be advised that we are aware of a situation where some players have experienced issues with constructs having disparities between Build mode and Non-Build mode honeycomb meshes. After investigation, we were able to identify and resolve the issue; however, we are unable to restore the damage done to the currently affected constructs. Should you find a new occurrence that was not present before this patch, please notify us via a Support ticket immediately. We’re sorry for the inconvenience.
    • 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 have to spend some time reworking areas of your constructs where this is an issue.
    • 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.
       

    Thanks for your support! 

     

    Cheers,

    Nomad

  9. Hi Noveans,

     

    We just released a small patch to fix a small bug:

     

    Bug Fix

    • The in-game survey will now display correctly. From time to time, you’ll now have an opportunity to fill out a short in-game survey via a dedicated interface so you can simply and directly provide a rating to the game and what interests you. Thanks in advance for your feedback so we can improve the game!

     

    DU is now in 0.24.6 version. Thanks for your support!

     

    Cheers,

    Nomad

  10. Hi Noveans, 

     

    We released a small update to fix the followings: 

     

    Improvements

    • Made some adjustments to light parameters for better visuals.

     

    Gameplay Balancing/Changes

    • Exceeding maximum character limit while editing a Screen Unit now triggers an error notification and is refused by the edit dialog box.

     

    Bug Fixes

    • Fixed a bug that made disembarking from your primary container’s construct cause the primary container link to go out of range after piloting.
    • [Wallet] Fixed a bug where sending quanta did not update the current balance display in the wallet window.
    • [Wallet] Fixed wallet generating Invalid Parameters warning when transferring Quanta.
    • [Market] Fixed the default selection value of the selected market in the market container tab: In market pod, the default selection is on the current market and for the Nanomarket the default selection is the closest market.
    • Fixed the label when no sell/buy orders are in the player orders list.
    • [Settings] Fixed the saving of the modification of the settings when the player closes the game.
    • Fixed organization names being case-sensitive for duplication prevention.
    • Industry units now correctly update their state after pressing the "start" button, while in a finish & stop state.
    • Deploying a Territory Unit won't double charge the associated fee anymore

     

    Known issue

    • Primary container loses link after moving it far enough away from where it was originally linked. [Fixed]
    • [Wallet] Sending quanta does not update the current balance display in the wallet window. [Fixed]

     

    Dual Universe is now in 0.24.5 version. Thanks for your support!

     

    Cheers,

    Nomad

  11. Hi Noveans, 

     

    A small patch has just been pushed on the Live Server to bring the following changes: 

     

    Bug Fixes

    • Fixed missing world reflections on shiny surfaces
    • [GUI] Fixed being unable to edit Lua parameters.
    • [GUI] Fixed recurring wallet input reset issue.
    • [GUI] Fixed Market order update popup to correct an issue where it was previously displaying wrong values taxes and wrong quantity.
    • [GUI] Fixed long Construct title issue on Repair Units.
    • [GUI] Fixed the lower portion of the barter UI background that was transparent.
    • [Building] Fixed the inconsistency of the cone shape compared to other similar voxel shapes like the cylinder. Cone shape should now behave exactly as the cylinder does.
    • [Elements] Issue causing electronics industries to displace slightly has been fixed in the past but it unnecessarily stayed in the changelog

     

    Known Issue

    • New: [Wallet] Sending quanta does not update the current balance display in the wallet window

     

    DU is now in 0.24.4 version. We continue the hard work to improve the game. Thanks for your support!

     

    Cheers, 

    Nomad

  12. Hello Noveans, 

     

    A big update is available today. DU is now in 0.24.3 version and it's packed with many improvements and fixes (and more are on the way for future updates as well): 

     

    New Features

    • New launcher

    One of the first things you’ll notice when you log in is that we’ve begun to revamp the launcher for now, changes are mostly to improve information about the game and for cosmetic purposes. Over the course of future updates, we intend to improve how it operates to bring more fluidity and speed. This will take a while, but we hope you’ll like what you’re seeing so far. 

    • Not a feature per se, but we greatly improved lots of visual assets in the game. 
      • New kinds of plants and trees to improve diversity
      • New kinds of rocks
      • New ground textures
      • Underwater look and visibility improvements 
    • New voxel tools and improvements: 
      • Smooth erosion (by default: Area smooth tool + Alt key)
      • Cone shape (by default: E key. This is an addition to the existing shape cycle)
      • Negative paste function (by default: Alt key with a copied/cut shape)
      • Remove with Line tool function ((by default: Alt key when using the Line tool)
    • Organizations Wallet
      • Organizations now have a proper wallet and can own quanta.
      • The Edit Wallet right enables players to manage the wallet of an organization.
      • Wallets can be managed in a dedicated interface. Here they can :
        • Send money to any other player or organization.
        • Consult their wallet log that lists all the operations that happened to their wallet.
    • Package function

    You can now select several items in a container and create a package by selecting 'Create package' with a right-click. You can assign a name to that package and all selected items will now be bundled as a new single item. You can revert the operation by right-clicking on the package item and using the 'Unpack package' option. After that, the package will be opened and suppressed and the items will go back into their original container, although they will not be in the exact same spots where they were previously. This will be a component in the upcoming Mission system feature that will be released in a future 0.24 update, but it may be useful now to help to organize a container (whether you have OCD or not).

    • Challenges
      • Introduction of a prototype of "challenges" which are repeatable activities with a potential reward (only available in English for now).
      • The first challenge, “Delivery Challenge”, is available and can be accessed using the new “Challenges” tab on the VR Surrogate Station menu.
    • Metal canopies
      • We’ve introduced a new type of metal canopy for more customization in shipbuilding. These are: 
        • Canopy Metal corner S
        • Canopy Metal corner M
        • Canopy Metal corner L
        • Canopy Metal flat S
        • Canopy Metal flat M
        • Canopy Metal flat L
        • Canopy Metal tilted S
        • Canopy Metal tilted M
        • Canopy Metal tilted L
        • Canopy Metal triangle S
        • Canopy Metal triangle M
        • Canopy Metal triangle L
    • Implemented short in-game survey

    Your opinion matters. From time to time, you’ll have an opportunity to fill out a short in-game survey via a dedicated interface so you can simply and directly provide a rating to the game and what interests you. Thanks in advance for your feedback so we can improve Dual Universe!

     


    Improvements

    • Windows certificate is now up-to-date and prevents the display of an ominous warning message when installing the game.
    • Tutorials can now be accessed via VR Surrogate Station Menu.
    • Performance optimizations with screen units.
    • [PvP] Optimized gunner seat performance when displaying lots of targets.
    • New implementation of in-world marks (Toggled with V and configured with Alt+V) that fixes some drawbacks and improves performance.
    • [Lighting revamp] The game should be brighter and less gray. It should be prettier at night and more playable as well.
    • Added a persistent notification and bookmark for player deaths.
    • [GUI] Removal of fixed heights from dynamic content windows.
    • [GUI] Various icon improvements.
    • [GUI] Various interface polishes.
    • [Lua] Added a confirmation dialog when closing the Lua Editor with unsaved changes.
    • All number fields now have thousands of separators: 1000000000 (1 000 000 000).
    • [Market] Added a median filter to ignore extremely high or low prices for instant orders.
    • [Market] Search text now instantly updates the item type filter list.
    • [Market] Added market selection dropdowns in market and player orders.
    • [Market] Added toggle button to display more buy/sell orders.
    • [Market] Market names now have standard formatting across all planets.
    • [Market] Alioth Markets on Districts 6 and 7 now have more landing pads to reduce clutter. Ships have been redistributed along with the new landing pads.   Other Markets markets on Alioth and Sanctuary will receive more landing pads in the future.
    • Gunner seat interface polish.
    • [Chat] Now allows a player to ignore other players in the chat, hiding their messages and making them unable to communicate with them.
    • [GUI] Ensure a minimum scrollbar cursor height for market & inventory scrollbar.

     


    Gameplay Balancing/Changes

    • [Character] Players can now use the X key by default to toggle jetpack on and off in deep space and in artificial gravity (while away from a planet/moon).
    • [RDMS] Added a right to allow jetpack use on a construct with artificial gravity.
    • [Industry] All advanced and above parts now correctly require the appropriately advanced industry to produce - basic industry can no longer produce advanced pipes or exotic optics.
    • Destroying a core unit in a crash now kills all passengers.
    • Players in cockpits are protected from nearby explosions.

     


    Crash Fixes

    • Fixed a crash when closing Barter in certain scenarios.
    • Fixed a crash during loading.
    • Fixed a crash when receiving crafting notification with too large Nitron quantity

     


    Bug Fixes

    • Smoothed omni light shadows, fixing the omni shadows bug where they appear as a noise.
    • Fixed shadows banding at shallow angles.
    • The helper (H) will not show a random material anymore when used on marks.
    • Fixed some internal server errors when doing removal operations while building.
    • [GUI] Fixed checkbox on report abuse button prompt.
    • [Antibury] Character antibury (Return to the surface) is now active in Build mode.
    • Fixed a bug where containers connected to hubs did not check for data items that led to item loss when removed.
    • Fixed an exploit about fuel related to construct compactification.
    • [Map] Map selection no longer requires a planet to be selected.
    • Fixed a bug where entering a tutorial would show the wrong planet or would spawn the player at an incorrect location. 
    • [Market] Fixed a bug where scroll position returned to the top when backing out of any specific entry while searching the market.
    • Fixed a bug where Construction Tutorial was blocked due to Internal Server Error when deploying the Static Core Unit.
    • Fixed disappearance of natural caves.
    • Fixed a bug where Aphelia's voice sometimes skipped a line without user input.
    • Fixed Aphelia's text that did not appear in the Tutorial chat window.
    • Fixed players sent to space after closing the game during a loading screen after quitting a tutorial.
    • [PvP] Fixed Identified Target values overlapping.
    • Fixed a bug where loading percent started high and went backward when teleporting between districts.
    • Fixed an exploit with free mass transportation.
    • Fixed Gunnery tutorial approach X triggers that were not working.
    • [GUI] Fixed behavior of spaces between letters/words when naming a construct in the deploy construct panel.
    • [GUI] Fixed the number input in the dispenser claim limit menu.
    • [GUI] Fixed a bug where the text field jittered when clicking to scroll the entry field for an Organization news post.
    • Fixed a bug where certain constructs with too many mesh vertices blocked loading screens.
    • Fixed an exploit regarding hover engines.
    • Fixed erroneous multiple-item transfer error popup from market containers.
    • Fixed misleading naming "Invitation" on Organization home page.
    • Fixed newly-created/modified actor/tags/policies that were not able to be searched using search box on the RDMS panel.
    • Added clear max length on manifest and bloc validation if manifest too long.
    • Added a label to specify the max length for vote descriptions.
    • Container automatic claim mode change is registered on the UI side to correctly update the save button state after a change.
    • Use a standard thousand separator for numbers in achievement. (Standard for DU is space as thousand separators).
    • Added a confirmation modal on bookmark deletion.
    • Autoscroll to the newly created chat tab that forces the selection. (Should autoscroll in case of the newly created chat tab in barter with the other player).
    • Shortest names are now prioritized in player’s searches.
    • Fixed a saving issue with fireworks unit configuration.
    • [Building] Fixed offset when entering precise mode with keyboard for some shapes.
    • Fixed the progress bar that was not correctly at 0% progression in pending state (maintain x) industry unit.
    • Fixed save disabled state button for the auto claim in the industry panel.
    • Minor CSS fix on the industry panel.
    • Fixed exit tutorial button being interactable while not visible.
    • Fixed some XS lights not having a light shaft
    • [Lua] Toolbar, consumable bar, and minimap are not hidden anymore when the player opens the Lua editor

     

     

    Known Issues

    • Please be advised that we are aware of a situation where some players have experienced issues with constructs having disparities between Build mode and Non-Build mode honeycomb meshes. After investigation, we were able to identify and resolve the issue. However, we are unable to restore the damage done to currently affected constructs. Should you find a new occurrence that was not present before this patch, please notify us via a Support ticket immediately. We’re sorry for the inconvenience.
    • With this 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 correctly standardize the materials to bring more consistency and coherence 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 they are no longer aesthetically pleasing. You may want to spend some time reworking areas of your constructs where this is an issue. This being said, we, unfortunately, noticed at the last minute that some issues are noticeable in various cases. We’ll fix this ASAP! 
    • 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. 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.
    • [Elements] Issue causing electronics industries to displace slightly.
    • [Crash] Triggering a detection zone after maneuvering the construct it is attached to leads to a crash.
    • Primary Container loses link after moving it far enough away from where it was originally linked
    • In the new launcher, drop-down menus overlap in some situations

     

    The team continues the hard work, thanks for your support! 

     

    Cheers, 

    Nomad

  13. Hi Noveans, 

     

    A new small update is available. Dual Universe is now in r0.23.10 version. Changes brought by this update are the following: 

     

    Crash Fix

    • Fixed a crash when killing the pilot of a construct at a long distance in PvP.

     

    Bug Fixes

    • Fixed Warp Beacon list that was empty.
    • Fixed construct compactification that was allowed while being repaired by a repair unit.
    • Repair Units now restore original on-deploy element buffs instead of applying the buffs of the player who started the repair unit.
    • Construct auto-snapshots require right to build, manual snapshots require right to snapshot.
    • Potentially fixed Core Blueprint creation that did not add to inventory for some constructs.
    • Fixed bug that prevented players from reconnecting when they had a resurrection node in their inventory near the Alioth pole.
       

    Cheers, 

    Nomad

  14. Hi Noveans, 

     

    An update is available. DU is now in r0.23.9 version. Please find the changes below: 

     

    Improvements

    • Repair Units are enabled again

     

    Bug Fixes

    • Fixed a bug on tokenized constructs that previously allowed players to enter build mode again after logout/login when they shouldn’t be able to do so
    • Fixed Lua inputs press/release symmetry, which could cause ships to rotate forever at a low framerate

     

    Cheers, 

    Nomad

  15. Hello Noveans, 

     

    An update is available. DU is now in r0.23.8 version. Changes are below: 

     

    Improvements

    • Element restore count is no longer modified after damage from impact, only by PvP damage.

    Bug Fixes

    • Fixed a performance issue that occurred after clicking on custom hud.
    • [Fix] Compactified constructs are no longer tradeable.
    • Inventory items containing data (Screens, Programming boards, etc.) are now excluded when counting available items in item inspector display and in deploy blueprint operation. Now displays the standard "Not enough material" feedback.
    • Fixed some client log files that were growing too fast and could possibly cause endless game loading.
    • Dispenser settings management can now be permitted via RDMS with the 'Edit Element' right.


    Known Issues

    • Windows certificate is not up to date. This may prompt a warning message for new players during the first install. It can safely be ignored.
    • Uninstalling the game directly from Windows will leave the game files on the disk. Please use the game dedicated unins000.exe uninstaller located in the game directory for that.
    • 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. 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.
    • [Elements] Issue causing electronics industries to displace slightly.
    • [Crash] Triggering a detection zone after maneuvering the construct it is attached to leads to a crash.
       

    Cheers,

    Nomad

  16. Hi Noveans, 

     

    We just deployed an update with several improvements and bug fixes:

    • The link between a container and a container hub does not disappear anymore after a removal operation has been refused by the Server
    • Reduced pending operations while mining (should work better now)
    • Restored old behavior with large mega-nodes showing up on territory and mining scanners again
    • Various localization fixes

    DU is now in r0.23.1 version. 

     

    Cheers, 

    Nomad

  17. Hi Noveans, 

     

    The r0.23 version is about to be released so here's its lengthy changelog to keep you busy. Go grab a cup of your favorite beverage and happy reading! 

     

    New Features

    • [Ship Building] “Canopies when?” How about now? :)
    • [Industry] Added schematic items. Oh, by the way, yes, ‘recipes’ are now called ‘schematics’.
    • [Industry] Industry units now have internal schematic banks for storing item schematics. An active schematic item must be present in the industry unit to craft that item. schematic items are available for purchase from the markets.
    • Dispenser contents are now previewed before confirming batch purchase. Items can be inspected in this preview, in particular Blueprints.

     

    Improvements

    • Organization tiles on the map can now be visualized separately via dropdown menu.  In “My Tiles”, personal tiles display in green while your Organization displays in blue.
    • Players can now view map scanner results directly from their inventory by clicking on the corresponding tile (When 'scanner results from inventory' is chosen). 
    • Activating the “highlight frontiers on the map” option in the Graphics Settings allows to visualize frontiers between groups of similarly colored tiles, helping to better understand the extent of Orgs territories. This option is making the map display a bit slower, so is recommended for high end PCs only (disabled by default).
    • Various Art changes/additions/fixes:
      • Fixed Atmo Vertical Booster L VFX direction
      • Added Space Blueprint icon
      • Fixed Gate M contact surface issue
      • Fixed Elevator Ring Glass being white
      • Set sit position instead of lay down in the middle of benches
      • The bed asset has been resized to better fit human anatomy, as Noveans are not 20-foot giants.
    • [Settings] Environment and Dynamic shadows now take effect without restarting the client.
    • Added new element variations up to Tier 4 or 5 for Weapons, Engines and Radars.
    • Added honeycomb materials for the following products: 
      • Duralumin
      • Grade 5 Titanium Alloy
      • Inconel
      • Mangalloy
      • Maraging Steel
      • Sc-Al
      • Silumin
      • Stainless Steel
      • Al-Li
    • [Industries] Shows error message upon industry unit start error
    • Talents required for use now appears as "Impacting Talents" in inspector

     

    Gameplay Balancing/Changes

    • [Bots] Market bots are now limited to buy orders of T1 ore, and sell orders for basic T1 elements and fuel, everywhere. Schematic items are sold differently on different planets, to encourage travelling to get the most rare variants. All T1 schematics are available on Alioth however.
    • [IMPORTANT] Elements now have limited restoration attempts using scrap before being permanently broken and requiring a new element to be replaced with.
      • Most elements can be restored 3 times.
      • Item and fuel containers can be restored 5 times.
      • Core Units can no longer be restored using scrap at all.
    • Fetch Construct feature has been deactivated.
    • Reskin of the loading screen and notifications.
    • Revamped codex UI.
    • Industry related elements will now require a specific talent to use and activate. These talents can be accessed under the industry section and are called “Proficiency” talents split in three talent groups (Industry, Assembly and Refinery). Each industry unit type (assemblies of all sizes, chemicals, scrappers, etc) will have its associated talent and talent levels will allow you to use an element type of that level.
      • IE: Chemical Industry Proficiency 3 will allow you to use Chemical Industries tier one through three. 
    • Full DRM protection for constructs created from blueprints, including Blueprint creation, Lua Edit access, ScreenUnit edit access, and Voxel copy/paste restriction.
    • Introduction of a DRM flag for constructs set on core units, and another one per Control Unit, to override the DRM protection. Editable only by the creator, or by a legate of the creator Organization.
    • [Gameplay]: Infobuttons can now be bound to current waypoints, allowing for interactive shareability.
    • [Gameplay] Waypoints can now be set from the clipboard using Alt+P.
    • [Gameplay] Play a favorite emote using Ctrl-.  Emotes can be set as favorite by typing /fav bow or /fav clap, etc.
    • [Gameplay] LightUnit colors can be modified using right click or Lua (more details below)
    • Several Lua API and general improvements:
      • Lua: system.getWaypointFromPlayerPos and system.setWaypoint both retrieve and set a waypoint in Lua.
      • Lua: LightUnit colors can be modified using right click or via Lua setRGBColor/getRGBColor.
      • Lua: addedgetItemsVolume and getMaxVolume Lua API to containers.
      • Bug: fixed an abuse of Lua in AGG which allowed players to lift ships in space (setBaseAltitude now cannot work in flush).
      • Lua: system.inputText event when the operator types a message in the Lua Chat.
      • Lua: restored setupControlMasterModeProperties.
      • Lua: implemented getItemsList to retrieve contents of a container (only 10 queries/5min).
      • Lua: added unit.getMasterPlayerRelativeOrientation.
      • Lua: setschematic and getschematic for Industry Units.
      • Lua: getschematicInfo from core inspects a schematic.
      • Lua: getElementIndustryStatus(id) retrieves an industry unit status even when not plugged in the control unit.
      • Lua: extended the emitter/receiver range to 1km.
      • Lua: some Lua functions are not usable in the flush event anymore; please check the console.
      • Removed activateWarp from Lua
      • Lua: getScreenHeight, getScreenWidth, getFov.
    • [Settings] Added global settings for players to enable/disable additional visual options:
      • Chromatic aberrations
      • Anamorphic Lens
      • Players can also choose various camera settings (bloom, lens flare, and many more)
    • Added notion of Core Blueprint that is not deployable, but can be used to create sellable deployable Blueprints to other players, which cannot be copied.
    • [FTUE] Added introductory tutorial for new players with an option to choose short or long versions.
    • [Tutorials]  Tutorials can now all be accessed from any tutorial teleportation pad.  Activating this pad brings up a menu from which you can choose which tutorial you would like to do.
    • [Tutorials] Tutorial teleportation pads are now available in all Markets and District Centers. Tutorials can now all be accessed from any tutorial teleportation pad
    • Constructs can now only be compacted by players who own them.
    • The size limit of screen unit HTML has been extended to 50kb.
    • Constructs remain frozen in the air after being released with the maneuver tool ONLY if the player is standing on a planet or static/space construct.
    • Maneuver tool now limits the movement of a construct to 128m every 3 minutes.
    • Returned Helios star name to the system map.
    • Inventory side of the market container tab is now disabled when no market is properly selected.
    • Resurrection nodes can still be deactivated after the player lost the right on the element.
    • [PvP] Hit and miss formula modification
      • Hit and miss formula section that relates to target size will no longer use core unit size, but will instead refer to current target cross-section compared to angle of attack.
    • Core Units can only power weapons of its respective core size and smaller.
      • Medium cores may not power large weapons
      • Medium cores may power Medium, Small and Extra-Small weapons
      • Extra-Small cores may only power Extra-Small Weapons
    • Weapons Balancing:
      • Cannons cone increases from 20 to 50 degrees
      • Cannons +100 percent falloff range
      • Lasers cone optimal from 15 to 20 degrees
      • Lasers +50 percent optimal range
      • Lasers -50 percent falloff range
    • Radar Balancing:
      • Basic large space radar: All identification ranges set to 300km
      • Basic Medium Space Radar: All identification ranges set to 150km
      • Basic Small Space Radar: All identification ranges set to 75km
    • [Tutorial] The player can now use elements without the prerequisite talent while in tutorials
    • ECU now handles AGG when available
    • Added a special Create Blueprint without DRM menu for DRM-free BP, remove the 'P' shortcut
    • Updated roadmap progress on login screen
    • [GUI] Added margin-right to distance values in Map menu


    Crash Fixes

    • Fixed an occasional crash that occurred when teleporting to a distant planet. This was due to the water index not being initialized when trying to render the water.
    • Fixed a crash upon double-clicking the "Save data" button after a territory scan

     
    Bug Fixes

    • Fixed Nanoformer crafting achievements not triggering correctly when crafting is completed offline. Industry Unit crafting achievements are only obtainable when online.
    • Fixed missing ghost feedback when using honeycomb material without the correct rights.
    • Fixed surrogate panel search on first opening. It now filters by popularity in descending order (as shown by the UI).
    • [GUI] Various UI fixes/polishes.
    • Fixed asset that appeared only when digging.
    • Fixed a bug when adding a friend, only one of them can share constructs or elements with the other.
    • [PvP] Fixed "Missing or invalid parameter" error message when several players shoot on a construct.
    • Fixed quantities mismatch check when swapping voxel material, copy/pasting, or during damage operation.
    • [Tutorial] Fixed an issue where you could spawn underground when starting a tutorial.
    • Construct speed is resumed when piloting after disconnection.
    • [GUI] Fixed a bug where quantas were not updated after canceling a purchase order.
    • Construct Auto Compactor does not compact anymore if the player is in VR or a tutorial.
    • Fixed a bug where crafting queue clear on death did not remove mass applied to player
    • [GUI] Fixed scrap icon aliasing.
    • [GUI] Fixed auto-scroll to the bottom of chat in some instances.
    • [GUI] Fixed the radar label when sending its information through Lua for atmospheric radar.
    • [GUI] Fixed the Market’s instant local sell default quantity value.
    • [GUI] Fixed the "value tax" percentage display.
    • [GUI] Disabled number input in industry if industry is running
    • [GUI] Allows again split on empty slot when item set is filtered or sorted
    • [GUI] Fixed input number when you try to empty the number input
    • [GUI] Fixed input scroll when the number input is empty
    • [GUI] Fixed Crafting panel display industries list when items are nanocraftable
    • [GUI] Fixed AGG error is properly hidden when no error is present.
    • [GUI] Fixed inventory UI misalignment
    • [GUI] Fixed long names Talent (line height issue)
    • [GUI] Fixed UI word wrap on long names construct (add overflow & tooltips / ellipsis zone on construct names)
    • [GUI] Fix name of organization that were cut off (margin issue)
    • [GUI] Added the "schematic Bank" container title in the sub panel schematic bank of industry panel
    • [GUI] Added max-width for dragged talent queue element
    • [GUI] Removed Time to completion wrapper when no talent is in progress / UI fixes
    • [GUI] Fixed drop of frame rate when selecting text in the codex
    • [GUI] Removed text selection when opening and closing codex and Lua editor
    • Transferring items between market containers now does nothing instead of opening a modal.
    • Fixed the context menu action on slots in the Market container to create sell orders and instant sell items.
    • Fixed a bug in the default autoconf script, which was using system.start instead of unit.start
    • Fixed a bug in rocket activation that allowed them to be activated and deactivated at an arbitrary frequency. Now it's limited to 500ms
    • Fix transfer unit schematic selection that required schematic item(no previous issue for player)
    • Avatars floating in space without construct can now be seen by other players
    • Fixed possibility to move tools if moved with other movable objects into a container. Movable objects were not able to be moved by moving multiple stack operations at once.
    • [Industries] Fixed uptime number on industry.
    • [Orga] Added feedback if application text is too long.
    • [Lua] Fixed some potential performance drop with Light elements setRGBcolor
    • [Lua] Fixed setRGBColor failure on float values
    • Fixed flat ore veins as reported by players. Potentially fixes an issue with inconsistent territory scans.
    • Normal organization members can no longer use the maneuver tool on any construct on their organization's territories without the proper right
    • Fixed compactification for non-owned constructs
    • Fixed Construct Compaction that did not keep RDMS tags.
    • [Art] Fixed Warp cell icon
    • Current tool is now unequipped when starting remote control
    • Fixed industry item duplication exploit
    • Fixed an exploit with construct link through build mode
    • [Gameplay] Fixed NAND, NOR and XOR operators.

     

    Known Issues

    • Windows certificate is not up to date. This may prompt a warning message for new players during the first install. It can safely be ignored.
    • Uninstalling the game directly from Windows will leave the game files on the disk. Please use the game dedicated unins000.exe uninstaller located in the game directory for that.
    • Numerous French and German localization issues have already been spotted.
    • In some situations, you may not be able to place a Static Core Unit on your claimed Sanctuary Territory. An error message saying that it's too close to another construct is displayed. This may occur due to being too close to a District. Trying again from a further distance should solve this issue for now.
    • A random rendering crash may occur under some conditions due to low GPU/driver resources. Disabling Volumetric Clouds in Graphic settings may help.
    • Voxel crashes may occur due to low disk/memory.
    • [SFX] Only blue fireworks currently function.
    • [Industries] Talents that impact ingredients of schematic products are not displayed client-side, but the schematic updates with the server schematic when starting.
    • [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.
    • [Elements] Issue causing electronics industries to displace slightly.
    • [Crash] Triggering a detection zone after maneuvering the construct it is attached to leads to a crash.
       

    Cheers, 

    Nomad

  18. Hello Noveans, 

     

    A new client update is available. It brings some fixes, tweaks, and improvements to the gameplay related to the shipwrecks.

    DU is now in r0.22.14 version. More details are available below: 

     

    Bug fixes and improvements

    • [Salvaging] Only repaired elements can be collected
    • [Salvaging] Extended default salvaging maximum capacity to 4,000 liters
    • [Salvaging] Fixed minimap blip when approaching wrecks at high speed
    • [Salvaging] Prohibits maneuver tool usage on wrecks
    • [Salvaging] Do not trigger build achievements anymore

     

    Cheers,

    Nomad

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