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NQ-Nomad

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  1. Like
    NQ-Nomad got a reaction from Setzar in Beta 1 Release Notes. Last updated on May, 10th   
    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
  2. Like
    NQ-Nomad got a reaction from Luckso in Beta 1 Release Notes. Last updated on May, 10th   
    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
  3. Like
    NQ-Nomad got a reaction from GEEKsogen in Beta 1 Release Notes. Last updated on May, 10th   
    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
  4. Like
    NQ-Nomad got a reaction from huschhusch in Beta 1 Release Notes. Last updated on May, 10th   
    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
  5. Like
    NQ-Nomad got a reaction from Muhadmananda in Beta 1 Release Notes. Last updated on May, 10th   
    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
  6. Like
    NQ-Nomad got a reaction from TannhainRP in Beta 1 Release Notes. Last updated on May, 10th   
    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
  7. Like
    NQ-Nomad got a reaction from Mafioznik in Beta 1 Release Notes. Last updated on May, 10th   
    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
  8. Like
    NQ-Nomad got a reaction from Mhaijik in Beta 1 Release Notes. Last updated on May, 10th   
    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
  9. Like
    NQ-Nomad got a reaction from Kaly08 in Beta 1 Release Notes. Last updated on May, 10th   
    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
  10. Like
    NQ-Nomad got a reaction from Geo in Beta 1 Release Notes. Last updated on May, 10th   
    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
  11. Like
    NQ-Nomad got a reaction from Joxico in Beta 1 Release Notes. Last updated on May, 10th   
    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
  12. Like
    NQ-Nomad got a reaction from CoyoteNZ in Beta 1 Release Notes. Last updated on May, 10th   
    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
  13. Like
    NQ-Nomad got a reaction from sHuRuLuNi in Beta 1 Release Notes. Last updated on May, 10th   
    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
  14. Like
    NQ-Nomad got a reaction from sHuRuLuNi in Beta 1 Release Notes. Last updated on May, 10th   
    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
  15. Like
    NQ-Nomad got a reaction from MathDrou in Beta 1 Release Notes. Last updated on May, 10th   
    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
  16. Like
    NQ-Nomad got a reaction from Mafioznik in Beta 1 Release Notes. Last updated on May, 10th   
    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
  17. Like
    NQ-Nomad got a reaction from Elitez in Beta 1 Release Notes. Last updated on May, 10th   
    Hi Noveans, 
     
    We just released a small update to fix an exploit with market orders. DU is now in r0.23.12 version. 
     
    Cheers, 
    Nomad
  18. Like
    NQ-Nomad got a reaction from Kingstonian in Beta 1 Release Notes. Last updated on May, 10th   
    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
  19. Like
    NQ-Nomad got a reaction from Serula in Beta 1 Release Notes. Last updated on May, 10th   
    Hi Noveans, 
     
    Dual Universe is now in Beta 1 r0.21.4 version. Please read carefully about the idle constructs auto-compacting activation.
     
    Bug Fixes
    Fixed an inventory exploit when force respawning from the login screen Fixed elements that could be raycasted through a force field Improvements
    Client/server voxel communication optimization Idle constructs auto-compacting activation: To improve performances around cluttered points of interests (Districts, Markets, Ship-Shops...), we're about to compact and give back in player's inventory any construct matching the following criteria: Based on an XS Core Unit without any container with one fuel tank tops without any weapon with a maximum of three atmospheric engines with no space engine in a radius of 1 kilometer around any point of interest having a mass up to 20 tons after 3 consecutive hours during which the Constructs have remained in "idle" (not used) state.  
    This special “compacted Blueprint” allows you to deploy your construct again for free and the fuel in its fuel tank will also be restored as well.
     
    If you don't find a Construct of yours where you have parked it a moment ago, this may be because of this so please check first your in-game notifications and your character inventory before panicking and contacting the Customer Support.
     
    Cheers, 
    Nomad
  20. Like
    NQ-Nomad got a reaction from Sarogahtyp in Beta 1 Release Notes. Last updated on May, 10th   
    Hi Noveans, 
     
    After today's maintenance, we've reintroduced the shipwrecks: 

    Explore and salvage ships throughout Dual Universe!
     
    Buried into the ground on various planets, more than 100 shipwrecks are scattered all across the Helios system. How to find them? Well, it's up to you and your org since these don't show up on the radar. If you stumble upon them, you'll be able to loot them. What are you waiting for? The search has begun!
     
    Wrecks rules
    The buried salvageable shipwrecks constructs don't appear on the radar or the minimap Every player has a salvaging budget/capacity per salvageable shipwreck, limiting how much stuff he/she can pick of a single wreck or ruin (400 liters by default) This capacity is displayed when raycasting the salvageable construct in (salvaging) Build Mode The exception: the first pick of an ELEMENT has NO restriction (for instance pick a single Engine XL). So choose wisely! Wrecks have a salvaging zone around them that disables territory digging restrictions The salvaging zone is removed once the shipwreck is totally looted (meaning completely emptied of voxels/elements and the core repaired and collected)  
    Cheers, 
    Nomad
  21. Like
    NQ-Nomad got a reaction from dr_dre in Beta 1 Release Notes. Last updated on May, 10th   
    Hi Noveans, 
     
    A new update is available today. It brings bug fixes and should also allow some performance improvements. Dual Universe is now in r0.22.9 version. The changelog is available below: 
     
    Bug Fixes
    [Market] Fixed the "sell to this buyer" / "buy from this seller" context menu and improved the label’s description. [Market] Fixed Market quantity notifications. [Market] Fixed Market seller/buyer source information for normal and updated orders to show more relevant information about transactions. [Market] Fixed reminder notification for Market purchases. It will now only notify players after completing a local instant buy. [Barter] Quanta symbol in quanta input no longer overlaps the value in the quanta input in barter. [Barter] Fixed a bug in which Quanta wasn’t displayed to both participants. [Barter] Fixed a bug in which players could not move items from their basket to empty slots in their inventory. Fixed issues between Linked Containers and Container Hubs. Please note that a possible delay of 10 seconds may occur before the Linked Container right/distance is updated. Build Helper now performs a full element update even in piloting mode. [SFX] Fixed harvest tool sound effects.
    Gameplay/Changes/Improvements
    All Institute buildings have been removed from the Alioth and Sanctuary District Areas to improve performance. A new district has been created near the Arkship that is not a starting district but has the Institutes. Each District in the Alioth starting area has a dedicated teleporter in the “District Center” construct (previously District Market) to visit the new Institute District. 10 new markets have been added near each District in the starting area on Alioth. All market functions have been removed from the Districts themselves, and existing market orders have moved to these new nearby standalone markets.  This change is intended to reduce the number of ships parked in the starting Districts, which was causing framerate issues for starting players. Anyone returning to the starting area (Pioneer zone) to use the markets should instead go to the standalone Markets nearby.    Removed "Share Publicly for all" as some players accidentally misuse it. Using the maneuver tool now prevents damage. [GUI] Various interface sound effect changes. An error now displays when players try to convert organization constructs to personal ones when max construct limits have been reached. [PVP] Alerts are no longer displayed in safe zones. [FTUE] Updated First Time User Experience according to the District refactor (Institutes and Markets). [FTUE] Robustification of tutorials has been reintroduced. Players can no longer close windows or click when important actions are taking place.  
    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. The starting FTUE tutorial notes the location of tutorial teleporters as being in the District Center  (previously District Marketplace) where the market pods used to be. As a workaround, these tutorials can now be found in the new Institute District. 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. Voxel crashes may occur due to low disk/memory. [SFX] Only blue fireworks currently function. [Industries] Talents that impact ingredients of recipe products are not displayed client-side, but the recipe updates with the server recipe when starting.
      Cheers, 
    Nomad
  22. Like
    NQ-Nomad got a reaction from MathDrou in Beta 1 Release Notes. Last updated on May, 10th   
    Hi Noveans, 
     
    A new update is available today. It brings bug fixes and should also allow some performance improvements. Dual Universe is now in r0.22.9 version. The changelog is available below: 
     
    Bug Fixes
    [Market] Fixed the "sell to this buyer" / "buy from this seller" context menu and improved the label’s description. [Market] Fixed Market quantity notifications. [Market] Fixed Market seller/buyer source information for normal and updated orders to show more relevant information about transactions. [Market] Fixed reminder notification for Market purchases. It will now only notify players after completing a local instant buy. [Barter] Quanta symbol in quanta input no longer overlaps the value in the quanta input in barter. [Barter] Fixed a bug in which Quanta wasn’t displayed to both participants. [Barter] Fixed a bug in which players could not move items from their basket to empty slots in their inventory. Fixed issues between Linked Containers and Container Hubs. Please note that a possible delay of 10 seconds may occur before the Linked Container right/distance is updated. Build Helper now performs a full element update even in piloting mode. [SFX] Fixed harvest tool sound effects.
    Gameplay/Changes/Improvements
    All Institute buildings have been removed from the Alioth and Sanctuary District Areas to improve performance. A new district has been created near the Arkship that is not a starting district but has the Institutes. Each District in the Alioth starting area has a dedicated teleporter in the “District Center” construct (previously District Market) to visit the new Institute District. 10 new markets have been added near each District in the starting area on Alioth. All market functions have been removed from the Districts themselves, and existing market orders have moved to these new nearby standalone markets.  This change is intended to reduce the number of ships parked in the starting Districts, which was causing framerate issues for starting players. Anyone returning to the starting area (Pioneer zone) to use the markets should instead go to the standalone Markets nearby.    Removed "Share Publicly for all" as some players accidentally misuse it. Using the maneuver tool now prevents damage. [GUI] Various interface sound effect changes. An error now displays when players try to convert organization constructs to personal ones when max construct limits have been reached. [PVP] Alerts are no longer displayed in safe zones. [FTUE] Updated First Time User Experience according to the District refactor (Institutes and Markets). [FTUE] Robustification of tutorials has been reintroduced. Players can no longer close windows or click when important actions are taking place.  
    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. The starting FTUE tutorial notes the location of tutorial teleporters as being in the District Center  (previously District Marketplace) where the market pods used to be. As a workaround, these tutorials can now be found in the new Institute District. 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. Voxel crashes may occur due to low disk/memory. [SFX] Only blue fireworks currently function. [Industries] Talents that impact ingredients of recipe products are not displayed client-side, but the recipe updates with the server recipe when starting.
      Cheers, 
    Nomad
  23. Like
    NQ-Nomad got a reaction from vertex in Beta 1 Release Notes. Last updated on May, 10th   
    Hi Noveans, 
     
    A new update is available today. It brings bug fixes and should also allow some performance improvements. Dual Universe is now in r0.22.9 version. The changelog is available below: 
     
    Bug Fixes
    [Market] Fixed the "sell to this buyer" / "buy from this seller" context menu and improved the label’s description. [Market] Fixed Market quantity notifications. [Market] Fixed Market seller/buyer source information for normal and updated orders to show more relevant information about transactions. [Market] Fixed reminder notification for Market purchases. It will now only notify players after completing a local instant buy. [Barter] Quanta symbol in quanta input no longer overlaps the value in the quanta input in barter. [Barter] Fixed a bug in which Quanta wasn’t displayed to both participants. [Barter] Fixed a bug in which players could not move items from their basket to empty slots in their inventory. Fixed issues between Linked Containers and Container Hubs. Please note that a possible delay of 10 seconds may occur before the Linked Container right/distance is updated. Build Helper now performs a full element update even in piloting mode. [SFX] Fixed harvest tool sound effects.
    Gameplay/Changes/Improvements
    All Institute buildings have been removed from the Alioth and Sanctuary District Areas to improve performance. A new district has been created near the Arkship that is not a starting district but has the Institutes. Each District in the Alioth starting area has a dedicated teleporter in the “District Center” construct (previously District Market) to visit the new Institute District. 10 new markets have been added near each District in the starting area on Alioth. All market functions have been removed from the Districts themselves, and existing market orders have moved to these new nearby standalone markets.  This change is intended to reduce the number of ships parked in the starting Districts, which was causing framerate issues for starting players. Anyone returning to the starting area (Pioneer zone) to use the markets should instead go to the standalone Markets nearby.    Removed "Share Publicly for all" as some players accidentally misuse it. Using the maneuver tool now prevents damage. [GUI] Various interface sound effect changes. An error now displays when players try to convert organization constructs to personal ones when max construct limits have been reached. [PVP] Alerts are no longer displayed in safe zones. [FTUE] Updated First Time User Experience according to the District refactor (Institutes and Markets). [FTUE] Robustification of tutorials has been reintroduced. Players can no longer close windows or click when important actions are taking place.  
    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. The starting FTUE tutorial notes the location of tutorial teleporters as being in the District Center  (previously District Marketplace) where the market pods used to be. As a workaround, these tutorials can now be found in the new Institute District. 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. Voxel crashes may occur due to low disk/memory. [SFX] Only blue fireworks currently function. [Industries] Talents that impact ingredients of recipe products are not displayed client-side, but the recipe updates with the server recipe when starting.
      Cheers, 
    Nomad
  24. Like
    NQ-Nomad got a reaction from fabsch412 in Beta 1 Release Notes. Last updated on May, 10th   
    Hi Noveans, 
     
    A new update is available today. It brings bug fixes and should also allow some performance improvements. Dual Universe is now in r0.22.9 version. The changelog is available below: 
     
    Bug Fixes
    [Market] Fixed the "sell to this buyer" / "buy from this seller" context menu and improved the label’s description. [Market] Fixed Market quantity notifications. [Market] Fixed Market seller/buyer source information for normal and updated orders to show more relevant information about transactions. [Market] Fixed reminder notification for Market purchases. It will now only notify players after completing a local instant buy. [Barter] Quanta symbol in quanta input no longer overlaps the value in the quanta input in barter. [Barter] Fixed a bug in which Quanta wasn’t displayed to both participants. [Barter] Fixed a bug in which players could not move items from their basket to empty slots in their inventory. Fixed issues between Linked Containers and Container Hubs. Please note that a possible delay of 10 seconds may occur before the Linked Container right/distance is updated. Build Helper now performs a full element update even in piloting mode. [SFX] Fixed harvest tool sound effects.
    Gameplay/Changes/Improvements
    All Institute buildings have been removed from the Alioth and Sanctuary District Areas to improve performance. A new district has been created near the Arkship that is not a starting district but has the Institutes. Each District in the Alioth starting area has a dedicated teleporter in the “District Center” construct (previously District Market) to visit the new Institute District. 10 new markets have been added near each District in the starting area on Alioth. All market functions have been removed from the Districts themselves, and existing market orders have moved to these new nearby standalone markets.  This change is intended to reduce the number of ships parked in the starting Districts, which was causing framerate issues for starting players. Anyone returning to the starting area (Pioneer zone) to use the markets should instead go to the standalone Markets nearby.    Removed "Share Publicly for all" as some players accidentally misuse it. Using the maneuver tool now prevents damage. [GUI] Various interface sound effect changes. An error now displays when players try to convert organization constructs to personal ones when max construct limits have been reached. [PVP] Alerts are no longer displayed in safe zones. [FTUE] Updated First Time User Experience according to the District refactor (Institutes and Markets). [FTUE] Robustification of tutorials has been reintroduced. Players can no longer close windows or click when important actions are taking place.  
    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. The starting FTUE tutorial notes the location of tutorial teleporters as being in the District Center  (previously District Marketplace) where the market pods used to be. As a workaround, these tutorials can now be found in the new Institute District. 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. Voxel crashes may occur due to low disk/memory. [SFX] Only blue fireworks currently function. [Industries] Talents that impact ingredients of recipe products are not displayed client-side, but the recipe updates with the server recipe when starting.
      Cheers, 
    Nomad
  25. Like
    NQ-Nomad got a reaction from Mafioznik in Beta 1 Release Notes. Last updated on May, 10th   
    Hello Noveans, 
     
    A big update has been released today, both client and Server side! Dual Universe is now in Beta 1 r0.22.7 version and you'll find the changelog below: 
     
    Improvements
    [Lua] Lua Editor has been reskinned. [Cinematics] Both male and female versions of the second cinematic have been implemented. [GUI] Added a warning before sharing from the right-click menu. [GUI] Implemented a new button system for input number arrows. Added Nand Nor and Xor operators. Character customization polishes. [PvP] Added targeting and attack alerts for everyone aboard a construct. [PvP] Unclaimed constructs can now be detected by long-distance radar. [PvP] Added more information to persistent notifications after death in PvP. [PvP] The distance of 3D marks now corresponds to distances displayed on radar UI. [PvP] Marks detected by a radar now hide and show accordingly to its setting. [PvP] Engage targets from the 3D mark context menu. [Market] Added an icon to both the container tab and message box to alert players when they have a purchased item in the market container.  
    Gameplay Balancing/Changes
    STUs can no longer be moved out of the inventory. Reactivated RepairUnit after voxel replacement and self-repair fixes.  
    Crash Fixes
    Fixed crashes when using the moon shuttle.  
    Bug Fixes
    [Crafting] Fixed a bug where the crafting process did not auto-start upon acquiring the remaining amount of ingredients if those ingredients were claimed by an Organization. [GUI] Fixed the volume of the barter results panel. [Loc] Multi-language text fixes. Fixed a voxel issue causing terrain to become broken after mining operations. Fixed a potential memory corruption when computing the cross-sections of construct meshes. Fixed an exploit with fuel tanks. Maneuvering a ship doesn't prevent parenting anymore. However, maneuvering a construct that is in your territory still doesn't allow parenting if you have no RDMS for it. [GUI] Fixed the reset input setting in the “Controls” menu. [Container] Fixed an error when defining a linked container. [Market] Added a new message in notification when a player updates an expired order. [Market] Fixed a padding bug in number input and removed the sound effect when the input is disabled. [GUI] Minor fixes in both the inventory and Territory Unit deployment popup. [Elevators] Tweaked model so that elevators placed flush with the ground will work properly again.  
    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 can occur under some conditions due to low GPU/driver resources. Voxel crashes may occur due to low disk/memory. [SFX] Only blue fireworks currently function. [Industries] Talents that impact ingredients of recipe products are not displayed client-side, but the recipe updates with the server recipe when starting. [Container] Some players still experience some issues with linked containers, we’re investigating them and will release a patch as soon as it’s fixed on our side.
      Cheers, 
    Nomad
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