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Beta 1 Release Notes. Last updated on December, 1st


NQ-Nomad
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Hello Noveans!

 

Today we released the 0.27.2 - Demeter update, the changes can be found below.

 

New Features

  • Mining Units
    • Mining units are one of the key features introduced in this Demeter update. Mining units are new elements that you can deploy on your static constructs on the surface of planets. They need to be linked to an output container and, once calibrated, they will autonomously dispense ore at regular intervals into this container without the need for you to be connected to the game. There is one mining unit for each tier and they are large elements. Each tier of mining unit is able to mine ores of the same tier. In addition to these five large mining units, there is also a small one for tier 1 only. This special small mining unit is intended for beginners. For more details, please read the Mining Units 101 devblog.
    • Introduced a new extraction mechanic for mining units.
    • Introduced new mining unit talents and refunded all currently spent talents in the mining related talent tree.
    • Introduced exceptions for calibration charge maximum count and calibration charge cooldown talents; those talents are functional even in surrogate, allowing players to use them from VR.
  • Territory management revamp
    • New upkeep mechanic for territories. Introduction of extraction and Territory Upkeep mechanic. For more details on territories and headquarters, a dedicated DevBlog is available here!
    • New requisitioning mechanic for static constructs on territories owned by others. This feature allows the owner of a territory to requisition static constructs on their territory starting a two week time window for the owner to dismantle and collect their construct before its ownership is transferred to the new owner of the territory.
  • Headquarters feature:
    • Introduced "Headquarters" feature for player territories. A player can declare up to five territories as headquarters. A headquarters tile will still go inactive if upkeep is not paid, BUT, it will not be subject to abandonment of the territory after that the abandonment delay has passed once the territory goes inactive. For more details on territories and headquarters, a dedicated DevBlog is available here!
    • "Set headquarters" and "Cancel headquarters" actions are accessible from the context menu on the planet map or directly on the territory unit.
    • Headquarters can only be declared for player-owned territories. (And only the territory owner can change the headquarters state of his territory.)
    • Trying to remove the headquarters state of territory that would have otherwise been abandoned if it was not a headquarters territory will immediately abandon the territory upon loss of its headquarters protection state.
    • Tokenization of a headquarters territory will remove the headquarters state of the territory.
  • Terrain Reset and Improvements
    • Planets and moons now use our new HexOctree voxel technology greatly improving the efficiency of planet voxels. Performance should be improved for many players. 
    • The terrain on all planets and moons has been reset to its original state from the start of Beta.
    • Maximum dig depth is now 20% of the planet or moon’s radius, or at least 5,000 meters below sea level.
    • Jago and Teoma now have new visual assets for an improved look and feel.
  • Implemented a new abuse report system
    • The Abuse Report system is accessible from both the main menu and from the right-click context menu on elements, constructs, chat, and other dynamic interface locations containing player-entered images or text.
  • Added construct visibility settings for performance improvements allowing client-side set limits for visible constructs.
  • Added new voxel complexity limit per chunk feedback.
    • Accessible and configurable from the build helper settings.
    • Is not visible by default unless complexity is high in a chunk.
    • This limit does not currently apply any restrictions but will in a later update after the vertex precision tool is introduced.
  • Element overlapping visual feedback
    • Accessible from the build helper through the element list of the construct.
    • Overlapping elements will have a small warning symbol next to it.
    • Overlapping elements will become non-functional in a later update.

Improvements

  • The build helper now displays elements that are stacked on top of another element. In a future version of the game, elements in a stacked state will be inoperable until the offending elements are moved out of a stacked state.
  • The cockpit widget stack (and the custom Lua screen) is no longer rendered in 3D but instead in 2D like the other controllers.
  • Updated the in-game roadmap.
  • Optimizations in element lighting and shadow rendering.
  • Optimizations in rendering of animated elements, especially industry units.
  • Added wallet log entry on territory key consumption.
  • Added a confirmation notification when setting a linked container.
  • [Surrogate] Leaving a surrogate session will close any open interface (except VR interface).
  • The build helper is now available for static and space constructs. Tabs that contained irrelevant information for immobile constructs have been omitted.
  • [Login] Improved the security of credentials stored in the client cache. As a result, previously saved logins and passwords will be cleared. You will have to re enter your login credentials.
  • [Tools] Harmonize the behavior of the planet smooth tool with other similar tools by adding a deployment time and an automode.
  • Forcefields can no longer exceed the collision box of flying constructs. As soon as a construct is moving, force fields will be retracted to the limit of the construct's volume.
  • [Rendering] Improved the look of being underwater.
  • Added new filter input in the Mission panel to filter by planet.
  • [Tutorials] Improved tutorial loading speed..
  • [PvP] Weapon hits counted to combat core stress appear in the combat log.
  • [UI] Evolution of secondary button style/slight polish on maps (standard/hover/disabled states).
  • [UI] Minor style polish on panel headers.
  • [UI] Planet menus (i.e. construct list, territories, etc.) now have a more consistent behavior:
    • Right-clicking a list entry no longer deselects it.
    • Context menus have been reorganized.
    • Selecting an entry no longer centers the map on; this is now only done by selecting the "Center map" context menu option or clicking the dedicated button.
  • [UI] Aphelia tutorial improvements:
    • Evolutions on tutorial reward panel.
    • Keep tutorial information when you have already completed a tutorial.
    • Polish the new look for tutorial highlights (replace the last green).
    • UI evolution of Aphelia windows.
    • Changed Aphelia’s portrait used for tutorial helper and inside the mission system panel for Aphelia missions.
  • [UI] Polished the login page.
  • [UI] Added box shadow under all tooltips (visibility issue).
  • [Shield] Updated shield VFX and integrated shield impact VFX.
  • [Parenting] Undock/deboard action from the context menu no longer needs to raycast a construct.
  • [Parenting] Added an Alt+Y shortcut to deboard or undock.
  • [Parenting] Alt+T no longer allows you to deboard or undock (parent to closest only).
  • [Parenting] Added better feedback when (un)dock or (de)board is not possible.
  • Improved the maneuver tool’s construct freezing behavior. Maneuver tool now checks whether the player is grounded on a static core/planet when releasing a construct instead of when grabbing it.
  • Added Space Fuel Tank XS.
  • [Art] Added a visual link between a maneuver construct and its parent.
  • [Art] New textures for the adjusters family with mesh and size optimizations.
  • [Art] New surface ore rocks to harvest.
  • [Art] New trees/rocks/weed assets to update Jago and Teoma biomes.
  • [Art] New ground (voxels) textures for some biomes on Jago and Teoma.
  • [Art] New atmosphere settings for Jago and Teoma in order to have a different ambience.
  • [Art] The arkship beam and crater has been updated with a new planet impact, scale, and VFX.
  • [Art] New Mining Unit S and L elements with deploy and work animations/VFX.
  • [Art] New on element screen VFX for the mining units, showing basic information updated in real time.
  • [Art] New beam VFX for the mining units.
  • [Art] Only on Jago and Teoma: new ambient environmental FXs linked to biomes, such as butterflies, flies, falling leaves, sand dust, submarine dust, falling snow, and snow wind.
  • [Art] New link FX for the docking link following the parenting revamp.
  • [Piloting] Piloting helper is now present when starting a remote control unit.
  • [Lua] Added a Lua function to toggle the build helper on/off: system.showHelper([int] show): Set the visibility of the helper top menu. Note that this function is disabled if the player is not running the script explicitly (pressing F on the Control Unit vs. via a plug signal).
  • [Lua] Added the drawGrid function to the rslib.lua library for screen unit help and debugging purposes.
  • [Lua] Added a rendering usage percentage to the drawRenderCost function in the rslib.lua library for screen units.
  • [Codex] Fixed a number of inconsistencies and typos in the Lua codex.
  • [Performance] Improved performance and render settings of sun shadows.
  • [GUI] A few polishes on the Market interface.
  • Added the option "View market page" for the item in the market container to go directly to the market page of an item.
  • Added a confirmation popup when consuming a territory key as a quanta cost is involved.
  • Added a confirmation popup when removing a territory unit.
  • [Missions] Jobs can now be created for longer durations of seven and 30 days.
  • [FTUE Onboarding] Dispensers in the district hubs (aka “the starting buildings”) can now be accessed more than once (after a delay) so that players retaking the onboarding tutorial will no longer be blocked.
  • [Air Delivery Challenge] Hanger layout improved to avoid ships pushing against each other.
  • [Air Delivery Challenge] Ships are now the updated versions available at the ship shop

Gameplay changes

  • Impossible to enter build mode during combat lock.
  • Players are ejected from build mode on combat lock.
  • Terraforming now removes small leftovers when digging dirt.
  • [Asteroids] More tier 1 and 2 asteroids will spawn in the safe zone.
  • Fixed raycasted item identification helper.
  • Changed the behavior of the “add” panel: if a selection is made in the “preset” list, it’s automatically added to the list on the right (similar to the RDMS interface).
  • [RDMS] Added pagination results for each category: policies,  actors, and rights./ tags).
  • [RDMS] Tags are now sorted in alphabetical order in the dropdown.
  • All the resurrection nodes on a construct are now disabled when the construct is tokenized or when construct ownership changes.
  • Deep Space Asteroid Tracker is now tier 1.
  • Restrict Aphelia mission to being not achievable using surrogate. You can't take an Aphelia mission nor retrieve/deliver an Aphelia mission during a surrogate session. No change for other mission types (player hauling mission and jobs).


Weapon balance changes:


Cannons:
Cannons have some of the best tracking and DPS and are currently the second most used weapons, so we want to be careful with over-buffing. Their falloff range already gives them some flexibility into the mid-range, but we want to solidify them as a close-range choice. In view of that, cannons will be getting a buff to their aiming cone falloff.

  • Cannon XS
    • Aiming cone falloff: 60 > 90
    • Damage: 6000 > 7000
    • Period of fire: 2 > 2.5
    • Reload time: 10 > 7.5
  • Cannon S
    • Aiming cone falloff: 60 > 90
    • Damage: 11100 > 12950
    • Period of fire: 2.7 > 3.375
    • Reload time: 10 > 7.5
  • Cannon M
    • Aiming cone falloff: 60 > 90
    • Damage: 20535 > 23957
    • Period of fire: 3.645 > 4.556
    • Reload time: 10 > 7.5
  • Cannon L
    • Aiming cone falloff: 60 > 90
    • Damage: 37990 > 44321
    • Period of fire: 4.92 > 6.15
    • Reload time: 10 > 7.5

Lasers:
Lasers felt a little overbearing, so we are going to be tuning them back a little. We still want lasers to be a reliable, mid-range versatile weapon, but when stacking up the better variants and maximum talents they were creeping a little too hard into the long-range while maintaining good tracking and DPS. In view of that, we will be adjusting their optimal range to keep them in that midrange archetype and giving some space for long-range weapons to shine.

  • Laser XS
    • Optimal range: 15000 > 12500
    • Damage: 7000 > 8000
    • Period of fire: 3 > 3.5
  • Laser S
    • Optimal range: 30000 > 25000
    • Damage: 12950 > 14800
    • Period of fire: 4.05 > 4.725
  • Laser M
    • Optimal range:60000 > 50000
    • Damage: 23957 > 27380
    • Period of fire: 5.468 > 6.379
  • Laser L
    • Optimal range: 120000 > 100000
    • Damage: 44321 > 50653
    • Period of fire: 7.38 > 8.6

Missiles:
Missiles are the shotguns of Dual Universe, and we want to help them fulfill their purpose. A faster rate of fire will help them dump their load quicker while significant buffs to cone and tracking will help make your precious few shots count. Optimal range will be getting a slight buff; however, it will likely still be a limiting factor, as intended. For anyone that manages to make it in range to empty the magazine, there should be high-quality burst damage available in droves.

  • Missile XS
    • Optimal range: 7500 > 10000
    • Optimal tracking: 7.5 > 12
    • Falloff tracking: 7.5 > 12
    • Aiming cone: 89 > 119
    • Period of fire: 4 > 3
  • Missile S
    • Optimal range: 15000 > 20000
    • Optimal tracking: 3.75 > 6
    • Falloff tracking: 3.75 > 6
    • Aiming cone optimal: 89 > 119
    • Period of fire: 5.4 > 4.05
  • Missile M
    • Optimal range: 30000 > 40000
    • Optimal tracking: 1.875 >  3
    • Falloff tracking: 1.875 >  3
    • Aiming cone: 89 > 119
    • Period of fire: 7.29 > 5.47
  • Missile L
    • Optimal range: 60000 > 80000
    • Optimal tracking: 0.9375 > 1.5
    • Falloff tracking: 0.9375 > 1.5
    • Aiming cone: 89 > 119
    • Period of fire: 9.84 > 7.38

Railguns: 
With the laser changes, railguns should once again dominate the long-range, but we think they needed a little more help. The tracking tweaks hit railguns the hardest, so we’re reverting a part of that on railguns and giving them back a part of their old tracking. As far as damage is concerned, they’ll be getting a large buff to alpha damage and a slight buff to reload speed, bringing in their DPS per seat in line with other options. Railguns will also benefit from a buff to aiming cone to help a little on weapon versatility in certain situations.

  • Railgun XS
    • Optimal tracking: 2.5 > 3.5
    • Falloff tracking: 2.5 > 3.5
    • Aiming cone optimal: 15 > 30
    • Aiming cone falloff: 15 > 30
    • Damage: 11000 > 18000
    • Reload time: 25 > 20
  • Railgun S
    • Optimal tracking: 1.25 > 1.75
    • Falloff tracking: 1.25 > 1.75
    • Aiming cone optimal: 15 > 30
    • Aiming cone falloff: 15 > 30
    • Damage: 20350 > 33300
    • Reload time: 25 > 20
  • Railgun M
    • Optimal tracking: 0.625 > 0.875
    • Falloff tracking: 0.625 > 0.875
    • Aiming cone optimal: 15 > 30
    • Aiming cone falloff: 15 > 30
    • Damage: 37647 > 61605
    • Reload time: 25 > 20
  • Railgun L
    • Optimal tracking: 0.3125 > 0.4375
    • Falloff tracking: 0.3125 > 0.4375
    • Aiming cone optimal: 15 > 30
    • Aiming cone falloff: 15 > 30
    • Damage: 69647 > 113969
    • Reload time: 25 > 20

World changes

  • Some stellar bodies have been moved slightly with the new world generation. Your builds on these bodies will not be affected, but this may have an impact on some player Lua scripts, refer to the Lua atlas library to get the new world positions.
  • Updated the Lua atlas library.
  • The distribution of minerals on the stellar bodies has been changed :
    • Madis: hematite, bauxite, quartz, coal, natron, garnierite.
    • Madis Moon 1: coal, hematite, limestone, vanadinite.
    • Madis Moon 2: hematite, quartz, malachite, ilmenite.
    • Madis Moon 3: quartz, bauxite, natron, columbite.
    • Alioth: coal, quartz, bauxite, hematite, acanthite, malachite.
    • Alioth Moon 1: coal, quartz, chromite.
    • Alioth Moon 4: bauxite, hematite, limestone.
    • Sanctuary: quartz, coal, bauxite, hematite.
    • Thades: quartz, coal, bauxite, hematite, chromite, pyrite.
    • Thades Moon 1: coal, bauxite, natron, vanadinite.
    • Thades Moon 2: bauxite, hematite, quartz, malachite, ilmenite.
    • Talemai: bauxite, hematite, quartz, coal, natron, limestone, petalite.
    • Talemai Moon 1: quartz, coal, hematite, limestone, vanadinite.
    • Talemai Moon 2: bauxite, quartz, coal, chromite, columbite.
    • Talemai Moon 3: hematite, bauxite, coal, natron, rhodonite.
    • Feli: coal, quartz, malachite, hematite, bauxite, petalite, gold nuggets.
    • Feli Moon 1: coal, hematite, malachite, ilmenite.
    • Sicari: bauxite, chromite, coal, hematite, quartz, pyrite, kolbeckite.
    • Sinnen: limestone, coal, hematite, bauxite, quartz, acanthite, cryolite.
    • Sinnen Moon 1: quartz, bauxite, chromite, columbite.
    • Teoma: coal, hematite, bauxite, quartz, natron, garnierite, cobaltite.
    • Jago: chromite, quartz, petalite, kolbeckite, columbite.
    • Lacobus: natron, hematite, pyrite, gold nuggets, ilmenite.
    • Lacobus Moon 1: hematite, acanthite, vanadinite.
    • Lacobus Moon 2: quartz; limestone, petalite, ilmenite.
    • Lacobus Moon 3: coal, pyrite, rhodonite.
    • Symeon: bauxite, garnierite, chromite, cobaltite, vanadinite.
    • Ion: acanthite, coal, limestone, cryolite, rhodonite.
    • Ion Moon 1: natron, bauxite, garnierite, columbite.
    • Ion Moon 2: malachite, chromite, bauxite, rhodonite.

Crash Fixes

  • Fixed a crash with widget context menus when having two active Lua sessions.
  • Fixed an occasional crash when entering/leaving build mode.
  • Fixed a crash when a surface does not have a material.
  • Fixed a rare crash when opening the Lua parameters window.
  • Fixed a crash when moving an element in a colliding position.
  • Fixed a rare crash related to antibury.
  • Fixed a crash when trying to pilot a construct already in use.
  • Fixed a crash when the "Enable voxel logs" checkbox is checked.
  • Fixed a crash related to screen unit images.
  • Fixed a bug that could result in a graphic driver crash.
  • [Radar] Fixed ECU control transition crash.
  • Fixed several rendering issues that could result in graphics driver timeouts, causing the game to crash.

Exploit Fixes

  • Fixed an exploit related to the DSAT.
  • Fixed an exploit related to packages.
  • Fixed an exploit related to repair units.

Bug Fixes

  • Fixed some flickering/out-of-date shadows glitches.
  • Fixed some punctual framerate drop issues.
  • Fixed antibury being disabled when a menu is open.
  • [UI] Minor localization fixes.
  • [Tool] Fixed some nanotool VFX colors.
  • [Sun] The position of the sun no longer depends on the time zone.
  • [Arkship] Fixed beam sound not playing at the impact point.
  • [Tutorial] Fixed the auto-scroll in the chat in the gunner station.
  • [Tutorial] Fixed display of the chat in the gunner station.
  • Fixed error notification spam when leaving the piloting seat of a construct without fuel.
  • Fixed a bug where in-game popup would never show during a session, including the "leave game" popup.
  • Fixed offline player death not being applied.
  • Fixed a bug that caused a shield to be hidden after a server restart.
  • [Asteroids] Construct speed near asteroids isn't limited to 500 km/h anymore.
  • Fixed the blur when a panel is closed and another panel is still open.
  • Fixed chat panel scroll to the new channel tab when a new panel is added.
  • Fixed hide owner and DRM information when raycasting mysterious objects.
  • Fixed a bug blocking the activation of a transponder after deleting an active one.
  • [Market] Fixed lowest/highest price label in create order modal.
  • Fixed context menu order for pack/unpack item.
  • Fixed a bug where the refuel tool speed was FPS dependent.
  • [Talents] Fixed the "Conditioning" talent name.
  • Fixed territory scanner not showing when radial scanner tool selected.
  • Improved scanner precision in close range.
  • [Shield UI] Fixed “Stop venting” button.
  • [Shield] Fixed a bug that made shield generators show 0 maximum HP in the interface after being deployed by a blueprint.
  • Fixed elevator not working on a space station when boarded to a nearby dynamic construct.
  • [Achievements] Barters with no item or quanta exchanged will no longer count toward the barter-related achievements.
  • Fixed sound being "muffled" when closing the main menu.
  • [Territories] Fixed an issue where territory information on the map interface was not updated correctly after a territory was claimed.
  • [Localization] Fixed “ilmenite” that was sometimes spelled “illmenite”.
  • Shrunk canopy collisions to allow more complex placement configurations.
  • [Highlight] Highlight no longer makes elements go invisible when using the build helper or the link tool.
  • [Highlight] Highlight once again follows the full current element model.
  • [Lua] Fixed an incorrect localization field in the local atlas.lua lib.
  • Fixed construct speed sometimes resuming a few seconds after being released and stopped with a maneuver tool.
  • [Shield] Effect disappears correctly once shield HP reaches 0.
  • Fixed fuel leak when leaving piloting with thrusts at 100%.
  • Fixed notification showing restore instead of repair.
  • Fixed a bug where a blueprint deployed on a ship the player is boarded to would be ejected.
  • [Tutorial] Fixed a use case where the user could lock themselves during the market tutorial.
  • [Surrogate] Anchoring state is now reset upon leaving surrogate mode.
  • Fixed a bug where engines/adjustor would activate during warp.
  • [Audio] Fixed some random noticeable volume variations when mining and/or piloting.
  • Fixed the display of remaining validity time on tooltip for keys (both construct and territory).
  • Fixed boarding/docking key remapping.
  • Fixed predefined duplication in the search input field.
  • Fixed a bug where editing RDMS right after clicking on "View" made all actors, rights, and tags disappear.
  • Fixed the ability to trash elements with an active combat timer.
  • Fixed an issue where events from already completed mission objectives could trigger.
  • [GUI] Fixed overflow issue on container view.
  • [GUI] Fixed primary button issue on market orders.
  • Fixed industry unit, mining unit, and container hub that could be in a bad state when removing a linked container without unlinking first.
  • Fixed error log message when opening the RDMS panel.
  • [Audio] Fixed muffled Aphelia voice when in FTUE and menu enter.
  • Fixed a bug where planets and moons rendering order in space was wrong.
  • Prevented bad configurations when linking containers.
  • Fixed build helper window being visible yet not interactable on the right area of the screen.
  • Fixed repair unit not showing local construct scan when opened while being active.
  • Fixed a rare error yielding bug when trying to update the name or “Welcome Visitors” state while the planet’s map was not loaded due to having another planet in view or not being local to the territory's planet.
  • [Radar] Fixed atmosphere/space edge position check.
  • [Shield VFX] Fixed shield size around large constructs.
  • Fixed territory units that were not displayed on close tiles.
  • Correctly capture input in the tag manager panel in the "add custom tag" input field (avoid triggering shortcut when entering something in keyboard).
  • Correctly use superscript for stack mass and unit mass in item inspector panel.
  • Correctly update meta group progression display on home talent page when talent is acquired during game session.
  • Does not use an empty slot when deleting a range of items (created using Shift+click).
  • Fixed local instant buy button being used in the market overview page while the switch is toggled on "sell order".
  • Fixed soft lock when interacting with a dispenser unit.
  • Fixed a rare rendering issue where the planet map could cause extreme lag.

Known Issues

  • [Mining Unit] Rocks may not spawn after calibration sometimes. We’re investigating this issue.
  • [Lua] Edit Lua Parameters can fail to be applied with some specific custom configurations. After investigation, we’ll need time to fix this and can’t provide an ETA yet.
  • [Lua] We are aware of and investigating a number of other Lua-related crashes and freezes.
  • [Highlight] Element highlight doesn't match with the element in some cases.
  • [Tool] Some elements visually disappear when you use the link tool; however, they remain linkable as they reappear when moused over.
  • [Tool] The terrain smooth tool may be prone to some rare errors, we are investigating this issue and we hope we’ll have a fix soon.
  • [Voxel] There are 8 opposing territories per planet where terrain excavation might fail, we are actively investigating this issue and hope to have a fix out as soon as possible.
  • [Harvesting] Rock names appear as Undefined, we are investigating this issue and hope to have a fix soon.
     

Thank you all for your support!

- Deckard

 

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  • NQ-Deckard changed the title to Beta 1 Release Notes. Last updated on November, 23rd

Hello Noveans!

 

Today we released a hotfix update, Dual Universe is now in version 0.27.3 , the changes can be found below.

 

Bug Fixes

  • Fixed terrain flatten operation not working very well on the new hexoctree terrain.
  • Fixed default fuel tank value instead of upgraded value displayed in the build helper.

 

Thank you all for your support!

- Deckard

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  • NQ-Deckard changed the title to Beta 1 Release Notes. Last updated on November, 24th

Hi Noveans, 

 

A new hotfix has just been released today. Dual Universe is now in version 0.27.4 and you can find the changes brought below: 

 

Crash Fixes

  • [Repair tool] Fixed occasional crashes linked to element highlight.


Bug fixes

  • [GUI] Added a check to prevent setting a sanctuary territory as headquarters.
  • [GUI] Removed wrong warning when removing a sanctuary territory as headquarters for players that already set up a sanctuary territory as headquarters before this release.
  • [GUI] Fixed edge zone indicator being visible in some cases due to teleportation/anti-bury.
  • [GUI] Fixed a case where headquarter state of a tile was not updated correctly client-side after the removal of a territory unit.
  • [GUI] Fixed "set final calibration" button starting incorrectly with "active" state when starting to extract a minigame not for the first time during a game session.
  • [GUI] Cleared description inputs when quanta are sent.
  • [GUI] Fixed error messages when sending quanta.
  • Updated in-game roadmap on login screen.
  • Fixed a potential issue with the flatten tool.

 

Known Issues

  • Some players may experience a crash due to destroyed items. This is a GPU driver issue, which we fixed with the Demeter update, but which may still be present for some players. A potential (but not 100% effective) solution for affected players could be to delete their "AppData\Local\NQ" folder.

 

Thanks for your support! 

 

Cheers, 

Nomad

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  • NQ-Nomad changed the title to Beta 1 Release Notes. Last updated on November, 25th

Hello Noveans, 

 

Another hotfix is live today. DU version is now 0.27.5. You'll find the fixes brought below: 

 

Bug fixes

  • Updated Mining Unit right description and name.
  • Fixed mining units that were not aware of the change of ownership.
  • [Fetch] Fixed desynchronization, which could cause constructs to regain speed or move incorrectly after being fetched.
  • Updated GDRP warning text in report abuse feature (a placeholder text has been previously pushed by mistake).
  • Update of warning of report abuse.

 

Miscellaneous

  • Removed mining tutorial temporarily from the tutorial list because it demonstrates planetary mining. This will be replaced by an asteroid mining tutorial in the future.

 

Thanks for your support! 

 

Cheers, 

Nomad

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  • NQ-Nomad changed the title to Beta 1 Release Notes. Last updated on November, 26th

Hello Noveans,

 

We have released another hotfix today, DU is now in version 0.27.6. The changes can be found below:

 

Bug fixes

  • [Mining Unit] Fixed a bug where canceling calibration caused the client to lock up.
  • [Mining Unit] Fixed an issue with spawning surface ore after calibrating.
  • [Mining Unit] Fixed incorrect or missing surface harvesting waypoints created during calibration on mining units.
  • Fixed an incorrect error message when dragging items inside a market container that are locked in a sell/buy order.
  • [GUI] Fixed the label of the policy name input field when creating a new policy.
  • [Waypoint] Fixed a slight offset when setting a construct as destination in space from the construct list.
  • Fixed a bug where logging in near a despawned asteroid caused a disconnection.
  • Fixed a bug where in certain conditions organizations were charged an incorrect amount for claiming territories. This is now resolved and the correct amount of 500,000 quanta will now be deducted when claiming.

 

Thank you all for your support!

- Deckard

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  • NQ-Deckard changed the title to Beta 1 Release Notes. Last updated on November, 29th

Hello Noveans,

 

We have released another hotfix today, DU is now in version 0.27.7. The changes can be found below:
 

Improvements

  • Clarified an error message when the player can't start a mining unit because of RDMS.


Bug Fixes

  • Fixed freezing when doing operations on a few hexoctree locations (like North Pole).
  • Fixed landing with a dynamic construct on an asteroid.
  • Fixed a bug preventing the deployment of a dynamic construct on Thades asteroids.
  • Fixed mining units sometimes not working and not removable if on a static construct deployed on top of another, larger static construct.

 

Known Issues

  • Existing mining units can remain non-removable; we will fix it as quickly as possible.

 

 

Thank you all for your support!

- Deckard

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  • NQ-Deckard changed the title to Beta 1 Release Notes. Last updated on December, 1st
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