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Beta 1 Release Notes. Last updated on May, 10th


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

Hello Noveans,

 

We have released another hotfix today, DU is now in version 0.27.8. The changes can be found below:
 

Improvements

  • [Sound] Environment audio has been completely revamped. Added sound diversities across planets, forests, and vegetation areas. Also now reacts to the day/night cycle.
  • Increased crater visibility distance.
  • Added the tile index line on the planet map when selecting a tile in the selected element description panel.


Balancing

  • Reduced the variance of Mining unit ore pools on Sanctuary Moon:
  • All tiles on the Sanctuary moon now provide a total of 500 l/h distributed among tier 1 ores, with a minimum of 100L/h for each ore.
  • As players couldn’t change their sanctuary territory, the big difference between them could be perceived as unfair. We improved this. 
  • Please note that this is an exceptional change, we don’t intend to regularly change mining unit ore pools unless drastically needed.
  • Please note that this change only applies to Sanctuary territories.


Bug Fixes

  • Fixed static construct registering on the wrong territory when deployed close to the border.
  • Fixed digging operation not working at the border of hexoctree faces.
  • Fixed wrong notification when withdrawing money from territory wallet.
  • Fixed persistent sound that began when leaving the extracting panel during loading animation.
  • Fixed a bug where resurrection node locations were incorrect and not updated.
  • Fixed a bug by avoiding special characters in number inputs.
  • Fixed a bug where a player would respawn at the north pole.
  • Fixed forcefield length extension.
  • Correctly sort organizations by name when searching for a wallet.
  • Inactive territory (including inactive headquarters) are no longer used for the adjacency bonus of mining units.
  • Fixed a bug where deployed blueprints were registered on the tile of the building box corner instead of the center. This is now fixed and all constructs deployed through blueprint have been corrected.
    Every static construct is now associated with the territory that the static constructs' build-area center is in.
  • Fixed a bug where some static constructs were wrongly parented to other static constructs. They have been reparented to the planet, which should fix mining unit operations and removal.
     

 

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, 6th

Hello Noveans,

 

We have released another hotfix today, DU is now in version 0.27.9. The changes can be found below:

 

Improvements

  • For players who haven’t set any headquarters, five headquarters have been automatically assigned based on the highest number of static constructs on the territory.
  • All territories upkeep dates have been staggered and offset by up to three days.
  • Clarified some error messages on the login screen.
  • Improved organization error notification.
  • Improve requisition by adding more feedback and a confirmation popup at the end of requisition duration.

Bug Fixes

  • Fixed territory scan not working on some territories.
  • Fixed a bug that led to some transactions not being possible where in search fields we did not prioritize displaying the exact phrase that was searched for. This should now allow all players and organizations to receive transactions.
  • Fixed a bug where items were not lost to death when using forced respawn. Data items, Recruit a Friend items, and sanctuary territory units are still safe on death while not packaged. Packages and all items of any type contained within can still be lost to player death.
  • Fixed shortened construct names on marker and radar widget after renaming.
  • Fixed default name of mission containers.

 

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, 9th

Hello Noveans,

 

We have released another hotfix today, DU is now in version 0.27.10. The changes can be found below:

 

Bug Fixes

  • Fixed missing fields in the local atlas.lua library.
  • Fixed a bug where a new player could start with an incorrect amount of talent points.
  • Prevent mining units linking to elements of an incorrect type.
  • Fixed territories incorrectly displayed as offline by collecting territory upkeep a few minutes before due time.
  • Tentative fix to avoid location-based disconnections due to a cache issue.

Exploit Fixes

  • Fixed fuel consumption even when the player has no rights on the fuel containers.

 

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, 14th

Hello Noveans,

 

We have released a small update today, DU is now in version 0.27.11. The changes can be found below:

 

Improvements

  • [Mission System] Removed distance display in the respondent list of jobs following accurate player tracking concerns.
  • Reduced engine obstruction fluctuations.
  • New players now start with a Basic Mining Unit S in their inventory. This is a temporary measure for an easier beginner experience until the new FTUE arrives (no ETA yet).


Changes

  • [Logs] Removed the ownerId and ownerName fields from the marketOrder client logs. The market logs are still kept in the client logs for players to use as we feel they are a valuable tool for the community.


Bug Fixes

  • [Territories] Fixed and improved notification messages related to the requisitioning of static constructs on territories. Old notifications will not display correctly.
  • [Mining Unit] Fixed an issue that caused a mining unit to stop after server maintenance if the first connected slot on the mining unit is not a container.
  • [Mining Unit] Fixed a bug where base rate was not updated correctly when using the "reapply talents on construct" feature.
  • [Mining Unit] Fixed mining unit icon position in the mining unit calibration panel.
  • [Mining Unit] Fixed cone action sometimes facing in an incorrect direction.

 

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, 16th
  • 3 weeks later...

Hello Noveans,

 

We have released an update today, DU is now in version 0.27.12. The changes can be found below:

 

Crash Fixes

  • Fixed a bug where static cores could be deployed on asteroids and cause crashes.

Bug Fixes

  • Fixed expanding a compacted construct with fuel in it.
  • Fixed force fields that could be retracted on a moving construct.
  • Fixed surface rock name display that was ‘undefined’ when focused without the harvest tool.
  • Fixed mining unit calibration charges not accumulating above 5 while being online.
  • Fixed very old packages not opening properly.
  • Fixed a bug where space blueprints were affected by territory rights of a close planet.
  • Fixed a bug where industries running on a space construct were affected by territory rights of a close planet.

Thank you all for your support!

- Deckard

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  • NQ-Deckard changed the title to Beta 1 Release Notes. Last updated on January, 5th

Hello Noveans,

 

We have released an update today, DU is now in version 0.27.13. The changes can be found below:

 

Balancing

  • All current territory upkeep has been postponed, effectively adding a tax-free period of two weeks starting today. Newly-claimed territories following this update are, however, subject to normal taxation and will not benefit from the tax-free period. This is a temporary measure that will allow the Design team time to do a balance pass on territories, mining units, and calibration parameters.


Exploit Fixes

  • Fixed an exploit in the mining calibration minigame.


Bug Fixes

  • Element stacking feedback not displaying correctly. This can be found in the build helper element list under the “Construct Information” tab. Overlapping element types are highlighted with a red warning indicator and will have their functionality disabled in the Panacea update unless they are repositioned in such a way that they are no longer listed with the warning indicator.
  • Reduced engine obstruction cone: the angle is now 10° for all engines except airfoils (they remain at 0°/45°) and airbrakes (they remain at 30°).
  • Improved canopy visibility (previously disappeared too early).
  • Engines are no longer mistakenly obstructed for a few seconds at startup.
  • Fixed wallet log operations when organizations receive money from a player.
  • Fixed not being able to transfer money to a previously tokenized territory.
  • Fixed ore spawn outside territory after calibration.
  • Fixed ore not spawning after calibration if the extraction point is too low inside the surface.
  • Fixed resolution settings not being correctly saved for certain resolutions.
  • Fixed mission containers that needed to be renamed before being available in the mission panel container list.
  • Fixed "territory requisition action by you" and "territory requisition request by you" (use "you" instead of territory owner name).
  • Fixed display of static construct on planet map.
  • Fixed notification on force territory abandonment.


Miscellaneous

  • Updated in-game roadmap.

 

Thank you all for your support!

- Deckard

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  • NQ-Deckard changed the title to Beta 1 Release Notes. Last updated on January, 12th

Hello Noveans,

 

We have released an update today, DU is now in version 0.27.14. The changes can be found below:

 

Exploit Fixes

  • [PVP] Weapons cannot fire while warping.


Bug Fixes

  • Prevent deploying any blueprints on asteroids that could lead to a disruption in the asteroid regeneration mechanic.

 

Thank you all for your support!

- Deckard

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  • NQ-Deckard changed the title to Beta 1 Release Notes. Last updated on January, 18th

Hello Noveans,

 

We have released an update today, DU is now in version 0.27.15. The changes can be found below:

 

Gameplay Changes and Balancing

  • Territory Upkeep & Calibration : 
    As announced, taxes are back. Following up on the community’s feedback, some changes have been applied. See this devblog for more details.
    • Base calibration charge slots have been raised from 5 to 25.
    • Talent-based calibration charge slots have been raised from 1 per level to 5 per level.
    • Territory Units upkeep has been decreased from 1,000,000 to 500,000 quanta.
    • After being calibrated, mining units will not lose calibration for 72 hours (previously was 48 hours).


Bug Fixes

  • Prevent deploying space constructs via blueprint on planets or asteroids.
  • Prevent deploying dynamic constructs via blueprint on asteroids.
  • A server side issue has been addressed that could lead to mining units outputting more material than expected.

 

Thank you all for your support!

- Deckard

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  • 2 weeks later...

Hello Noveans,

 

We have released the Panacea update today, DU is now in version 0.28.0. The changes can be found below:

 

New Features

  • Vertex Precision Tool
    • This is a new tool that will enhance the precise manipulation of the shapes of voxels by allowing a player to move the individual vertices.
      • Home  sets the cursor to the currently-selected vertices position.
      • End  resets the cursor to the last applied position.
      • Alt + Home  sets the cursor to the centered 0, 0, 0 coordinates.
      • X  toggles the grid display.
      • Ctrl + Scroll  adjusts the grid size.
      • The Arrow keys and Page Up/Down are used to move the cursor.
    • The grid is not displayed for the smallest two grid sizes.
  • Space wrecks
    • Players will now be able to find randomly-spawned shipwrecks in space throughout Helios.
    • There are five tiers of rarity, with lower-tier wrecks with low-value contents spawning at a higher frequency. The highest-tier wrecks will be harder to find; those who discover and harvest them will be rewarded with high-value materials and elements.
  • Inactive Asset Requisitioning (IAR)
    • This new system offers salvaging opportunities for active players.
    • Inactive Assets
      • When the subscription for an account is canceled and becomes inactive, a 90-day countdown timer begins on all the constructs owned by that account. Once those 90 days have passed, the construct is then abandoned.
      • This also applies to constructs belonging to organizations, based on when the account of the last remaining legate becomes inactive after unsubscribing.
      • These abandoned constructs can be claimed by any player or organization, just like any other abandoned construct.
      • Constructs that have been abandoned for more than 30 days will be removed automatically.
    • On Aphelia Territories
      • Regardless of account activity, constructs parked on Aphelia territories will become subject to abandonment if not piloted for seven days.
      • Constructs on Aphelia territories will be automatically removed if left in an abandoned state for longer than 48 hours.
    • On Sanctuary
      • Your constructs are safe on your territory.
      • Aphelia territory rules still apply on Sanctuary Aphelia territories.
  • Changes to organization construct ownership (construct slots)
    • A new organization construct system has been introduced. The limit of constructs that can be owned  by an organization is now based on the lowest of two parameters:
      • The organization’s legate with the highest level in the Organization Construct Management talents.
      • The organization's slot count, which is assigned to the organization by players from a player’s available pool.
    • Each player now has 10 base construct slots they can assign to any organization of their choosing.
      • Added a new Organization Construct Slot Optimization talent increasing a player’s available organization construct slot count by three per level.
      • Added a new Advanced Organization Construct Slot Optimization talent increasing a player’s available organization construct slot count by five per level.
      • Added a new Improved Organization Construct Slot Optimization talent increasing a player’s available organization construct slot count by 10 per level.
    • Base personal construct slot count increased from two to 10.
      • Bonus from Core Unit Upgrades talent increased from two to three constructs per level.
      • Bonus from Advanced Core Unit Upgrades talent increased from one to five constructs per level.
      • Introduced new Improved Core Unit Upgrades talent for 10 constructs per level.
    • Legate Organization Construct Management talents no longer grant direct construct capacity to the organization but provide a maximum limit on construct count in the organization. Talent points previously invested in these talents have received a one-time reset and are free to be spent once more.
      • Organization Construct Management talent now increases the organization's maximum construct count by 25 per level.
      • Organization Construct Management Specialization talent now increases the organization's maximum construct count by 75 per level.
      • Advanced Organization Construct Management talent now increases the organization's maximum construct count by 225 per level.
    • New UI for organizations allowing for insight into their construct slot availability and usage count as well as visibility on abandoned construct and slot allocation given by individual players to the organization.
    • In a future update, organizations with constructs in excess of their capacity will receive an in-game warning during a bi-weekly construct check. If the organization doesn’t rectify the construct slot excess, random constructs belonging to that organization will be marked as  abandoned from the organization until the available slots and constructs are reconciled.
    • Introduced new JSON export to clipboard buttons in the Organization Construct UI.
  • RDMS UI polish
    • The RDMS UI has undergone a pass for improvements and polish to bring them more inline with other interfaces.
    • Dropdown elements are now removed from the dropdown when added to the list of selected elements. 
  • Talent UI polish
    • The Talent UI has undergone a pass for improvements and polish to bring them more inline with other interfaces.
    • Added Talent search field.
    • Added the option to hide completed talents.
    • Collapse All and Expand All buttons added.
    • Clear Queue button added.
  • Camera Lua API
    • Added Lua Camera API, under System:
      • [event] system.cameraChanged([int] mode): Emitted when the player changes the camera mode.
      • [number] system.getCameraHorizontalFov(): Return the current value of the player's horizontal field of view.
      • [number] system.getCameraVerticalFov(): Return the current value of the player's vertical field of view.
      • [int] system.getCameraMode(): Returns the active camera mode.
      • [bool] system.isFirstPerson(): Checks if the active camera is in first person view.
      • [vec3] system.getCameraPos(): Returns the position of the camera in construct local coordinates.
      • [vec3] system.getCameraWorldPos(): Returns the position of the camera in world coordinates.
      • [vec3] system.getCameraWorldForward(): Returns the forward direction vector of the active camera in world coordinates.
      • [vec3] system.getCameraWorldRight(): Returns the right direction vector of the active camera in world coordinates.
      • [vec3] system.getCameraWorldUp(): Returns the up direction vector of the active camera in world coordinates.
      • [vec3] system.getCameraForward(): Returns the forward direction vector of the active camera in construct local coordinates.
      • [vec3] system.getCameraRight(): Returns the right direction vector of the active camera in construct local coordinates.
      • [vec3] system.getCameraUp(): Returns the up direction vector of the active camera in construct local coordinates.
    • Added Lua Camera API, under Unit:
      • [bool] unit.isMasterPlayerSeated(): Checks if the player currently running the control unit is seated.
      • [int] getMasterPlayerSeatId(): Returns the UID of the seat on which the player currently running the control unit is sitting.
      • Deprecated system.getFov() function to be renamed by getCameraHorizontalFov().

 

Balancing

  • Abandoned construct core units can now only be replaced with new core units and can no longer be repaired with scrap.
  • Base personal construct availability has been increased to 10.
  • New organization construct slot has been added at a base level of 10.

 

Talents

  • Existing talent changes:
    • Bonus from Core Unit Upgrades talent increased from two to three constructs per level.
    • Bonus from Advanced Core Unit Upgrades talent increased from one to five constructs per level.
    • Organization Construct Management talent now increases the organization's maximum construct count by 25 per level.
    • Organization Construct Management Specialization talent now increases the organization's maximum construct count by 75 per level.
    • Advanced Organization Construct Management talent now increases the organization's maximum construct count by 225 per level.
  • New talents added:
    • Added new Surface Harvester talent group
      • Added new Surface Harvesting Efficiency talent, decreasing surface harvesting time by 10% per level.
      • Added new Improved Surface Harvesting Efficiency talent, decreasing surface harvesting time by 5% per level.
      • Added new Surface Harvesting Optimization talent, increasing surface harvest output by 5% per level.
      • Added new Improved Surface Harvesting Optimization talent, increasing surface harvest output by 3% per level.
    • Added new Improved Core Unit Upgrades talent for 10 personal constructs per level.
    • Added a new Organization Construct Slot Optimization talent increasing a players available organization construct slot count by three per level.
    • Added a new Advanced Organization Construct Slot Optimization talent increasing a players available organization construct slot count by five per level.
    • Added a new Improved Organization Construct Slot Optimization talent increasing a players available organization construct slot count by 10 per level.

 

Improvements

  • Upon death, items in packages in inventory that should be preserved are now placed  in the inventory.
  • [UI] Polished RDMS interface.
  • [UI] Polished FTUE objectives.
  • [UI] Hide basic controls reminder when empty.
  • [UI] Added a basic controls reminder entry for the link tools Hold Ctrl input.
  • [UI] Added error notifications for the Planet Smoothing tool.
  • [UI] Cursor now displays "Asteroid" when looking at an asteroid.
  • [UI] Added a notification when the Refuelling tool runs out of available fuel.
  • [UI] Added a notification when the use of the Flattener tool is forbidden.
  • [UI] Add Search inputs in the dropdown of marketplaces in the Market panel.
  • [UI] Removed the switch button in the Market panel to switch between buy and sell orders.
  • [UI] Added a better error message when dropping a non-munition into an ammunition container.
  • [UI] Add Search inputs in the dropdown of the RDMS panel for tags, policies, and actors when there are more than 10.
  • [SFX] Updated sound effects for harvesting tools.
  • [Gameplay] Improved detection zone precision.
  • [Gameplay] When you lock on a player, their position is now visible on the map.
  • [Territory Scanner] Territory Scanner state is now persistent across all players and logging out.
  • [Achievement] Added space between quanta amount and quanta symbol in achievement descriptions.
  • [Talent UI] Added Search input to search talent and talent group by name or description.
  • [Talent UI] Improved visual feedback on the Talent queue.
  • [Talent UI] Added the auto-scroll when dragging a talent in from the Talent queue.
  • [Talent UI] Modified talent level selection when there are few levels currently in the Training queue.
  • [Talent UI] Selecting the Home button unselects the current selected talent and meta group.
  • Added a setting to skip most of the transitions in calibration mini-game. (Checkbox bottom left on Pre-calibration page.)
  • Calibration mini-game speed increased. (Faster probe move speed, faster action placement confirmation.)
  • Allow industry units to run on inactive territories.
  • Added "clear channel" & "copy channel content to clipboard" on chat channel context menu.
  • [Lua] Completely removed following client log writing functions from Lua.
    • logInfo()
    • logWarning()
    • logError()
  • [Lua] Added sound Lua API, under System:
    • playSound(filePath) : Play a sound file from your sound user folder. Only one sound can be played at a time. The audio files can be added to your user folder in “My Documents/NQ/DualUniverse/audio/”
    • stopSound(): Stop the currently playing sound.
  • Enabled mining unit laser sound impact again.
  • In addition to unclaimed items, players can now use claimed items from the player account.
  • Deploying construct (blueprint or core) and consuming a territory key for an organization is now gated by RDMS. (Standard members will no longer be able to deploy core/blueprint in the name of an organization without appropriate RDMS rights.)
  • Renamed "Organization Wallet" preset tag to "Organization" tag.
  • Added "Deploy or claim organization constructs" RDMS right for org. Description of the right: "Allows someone from the organization to deploy a construct or use a construct token in its name. (Policies including this right must use the 'Organization' tag).”
  • [RDMS] Default sort by name when selecting a different registry.
  • [RDMS] Removed element from the dropdown when it's added to the list during the update of an actor or a policy.

 

Bug Fixes

  • [UI] Fixed missing avatar icon on friend list.
  • [UI] Tooltips are now adapted to the limits of the screen.
  • [UI] Fixed arrow position on some contextual menus.
  • [UI] Fixed Ctrl+F9 hiding loading screens and menus.
  • [UI] Fixed weapon reload dropdown in the gunner seat.
  • [UI] Fixed missing notification when activating an ECU on a static core.
  • [UI] Fixed long actor names preventing the removal of actors in the RDMS panel.
  • [UI] Fixed the menu lists that have pagination sort by page instead of by list.
  • [UI] Fixed links that were not always hidden when hovering out of an element.
  • [UI] Fixed the fuel time remaining value in the piloting widgets, with a maximum of 24 hours.
  • [UI] Fixed the pagination reset in the RDMS panel when a new tag or policy is created.
  • [UI] Removed unnecessary fields (volume and mass) from the item inspector on construction tokens.
  • [Voxels] Fixed an issue with the grid at LOD superior to 0.
  • [Tools] Fixed links that could appear backward.
  • [Tools] Fixed z-fighting on bidirectional links with the Link tool.
  • [Tools] Line tool is now immediately red when used without material.
  • [Gameplay] Fixed mining units that could be unexpectedly blocked.
  • [Gameplay] Fixed moving multiple items at the same time in the ammo container refusing ammo.
  • [Gameplay] Characters can no longer be stuck in a chair of a tokenized construct.
  • [Lua] Fixed a consistency issue between getMasterPlayerWorldPosition() and getPlayerWorldPosition() which did not return the same position. They now return the position of the player's feet.
  • [Tuto] Players are prevented from piloting a ship before being instructed to.
  • [Tuto] Fixed RDMS tutorial highlight player navigation button.
  • [Tuto] Market Tutorial: Fixed the teleporter allowing the player to complete the tutorial without completing objectives.
  • [Settings] Fixed mouse sensitivity parameter in the settings panel.
  • [Settings] Fixed error log message when sorting an empty table in the RDMS panel.
  • [Rendering] Fixed volumetric clouds on OpenGL
  • [Rendering] Fixed a rare issue where volumetric clouds could appear bright red.
  • [Rendering] Fixed corrupt voxels on planets while terraforming in some locations.
  • [Performance] Reduced framerate stuttering due to visual effect loading.
  • Fixed a bug when creating a mission where visibility dropdown was not reset correctly.
  • Fixed unclear error when creating a hauling mission with a destination container that could not contain the package.
  • [Talent] Fixed meta groups icon position broken after the resize of the screen.
  • [Talent] Level tooltip is updated when a talent level is updated.
  • Fixed soft lock when closing “Edit” or “Create” market order.
  • Fixed Talent group’s data tree collapsing after selection of a talent.
  • Fixed radar widget hovering over detected construct buttons.
  • Fixed a bug where opening the Crafting panel didn't collapse the recipe’s data tree.
  • [RDMS] Fixed sorting of tables with pagination for actors, policies, rights, and tags.
  • [PVP] Fixed radar scan results close to a safe zone border.
  • Quantity of buy/sell market regular order is now displayed properly in the Wallet log.
  • Fixed mining unit animation not launching on relogging.
  • Fixed invalid “Small Market” displayed in market interface, existing market orders that were placed on the invalid “Small Market” have been moved to Alioth District 1 Market.
  • Fixed bogus notifications about constructs on territories owned by someone else where the constructs didn't exist anymore.

 

Exploit Fixes

  • Fixed an exploit with markets and sandboxed tutorials.

 

Crash Fixes

  • Fixed a crash with the graphics option "Highlight frontiers on the map" when viewing Alioth Moon 1 or 4 on the map.

 

Known Issues

  • It is not possible to control the volume of Lua sounds with Lua. This requires more work at the moment.

 

Thank you all for your support!

- Deckard

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  • NQ-Deckard changed the title to Beta 1 Release Notes. Last updated on February, 8th

Hello Noveans,

 

We have released an update today, DU is now in version 0.28.1. The changes can be found below:

 

Improvements

  • Improved framerate when piloting construct with lots of hover engines.
  • [Codex] Added the path to the audio folder in the description of the system.playSound() function.
  • Removed the email and IP address from the logs. Please keep in mind that the logs may contain sensitive information. If you share them with others, you do so at your own risk.
  • Constructs higher than 5 km altitude on each planet are not subject to Aphelia Inactive Assets Requisitioning (IAR), even if above Aphelia’s territory.


Crash Fixes

  • Fixed a crash when looking at a construct parented to a Thades asteroid.
  • Fixed a rare crash near some constructs with emissive voxels.
  • Fixed a potential client lag (and crash) when a player receives too many chat messages from the server.


Bug Fixes

  • Fixed a bug where the in-game speed of a ship would sometimes be slower than the displayed speed.
  • When landing a construct on an Aphelia tile, docked construct IAR timer is now properly initialized.
  • Fixed an issue where some constructs with emissive voxels could turn dark when seen from some angles.
  • Fixed a bug that yielded empty results when opening Aphelia’s mission package.
  • Fixed broken avatar customization "Resume" button.
  • Fix linked containers being seen as empty after a barter while having the nanopack as an active container.
  • Fixed "Current calibration" display in in-game extracting mini-game state. (Current calibration is now calibration before consuming the calibration charge i-e => 0 for a new mining unit).
  • Fixed "last recalibration tooltip" displayed a "last calibrated" not valid. 
  • Disabled input number fields no longer allow interaction with arrows on the input (notably in hauling details for reward/collateral).
  • Fix being unable to update a buy order if you do not have enough money in your current wallet for the whole new price rather than requiring money for only the difference in price + taxes.
  • Fixed "X available at that price" missing a space and a number of other typographical errors.
  • Fixed best market price (both local, and average best in the universe) not being displayed in some situations.
  • Fixed arrow of dropdown blocking click to open the dropdown
  • Updated organization disband text to clearly state that all constructs owned by a disbanded org will be abandoned. (The behavior was not modified, it is only an additional feedback on the disband org text.)
  • Fixed talents ordering in the talent wheel display on a talent group. It should now better match the order of the talent in the dropdown.
  • Fixed screenshots that were not saved correctly.


Known Issues

  • Packages cannot be unpacked unless you are < 70 meters from your linked container.
  • A bug prevents the player from warping when Warp Cells are self-claimed.
     

Thank you all for your support!

- Deckard

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  • NQ-Deckard changed the title to Beta 1 Release Notes. Last updated on February, 15th

Hi Noveans,

 

We have just released an update today, DU is now in version 0.28.2. The changes can be found below:

 

Improvements

  • Auto-scroll in the talent queue is activated even when the mouse is not moving.
  • When selecting a talent in the Talent queue, it will display all the information in the center panel.
  • [RDMS Tutorial] Adjusted Aphelia's dialogues to be in line with the new RDMS UI.

Crash Fixes

  • Fixed a crash linked to Inactive Asset Requisition (IAR). Sometimes, a construct was not fully deleted from visibility, leading to a client disconnection in the area of the said deleted construct.

Bug Fixes

  • Fixed the display of talent levels in the categories.
  • Fixed a bug where a player could not edit packages from a linked container if it was unloaded but still accessible from the inventory.
  • Consuming claimed warp cells now works as expected.
  • [RDMS Tutorial] Fixed objective "Add Right" not completing as intended.
  • [RDMS Tutorial] Fixed a typo in one of Aphelia's speeches.
  • [Hovercraft Upgrade Tutorial] Fixed Open Atmospheric Flight Engineer Report objective not progressing.

Known Issues

  • Some markets and tiles owned by Aphelia located more than 5 km above sea level are not affected by the IAR, most notably on Thades and Feli. A fix is in progress and constructs will become subject to IAR unclaiming in a future update if left untouched for longer than seven days.

 

Thanks for your support! 

 

Cheers, 

Nomad

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Hello Noveans,

 

We have released an update today, DU is now in version 0.28.3. The changes can be found below:

 

Improvements

  • Improved the inactive asset requisitioning (IAR) detection of constructs at high altitudes that had been excluded from Aphelias abandonment algorithm. The altitude limit is now the same as the space core deployment altitude minus a small margin to keep constructs docked to space cores safe from Aphelia’s IAR.


Bug Fixes

  • Maximum organization construct count is no longer decreased if legates with higher talents enter VR.
  • Prevent space cores from being deployed on planets in some circumstances.
  • [Market] Fixed quantity input that reset every few seconds.
  • Fixed a freeze that occured when opening/closing the left global menu a lot during a same game session.
  • Fixed broken elements replaced by new ones sometimes reverting themselves to a destroyed state after some time.


Exploit Fixes

  • [Lua] Removed the ability to write to logs with the playSound function.

 

Thank you all for your support!

- Deckard

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  • NQ-Deckard changed the title to Beta 1 Release Notes. Last updated on February, 22nd

Hello Noveans,

 

We have released an update today, DU is now in version 0.28.4. The changes can be found below:

 

Crash Fix

  • Fixed a crash when resizing the window to zero.


Bug Fixes

  • Removed “Error” items appearing in the market.
  • [Hovercraft Upgrade Tutorial] Last objective now displays the correct title and description.


Miscellaneous

  • Updated in-game roadmap
  • Reduced IAR time window between when constructs enter the unclaiming phase and when constructs are effectively abandoned to a maximum of five minutes.
     

Thank you all for your support!

- Deckard

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Hi Noveans, 

 

We just released a small update with the following fix: 

 

Bug Fix

  • [Air Delivery] Fixed a bug where the challenge could no longer complete objectives if a player dragged any other kind of element into the delivery container.

 

Thanks for your support! 

 

Cheers, 

Nomad

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  • 2 weeks later...

Hello Noveans,

 

We have released an update today, DU is now in version 0.28.6. The changes can be found below:

 

Bug Fix

  • Fixed voxels deformations near slopes.

Crash Fix

  • Fixed a crash occurring when repeatedly using the build mode key.

 

Thank you all for your support!

- Deckard

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  • NQ-Deckard changed the title to Beta 1 Release Notes. Last updated on March, 22nd
  • 1 month later...

Hello Noveans,

 

We have released the Athena update today, DU is now in version 0.29.4. The changes can be found below:

 

New Features

  • Brand new first time user experience (FTUE).
    • Haven, a new sanctuary, has been added near Alioth. It has shuttle connections to the Pioneer Zone on Alioth and to Sanctuary.
    • New players will choose their starting territory on Haven, then land there. A quick onboarding tutorial takes place after landing.
    • New players choose from 10 starting outposts and 4 different speeders, which they deploy during the onboarding tutorial.
  • Space territory control (Space Warfare)
    • New alien space cores have been introduced which are claimable by players but not retrievable or removable.
    • The alien space cores allow players to gather new plasma resources which are used for high-tier industry and manufacturing.
  • Base Shield Generator
    • A new shield generator designed specifically for Space and Alien Cores, these shield generators provide longer-term protection for a space construct and allow for the coordination of defensive actions.
    • Added Lua functions (Most are similar to the Lua API of the Shield Generator for dynamic):
      • [event] absorbed([float] hitpoints, [float] rawHitpoints) : Emitted when the shield absorbed incoming damage.
      • [event] down(): Emitted when the shield hitpoints reached 0 due to damage.
      • [event] restored(): Emitted when the shield hit points were fully restored.
      • [event] enterLockdown(): Emitted when the shield enters lockdown.
      • [event] leaveLockdown(): Emitted when the shield exits the lockdown.
      • [float] getShieldHitpoints(): Returns the current hit points of the shield.
      • [float] getMaxShieldHitpoints(): Returns the maximal hit points of the shield.
      • [table] getResistances(): Returns distribution of resistance pool over resistance types.
      • [0 or 1] setResistances([float] antimatter, [float] electromagnetic, [float] kinetic, [float] thermic) Distribute the resistance pool according to damage.
      • [float] getResistancesCooldown(): Returns time after which adjusting resistances is possible again.
      • [float] getResistancesMaxCooldown(): Returns maximal cooldown between adjusting resistances.
      • [float] getResistancesPool(): Returns total resistance pool that may be distributed.
      • [float] getResistancesRemaining(): Returns the remaining amount of the resistance pool that can be distributed.
      • [0 or 1] inLockdown(): Returns whether the base shield is currently in lockdown.
      • [float] getLockdownRemaining(): Returns the remaining time of the base shield lockdown.
      • [0 - 23] getLockdownExitTime(): Returns the hour since midnight of the preferred lockdown exit.
      • [0 or 1] setLockdownExitTime([int] hour) : Set hour since midnight for the preferred lockdown exit.
      • [table] getStressRatio(): Returns ratio per damage type of recent weapon impacts after applying resistance.
      • [table] getStressRatioRaw(): Returns ratio per damage type of recent weapon impacts without resistance.
      • [float] getStressHitpoints(): Returns stress, that is the total hit points of recent weapon impacts after applying.
      • [float] getStressHitpointsRaw(): Returns stress, that is the total hit points of recent weapon impacts without resistance.
  • Integrated a brand new 3D system map with new interactions.
    • Overlays and displays for the planets, safezones and constructs on the map.
    • Improved map performance for large amounts of constructs.
  • Construct Speed Revamp
    • Maximum reachable base speed is now based on a construct’s mass.
    • Stasis weapons apply a maximum speed reduction to a construct.
    • Rocket engines apply a maximum speed boost to a construct while firing.
  • Space Market
    • Aegis: a new market in space can now be found and traded on.  The Aegis has a public warp beacon for easy access.
    • The Aegis Market has a 50km interdiction zone surrounding it that blocks space and static construct deployment.
  • Shuttle Landing
    • With the addition of Haven, a new satellite of Alioth, the Shuttle Landing buildings on Alioth and Sanctuary have been revamped to include shuttle services between Alioth, Sanctuary and Haven.
  • Mining Units Lua API
    • A new set of functions have been added to mining units allowing Control Units to gather information from a mining unit such as when it was last calibrated, its percentage, the location of the surface ore that was the result of the last calibration, and more.
    • Added Lua functions :
      • [string] getStatus() : Returns the current status of the mining unit ("STOPPED", "STALLED", "RUNNING").
      • [float] getRemainingTime() : Returns the time remaining on the drilling process.
      • [int] getActiveOre() : Returns the id of the current selected resource.
      • [table] getOrePools() : Returns the list of resources pool on the territory. Each resource pool object of the list contains ‘id’, ‘available’ and ‘maximum’ fields.
      • [float] getBaseRate() : Returns the base production rate of the mining unit.
      • [float] getEfficiency() : Returns the production efficiency of the mining unit.
      • [float] getAdjacencyBonus() : Returns the territory's production adjacency bonus factor. This value will only be updated when a new batch is started.
      • [float] getCalibrationRate() : Returns the current calibration rate of the mining unit.
      • [float] getOptimalRate() : Returns the optimal calibration rate of the mining unit.
      • [float] getProductionRate() : Returns the production rate of the mining unit.
      • [vec3] getLastExtractionPosition() : Returns the position of the extracted ore during the last calibration in world coordinates.
      • [int] getLastExtractingPlayerId() : Returns the ID of the last player who calibrated the mining unit.
      • [float] getLastExtractionTime() : Returns the time in seconds since the last calibration of the mining unit.
      • [float] getLastExtractedVolume() : Returns the amount of ore extracted during the last calibration.
      • [int] getLastExtractedOre() : Returns the id of the extracted ore during the last calibration.
    • Added Lua events :
      • [event] statusChanged([string] status) : Emitted when the mining unit status is changed. Provide the new status.
      • [event] completed([int] oreId, [float] amount) : Emitted when the mining unit completes a batch. Provide the item ID of the mined ore and the amount mined in the batch.
      • [event] calibrated([int] oreId, [float] amount, [float] rate) : Emitted when the mining unit is calibrated. Provide the item ID of the extracted ore, the amount extracted and the new calibration rate.
    • Added new Lua Item API :
      • [table] system.getItem([int] id) : Return the item table corresponding to the given item ID :
      • [int] id : The ID of the item.
      • [string] name : The name used to define the item.
      • [string] displayName : The name of the item used in the game.
      • [string] locDisplayName : The name of the item used in the game in the language of your game.
      • [string] displayNameWithSize : The name of the item used in the game with the size (XS,S,M,L).
      • [string] locDisplayNameWithSize : The name of the item used in the game with the size (XS,S,M,L) in the language of your game.
      • [string] description : The description of the item in English.
      • [string] locDescription : The description of the item in the language of your game.
      • [string] type : The type of item.
      • [float] unitMass : The unit mass of the item.
      • [float] unitVolume : The unit volume of the item.
      • [int] tier : The tier of the item (1 to 5).
      • [string] size : The size of the item (xs, s, m, l).
      • [string] iconPath : The path of the item's icon in the game files (usable on the screens).
  • New Lua Screen Update
    • Changed screens and signs resolution.
    • Added HDR color support.
    • Added SDF fonts support and improved fonts quality.
    • Added new or changed existing text functions :
      • [int] loadFont([string] fontName,[int] defaultSize) - The font size setting becomes the "default" font size and can be changed during script execution with the setFontSize function.
      • addText([int] layer,[int] font,[string] text,[float] x,[float] y) - Now supports the following properties : fillColor, shadow, strokeColor, strokeWidth.
      • [float] getFontSize([int] font) : Return the currently-set size for the given font.
      • setFontSize([int] font,[int] size) :Set the size at which a font will render.
      • setDefaultTextAlign([int] layer,[int] alignH,[int] alignV) : Set the default text alignment of all subsequent text strings on the given layer.
    • Added layers transforms functions :
      • setLayerOrigin([int] layer,[float] x,[float] y) : Set the transform origin of a layer; layer scaling and rotation are applied relative to this origin.
      • setLayerRotation([int] layer,[float] rotation) : Set a rotation applied to the layer as a whole, relative to the layer's transform origin.
      • setLayerScale([int] layer,[float] sx,[float] sy) : Set a scale factor applied to the layer as a whole, relative to the layer's transform origin.
      • setLayerTranslation([int] layer,[float] tx,[float] ty) : Set a translation applied to the layer as a whole.
      • setLayerClipRect([int] layer,[float] x,[float] y,[float] sx,[float] sy) : Set a clipping rectangle applied to the layer as a whole.
    • Added new shapes and image related functions :
      • addBezier([int] layer,[float] x1,[float] y1,[float] x2,[float] y2,[float] x3,[float] y3) : Add a quadratic bezier curve to the given layer. Supported properties: shadow, strokeColor, strokeWidth.
      • addImageSub([int] layer,[int] image,[float] x,[float] y,[float] sx,[float] sy,[float] subX,[float] subY,[float] subSx,[float] subSy) : Add a sub-region of an image to the given layer. Supported properties: fillColor, rotation.
      • [float],[float] getImageSize([int] image) : Return the width and height of an image.
      • [string] getLocale(): Return the locale in which the game is currently running (“en-EN”, “fr-FR”, “de-DE”).

Balance Changes

  • Talent point gain changes
    • Unqueued talent point gain per second: 0.1>1
    • Queued talent point multiplier: 15>1.5
    • This means your talent point gain per minute will go up from 1 to 60 when not training anything. Your training talent point gain will remain at 90.
  • Element Mass changes:
    • Warp Drive: 31000kg > 75000kg
    • Large Gunner Module: 11000kg > 16000kg
    • Medium Gunner Module: 2000kg > 4250kg
    • Extra-Small Adjustor: 22kg > 25kg
    • Small Adjustor: 42kg > 100kg
    • Medium Adjustor: 200kg > 450kg
    • Large Adjustor: 1000kg > 1550kg
    • All Small Shield variations: 3300kg > 5000kg
    • All Medium Shield variations: 17000kg > 30000kg 
    • All Large Shield variations: 92000kg > 125000kg 
    • All medium weapons: x1.5~ (roughly 2850kg > 4275kg)
    • All large weapons: x1.25~ (roughly 15000kg > 19000kg)
  • Shield Generator HP changes:
    • Base values for Extra-Small Shield: 500000 > 450000 
    • Base values for Small Shield: 2000000 > 1750000 
    • Base values for Medium Shield: 7500000 > 5000000 
    • Base values for Large Shield: 20000000 > 10000000
  • Railgun fittings costs changed
    • XS: 400 > 375
    • S: 2000 > 1875
    • M: 10000 > 9375
    • L: 50000 > 46875
  • Command seat changes
    • Fittings capacity: 125000 > 175000
    • Large weapon slots: 0 > 3
    • Element Mass: 158 > 3500
  • Atmospheric Radar Ranges changed
    • Max visibility range: 5000m > 10000m
    • Atmospheric Radar S: All identification ranges set to 2000m
    • Atmospheric Radar M: All identification ranges set to 4000m
    • Atmospheric Radar L: All identification ranges set to 8000m
  • Balanced existing space and atmospheric engines variation:
    • Freight: Light, Best Fuel Reduction, Worse T50
    • Maneuver: Good Fuel Reduction, Good T50
    • Military: Best thrust, More fuel Consumption
    • Safe: Minor Fuel Reduction, Best T50, Removed thrust penalty
  • Added exotic space and atmospheric engine variations.
  • Added variations up to tier five for Hover Engines and Vertical Boosters
    • The freight variation consumes less fuel but has smaller range
    • The military variation is more powerful but consumes more fuel
    • The maneuver variation has more range but is less powerful
  • Added variations for Item containers
    • The optimized variation is lighter and has more capacity.
    • The gravity-inverse variation reduces the mass of contained materials, but it is heavier when empty, and has reduced max volume.
  • Added variations for Shield Generators
    • The active shield generator variant boasts a reduced venting cooldown and stronger venting regeneration at the cost of adjustable resistances and resistance adjusting cooldown.
    • The variable shield generator variant boasts stronger adjustable resistances and resistance adjusting cooldown at the cost of base shield health.
    • The capacitor shield generator variant boasts a stronger base shield health at the cost of venting cooldown and venting power reductions.

Gameplay Changes

  • [Mining Units] Changed the extraction point to the bottom of mining units.
  • [Mining Units] Changed the scoring in the extraction minigame, so that hotspots now have a "plateau" where the score will be 100%. This makes it easier to get a 100% score in the minigame, without having to target a specific pixel on the hotspot.
  • [Parenting] Allow to force undock any construct you’re aiming at (with proper rights).
  • [Mining tool] Improve tool behavior consistency.
  • [Harvesting tool] Unify tool behavior with mining tool with an auto mode (MMB) and improve consistency.
  • [Elements] Element deactivation due to collisions is slightly more tolerant on existing constructs for backward compatibility.
  • [Lua] getTime() is now deprecated, because it depends on the time zone. You can use instead :
    • [float] getArkTime() : returns the current time since the arrival of the Arkship on September 30th, 2017.
    • [float] getUtcTime(): Return the current time since January 1st, 1970.
    • [float] getUtcOffset(): Return the time offset between local timezone and UTC.
  • Some Aphelia hauling missions are now considered "special" missions.
  • Players will see only a subset of special missions for a given day. A different player may not see the exact same special mission.
  • When taken, special missions have a specific remaining time (likely 24 hours).
  • Special mission packages still block warp drive (this point is unchanged from the current mechanics, but we’re reinforcing it for clarity)
  • [Piloting] Trajectory display mode is no longer available to passengers.


Improvements

  • [Blueprints] A preview of the constructs honeycomb is now displayed while deploying a blueprint.
  • [Rendering] Improved the water rendering.
  • [Rendering] Improved the look of the terrain.
  • [Rendering] Introduced new skybox background.
  • [Rendering] Improved the far ground voxels rendering.
  • [Rendering] Improved the appearance of volumetric clouds.
  • [Rendering] Introduced new star rendering to improve the skybox visuals.
  • [Rendering] Small performance improvement on the main light of the world.
  • [Rendering] Fixed an issue where screen units could appear all-white and fail to render until relogging.
  • [Rendering] Removed the limit on the maximum number of marks displayed in the world (which was 58). Now the client returns all marks that need to be returned, regardless of the number of marks displayed.
  • [Rendering] Improved the appearance of secondary lighting from the surrounding environment.
  • [Rendering] Fixed glitched preview of Luminescent White Glass.
  • [Server] Improved performance of the mesh generation backend.
  • [UI] Added a filter (and sort) panel for elements listed in maps. Allowing to filter by owner, name, construct type, and/or sort on name/distance/owner.
  • [UI] Various UI polish.
  • [UI] Polished widgetstack UI style.
  • [UI] Improved controls settings UI buttons.
  • [UI] Improved industry batch time precision.
  • [UI] Reactivated inventory background.
  • [UI] Added the current UTC time on the HUD.
  • [UI] Added mining unit type for the notification panel.
  • [UI] Activated more build helper infos for piloting helper.
  • [UI] Move container total items at the bottom of the panel.
  • [UI] Adding specific chat color for Novaquark staff and Community helpers.
  • [UI] Modified a few icons in notification panel for: General, barter, industry and RDMS.
  • [VFX] Improved flashlight VFX.
  • [VFX] Reworked all engine VFX.
  • [VFX] Updated VFX when warping.
  • [VFX] Updated VFX when going at high speed.
  • [VFX] Replaced explosion VFX & SFX from weapons.
  • [VFX] Harvesting ores now do not glow by default. They now only glow when the player equips the harvest tool.
  • [Physics] Conserve momentum when mass is increased before resuming speed.
  • [Voxels] Optimized some voxel operations.
  • [Voxels] Added assignable custom keybindings for Vertex Precision Tool.
  • [Lua] Disabled code dumping provided by string library.
  • [Lua] Lua constants library now returns read-only constants.
  • [Markets] Simplified bots market orders by removing the spread.
  • [Network] Avatar color changes are now replicated in real time over the network.
  • [SFX] Close avatars now emit footstep sounds
  • [SFX] Footstep SFX are now adapted to the current surface being walked on.
  • Escape key no longer closes the game.
  • [GunnerUI] Improve feedback synchronization for firing and weapon impact.
  • [Tools] Added new sounds to many tools.
  • [Codex] Improved search functionality by highlighting the word search in the codex text, and by filtering the navigation menu in order to display main categories which are from the highlighted words.
  • [Market landing pads] Removed lamp posts from the landing pads, added more emissive voxels for better visibility
  • [FTUE] Various Aphelia speech tweaks
  • [FTUE] Added untab step after exiting the map
  • [FTUE] Added step before the outpost screen tutorial to detect if the player has a tool equipped. if yes, Aphelia explains how to unequip the tool
  • [FTUE] Aphelia recommends the Talents mini-tutorial when explaining the outpost objective screen.
  • [FTUE] Outpost objective screen now notes that it is Work In Progress
  • [FTUE] Improved outpost objective screen descriptions to show which mini-tutorials are available and which are not.
  • [Avatar creator] Added music.
  • Detection zone can now be triggered when sitting on a chair, or when using an elevator.
  • Display a notification when trying to disband an organization which has the role of superlegate in another organization.
  • Updated the roadmap.
  • [System map] Drawn distance meter between player & hovered item (if no item is selected).


Bug Fixes

  • Fixed a precision issue with coordinates.
  • [UI] Interchanged territory and organization icon.
  • [SFX] Fixed sound remaining off after any loading screen.
  • [SFX] Fixed metal cracking sound still playing after a ship crash.
  • [UI] Fixed missing space construct icon on minimap.
  • [UI] Fixed the map selection picker not always displayed.
  • [UI] Sell order notification no longer shows the market name as 'market'.
  • [UI] Fixed button clicking sound played twice on sell/buy button on market UI.
  • [Linked container] Fixed an inconsistent message upon breaking/restoring the container.
  • [Achievement] Wealthy achievement quanta requirement increased from 100 000 to 400 000.
  • [Rendering] Fixed water ship “cutout” glitch.
  • [Rendering] Fixed multiple visual bugs with water.
  • [Rendering] Fixed volumetric fog visibility through clouds.
  • [Rendering] Fixed fuel container highlights not displayed in some cases.
  • [Rendering] Fixed missing screen space shadows (additional shadows for grass).
  • [Rendering] Fixed Alioth water not being rendered when getting close to Sanctuary.
  • [Rendering] Fixed some aliasing issues in the character customization and the periscope views.
  • [Rendering] Fixed screen units not being visible through certain transparent elements such as force fields.
  • [Radars] Fixed construct position incorrectly updated.
  • [Radars] Fixed construct mass incorrectly displayed by Radars.
  • [Lua] Fixed Lua parameters editing fails.
  • [Lua] Fixed implicit activation of ControlUnits on broken constructs.
  • [Lua] Fixed construct mass sometimes incorrect in the api lua when using a programing board.
  • [Lua] Fixed an issue where the Lua screen unit setOutput command could fail under rare circumstances.
  • [Parenting] Fixed avatar not kickable once boarded.
  • [Parenting] Fixed broken force-undocking a child construct from the build helper.
  • [Parenting] Fixed "Undock from" incorrect message, and appearing when not docked.
  • [Parenting] Fixed a bug where docked construct mass would sometimes contribute twice.
  • [Parenting] Prevent docking when maneuvering other player’s constructs on your territory.
  • [Parenting] Added notification error when attempting to manually dock or undock in automatic mode.
  • [Warping] Ship speed is now always 0km/h when reaching destination.
  • [Warping] Fixed negative distance when the warp target was too close.
  • [Settings] Fixed decor display distance setting that was not saved.
  • [Tutorials] Fixed players able to interact with elements in the market tutorials before being asked to.
  • [Tutorials] Fixed market tutorial locking when entering incorrect amounts in the buy and sell portions of the tutorial.
  • Prevent implicit activation of ControlUnits on broken constructs.
  • Fixed an issue where shadows could appear very detached from their casting object.
  • Fixed an issue where light rendering could appear cropped at a certain radius.
  • Display the correct tile owner name inside the requisition popup.
  • Hide requisition context menu if the player is not the owner, legate or super legate of the organization who possess the tile.
  • [Periscope widget] Fixed display if no target is selected.
  • [Marks] Displayed distance matches distances from radar when piloting or in a Gunner Module.
  • Restored notification to the construct owner when the construct is damaged (PVP).
  • Fixed: Display lockdown countdown in the reticle.
  • Editing Lua parameters now works on complex scripts.
  • Context menu on item in linked container while market panel is opened is now consistent with context menu for item in inventory while market is opened.
  • [Radar] Spurious far targets no longer appear.
  • Fix some cases where bookmarks are replaced with the respawn point.
  • [PvP] Fixed a bug where reloading/unloading weapons triggered Combat Lock.
  • Removed sound environment being duplicated when entering a tutorial or a surrogate session.
  • Fixed a bug where you were allowed to tokenize a construct that you are piloting with a remote controller, leaving the construct stuck in remote control.
  • [Linking] Added more notifications when linking or unlinking fails.
  • Fixed some chat messages that were received several times, or weapon shots that were triggered several times.
  • Notification "You died at xxxx Check the last death position bookmark in the map" is no longer added multiple times.
  • Fixed inspecting item inside build helper elements report which close the enhanced mouse mode.
  • Fixed a problem where the player would sometimes get stuck when logging out in a seat.
  • [FTUE] Changed "RMB" for "LMB" when explaining the Outpost Objective screen.
  • Fixed Transfer Unit stay default state.
  • [Planet/system map] Fixed owner sometime not being displayed on first click (part of DU-34818)
  • Fixed territory tooltip for expired territories in the territories list of the map.
  • Don't show the warning/info icon (concerning territory status explanation) on territory not owned by the player or one of his organization).
  • [FTUE tile selection] Fixed owner of an owned territory not being displayed on first click.
  • Fixed a looping calibration sfx not being correctly stopped when existing calibration modal in loading step.
  • Allowed the use of  '-|' in bookmark name & description.
  • [UI] Fixed dropdown being cut in the mission search panel (for destination dropdown).
  • Added a small delay (100ms) before doing a drag start. This reduces risk to unintentionally start (and end) a drag, when quickly selecting multiple items in inventory.
  • Regen crafting queue display on active container switch. Avoiding ingredient list of futur recipes displaying available ingredients that were in the previous container.
  • Removed the final "." in the renamed territory modal title.
  • Fixed a bug where the player could enter build mode during FTUE landing sequence.
  • Fixed a bug where the player could not achieve a tutorial requiring nanocrafter if they had previously performed a search in the item hierarchy.
  • Added confirmation pop-up for back and forward tutorial step keys.
  • Fixed displayed acceleration at low framerate.


Crash Fixes

  • Fixed rare crash on game shutdown.
  • Fixed rare crash and freeze during loading.
  • Fixed uncommon crash when entering a Gunner seat.
  • Fixed a crash when accepting a barter request twice.
  • [GunnerUI] Fixed occasional crashes when changing cameras.


Known Issues

  • Space Mining Units and Plasma Collector Lua API will not yet be implemented, but will come in a future minor update.
  • The Objective screens in the Outposts are Work in Progress. Not all tutorials will trigger. The text on the Objective screen indicates which tutorial triggers and which is coming soon.
  • [FTUE] Speeder step sometimes fails to deploy, speeder too far. We are investigating the issue, this issue can be self-resolved by disconnecting and reconnecting to the game.
  • [FTUE] Localization has not been completed for the new tutorial and is currently only available in English.
     

 

Thank you all for your support!

- Deckard

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Hello Noveans,

 

We have released hotfix today, DU is now in version 0.29.5 the changes can be found below:
 

Improvements

  • [UI] Achievement unlocked centered notification is now in front of most panels.


Bug Fixes

  • Fixed speeder step that failed to deploy (“speeder too far”).
  • Fixed Force respawning during landing that locked the player.
  • Fixed elevators that wouldn’t work underwater.

  • [UI] Fixed sorting not working on the territory tab in the wallet panel.

 

Thank you all for your support!

- Deckard

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Hello Noveans,

 

We have released a hotfix today, DU is now in version 0.29.6 and the changes can be found below:

 

Improvements

  • [FTUE] Outposts have been tweaked for better balance.  
  • [FTUE] Added more information in Outpost descriptions to help new players decide which Outpost type to choose.


Crash Fixes

  • [Link] Fixed a crash on autoconfigure: force checking remote plugs.


Bug Fixes

  • [Territory Unit] Added sound to territory unit landing animation.
  • [Lua] Variable names containing underscores can be exported again.
  • [Lua] getItem() no longer writes error logs that could fill disk space in case of invalid id.
  • Container Hubs now notify industry units and mining units on capacity increases, meaning they will no longer stay jammed.
  • [Lua] Fixed deprecated getTime function remaining in Lua libraries.
  • [FTUE] Forced exit from the mini-Talents tutorial no longer locks the player.
  • [FTUE] Cannot trigger a mini-Tutorial when in another mini-Tutorial or during the new FTUE golden path, preventing multiple tutorials from conflicting.
  • [Haven] Market FTUE dispensers now have concrete.
  • [Outposts] Villa Outpost Mining Unit is now connected to the container hub.
  • [Outposts] DRM issues have been fixed - all Outposts and Speeders have no DRM.
  • Fixed reload time and cycle time values in the gunner seat.
  • Fixed the click event error on a weapon widget when the ammo count is updated.
  • [Custom widgets] Greatly reduced the space between lines of text, solving display problems. 
  • Fixed achievement panel being fully completed when players are in a tutorial or FTUE.
     

Thank you all for your support!

- Deckard

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  • NQ-Deckard changed the title to Beta 1 Release Notes. Last updated on May, 5th

Hello Noveans,

 

We have released another hotfix today, DU is now in version 0.29.7 and the changes can be found below:

 

Improvements

  • [FTUE] Market dispensers now give more variety of concrete for the one time purchase. 
  • [FTUE] Added signage to the concrete dispensers.

Bug Fixes

  • Fixed mining pools not respecting mining unit start order.
  • [Warp VFX] Fixed an issue where the VFX would not be correctly rotated with the core unit.
  • Fixed players drifting away from seats during flight.
  • Fixed detection zone not working correctly at high speed.
  • Fixed detection zone inconsistent behavior in some cases such as double messages and alternating leave/enter messages while not moving.
  • Fixed market dispensers on Haven being empty.

Thank you all for your support!

- Deckard

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  • NQ-Deckard changed the title to Beta 1 Release Notes. Last updated on May, 10th
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