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Important Update 1.189 - Major Overhaul of Survival, Ladders, Leaving Early Access

Discussion in 'Change Log' started by Drui, Feb 28, 2019.

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This last post in this thread was made more than 31 days old.
  1. Drui

    Drui Keen Update Guy Staff

    Messages:
    1,415
    Hello, Engineers!
    February 28, 2019 is the day for all Space Engineers. Today, we are moving Space Engineers out of Early Access. Getting Space Engineers out of Early Access has been planned for a long time. We have worked on it basically since 2016/2017, when the game entered beta. It was our goal to release the game in the state we consider to fulfill our original vision, including all planned features and core game components. Moreover, the game includes a lot of things that were not planned at the beginning of development (solar panels, planets, rotors, pistons, wheels, and many more features).

    Space Engineers was one of the first Early Access games on Steam and one of the few titles to be successfully released after several years of passionate development. We keep our promises!
    Space Engineers has been in Early Access for 5+ years, and during this period we developed the game from a proof-of-concept to a feature complete space engineering sandbox. We sold more than 3 million copies and we have more than 200,000 monthly active players.
    Because Space Engineers development was open, you were able to see what’s happening under the hood. Contrary to other products, where you see the final product, but don’t see how the project has been developed and changed over time, and what challenges the development team had to overcome.

    With this update, we are also setting a new price for Space Engineers to $19.99. According to our analysis and tests, this price better suits the majority of Space Engineers fans. This change also brings all regional prices on Steam to match countries specifications and regional differences.



    Marek's blog post
    Main Features
    • New blocks - Ladder, Basic Assembler, Hydrogen Engine, Small Battery, Wind Turbine, Survival Kit
    • Survival gameplay improvements
    • Learning to Survive scenario
    • Never Surrender scenario
    • Progression Tree
    • Survival respawn mechanics
    • New chat features
    • New encounters
    New Features
    • Ladder
    • Basic Assembler block
    • Hydrogen Engine block
    • Survival Kit block
    • Wind Turbine block
    • Small Battery 1x1x1
    • Responsive block’s LCD panels (cockpit, medical room, respawn kit..) have correct state based on the state of the block
    • LCD panels on all blocks have new pictures
    • Progression Tree and progress sharing in the faction
    • Progression UI in G-Screen with search and support for categories
    • Processing stone gives ingots (iron, nickel, silicon) and gravel
    • Improved chat with more features (channels, timestamp, gps, emotes)
    • Help for chat in F1 screen
    • Preloading voxel materials and textures when loading world
    • Veteran Mark 2 skin (Promoted Engineer achievement reward)
    • You can choose a faction before spawning
    • Temperature for environment
    • Voxel trash removal tool for administrators
    • Search in production tab
    • New tooltip info in respawn screen
    • Players spawn near each other, you can set optimal distance in the world settings
    • New Main Menu videos and overlay
    • Assembler skips item if there is not enough resources to finish it
    • New respawn pods, one for space, one for planets and one for the moon
    • Redesigned and added encounters
    • New visuals for trees
    • New textures for voxels
    • New achievements for Learning to Survive and Never Surrender scenarios
    • New inter-grid communication system for Programmable block. Allows broadcast or unicast communication for scripts
    • Added Current ship filter option to inventory screen
    • Added temporary ban feature for player hosted multiplayer
    • Added PCU pool for Space Pirates faction
    • Increased regeneration speed for Medical Room
    • Reintroduced character ragdoll
    • Pasted enemy grids do not automatically change ownership to you. This is new feature is for administrators
    • New survival tutorial video in F1 screen
    Changes
    • Default toolbar changed to be up-to-date with new blocks and survival changes
    • Default inventory multipliers changed to 3x for astronaut and 1x for blocks. New blocks inventory multiplier added to the settings.
    • Wheels power requirements depends on the settings and speed
    • Unified state of emissive colors for all blocks
    • Changed explosion impulse force so it’s lower
    • PCU safe value changed from 100.000 to 600.000
    • Players spawn on the lit side of planets
    • Voxel hand is a safe feature now (removed from experimental)
    • Tuned jetpack so it’s harder to kill yourself
    • Larger inventories for Assemblers
    • No Uranium on planets and tweaks in distribution of ore on asteroids
    • Thrusters are 20% more powerful
    • Changed power usage for Air Vent block
    • Solar panels need less solar components
    • Blocks has default PCU cost of 1 on build and full PCU cost in functional state
    • Changes to ranks
      • Renamed Moderator to Observer
      • Added teleport to Space Master role
    • Replaced checkboxes in Battery block terminal panel with one combo box
    • Changed GPS name for body location to show death time instead of id
    • Renamed custom worlds
    • Performance changes to voxel streaming. Player can join server faster.
    • Changed lodding technique for voxel textures
    • Changed overlays for turret and camera
    • Changed initial power for batteries built from projection
    • Respawn pods are no longer deleted by default in survival
    • Landing gear assembly guidelines changed, no longer needs large steel tubes
    • Block placement modes:
      • Free
      • Gravity-aligned
      • Local-grid
    • Skin containers now have batteries instead of reactors
    • Custom names for Respawn points in respawn screen
    • Tweaked sunlight on planets
    • Arc Furnace renamed to Basic Refinery and changed parameters
    • All blocks have rebalanced components requirements
    • All blocks have rebalanced building times
    • Astronaut body is no longer lootable, only the backpack is
    • Removed drones and random encounters from experimental mode
    • Encounter drones use different AI now
    • Rebalanced production costs of tools and bottles
    • Batteries only have an initial charge on the first build now
    • Medical room recharges health and energy 5 times as fast as before
    • Reduced wolves and meteorites spawn times
    Gameplay Fixes
    • Fixed Rotor Head not triggering PCU limit reached message
    • Fixed The Harder They Fall Achievement
    • Fixed Crayon box Achievement
    • Fixed Going Green Achievement
    • Fixed Connector Throw out function at far away coordinates
    • Fixed Item spawning at far away coordinates
    • Fixed unpredictable grid behavior at far away coordinates
    • Fixed Warheads not detonating at distant coordinates
    • Fixed Drills not drilling blocks at distant coordinates
    • Fixed uncollected components dropping at incorrect position at distant coordinates
    • Fixed Jump Drive not being accurate at distant coordinates
    • Fixed obstacle detection when leaving Cockpit
    • Fixed Gatling turrets not shooting at targets
    • Fixed Gyroscopes not slowing grid rotation in certain cases
    • Fixed crash in Main Menu when opening Good.bot tips
    • Fixed Welder not welding anything when missing components for one of the welded blocks
    • Fixed Programmable blocks being able to cheat in items into Inventories
    • Fixed Remote Control Block respect of ownership settings
    • Fixed errors not appearing when really old worlds couldn’t be loaded
    • Fixed Programmable blocks having access to potentially dangerous types
    • Fixed bug where you could be a member in two factions at once
    • Fixed Remote control kicking player out when rotors on grid were detached
    • Fixed Rotor Heads causing negative PCU in certain cases
    • Fixed wrong PCU cost of Rotor head
    • Fixed bug in Programmable Block constructor
    • Fixed Missile Turret prediction overshooting targets
    • Fixed Solar Panels working on planets at night in certain cases
    • Fixed exploit where Programmable Block could turn off enemy grid
    • Fixed several issues happening when un/merging two grids
    • Fixed Small Collector collection phantom being on the wrong side
    • Fixed relative dampening parenting to parts of certain blocks instead of grids in some cases
    • Fixed Armor corner 2x1x1 missing one mountpoint
    • Fixed H2/O2 Generator producing oxygen even when oxygen is disabled in world settings
    • Fixed grid mass not being recomputed when inventory content changes
    • Fixed Seats/Cockpits not dropping inventory content when destroyed
    • Fixed Collectors collecting when they shouldn’t (unpowered or in construction stages)
    • Fixed rooms not depressurizing when all air vents have been removed
    • Fixed bug where blueprints can be pasted into voxels and other grids in certain cases
    • Fixed crash in Collectors
    • Fixed Missiles spawning at position where grid was one frame ago
    • Fixed not being able to turn power on for unowned grids even with "Can use all terminals" settings
    • Fixed initial Campaign mission autosaves not having working scripts after load
    The First Jump Scenario Fixes
    • Fixed initial Cryo Chamber having oxygen for only 2 minutes
    • Fixed bug where dropping Oxygen Bottle at certain points would make it highlighted
    • Fixed “crouch” subquest not being marked when character crouches
    • Fixed character being able to get stuck in ship and get carried away
    • Fixed “Report to Ship’s Bridge” quest not marking its subquests when completed
    • Fixed player having Flashlight enabled by default
    • Fixed player having broadcast enabled by default
    • Fixed warnings appearing during or immediately after Mission 1 cutscene
    • Fixed missions having “Remote block removal” option turned on
    • Fixed “Flashlight” step of quest “Locate excavation site”
    • Fixed Mission 3 ship not having enough hydrogen
    UI Fixes
    • Fixed other characters blocking third person camera of player in cockpit and forcing him/her into first person camera
    • Fixed incorrect positioning of UI elements in resolution 4:3
    • Fixed missing names of blocks and controls in Gamepad hints
    • Fixed HUD not being hidden when terminal was open through Control Menu
    • Fixed Elevator button panel in Mission 2 missing highlight
    • Fixed Campaign highlights being visible even when quest is completed
    • Fixed button panel hints being offset from actual position
    • Fixed certain scrollable UI elements being clickable outside of their area
    • Fixed random crash in DS configurator
    • Fixed camera clipping through certain hand tools
    • Fixed GPSs being unremovable through Cycle object in admin menu
    • Fixed HUD not being hidden when opening terminal screen using Gamepad controls
      Fixed HUD marker scale for 4K screens
    • Fixed control hints for Ladders for Xbox controller
    • Fixed crash in DS configurator when switching settings
    • Fixed third person camera being zoomed out after respawning
    • Fixed player being kicked out of terminal after selecting blueprint for terminal
    • Fixed GPSs created through chat command at distant coordinates having wrong position
    • Fixed Lock/Unlock button not being refreshed in Connector’s terminal
    • Fixed HUD being visible in Respawn Screen in certain cases
    • Fixed being put into spectator camera after being kicked from customization screen of Medbay by turning off the power
    • Fixed being put into spectator camera after being kicked from customization screen of Medbay by damaging it
    • Fixed camera movement in respawn screen when grid is located on far away coordinates
    • Fixed camera position in respawn screen when grid is located on far away coordinates
    Visual Fixes
    • Fixed highlight being visible through character after reconnect on DS
    • Fixed Merge blocks being white in certain cases when they should be green
    • Fixed Spotlights turning emissivity on in certain cases after splitting grid
    • Fixed texture alignment of Heavy Rounded Armor Corner
    • Fixed texture alignment of Rounded Armor Corner
    • Fixed misplaced drill particles
    • Fixed persistence of Jetpack state after reconnection on DS
    • Fixed Turret subparts being misplaced when pasting blueprint while moving
    • Fixed ore deposits being visible on surface of planets
    • Fixed crash when cycling through objects in Cycle Object screen of Admin menu
    • Fixed vines not being transparent on projected Oxygen Farms
    • Fixed hole in Passenger seat
    • Fixed shadow of the Cockpit interior
    • Fixed distances on which Grid x Voxel collisions could be heard
    • Fixed random crash in render when spawning large amount of blocks
    • Fixed Armor Block color and normal maps not being aligned
    • Fixed Drill metal particles orientation
    • Fixed Grinder spin acceleration
    • Fixed Boots peeking out of Small Cockpit’s floor
    • Fixed emissivity of modules not entering black state when turned off and damaged
    • Fixed blinking spotlights not turning of Billboards (cones)
    • Fixed Solar Panels damaged particle effect
    • Fixed some voxel materials having incorrect LODs
    • Fixed Voxel hand creating voxels with holes
    • Fixed missing separation edges between light and heavy Armors
    • Fixed stone boulders changing color after reloading
    • Fixed Medbay emissivity after its placement
    • Fixed H2/O2 Generator to not have blue emissivity when only bottles, not ice, are inside
    • Fixed Fixed LODs of Refinery’s control panel
    • Fixed LODs of Rocket launcher (on high settings)
    • Fixed Fighter cockpit building stages
    • Fixed wrong LODs of small block Atmospheric thrusters
    • Fixed texture of Inverted armor corner
    • Fixed IceEuropa2 material icon
    • Fixed wrong emissivity of Modules
    • Fixed emissive parts of Space Ball LODs
    • Fixed spawning of dead body and its backpack on far away coordinates
    Multiplayer Fixes
    • Fixed infinite “Waiting for server to respond” issue after unbanning player
    • Fixed synchronization issue for blue state of connector
    • Fixed relative dampener icon wrong state after reconnect
    • Fixed synchronization of Battery, Inventory and Reactor status
    • Fixed Antenna being still visible after remotely turning off broadcasting
    • Fixed trees not falling on client after server restart and client auto-join
    • Fixed position synchronization issue for grids
    • Fixed crash for entities with the same ID
    • Fixed hacking of the blocks
    • Fixed synchronization issue for character when standing on the server and falling on the client
    • Fixed building preview color synchronization
    • Fixed color emissivity synchronization of button panel
    • Fixed particle effect synchronization of collector
    • Fixed synchronization issue for Piston with Landing Gear
    • Fixed distant planets synchronization issue
    Audio Fixes and Changes
    • Fixed sound of the Welder when player does not have enough components
    • Changed the sound for Good.bot in the scenario
    • Fixed sounds and particles when welding finished block
    • Fixed issue when turning off damage effects turned off sounds too
    • Fixed no sound and message issue for unsuccessful block placement
    Mod API and Scripting Changes
    • New .sbc files for Progression Tree, ResearchBlocks.sbc and ResearchGroups.sbc
    • New version of Visual Scripting Tool with better UI and support for default scenario template
    • Added description to all Visual Scripting functions and events
    • Refactored inventory API
    • Changes to IMyBatteryBlocks to reflect removed bool states, replaced by enum ChargeMode
    • Added HudText to IMyRadioAntenna and IMyBeacon
    • Added in-game performance profiler for Programmable Block (Modding build)
    • Added PDB and source code loading for both Programmable Block and Modding scripts. Attach VS to SE process and debug your scripts live (Modding build)
    Solved Issues from Support Site
    • Wrong tooltip on "Adaptive simulation quality" if you have experimental settings disabled
    • Turrets don't target Missiles
    • Fov slider shows 0
    • Toolbar cleared on reload
    • Random sounds looping constantly - coming from nowhere - Can be fixed by rejoining game
    • Inventory UI transfer bug
    • Cloud saved Blueprints don't have a preview image
    • Comms tab comms scroll viewport always jumps to top at new message
    • Activating sorters/ejectors on a mining ship causes ship mass to display as 0 kg
    • Rotor lock issues on reload
    • Interior Turret wrong model rotation
    • Button name stays on HUD after respawn
    • Gyroscope causes thruster sound
    • Menu/HUD does not show up in screenshots
    • Gatling Turrets damage own grids
    • Gravity on ships is calculated from the pivot point
    • LCD center alignment is not aligned
    • Can't see custom planets
    • Visual bug pistons
    • Wheels are randomly exploding at higher speeds (vanilla)
    • Physics begins to break down at a certain point on a world of mine
    • [ModAPI] Terminal Controls can no longer be attached to base IMyTerminalBlock
    • Screenshots are made with 50% transparency/alpha
    • Audio and Pressurization Bugs Far From Origin
    • Lights flashing randomly
    • Small-grid Rocket Launchers LODs are broken
    • Bullets have way too much momentum in creative
    • Turrets continue firing despite setting changes
    • Medical Bay stops providing health/O2/H/energy randomly
    • 'Toolbar Config / All Blocks' gets reordered when clicking again on 'All Blocks' category
    • Remote Control disconnecting at docking/undocking
    • Memory leak when mining with ship mining drills
    • LOD model for Small Ship Battery covers up charge meter
    • Rotor Hitbox Issue
    • Sensor Block can't detect voxels
    • Player Report: SE: Some planets cannot be seen: Europa, Moon, Alien, and Titan moon
    • Third person camera view lock
    • Dropping 5000 stack of ice into small ship collector causes crash
    • Turret shooting neutral grids OFF by default
    • Multiplayer or dedicated server doesn't sync correctly Oo/off state for all blocks
    • Grids over world border do not get removed
    • Turret reticle still shows while using Spectator mode
    • Broken mirroring on various blocks
    • No tracers/sound on Modded Turret while MP client
    • Stuck as spider!!
    • Rotors Current angle doesn't update
    • Can't show grid pivot or centre of mass
    • Merge blocks disabling smaller large grids power
    • Performance Optimization on Disconnected Static Grids should be in Adaptive Simulation
     
    • Like Like x 14
    • Informative Informative x 1
    • Friendly Friendly x 1
    • Late Late x 1
  2. mojomann71

    mojomann71 Senior Engineer

    Messages:
    2,005
    First!

    Just have to wait till I am off work to check it out.
     
    Last edited: Feb 28, 2019
  3. Sanfard

    Sanfard Apprentice Engineer

    Messages:
    109
    Hype!
     
  4. MX Duke

    MX Duke Trainee Engineer

    Messages:
    2
  5. Buzzed_Bear

    Buzzed_Bear Trainee Engineer

    Messages:
    6
    I wish I could be optimistic...
     
    • Agree Agree x 2
  6. Cetric

    Cetric Junior Engineer

    Messages:
    814
    Bow your heads, infidels! Wonders have been done! :woot::tu:
     
    • Funny Funny x 2
  7. Cryptic1293

    Cryptic1293 Trainee Engineer

    Messages:
    10
    Does this mean that you cannot place blueprints to be embedded in voxels anymore? Also what will happen to survival worlds which have uranium, such as mine. Will it prevent the world from working, simply remove the Uranium leaving a hole, fill it in?
     
  8. Neotician

    Neotician Apprentice Engineer

    Messages:
    440
    Looks awesome!

    Although, "Thrusters are 20% more powerful" just broke my project :D
     
  9. SileniusFF

    SileniusFF Apprentice Engineer

    Messages:
    116
    This is very impressive list of features and bugfixes. Nice!
    Time to check things out :)
    And of course congratulations on release!
     
  10. Barrio575

    Barrio575 Apprentice Engineer

    Messages:
    290
    Congratulations on completion!
     
  11. Phoenix-Avatar

    Phoenix-Avatar Trainee Engineer

    Messages:
    6
    Very nice list of items and fixes, and VERY glad to see SE moving forward.

    My only real concern is to the 1000's of current up-to-date and awesome mods that people have put so much time and effort into are they will they still work or are they going to have to go back and re-write some of all the code to make them work?
    My other question is how long is the SE servers down for the update?
    THANK YOU KEEN
     
  12. Ronin1973

    Ronin1973 Master Engineer

    Messages:
    4,964

    The downside is that many mods will break. The upside is that now the game is out of early access, there will be fewer mod breaking changes from this point on.
     
    • Agree Agree x 1
  13. Thrak

    Thrak Junior Engineer

    Messages:
    536
    • Turret shooting neutral grids OFF by default
    If this is true, then cue the tears of joy.
     
    • Agree Agree x 1
  14. Neotician

    Neotician Apprentice Engineer

    Messages:
    440
    So, eh, i have a fully-stock world with a project i've been working on for a while, that popped up with the "using obsolete world files, files will be converted, game may take a while to load" message, and currently have been loading for ~30 min.

    I'm afraid to just alt+F4 and try to load it again, due to fears of corruption.. any ideas?
     
  15. Cetric

    Cetric Junior Engineer

    Messages:
    814
    I think with release update the game will have the stable fundament modders have waited for. And so I would expect them all to come back and fix their mods, even some we did not hear from for months.
    From now on, or let's say after the usual hotfixes, the game is supposed to be complete. Except maybe for DLCs coming.
     
    • Agree Agree x 2
  16. mojomann71

    mojomann71 Senior Engineer

    Messages:
    2,005
    @Cetric I have already seen a few make an appearance after months of not being around on the forums. So maybe, just maybe, we will get some restores of oldies but goodies updated on the workshop!
     
    • Like Like x 1
  17. matth

    matth Trainee Engineer

    Messages:
    18
    Wow, some nice bug fixes and suggestions in there. "Turret shooting neutral grids OFF by default", Finally.
     
  18. chrisb

    chrisb Senior Engineer

    Messages:
    1,460
    How far can we travel until the game starts to break.
    Or..
    Is that fixed now.. You know, that floating point thing ??

    I wish KSH luck with the game, but for me unfortunately, its a very low key thing. I hope I may get some of that enthusiasm back, after the few thousand hours I put in. That is if I start to play it again properly. But we'll see.

    I knew release from EA was to be expected after they put everything into that 'non tested' side or whatever they called it and left it fairly.. well.. lets not go there.
    We got air back, not sure what else came back, not been watching progress much of late.

    Some of the new blocks look good. Also, I was in recently and performance was very constant and indeed very good. It always has been fairly good for me, but you can tell the difference, especially planetside.
    I still wish for a larger planet option (120 is too small), but that probably won't happen. Nevermind, it is what it is.
     
  19. TheReaperofSouls

    TheReaperofSouls Trainee Engineer

    Messages:
    2
    Should've added DELETES MOST OF YOUR ITEMS to the change log but otherwise it looks like this update's going to be fun with the +20% thrust and all the new blocks and bug fixes.
     
  20. Malware

    Malware Master Engineer

    Messages:
    9,867
    Or rather, should warn that you would need to adjust the new setting to avoid losing your items.
     
  21. kin63camapa

    kin63camapa Trainee Engineer

    Messages:
    3
    1) Now if player is dead he dont see respawn screen and respawning in nearest medblock. Can player select the med for respawn?
    2) I have hard survival server and i need to respawn players only in one planet, how can i set this in my mod?
     
  22. Silvrav

    Silvrav Trainee Engineer

    Messages:
    89
    So what was the BIG reveal? only additional block is ladder from the public test? :p
     
  23. mojomann71

    mojomann71 Senior Engineer

    Messages:
    2,005
    @Silvrav the big reveal was revealing the game to the public as no longer in Early Access. :D
     
  24. Silvrav

    Silvrav Trainee Engineer

    Messages:
    89
    but but but, we knew this.... :( I was hoping for more!
     
    • Like Like x 1
    • Agree Agree x 1
  25. Freedom16789

    Freedom16789 Trainee Engineer

    Messages:
    2
    what happened to uranium on planet could there be an option in the settings to let you chose to have it on planet or not just a thought i'm not that good to go to space an get it
     
    Last edited: Feb 28, 2019
  26. Inflex

    Inflex Developer Staff

    Messages:
    397
    You won't loose any items. You just won't be able to add anything into the inventories that will be over limit at the moment you load the game, until you free up some space and get back within the limits.
     
    • Informative Informative x 1
  27. Rico

    Rico Junior Engineer

    Messages:
    786
    Nice Update and GZ for leaving EA !
    But i guess the Helmetskins for the Female Engineer are broken, or maybe it is just me ^^
     
  28. KissSh0t

    KissSh0t Master Engineer

    Messages:
    3,782
    The update video was really cool.
     
  29. Balmung

    Balmung Senior Engineer

    Messages:
    1,947
    If it works with the old respawn screen: there should be a option to switch back to the old respawn system.
     
  30. Thrak

    Thrak Junior Engineer

    Messages:
    536
    World settings have an option to autospawn at the nearest medbay. It's on by default.
     
Thread Status:
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