Alpha 5 Hotfixes


  • SERVER HOTFIX 4
    This is a server only patch. You can continue using the same alpha 5 client. This patch does not wipe saves, but backup your old ones just in case.

    • Fix for grass killing everything. Plants will no longer get killed due to overcrowding.

    CLIENT HOTFIX 3
    The client has been updated with a few fixes for alpha 5.

    • Updated to unity 5.5
    • Fixed store collisions and interaction
    • Fixed minimap not loading
    • Tweaked size of smaller plants for better targeting
    • Fixed tools from clipping into other objects, use different FOV for held items (some items not yet finished)

    SERVER HOTFIX 2
    This is a server only patch. You can continue using the same alpha 5 client. This patch does not wipe out saves, but backup your old server saves just in case. In order to save web data, extract this over your existing server folder, otherwise you will lose some map GIFs used to display layer information on your servers webpage.

    Download from the accounts page.

    Known Issues

    • None of the player avatar belts show up

    Changelist

    • fix water not flowing on top of other water which makes waterfalls look very strange
    • Changed default interact distance from 3 to 4
    • Fix a bunch of world object exceptions on placement
    • Fixed https://github.com/StrangeLoopGames/EcoIssues/issues/845 - PremadeGraphs was not regenerating graphs properly (#935)
    • improve tool selection rule logic
    • Give 5 property claims whenever learning a new skill (#941)
    • Minimap player icons centered on position #938
    • Don't ever hide cursor on login screen (#936)
    • Fixed https://github.com/StrangeLoopGames/EcoIssues/issues/840
    • Added player prefs to save open state of some UI windows (#916)
    • fixed avatar tools go in their hands (#942)
    • Changed gender toggle labels on avatar creation UI
    • Fix seed planting and highlighting selection of the Hoe
    • Removed chimney requirements on some buildings, switched all pitch recipes to produce pitch.

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  • Minimap will need a client-side fix.



  • What do you mean it'll need a client side fix? Is there something we can do to fix it?



  • Digging tilled soil crashes the client

    --BEGIN DUMP--
    Dump Time
    12/02/2016 19:31:58

    Exception
    System.ArgumentNullException: Value cannot be null.
    Parameter name: source
    at Eco.Shared.Networking.RPCManager.TryInvoke(Object controller, String methodname, BSONObject bsonArgs, Object& result)
    at Eco.Shared.Networking.RPCManager.InvokeOn(BSONObject bson, Object controller, String methodname)
    at Eco.Shared.Networking.RPCManager.HandleReceiveRPC(INetClient client, BSONObject bson)
    at Eco.Shared.Networking.NetPort.ProcessBuffer(Int64 maxMilliseconds)
    at Eco.Shared.Networking.NetPort.Update(Int64 maxMilliseconds)
    at Eco.Plugins.Networking.Clients.Client.<.ctor>b__49_0()

    --END DUMP--



  • @Aiedail He mean that the end users with have to get a new revision I'm sure they are working on it. hopefully they will get it patched sooner



  • Minor Bugs
    Monitor selection is wrong left goes to right and right goes to left on dual monitors.

    Carts Bug out going between 0 and 999 so going over map edges.

    Cant mine underwater. cant dig underwater.

    Dirt doesn't attach to wood so it looks funky.



  • mini trees are painful to clean up should be a way to either move it destroy them. they have full health and act like scaled full trees



  • If a player picked up another players cart it crashes both the player picking up the cart and the cart owner. here is the dump
    --BEGIN DUMP--
    Dump Time
    12/02/2016 19:49:22

    Exception
    System.InvalidOperationException: Client must query for objects or blocks to interact with, neither specified.
    at Eco.Shared.Networking.RPCManager.TryInvoke(Object controller, String methodname, BSONObject bsonArgs, Object& result)
    at Eco.Shared.Networking.RPCManager.InvokeOn(BSONObject bson, Object controller, String methodname)
    at Eco.Shared.Networking.RPCManager.HandleReceiveRPC(INetClient client, BSONObject bson)
    at Eco.Shared.Networking.NetPort.ProcessBuffer(Int64 maxMilliseconds)
    at Eco.Shared.Networking.NetPort.Update(Int64 maxMilliseconds)
    at Eco.Plugins.Networking.Clients.Client.<.ctor>b__49_0()

    --END DUMP--



  • Farming doesn't make much sense in new build we can't get anything to grow plants just instantly die. Player farming seems nearly impossible as it runs currently. the limit per 4x4 makes player farms kinda suck.



  • Really liking this build, finally able to work up through mortared stone and bricks, now just got the long haul to get up to steel and cement. Only issue I'm having now is that the game freezes/crashes when I hit the "Quit" button, but that doesn't directly impact gameplay.



  • Carts Teleport if you take them underground to above ground that's really annoying.



  • Tha Lab is counting lumber as Stone



  • Blast Furnace still requires unusable brick chimney.,



  • Just a quick gameplay feedback. the skillpoint grind kinda sucks. I'm at a point in the game where I don't have much to do I'm just waiting to get more skill points to play the game. I would rather have the game require more gameplay to unlock the books and crafting tables then waiting on skill points to buy skill. alpha 5 seems to have made this problem quite a bit worse I actually think alpha 4 was a funner build. I'm giving this feedback because I really want this game to be successful but I feel that some changes to the skill trees and complexities to the new farming system are hurting the game more than they are helping. once again I don't mean this feedback to be taken negative I hope it help direct the games direction is a more enjoyable place.



  • Well for me it's a matter of fixing the severe simulation madness that goes causing massive population drops in just hours after the server is running. With that it can achieve a decent balance to keep stuff rolling!



  • @hepcatkip said:

    Carts Teleport if you take them underground to above ground that's really annoying.

    carts could always be teleport along with the player if used mine axe and hit the roof of the cave and dropped something on top of your head. it push u or mine cart through floor to the surface.



  • @hepcatkip said:

    Just a quick gameplay feedback. the skillpoint grind kinda sucks. I'm at a point in the game where I don't have much to do I'm just waiting to get more skill points to play the game. I would rather have the game require more gameplay to unlock the books and crafting tables then waiting on skill points to buy skill. alpha 5 seems to have made this problem quite a bit worse I actually think alpha 4 was a funner build. I'm giving this feedback because I really want this game to be successful but I feel that some changes to the skill trees and complexities to the new farming system are hurting the game more than they are helping. once again I don't mean this feedback to be taken negative I hope it help direct the games direction is a more enjoyable place.<

    it be nice if skill points where awards out for playing the game instead of just handed out by time period, I log in play little log off wait couple days then come back to play. knowing my guy auto leveled up on his own with out help from me.

    it seems weird game rewards you for doing nothing..

    i end up spending a lot of time doing nothing its more of big deal late game. because honestly I would earn these points faster if I could earn them by playing game then by current system and it probably be more fun to play then.

    current system also negatively effects game play for new players because they will never be able to catch up with older players making servers that are up and running something for new players to stay away from.

    it hurts balance of game with way it is now for new people to join they will never be able to catch up to help the older players with anything useful. - I have run server and where we have had established high level players and new people just are not interested when they come in due to that period.

    the skill leveling system is something that really should be changed.

    on my server with my friends what we do is I change the time rate at which skill points are earned early game we get them at .4 percent as fast then late game i change rate to 3 times as fast.



  • @midn8t I feel with the real life time on the meteor (30 RL days by default) that we NEED offline skill point gains. Some folks have jobs, families, responsibilities, ect that will keep them away from the computer for a day or more at times. Also during 'down time' while i'm waiting for more skill points to 'progress' this is when i build new roads to different resources/ build new buildings for future projects. Just my thoughts :D



  • @Dragonshifty said:

    @midn8t I feel with the real life time on the meteor (30 RL days by default) that we NEED offline skill point gains. Some folks have jobs, families, responsibilities, ect that will keep them away from the computer for a day or more at times. Also during 'down time' while i'm waiting for more skill points to 'progress' this is when i build new roads to different resources/ build new buildings for future projects. Just my thoughts :D

    well most servers play with the meteor turned off it seems..
    the only reason meteor is there is to end the game also you can in cress it no one says it has to be 30 days.

    but I do not play with meteor so I think its lame honestly no one wants to build a sand castle just have it nocked over

    I honestly think only reason it is there is to give people way to reset server after certain amount of play time.

    but there also ways to fix you issue, no one said how much time it requires to gain said skill points, just like with the skill points earn by doing nothing you can control the amount of skill points and time for metor.

    default for metor would have to be increased if they did it other way and possible time it takes to earn skill points by actions can is variable that should be option that is change able.

    just like amount of skill points per house you get is change able in the server settings right now.

    but form my prospect I am never going to play this game online with on a server that does not control amount of skill points players get and that does not control metor.

    me at the start we change time so that it skill points are earned at 40% speed as normal then latter on we up it to about 200%

    we also ether turn off metor or we set time period for 160 days.



  • @midn8t "Work together through the player-run government and economy to build the technology to stop a meteor on a collision course with the planet, without polluting the world and killing it off in the process before that even happens." Copied from the main page description. The meteor is the whole point of the game tho, play how you want, but the meteor is a huge part of the game and needs to be balanced around.



  • @Dragonshifty said:

    @midn8t "Work together through the player-run government and economy to build the technology to stop a meteor on a collision course with the planet, without polluting the world and killing it off in the process before that even happens." Copied from the main page description. The meteor is the whole point of the game tho, play how you want, but the meteor is a huge part of the game and needs to be balanced around.

    that is my point though, any system can work they just need work it around the balance with the metor..

    anther system they could use with the earn skill point system is they could setup schools and the education books in school could provide skill points.. for people who fall behind or they could do something like this.

    If one person is really good at farming they could teach or show someone else how to be that good.

    anything i think is better then the waiting game we play now which is not really that much fun honestly.


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