SE3 Release 2.3
ยท 7 min read
Welcome to the official release of Space Eternity 3! Finally, after 3 years and 7 months of hard work I am ready to upload the final product. This also means, that there is no plans for future updates, unless there will be high demand on them. Anyway, here is a list of all changes in version 2.3:
New features:
- Added new biome: Copper Facilities
- Added shield potion, which makes you immune to all damage for 2.5s. Obtainable from copper facility treasures.
- Added copper cogs.
- Added small copper chimneys.
- Added copper chimneys.
- Added bedrock cogs.
- Added micro bedrock chimneys.
- Added factory asteroid, which generates on copper facilities.
- Added treasure base, which collects treasures generated in factory.
- Added diamond base, which boosts factory efficiency when activated with a diamond.
- Added supreme white diode, the rarest fob in the entire game with only 0.2% drop rate from copper facility treasures.
- Added possibility to customize Unity quality levels in settings.
Old feature changes:
- Resurrecting aliens through crafting is no longer possible.
- Copper chimneys now drop 5 small copper chimneys when broken.
- Copper chimneys and small copper chimneys have a bigger pick up range from now.
- Treasures have a larger mouse collider from now.
- Packed fobs have a bit larger collision collider from now.
- Multiplayer compass under TAB, indicating you, will now be always disabled instead of pointing to your respawn point. It is more intuitive.
- Impulse artefact nerfed, it deals 8 instead of 10 damage from now.
- Impulse artefact nerfed, power regeneration speed reduced: 1 -> 0.75
Artistic changes:
- Rocket nose will no longer be highlighted when cursor is over fob.
- Copper asteroid can have both rectangular and triangular texture and it's more metalic from now.
- Copper stone and packed copper meterials have changed a bit.
- Copper texture colors changed a bit to be more consistent with other copper objects: copper, packed copper, copper bullet
- Artefact fob light sphere will now be positioned properly relatively to the camera.
- Artefact base material changed to be more metalic.
- Damage sound volume has changed: 0.25 -> 0.18 (it was too loud compared to other sounds)
- Star and Starandus generate a bit louder geyzer sounds from now to compensate recent changes in their volume.
- Octogone bullet start sound volume reduced: 0.35 -> 0.25
- Main menu music changed, credits in main menu, music volume changed: 0.4 -> 0.7
- Added push inventory animation. Developer was inspired by the older version, where it was present.
- Boss and player nicks are TextMeshPro instead of regular Text from now.
UI changes:
- Text "Version: " was removed from the universe selection menu. The version name will be displayed alone from now.
- Text "Recharge artefact using star" changed to "Recharge artefact near star".
- Music and Volume settings can now be set to all whole values from 0% to 100%.
- In main menu information about game creator and music source will be visible.
- Coordinate mode is default from now instead of compass mode.
Configurables:
- Added gameplay variables in datapack format:
- shield_potion_duration: 2,5;
- factory_default_diode_chance: 0,03165;
- factory_diamond_modifier: 1,35;
- active_diamond_base_chance: 0,2;
- Default boss colors moved from Unity to datapack like it is with biomes.
- Craftings changed a bit, check in game for details.
- Treasure loottable has been modified, for example:
- Unstable matter no longer generates on dark cementeries.
- Diamonds can now be found everywhere with the highest chance on dark cementeries.
- Metal treasure has an assigned loottable for copper facilities from now.
- Chances for biomes and structures changed:
- Cementeries: 2.7% -> 2%
- Dark cementeries: 1.3% -> 1%
- Copper facilities: 0% -> 1,5%
- All treasure biomes: 4% -> 4,5%
- It is now possible to customize target_packet_frequency value in server config.
- It is now possible to customize in config, with which objects will boss bullets on multiplayer collide.
- Added possibility to disable chat messages through config. Players will still be able to send them, but server will ignore it.
- Added new seon command:
instant
(forces objects in the structure to spawn instantly) - The default zoom is 0% instead of 50% from now to increase vision range of new players. You can still change it to bigger values.
Technical changes:
- Anti-aliasing increased from x4 to x8 on ultra (default) settings.
- Reworked impulse shield system and added potion shield system.
- Reworked storage material system to automatically generate item materials.
- Treasure string format updated to handle treasure bases.
- Settings format changed to fit quality settings.
- Asteroids with ID 14 and 15 are stone_clone and copper_clone from now, with properly assigned drill_loot for them.
- Reworked dynamic object movement smoothing (spaceships, bosses, bullets), which resulted in much better performance.
- Player rotation is now locked using Rigidbody component and not through script, as it was before.
- Increased target packet frequency value 25 -> 60, which results in more accurate entity position calculations (server side).
- Path to saves directory is now set independently from game directory, which means, that direct downloading is possible from now.
- Textures are rendered using trilinear mode instead of bilinear from now.
- Item textures rendering improved.
- Inventory moves more smoothly from now.
- Give command code slightly improved to handle impossible give counts.
- Boss bullet collision system ignores non-structural asteroids from now to increase performance.
- Asteroids generate spiraly from now, which prioritizes asteroids near player.
- 5 generated asteroids per frame reduced to 2 to increase performance.
- Structures will generate in parts from now, which should reduce spike lag during loading.
- Universe data saves asynchroneously on singleplayer from now, which reduces spike lag during saving.
- Server no longer saves all data to files when new player joins.
- Added possibility to disable saving synchronization in config to reduce server lags on disconnecting players.
- Warning: It can result in some item duplication glitches if server crashes right after disconnecting a player.
- Removed max_messages_per_second system in hope, that WebSocket will handle this.
- Boss nick/bar canvas will refresh only when it's necessary (at least I hope so).
- SC_boss.FixedUpdate will always execute directly after server commands from now.
- crash_size has a limit from now, which means, thats crash damage can't be dangerously high.
Bug fixes:
- Impulse "god-mode" is no longer possible through cheats.
- SND_fire sound (for fire and wind bullets) had some weird artefacts at the end.
- Error texture in storages was magnetic alien instead of particle texture.
- Respawn had a broken behaviour while holding mouse both over UI and over it.
- It was possible to highlight storages and even activate a boss while not alive.
- Server could rarely enter the broken loop state when it was starting, which was causing majority of the update code to not execute.
- Other players' respawns weren't visible when player wasn't living.
- Fixed bug, which was sometimes causing unexpected player movements.
- Background texture was generating mipmaps, which was causing it to have worse quality on lower resolutions.
- Some velocity modifiers could affect static impulse velocity, for example geyzers or adecodron spikes.
- Camera could sometimes shake after player's death.
- UI wasn't disappearing instantly after entering pause menu.
- Diodes on vanishing asteroids could sometimes cause some weird visual bugs.
- Fobs could be affected by player during boss animations.
- Server side bullets invisible to player were still affecting him in other ways (effect or velocity changing).
- crash.log file wasn't openning on Linux when game crashed.
- Unstabling could be used when having stickybulb effect.
Thanks for your attention. Enjoy Space Eternity 3 and wait for more games in the future!
See you next time!
Kamiloso