Quelle: store.steampowered.com/news/ap…0/view/512955743573377221Space Engineers 2 News-Hub schrieb:
Hotfix 1.2.200.4730 has been released!
- ➡️ Changelog: https://support.keenswh.com/spaceengineers2/pc/announcement/space-engineers-2-alpha-vs-1-2
- ️ Support Portal: https://support.keenswh.com/spaceengineers2/pc
- ️ Discord: https://discord.gg/keenswh
Stability
- Fixed a crash when switching tools
- Fixed a crash in render
Image Credits:
- We are solving Target-based grid control edge cases
- Color picker will be included in undo-redo for paint gun in a future update
- Character is not holding a Gun correctly while using the jetpack
- After entering a cockpit for the first time after starting the game, the character may peek through the cockpit - this will be fixed in an upcoming update.
- Keyboard and mouse controls are not customizable yet, but they will be!
- Toolbar block groups and sizes (block selection via R key) are a temporary mechanism and will be redesigned in a near update.
- We’re aware of incompatibility at launch of Space Engineers 2 on Intel Arc A-Series and Core Ultra Series 1 built-in Arc GPUs. We are working with Intel to enable the game experience and will provide relevant updates as development progresses.
- Performance
- Performance optimization is ongoing. For Alpha release, we’re targeting 16x Red Ship grids at 60 FPS on recommended hardware.
- Autosave may cause brief lags during gameplay.
- Performance optimizations of ship collisions and destruction are ongoing, so it won’t be lag-free at this moment. We will be continuously improving it in the following updates.
- PCU values per block may appear higher compared to Space Engineers 1, reflecting SE2's increased detail and more precise performance measurements. While the current total PCU limit is set at 400,000 in VS1, we plan to raise this threshold in future updates as we implement scheduled optimization improvements.
- Space Engineers 2 Workshop
- In-game Blueprint interface - Additional features and improvements will be introduced based on player feedback.
- Displaying Steam Workshop Collections in-game is planned.
- Blueprint screen refresh can be slow in some cases - it should be fixed in the next update.
- Your owned Private items are not currently visible in the in-game Workshop browser.
- We are addressing edge cases where re-publishing, renaming, tag display in the Steam interface, and sorting may not work as intended.
- Offline mode improvements - we are working on better handling when Steam is offline.
- The current GUI (Graphical User Interface) and HUD (Heads-Up Display) are works in progress. Our team is prioritizing core functionality first. Once we've confirmed all features are working as intended, we'll enhance the visual design and overall aesthetics.
- Some blocks are decorative-only for now (for example, the Assembler is present but cannot produce components)
- The inventory system will be implemented in a future update
- Fracture models will receive additional visual updates in future versions.
- The paint tool’s limited palette is temporary; future updates will include RGB/HSV color settings and custom palettes.
- Work on enhanced sound effects is ongoing, including jetpack audio
- The Alpha releases in English language, more localizations will follow
- Tutorials will be added closer to the end of development.
Thank you for helping us make the game better!
- Space Engineers 1: The Fieldwork Update release is around the corner!
- VS 1.2 was released on Monday and it seems players are happy with our choices: target based grid control, off-center camera, and more!
- Dampener curves - A month ago (after we reworked the target based grid control and also the thrusters), I felt that the deceleration/dampening of the gyro and thrusters didn't feel good, the follow (slowing down) was too long and slow, and I wanted something steeper, with stronger end - but at the same time not instant cut and not linear feel. So I scheduled a call with Logan (one of our gameplay programmers), to configure those curves and playtest it, but after a few minutes we realized the curves actually feel quite good (both thrusters and gyros), so we left it as it is (what you have in VS 1.2). I think that they got fixed by designers in the meantime, after configuring gyro and thruster parameters a bit. I was quite relieved because this could have turned into a never-ending battle.
- Mike (our concept artist) is finishing the concept of one of the main characters. What do you say? He belongs to the Legion of Engineers faction.
- Had a discussion with Mikko (our level designer) and the designers, and we will try to add simple objectives to the Creative Mode, like repair this ship and transfer it to that cave station, or fly through an obstacle course, shoot the target figurines, etc. The reason is to give players some goals, something to do beyond open-ended creation. The plan now is roughly 1 hour of objective-based gameplay, and we will evaluate it later. Most likely in VS 1.6 (PS: everything is subject to change) I am looking forward to this. We already have a prototype of our Mission Scripting Framework done, and it worked on some missions, but now the focus is VS 2, so there wasn't time to develop it further. However, it seems that the objectives for Creative mode can be done with what we currently have.
- We want SE2 to be much more goal oriented, with specific measures and progression players will want to strive for. SE1 is more open ended, players make their own goals. SE2 will have a meta loop and progression, with some measures that players can understand and strive for. This week we were finishing discussions on this topic with the designers, and I feel very good about the current direction of it. Will let you know later.
- We finished the design of safe speed. Safe speed is already in the game, collisions under 20 m/s don't cause damage. But we need to go further: we need to communicate it well on the HUD, plus there will be an "adaptive cruise control" system for setting up the max speed (so you don't go beyond safe speed), or you match your speed with some other grid, etc.
- We set the main principles of the new build planner, block packages, and area welding. It's a huge topic, and it still has to be written as a design doc, but in general:
- Players can use assembler to output "block packages" (which is basically a block inside the inventory, so we will rename it to blocks). This will reduce the complexity of thinking, because you will see you have 3 gyros in your inventory, so you know you can weld three gyros. You don't have to go to the lower level of components. Of course, the component system from SE1 will stay as it is. Block packages are here just as another layer on how to simplify things.
- We will also keep "backpack building" we already prototyped in SE2: building from raw ore, where the backpack automatically turns the ore into components and you weld the block without worrying what kind of components you need.
- Build planner will automatically add blocks you are projecting to the planner queue, and then you can with one click retrieve those queued items from some inventory or order their production. We really want to streamline this process, make it as intuitive as possible, so players can just use it without thinking. This is one of the things that bothered me in SE1.
- Area welding: different welders will offer the ability to weld an area (more blocks at the same time) instead of point welding, where only one block at a time is welded and only where you point at.
️ Feedback & Support - https://support.keenswh.com/
️ Roadmap: https://2.spaceengineersgame.com/roadmap-2/#current
️ Discord: https://discord.gg/keenswh
Newsletter: https://www.keenswh.com/newsletter
➡️ Connect and find us on your platform of choice: https://www.keenswh.com/connect/
https://steamcommunity.com/games/1133870/announcements/detail/499444389996659942
https://steamcommunity.com/games/1133870/announcements/detail/512953841353754357
https://steamcommunity.com/games/1133870/announcements/detail/512954475614307366
Dev Diary & Hotfix 1.2.200.4730
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