Differences between Alpha 2.0 & 2.1?

Differences between Alpha 2.0 & 2.01? [was 2.1]

I've noticed some Alpha 2.1 videos appearing (for which many thanks) and Michael talked about Friday being a very busy day. However, I can see any announcement or thread describing what's in Alpha 2.1? (tried forum search but drew a blank)

So for those of us without forum access, what's new in 2.1 vs 2.0? (I assume there's something as wouldn't a bug fix only build be 2.0.1?)

Edit: changed title now OP answered
 
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I've noticed some Alpha 2.1 videos appearing (for which many thanks) and Michael talked about Friday being a very busy day. However, I can see any announcement or thread describing what's in Alpha 2.1? (tried forum search but drew a blank)

So for those of us without forum access, what's new in 2.1 vs 2.0? (I assume there's something as wouldn't a bug fix only build be 2.0.1?)

Bug fix only and it is 2.01 (as reported in the game screens). - typo on the part of the lister.

Change Log for 2.1:

- Temporary workaround for loading screen crash on legacy AMD/ATI graphics cards
- Reduced incidence of starfield hang after scenario completion
- Reduced incidence of zombie AI.
- Improved scenario loading.
- Network logging on by default
- Fix shut down crash
- Fix for rare targetting system crash
- Fix for dumbfire missiles flying through asteroids
- Fix for rail gun malfunction not dealing with semi automatic weapons
- ATI/AMD texture compression fix
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Great, thank you. I thought it strange to see no chatter for a .1 release!

Seems a shame though that missiles can't fly through asteroids any more :)
 
Zombie AI ? .. can anyone elaborate on that one ?

My imagination gave up, but my curiosity won't.
NPCs just hanging in one place doing nothing unless shot at or rammed. Still present in 2.01, I think I've encountered more AI zombies in 2.01 than in 2.0 - maybe that's because NPCs do appear more reliably now, it could well be that the percentage is smaller than before.

Now that I think of it, yesterday evening zombie AIs were quite common, today I've yet to see one, they were doing what they were supposed to do.
 
NPCs that fly or perform repetitive and pointless tasks while being immune to death.

This is a bug in peer to peer sesion NPC hosting. There's nothing wrong with particular AI, it's "master" aka player's ED client just crashed and that results in default behaviour (circling around).

And yeah, it crashes now more in busy places. As Michael explained developing a fix is still ongoing, so no worries, it will be cleared up. After all, that's whole reason of alpha.
 
This is a bug in peer to peer sesion NPC hosting. There's nothing wrong with particular AI, it's "master" aka player's ED client just crashed and that results in default behaviour (circling around).

And yeah, it crashes now more in busy places. As Michael explained developing a fix is still ongoing, so no worries, it will be cleared up. After all, that's whole reason of alpha.

Wow, the NPC behavior simulation is hosted on the player's PCs? So a hacked client could control NPCs and send some pirates after someone else?
You have a link for this?
 
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