New Additions Planet Cyrene New Teleporter - A new teleporter has been added to the High Desert and can be discovered. Some new mob spawns have been added - A new spawn of stalker bots near the High Desert. - Monstrous and Boiling Jellyworm spawns have been added in the Great Plains. Changes Planet Cyrene Various Bugs have been fixed: - The majority of floating objects should now be grounded. - Skylabs should now be fully closed. - The empty Turrelion building at 137413, 79358 has doors now. - Miner49r bot should now be fully visible and not underground. - Stalker Mission now correctly identifies to count Stalker bots. - Zyn NPCs now currently talk about the correct tokens. - All Zyn NPCs should now have the correct model. - Many of the missions to kill mobs in a certain area should be able to be completed now. Many spawns have been moved or adjusted. - Mutated Dire Weed - Vlanwing - Protocore - Hackfin - Some small adjustments for many others. Known Issues - The frame rates in some areas of Cyrene are currently too high, as well as some of the graphics are not up to a standard that we would like. This is something that we plan to dedicate time and effort into to make sure that Cyrene is beautiful and runs much more smoothly. - Some mission text does not fully coincide with the mission, this will be resolved in a future update. - The warp back from the Drill Instructor in the starter area isn't working properly, and will be fixed in a future update. - Duvall's Daily: Living Storm Vortex mission is currently awarding dexterity instead of combat reflexes, this will be corrected in a future update. - Support weapons are not currently working properly, this is a platform issue. - The Spear MK. III is difficult to maneuver, this is being looked into. - The Spear destroyed model becomes invisible, this issue is being looked into. - All Cyrene vehicles (P.I.G.V., Spear, Lancer, Dragonfly) have default sounds, this will be addressed in a future patch. - Some Quality Ratings information in blueprint book: A.R.C. is incorrect, and this issue is still being looked into. Source
More and more I dislike the multi-planet concept of Entropia Universe because MA don't use it's potentials. (Does anyone remember "The Howling Mine"? - so much potential! - never used) Either MA will slacken the reins and allow REAL competition between the incessantly privileged planet Calypso and the planet partners or stop this concept by compensating all PP in a serious way for all the effort they've put in and kick them off. The current situation of PP was and IS insane! (I've got some inside informations about how it works during my works for Monria apartments.) We have a saying in Germany: "Wasch' mich, aber mach' mich nicht nass." (Wash me but don't wet me ... kinda.) Hey, I am the one who should live at Ancient Greece, I am the one who made a 3D-print of Cyrene's Imperium Spec Lancer, I am the one who made Monria's apartments. So don't blame me for not being cooperative! But atm I don't see an alternative to Calypso to live at in this universe. So - tbh - what are planet partners good for? I remember well when "Elite" popped up for C64 in 1986 (?). The main issue was to make money with trading at different planets and fighting pirates. I guess this concept would fit best to the current Entropia Universe. But ... yawn ... shall I talk about this issue to MA like thousands other folks did already? Guess what: I've lost interest to bring the game forward. They are mentoring-resistant. Or need five years to implantate accepted suggestions. However ... the main problem is, they (MA) don't see and use the full potential of the platform.
- The majority of floating objects should now be grounded. - Miner49r bot should now be fully visible and not underground. I'm no expert... but couldn't these things by be found before release using advanced testing and quality assurance practices. I've heard of a really good one called "looking at things".