Crosshair Selection: Choose between Vex, Tria and Nex in the crosshair options, with Vex as the default for all players. Your selected style is used across on-foot equipment, while space and turret sights retain their dedicated designs.
Crosshair Opacity: The full 0-100% opacity range is now available, including the option to hide the crosshair completely.
Space and turret crosshairs have been reduced in size and simplified, with consistent scaling across size presets.
Item Info now opens in a more compact layout and can be resized down to 600 x 480, with equipped amplifiers, scopes and other attachments accessible from the window.
Chat now includes compact controls to show or hide the tab strip and input field, with presentation preferences retained locally when saving, renaming or reordering groups.
Pet and Progress panels can now be moved by dragging their backgrounds, including empty progress tracks.
Pet energy is now displayed as a percentage directly on the compact Pet dashboard.
The mining finder now displays an indicator while auto-use is active.
Removed the decorative flashing cursor from window titles.
Profession Rank can now be sorted in ascending or descending order across the full category.
Auction
Customizable Columns: Rearrange auction columns and choose which information to show, with your layout saved on this computer.
Buyout Information: Buyout markup is now displayed alongside the PED price directly in listings, with clearer labeling for current-bid markup.
Compact Layout: Reduced the minimum window size and made listing information accessible through horizontal scrolling, with smaller category and details controls that no longer overlap content.
Categories: Improved category access and added double-click support to expand or collapse categories.
Listing Access: Listings can now be opened by double-clicking a row, and the listing-opening button has been renamed from âPlace Bidâ to âView Bidâ.
Details Panel: Selecting a listing no longer closes the details panel; its visibility remains under your control.
Page Navigation: Restored the current and total page display, with the selected page highlighted.
Planet Selection: The planet menu now stays open while switching locations, making repeated selections easier.
Order Entry: Restored per-digit mouse adjustments for quantity, duration and markup.
Listing Duration: New sale listings now default to seven days.
Message Center
Shop-sale notifications now show sale details and PED amounts directly in the message list.
Restored individual category filters, allowing categories such as Hall of Fame to be hidden while other messages remain visible.
Added search within loaded category entries using their available subject and preview information.
Added sticky-note pin controls, with preferences saved on this computer.
Map
Fixed an issue where eligible mothership and space-station teleports were blocked by an incorrect teleport-token requirement.
Client Stability and Visuals
Custom combinations of graphics settings are now preserved when restarting the client.
Outdated character shader caches are now rebuilt after the shader update, including on Steam installations.
Improved memory budgeting and handling of allocation failures when loading assets.
Improved low-memory warnings and crash diagnostics to better distinguish physical-memory and page-file limits.
Changes
The Quantum capsule blueprint has been updated to a limited Furniture blueprint.
Bug Fixes
Fixed enhancer slots displaying generic icons or tier numbers instead of the actual enhancer icons and remaining quantities.
Fixed a crash that could occur when protecting or unprotecting an item while its information refreshed.
Fixed item tooltips disappearing when their displayed values updated.
Fixed items remaining visible in their source inventory after being placed in the Trade Terminal Sell or Recycle basket, and restored their icons correctly when returned or when the terminal is closed.
Fixed chat color changes not appearing correctly or immediately.
Restored the ability to close a grouped chat window and all of its tabs together.
Fixed chat jumping to the opposite edge when dragged outside the game window.
Restored the pending private-message indicator and fixed delivery of queued conversations.
Fixed auto-faded chat cutting through text lines.
Fixed item and waypoint links losing their functionality when copied from sticky notes into chat.
Fixed the mining finder changing cursor mode or taking focus from another window when opened.
Fixed other gameplay windows remaining visible and inaccessible during character creation; they are now hidden until the editor is closed.
Fixed the local character preview failing to restore clothing or preventing the editor from reopening after leaving it.
Fixed manual crafting attempts switching away from the selected crafting tab.
Thank you for the feedback you have shared since the update. From detailed bug reports to suggestions about everyday gameplay, your input has helped us identify and prioritize many of the improvements in this patch.
We will continue refining the experience over the coming weeks, with further fixes and adjustments informed by your feedback. This includes improvements to the Map, the overall styling and readability of windows, and how information and controls are presented throughout the interface.
This update is a step in that ongoing work. We know these details matter in a game you spend so much time in, and we appreciate the passion behind your feedback. Please keep sharing what works well and where things could work better as we continue improving Entropia Universe together.
We will of course also read posts elsewhere, but it makes it much easier and faster for us to respond to bug reports if we have them collected in one place.
Ok, will relog, or rather log off, take several deep breaths and log on again.
The list of what to retry in the hope that is now better is LONG, but there is hope that what I didnât even try yesterday has been improved too.
If you were to keep this speed up every day for⌠10 days or so, then maybe ⌠but we all know by now that we get a maximum of 3 patches or so before things get neglected.
Maybe you could include more of the changes onto the patch list, such as the crafting window now partly summarizing the shraps properly. It does mean, however, that finishing a crafting run now shows two conflicting ped return amounts on screen at THE SAME TIME!
I have flashbacks form update interface from 2024, but this one is different, I repeat i donât find not a single thing i like in this new uv, not a single one. if this is way to unreal engine then omg we are screwed
I generally like the interface update, I think its a step up from what we had (still have) for inventory, storage etc⌠, Chat interface looks nice too. I somewhat like the new characters (more below), and with the facial animations avatars look much more alive now.
Things I donât like are the 2D map without ground textures, while it looks cool at a first glance, using it is another thing. 3D map needs to render faster and should be navigable mouse commands, like dragging to move rotate etc⌠also having 2 keybinds for a map is not really good, there should be a 2D / 3D view button on a map interface, and have it remember which one you use. Also, 3D map should not be forced fullscreen.
Also I donât feel like character creator has enough options, some slider categories leave much to be desired (for example cheek bone height, which is one of more defining facial features, more eyelash options because current ones are horrid and barely visible even at 100% settingâŚ) and other sliders you would expect in a character creator. Also, picked skin tone in creator does not reflect well to the lighting in the game. The general look achievable is ok, I am somewhat satisified with achieved look, but not really up to par what I would expected to see.
I would like to see this worked on more with UE5 release and then offering another character redesign after, because now I feel like a complete fool for using mine.
Yeah, suddenly being able to run at 100x (or more) of the usual speed of âdevelopmentâ is indeed suspicious.
A while ago, someone claimed to be the person who implemented part of the new interface, with the task to carry out further improvements in the days after release. After that there was no more allocation it seems.
We are now well past the stage where releasing something bad and patching it somewhat is ok. It isnât. Crosshair changes and options simply donât cut it, even if the list is longer than that, yes. Alone the map reworkings for both land and even more so for space are going to take longer than the time we supposedly have.
dedicated feedback page or does the ongoing thread work fine? I really want to help collect our suggestions because Iâm seeing multiple repeats and hope you hear us.
I am looking at all the threads and forwarding feedback and bug reports to the team.
The dedicated bug report thread is mainly so we have all that collected in one place, and preferably with reproduction steps so that we are able to recreate it ourselves (much easier to fix then).
Looking at the map is an interesting thing to say here. What do you see?
Irony/jokes aside, even after patch nr.1 we cannot even select which UI elements are on top when an element such as crafting is full-screen (because we cannot see any of the open screens to click them to the top). Thus, no chat, mission progress etc can be seen at all, and the loot window also not if you click on crafting after the window appears after first craft with results.
We cannot tab select, sticky on top, whatever. It is ONE very basic bit of stupid implementation, nothing like as complicated as how to do a map properly (when the previous map, after it had gained a final zoom in level, was actually quite nice).
And the space map??? Are you looking at that too, with or without a blank expression on your face to match the blankness of the map?
Please just revert the map elements until they presumably become a necessity for the ue5 client, or continue to provide what we had on the older parallel client. Youâll find that not many people switch to ue5, though. Still, itâs better than people leaving the game altogether, isnât it?
I like the new repair widget, especially for the increased accuracy in numbers. To make practical use of this information, it would be cool if it could be optionally logged to chat. Ideally with a choice between lump sum and itemised breakdown.