Today we start phase 2 of the current Empyrion Galactic Survival v1.10 Experimental version.
Since this version focuses on building and creating, an important note: DO NOT create blueprints or build POIs while you are in the EXP version. There can always be changes that may cause your blueprints and POIs to not work in the upcoming public version!
That being said, this new phase of the Experimental Version is a milestone for several reasons.
For one, we've replaced the motorcycle with a hoverbike. Furthermore, we have added player-usable defense drones for the first time! You can use this feature by building the Drone Bay, filling it with up to 10 Defense Drones and placing at least one Drone Bay Spawner. The feature is available for both Bases and Capital Vessels! A maximum of 2 drones will be launched when a threat appears and attacks you.
The latter event got its own "battle soundtrack" with this update which is different from the planet battle soundtrack!
For all the builders among you there is also an additional treat: Not only have we added a Snap-Point function to the Blueprint Collection Tool, you can now also jump on 17 new block shapes. But important: Remember the disclaimer to avoid problems after the experimental version!
Please post your feedback in the feedback threads provided and pinned in the Experimental Forum. Links, as well as more details of the update, can be found in the full changelog below.
We wish you a lot of fun in phase II
PS: Want to share your feedback about the game and the Experimental live? Join our discord server right away! >> https://discord.gg/empyrion
Added the ‘Drone Bay’: You can now craft and place the Drone Bay and equip it with Defense Drones. A Drone Bay Spawner is required for starting the drones.
Pay attention to the direction you set the drone spawner block & also place it on the outside of the vessel so the drones have easy access to it to spawn & despawn from.
To “retrieve” spawned drones toggle the power off for the drone bay & wait for them to return & despawn. When they are close to your vessel keep it still so they can find the spawner & despawn.
Replaced player bike with a player hover bike: first addition of model and basic movement controller. Note that the Hoverbike cannot go over water and it has not yet an updated icon in the containers and toolbars. https://empyriononline.com/threads/v1-10-exp-hoverbike-feedback.101631/
Building
Blueprint Parts Collection Tool:
Added possibility to create snap points to combine blueprint parts together. With that POIs can be created very fast and easy, especially out of construction sets.
Added 17 new blockshapes (17); First addition/icons missing. You can find the new blockshapes by checking for missing slots and white blanks on the Cubes-, Round- and Connector- tabs OR hover over the seemingly empty slots on the 2nd page of the "basic shapes" tab https://empyriononline.com/threads/v1-10-exp-new-block-shapes-feedback.101629/
Factions
Updated the UCH faction NPCs: the faction now uses a dedicated set of NPC types for military and civilians.
Welcome to Empyrion Galactic Survival version 1.10 Experimental!
In this update for you to test, we've added locale missions for each starter playfield (5x5 = 25 in total) to offer more variation to the early gameplay experience. Although these missions are fully optional and do not (yet) relate to the main storyline they will be shedding some early light on a few important story backgrounds in the Empyrion universe.
The introduction of the location missions is accompanied by a major maintenance of the main missions to make the final adjustment to the new game start environments. To achieve this, we have implemented numerous fixes for improved story progression and several bug fixes for reported issues (see full changelog below)
In addition to the mission updates, we've expanded the game universe by updating the existing faction homeworlds and adding new ones. Thanks to our community contributors, these updates come with an impressive addition of over 300 new Points of Interest (POIs) and vessels, enhancing the scope of exploration and discovery..
On the technical side of things, we've worked on visual and auditory enhancements to provide a more immersive in-game environment. While the visuals of the suns got a general overhaul, the addition of ‘tessellation’ will significantly improve the planetary terrain quality. In the meantime, our sound department not only worked on the SFX themselves, but also added the long-wanted dynamic combat soundtrack feature!
For our multiplayer and co-op players, we've incorporated a new role system, designed to expand cooperative possibilities within the game. You can now grant access to devices based on your player faction role!
We also haven't forgotten our creative players, with improvements made to the Creative Scenario Building Helper Tools, adding several convenience features and even completely new functions to improve building and reduce friction.
Last, but not least, there are two crucial infos you should be aware of:
1. The Mass/Volume + CPU + Blocklimits are now enabled by default. This setting can be adjusted in the game start menu if desired.
2. The Blueprint Factory can now only be used when all devices of a blueprint have been unlocked in the tech tree. There are new (colored) info & messages to indicate what is missing.
Please refer to the full changelog for a comprehensive overview of all updates, adjustments, and fixes. We always appreciate your feedback on these changes.
Report bugs over here: https://empyriononline.com/forums/bugs.34/
Added/updated about 300 space & ground stations, wreckages, dungeons, small and large, weak and strong combat and civilian vessels - created, reworked and updated by various authors and community contributors (check details at: https://empyriononline.com/forums/showroom-submissions.108/).
Thanks a lot to everyone building for Empyrion <3
Missions
Added locale mission arcs (with 5 missions each) to all starter planets:
Akua: Clear Skies
Ningues: Andromeda Strain
Masperon: Bad Wolf
Skillon: Deserted Powers
Ashon: To Good Business
Note: To start the mission, find the main mission hub on the playfield (there are indications in PDAs and/or notifiers when approaching a mission relevant POI)
Adjusted main storyline contents, mission structure and dialogues (eg. shortened amount of text and/or added more SKIP routes)
Changed start location and context of main storyline (Prelude now starts when arriving on Omicron Sector!)
Fixed several reported bugs and issues with the main storyline (please retest!). Most important changes:
Updated: Story Mission 'Totally Overpowered' updated to new settings and faction references. Dialogues updated to reflect context changes.
Updated: Story Mission 'Glacial Grave': Reduced Log content (amount of text) found on the system consoles down to 1-page logs and made several other refinements on procedures.
Updated: Story Mission 'Ancient Revelations': fixed issues with opening doors too early, changed creatures to variants that better fit some room sizes. Staircase now cleared when using shortcut from main access to upper level; added some additional markers in some places.
Updated: Story Mission 'Uncertain Outcomes': fixed several issues in mission progression; Set stations to civil + admin cores; removed Tier3 ores from mission asteroids.
Updated: Story Mission Interlude 'Meet the GLaD': added some skip areas to Dialogues and streamlined text info for summaries
Updated: Story Mission 'Sigma Fulcrum': Reduced clickcount on station console (each message now only shown once as long as player stays in the dialogue); Fixed a few inconsistencies with mission progress; Note the station is still set to Colonists faction you won't damage your reputation with. So first ask, then shoot.
Updated: Story Mission 'Unexpected Allies': Fixed faction settings to not break mission progress. Updated some dialogues; updated info + added more SKIP routes in dialogues.
Updated: Story Mission 'Wins and losses': Adjusted some text elements; Fixed progression issues. (Note, this is currently the LAST mission. Final mission might be added for 1.11 or 1.12)
Deactivated 'Murky Christmas' mission (as this is seasonal content).
General change on story mission factions & enemies: When there is no chance to proceed in a story mission other than to fight against a dynamic-RP faction, the opponents will be set to "Alien" to not forcefully ruin player reputation. If there is a choice, e.g. to trade, talk or fight, a dynamic faction might be used & the decision to ruin the Reputation towards them is up to the players themselves.
Factions & Reputation & NPCs
Set UCH to dynamic faction reputation
Added a static player-friendly 'technical' faction 'PlayerAssistDefaultHostile' (PDH) to help with mission setups that require combat against default-hostile factions and RP is not spoiled by friendly-fire or the faction is already used in another context. The faction is not intended to have POI or territories but is a "technical" static faction only.
Reworked faction reputation matrix: eg. added more crossover effects (pos and negative), removed too strong level-drop effects and added specific RP-loss amounts to some blocks (f.ex. Cores)
Changed NPC groups (EclassConfig) and updated terrain-spawned patrol groups (Egroup)
Telluropod now available from NPC Spawners
Gameworld
Updated home systems and home planets for all major and minor factions (1st iteration)
Added home systems for community-submitted factions
Sorted/changed blueprint groups of lots of POIs for the factions
Sorted blueprint groups for all faction OPVs (space and planet) into tiers.
Note: if your scenario uses default BP groups, their contents might have changed!
Changed: Several story-mission-relevant POI did not have an admin core
Changed: Enemy attack in story mission context is now mostly set to "alien" faction to avoid spoiling reputation unintentionally.
Added a few battered, free-roaming cannon drones to Ningues, Skillon and Masperon (Alien faction; will attack player, but not other NPCs)
Changed: Activated Base Attacks on Akua (Talon) and Masperon (Zirax/Abyssal)
Changed: Akua SupplyDepot swapped Raptor02 with RaptorNight and interior AlienBug01v2 with Spider01
Space: Tweaked looks for star types O,B,F,A,G,K,M, LegacyNexusHub
Space: Adjusted playfield lighting colours and brightness. (O: Much brighter; B: Bright)
Galaxy map: Star types easier to tell apart in distance
Increased size class for G, A type stars and SmBH
Config Changes
Global configs
Important change: Mass/Volume/CPU/Blocklimit = default on (Can be changed in settings at gamestart!); Full changelog & feedback & known issues thread: < >
Important change: Blueprints cannot be put into the Factory if the player hasn't unlocked the needed items in the techtree yet!
New optional parameter "ignoreOtherTarget" is available for Pf-Ops SpawnDrone, SpawnOPV and SpawnTroopTransport
Updated info in galaxyconfig.ecf about hiding a solar system
Added information about AuxPoi setup to example playfield yaml
Added new parameter 'DisableProximityLog' (true/false) for gameoptions.yaml to allow disabling the proximity log button in registry
Dialogue System
Added possibility to omit the cone for NPC with dialogues (class NPCDialogue) by adding the property OmitCone: true in BlocksConfig.ecf
Added function string GetFaction(int entityId) that returns the faction name from the FactionConfig.ecf
Added a property "DialogueState" to BlocksConfig.ecf to be used in blocks of class "NPCDialogue" to allow specifying a hard coded target dialog. If this is present, this block can be placed by users on player bases and be also triggered using "F".
Added new function GetStructure(entityId)
Multiplayer / Coop
Added PlayerFaction Role dropdown UI to Control Panel's Devices page. To make use of this add a lock code for the device then check the “Private” box & select one of the roles from the drop down GUI
Creative Mode / Scenario
WIP: Added a new tool to manage blueprint part collections “Blueprint Parts Collection Tool”. To try this tool out in creative mode use 'di wdw' in the console to test it. See this video for tips on how to use it
Creative mode improvement: if SHIFT (run key) is pressed the focus box now focuses inside the target block (pressing RMB will remove it and LMB will replace it). The removal was working before, but now the focus is also placed correctly.
BuildSettingsMenu: Green pasted area can now also be mirrored "in place"
BuildSettingsMenu: Green pasted area will now collide with its surrounding structure if pressing LEFT-SHIFT while moving (using the move handles)
Default Creative scenario: Updated Temperate and Arid playfields to new decoration. Updated selection pictures.
Visual Refinements & Controller upgrades
Added Global Illumination, Dynamic Shadows & Terrain Tessellation & video options to toggle these on & off
New force field VFX added to all blocks that have a forcefield visible
New swimming animations added
Sound / SFX:
Added dynamic combat soundtrack change
WIP: Adjusted device volume levels to be lower overall
Guided Tutorial:
EndSpace: Fix for broken dialog of Fleet Command
Fixes:
Explorer Token for faction homeworlds should now work/be given again (also for the new dynamic factions!)
Explorer Token for first-pickup for ores did not work anymore or were given randomly
Falling animation is playing when you fly a vessel.
pf data not found if trying to respawn to it
00858: Collision model for deco block - Antena 05 is missed
00912: Collision model for block Deco SVDecoAeroblister01 is missed
00910: Large thrusters are flickering in 1PV after resume the game
00897: Retractable turrets can be invisible when they are turned off
We have just released a new build to fix some issues that have been found with logs that have sent in to us. Please update your dedicated server & client asap. More to come soon!
This year we want to focus on content and the community, we want to create something big that makes Empyrion shine, a Game Changer.
1.10 Expand the limits
Summer release. During the last releases, we were focused on solving pain points and fixing early-stage problems. It’s time to bring a better experience for the later stages of the game.
Content We want to provide our survivalists with new content to play with:
Working on the mission chapters to conclude the pre-final iteration of the main story arc
300+ new POI: The missing dynamic and static factions prepared will be finally integrated with their own homeworlds, fleets and POI.
New creatures: To bring more diversity to the game we will add new NPCs.
The game world changes and additional content will be added to our galaxy.
We aim to add fresh starter experiences
New Game starts: To make the start of the game on three of the four starter moons more varied, the normal Escape Pod drop is planned to be replaced by more exciting starting conditions for Masperon, Ningues and Skillon.
All game starter moons in the Ellyon system, as well as the game start in the Ashon system, are planned to get additional, optional mini-story missions limited to the game start sector.
General updates and leftovers
In a continued effort, planets with old deco will be updated and adjusted.
The stars of our galaxy will be updated in order to improve galaxy immersion.
AI New AI vs AI features:
A new block that generates drones to defend your base and vessels
Adjustments and improvements of the AI VS AI
Builders The building is important in our community and through it, you bring new experiences to all players. We want to add the most requested blocks to the game.
New deco Block shapes implementation
Water/Lava Blocks logic
Faction Permission for multiplayer
A system that allows creators to edit permissions depending on the faction
Pain points, polishment and fixing As developers, we are always valuing your feedback and we will fix and improve what we can with your insights.
Bug fixing & Polish
We will work through the reports we have been sent & work with what can be reproduced in debugging.
Motorbike rework
Motorbike update -> The current bike leads to many bad experiences and we will solve it by having a new vehicle that also better fits the game, the Hoverbike.
Optimization We know that it's important to have a smooth game, as well as to be able to play the game with friends that have lower-end devices.
Allow the customisation of visuals and others so you can improve performance by lowering the graphics.
Memory usage analysis to improve servers performance
Sound system
Finish the integration of the sound system fixing the most important issues.
Improvement of the dynamic sound system: Combat sound system.
Development tools
Refinements:
For more creative ways to set up playfields, we will add a way to Deny the player opening the BP Factory (F2)
In addition, we will add the requirement to have all devices actually unlocked from the tech tree before allowing to produce a blueprint in the BP Factory (currently only the player level is required)
PDA: several actions will be enhanced to also check for their relation to a particular faction
Visual Update
Tesselation, dynamic shadows, lightning: An improved immersive experience with more visual values to tweak for our players.
New devices: Visual redesign of our oldest device models.
1.11 NEW SCENARIO
Working title "THE DARK FACTION"
The winter release of 2023 is our most ambitious development yet at Eleon Studios - a true game changer.
News soon
Taelyn Community Manager Eleon Game Studios
New Build Tools!
Up for a creative build session this weekend?
🎨Be sure to take a closer look at the comfort- and functionality improvements we added this week with #Empyrion #update 1.9.13!
More to come! 😎
v1.9.13 Patch
Hi Galactic Survivalists!
Included in this update are a few additions that are designed to help streamline your building process.
First up is the new hotkey for the Building Helper menu (N): Using CTRL + A will automatically grow the selection box for a blueprint part until it encompasses all connected blocks. This will also work as a multi-select!
Check out this video:
In addition there is also now a quick-cloning-mirroring functionality (first iteration) and other refinements for the blueprint part handling, eg. by adding additional buttons to organize them more easily.
Stay tuned for more updates, and happy building!
Changes:
Added a new hotkey for Building Helper menu (N): CTRL + A. It will grow the selection box for a structure until it encompasses all blocks that have no space in-between. (perfect use case for construction sets) • if you press CTRL + A again, the whole structure will get a selection • expanding the selection over multiple separated structures and then pressing CTRL + A will select them.
Addition of clone-mirroring selection to easily clone blueprint parts (first iteration)
Improved Blueprint Parts handling: added buttons for DeleteAll, AutoDetect, MoveUp/Down.
Creative mode improvement: if SHIFT (run key) is pressed the focus box now focuses inside the target block (pressing RMB will remove it and LMB will replace it). The removal was working before, but now the focus is also placed correctly.
Changed Damage Wheel Indicator opacity and size.
DialogueSystem: added a property "DialogueState" to BlocksConfig.ecf to be used in blocks of class "NPCDialogue" to allow specifying a hard coded target dialog. If this is present, this block can be placed by users on player bases and be also triggered using "F".
Turrets and Weapons performance improvements. What this means is a higher framerate should be seen when a lot of vessel turrets/weapons are being drawn in a scene.
Changed the damage wheel opacity & size
Lowered the jetpack flame light
Added new parameter “DisableProximityLog: true/false” to the GameOptions.yaml Setting it to True will disable the Proximity Log button. The Default is False so Server Owners who don't want any changes do not have to do anything
Fixes:
00883: Sentry turrets & LCD's can sometimes be invisible when arriving at a structure
00864: Lag when modifying blocks
00863: Some blocks take invisible faces near other blocks
00866: CoQ is appearing after Teleporting while taking damage
Falling animation is playing when you fly a vessel.
Invisible Spot Light Blocks when the player is at certain angles to them
Fixed CoQ from UMA.UMAMeshData found triggering in MP
🎨🧩Grab one of the awesome #Empyrion Prefab sets from our #steam workshop, start creating a Poi for one of the game factions and submit! 🥳🎁
It’s easy and anyone can do it - as teakeycee explains in his video:
v1.9.12 Hotfix
Hi Galactic Survivalists!
We have just released a new build to fix some issues that have been found with the most recent release. Please update your dedicated server & client asap. More to come soon!
We have just released a new build to fix an issue with the scoreboard. Please update your dedicated server & client asap.
2023-04-14 v1.9.11 B4131
Fixes:
Fixed "Berta" ghost entries in ScoreBoard
v1.9.10 Patch
Hello Galactic Survivalists!
Get ready for an exciting update with Version 1.9.10! What fantastic features and improvements can you expect?
A brief list of the main feature changes and additions:
Added a dedicated standalone tutorial for new players
FPS optimization (Object Culling)
Radial damage hit indicator (player/vessel combat)
Improved Animations
Improved damage indication visuals (player)
Device/Signal group hotkeys (Control Panel)
Check out our update release video and the detailed changelog below for more details
We would like to extend a huge thank you to all the contributors of bases and ships. With this update, we have added a larger batch of your submissions from the public Builders Forum (with more to come!).
The Eleon team wishes you loads of fun playing the new version!
Changes:
Convenience
Added hotkeys for control panel signals & device groups:
Device Groups are toggled with CTRL + SHIFT + 1 to 8
Signals Column are toggled with CTRL + ALT + 1 to 8
Optimizations:
Adding Occlusion Culling to structure decoration blocks & NPC's in rooms the player cannot see when in a POI & optimisations to AI multithreading have been worked on With both of the above optimisations available as of this build you should see an FPS boost in POI’s. Note: Activating godmode disables the culling so the FPS will go down to how it used to be until godmode is disabled when at a POI.
Visuals & Effects
Added radial damage indicator to Vessel HUD. Now players damage will appear in red & vessel damage will appear in blue
Added new animations for Jumping, running & sprinting, falling & crouch walking with a weapon equipped (improved)
Added new screen vfx for:
Radiation: Activates when Body Radiations reaches 4)
Poison: Activates for both stages of Poison Bite
Heat: Activates when Body Temperatures reaches 38
Frost: When body temp lowers to 9
Improved new Load/Start menu:
left-aligned buttons and window title with title menu
exchanged Load and Start to have most used Load at top (and no mouse move needed for loading a single player game)
Creativity
Added a "clear pivot point" checkbox on the BP menu window to be used before using Save As / Overwrite
Added two new config files (see content/configuration); Read the info in the head of the files carefully
+BlocksGroupsConfig.ecf: Define custom Block Group String for better balancing Block Groups MaxCount.
+GlobalDefsConfig.ecf: Combine properties and reference them in the ItemsConfig.ecf and
BlocksConfig.ecf with a global parameter. This way you can easily use the same values on multiple entries.
Added GalaxyConfig properties to hide star system from search (HideFromSearch) or map display (HideFromMap), adapted respective properties for Sectors.yam
Added new PDA Checks: Player adding/removing armor booster (ArmorBoostEquipped / ArmorBoostUnequipped)
Added 'Comment' field in all PDA data structures
Added PDA Check: Player un-/equips armor type (ArmorEquipped, ArmorUnequipped)
POI
POI update: please retest story missions if all replaced pois still work. Thx!
Added several new Warlord vessels and POI (thx to teakeycee)
Added/updated Warlord POI (thx to sulusdacor)
Updated/Added Kriel POI and OPV (thx to Stellar Titan & Escarli)
Added/Updated UCH POI (thx to Don2k7 & Stellar Titan)
Added/Updated Pirates BAO (thx to Stellar Titan)
Added new SV wreckages for orbital junkyards (thx to sulusdacor)
Added Karana and Tresari POIs and OPV (thx to Escarli, Ramachandra, MatCZ and others)
Fixed/updatede several story POI (GLaDOutpost, PirateBaseStory, GhystPrison; thx to sulusdacor)
Added 'collector' random POI placeables (thx to sulusdacor)
Updated OPVs that had an extreme amount of Pentaxid (thx to Escarli)
Technical & Other
Added a “Guided Tutorial” scenario which is aimed at helping new players to learn the basics before playing survival: Multiple new structures are set up to be used in this scenario thanks to all these builders!! CrazyZ, Frank the Witch, HeckenDiver, Hootsman, Jenniphurr, Kithid, LycanThrope, LyfeForse, Jrandall, Sulusdacor & Yunaleska_Kurryku.
Now validating playfield names in Sectors.yaml (as they are used as folder names)