v1.18 Experimental I
Posted on July 1st, 2026 09:29 AM EST
Hello Galactic Survivalists!
Welcome to the experimental phase of the upcoming 1.18 update!
If you want to take a little break from the current heat, we recommend checking out the version released today, putting it through its paces, and sending us your feedback.
This first EXP phase focuses primarily on a major rework of the status effect system, aimed at reducing stress during combat by minimizing overlapping or identical effects (stacking). In addition, there are countless small and large updates to descriptive texts, clearer naming conventions, and a few updates to some game areas. Optimizations to the game code regarding AI pathfinding are also included, along with increased ID numbers for loot configuration and much more.
Just check out the complete overview below, test the new features and changes thoroughly, and then send us your feedback on our forum!
We hope you have fun testing!
(Default Random, Testing Grounds, Rise of the Dark Faction (for DLC owners))
Function/Feature Updates
Optimized NPC pathfinding by shifting the system to a multi-threaded architecture to improve AI movement when under heavy load.
Loot containers in the Containers.ecf can now have an upper limit of 9999 (before it was 1023).
Blueprint YAML export ( bpyaml console cmd): added additional export contents: header fields in export (GroupName, Tags, flags, orientation, camera, RL containers), TextureRot, Density, SnapPoints, BPPSnapMatchTable, ShortcutNames, BlockGroupInfo;
Blueprint YAML export ( bpyaml console cmd): added more contents to export: signalSources, signalReceivers, logicCircuits via NbtCollection/NBTYaml)
Warp Route Planner: added additional checks to prevent players from getting hidden stars on their nav bookmark list.
Balancing: Status Effects
Full rework of all harmful status effects in terms of logic, effects, connections and setup
Created a new logic with least amount of stacking of SEs (both in numbers and their effects)
Created a new progression with specific silo-cascades for each effect groups & sources (walking speed, health, food, health-thresholds, food-thresholds, stamina ect)
Remove high-tier Status Effects given by enemies in combat (reduced to starter-level SEs in order to contribute to the aforementioned)
Check all details: https://empyriononline.com/threads/v1-18-status-effects.103122/
Note: This is a work in progress in terms of final balancing and missing/not-yet-final new icons.
Balancing: Gameplay adjustments
Large & small grid building blocks are easier to carry in Inventory
Starter RockResources are faster do dig
On death, don’t drop SurvivalTool anymore
PromethiumStone hitpoints reduced to 100
Kitchencounter, Bathroomcounter can be (un)locked
Itemmenu / inventory info cleanup
Block names are now more descriptive of their structure type
Many Block and Item tooltips adjusted (Layout, clarity, length, gameplay info)
Localisation changes to some UI elements (Buttons, descriptions…)
(Default Random, Testing Grounds, Dark Faction)
Playfields: Akua rework pass
Playfield is now randomized by seed
Biome deco and colour pass
Added ‘gameplay hint’ POI nests and broken HV at crash site
Added some basic exploration-focussed POI, another crashed vessel
Creature types, densities and placement reworked - A little bit more dangerous
Added tiny SSOR Promethium deposit
Mission materials should be a little bit easier to find (Eggs in Dustbowl biome, Butterflies more on open terrain & at progenitor POI, more TechRuins with hostile robots), Carbon deposit closer to Crashsite
More pistol ammo when starting out
PDA
Layout and many texts reworked
Triggers for some info messages tweaked, so that they display closer to the ‘issue’
Story warning Dialog popups moved closer to POI, to prevent loss of control while driving
Fixed fracture status effects do not cure after using medkit wearing epic armor
Fixed: Thalassor Gate was at the wrong position (applies to Testing Grounds only!)
BP Yaml export: fixed possible problems with obfuscation by marking yaml classes to not get obfuscated