Empyrion-Servers.com Blog Feed en https://empyrion-servers.com/ Thu, 30 Jun 2022 10:35 CEST Empyrion-Servers.com is a Empyrion servers list. Its goal is to provide an efficient way for players to find a server that suits their needs and also for servers owners to get more players on their servers. 60 v1.8.3 Hotifx https://empyrion-servers.com/blog/234/v183-hotifx/ https://empyrion-servers.com/blog/234/v183-hotifx/ Thu, 30 Jun 2022 10:35 CEST
In addition to the previous patch here is the changelog for v1.8.3 with some fixes we have been working on & more to come soon.
Report bugs and issues for the public release right over here - thanks a lot!:
https://empyriononline.com/forums/bugs.24/

2022-06-30 v1.8.3 B3849

Changes:
  • Added a few more infected warriors to Digsite Terminus to make the POI a little more interesting
  • Added a turret robot to lower level of Supply Bunker
  • Skillon: Initial Delay for FireRain and Heatwave were set to 0 (now set to 36 and 72)
Fixes:
EAH:
]]>
v1.8.2 Hotfix https://empyrion-servers.com/blog/233/v182-hotfix/ https://empyrion-servers.com/blog/233/v182-hotfix/ Wed, 22 Jun 2022 16:20 CEST
In addition to the previous patch here is the changelog for v1.8.2 with some fixes we have been working on & more to come soon.
Have fun and please report bugs and problems as usual - thanks a lot!

Report bugs and issues for the public release right over here:
https://empyriononline.com/forums/bugs.24/

2022-06-22 v1.8.2 B3846

Changes:
  • Changed: Quest missions are not deleted after leaving a planet anymore. (r 46728)
  • Added: Pirates crashed vessel (prepare for Questlines on Skillon)
  • Added: occasional FireRain weather effect added to Skillon
  • Changed: Slightly reduced amount of Corndog bushes in crashsite area on Skillon
  • Changed: Added more (dangerous) enemies to Skillon (removed Megalonopses)
  • Changed: Collection Point logic changed (removed Admin Core. Placed more loot)
  • DISCLAIMER: All changes made to Skillon will not apply in an ongoing savegame! New start on Skillon is required to see the changes!
Fixes:
  • 00248: CV Passenger seat glitch
  • 00255: 3PV camera glitch in tunnels with a low ceiling
  • 00252: Some terrain deco can increase in size after being knocked down
  • Fixed: Video Manuals sometimes looping when watched already
  • Fixed: Removed PDA item from non-Akua start loadout
  • Fixed: Ripper dogs view range was set to 5m instead of 50
Updated Default MP scenario:
Fixes:
  • Fixed 00257: Tutorial does not start
  • Fixed some missing Localization Keys
]]>
Trailer Tuesday! https://empyrion-servers.com/blog/232/trailer-tuesday/ https://empyrion-servers.com/blog/232/trailer-tuesday/ Tue, 21 Jun 2022 19:05 CEST Our new #gameplay #trailer for the summer 2022 release has the answers!

Don't forget: Get the game 50% off right now at #Steam! #indiegame #indiedev #TrailerTuesday




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Empyrion v1.8 Feature Video! https://empyrion-servers.com/blog/231/empyrion-v18-feature-video/ https://empyrion-servers.com/blog/231/empyrion-v18-feature-video/ Fri, 17 Jun 2022 18:52 CEST Then get going & have fun! 👾🚀👽

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v1.8.1 Hotfix https://empyrion-servers.com/blog/230/v181-hotfix/ https://empyrion-servers.com/blog/230/v181-hotfix/ Fri, 17 Jun 2022 16:54 CEST
In addition to the previous patch here is the changelog for v1.8.1 with some fixes we have been working on & more to come soon.
Have fun and please report bugs and problems as usual - thanks a lot!

Report bugs and issues for the public release right over here:
https://empyriononline.com/forums/bugs.24/

2022-06-17 v1.8.1 B3843

Changes:
  • Localisation updates for PDA and Main Loca: DE, FR, IT, ES and RU. Note: the localization for the aforementioned languages was added by AI machine translation as a test and will be improved over time
  • Updated gameoptions.yaml for Default Multiplayer scenario
Fixes:
  • Fixed: some POI on Omicron did not spawn reliably
  • Fixed: Frame Module Concrete did not advance Base Building Tutorial
  • Fixed: Debug entries in PDA were still visible
  • Fixed: Quest Super Fertilizer could not be completed at quest NPC
  • Fixed: Quest-Cancel on Akua-exit does create a loop when teleporter is used (Known issue: Quests could still be seen active in the questlog)
Updated IvD scenario:
Changes:
  • Added Carbon Rocks to Itaka and Korro
  • Update LoadingScreenConfig
Fixes:
  • Fixed Traders show empty list (no items)
  • Fixed infinite loading screen on Korro and Itaka
  • Fixed Tutorial keeps popping up after declining
]]>
v1.8 https://empyrion-servers.com/blog/229/v18/ https://empyrion-servers.com/blog/229/v18/ Wed, 15 Jun 2022 16:09 CEST
After four experimental versions we are releasing the public version 1.8 of Empyrion Galactic Survival today! :)

The main themes of version 1.8 are the following:
A new game start on the moons of Akua, Ningues, Masperon and Skillon.
A new and improved Robinson Protocol tutorial & a first iteration of a quest system.
Improved AI behavior, including all-new creatures on land, in water and in the air!
First batch of visually overhauled playfields, including all-new models for above-ground rock resources & new deco.
Lots of new toys for content creators, e.g. with new PDA and Dialogue functionalities.

There is of course a lot more! For full details on all of the additions, updates, and fixes, check out the changelog below!

As always, let us know what you think about the changes in our feedback forums:
https://empyriononline.com/forums/faq-feedback.25/

Please post any bugs and errors in our bug forum.
https://empyriononline.com/forums/bugs.24/

Please do NOT post bugs here in the blog or other discussions, otherwise these important messages might get lost or overlooked!

Our heartfelt thanks go out to all those who, during the experimental phases, have been undauntedly throwing themselves into the latest changes, helping us with bug reports and comments to work towards a successful release!

We would also like to thank you for your continued help and that of all the new players who have - and will be - joining us. That's what makes a great community!

For now, have fun playing version 1.8! :)
Eleon Dev Team


Important notes:
Because we added the new decoration to more planets, all our Official Servers will be wiped.
For modders: You have to update Unity to v2021.3.2f1

v1.8 B3842

Changes:

New game start:



The game start has been completely reworked and may be very different from the previous game experience in the default scenario. Especially for players who have been in the game for a while, there might be some new strategies that can be pursued on the way up into space.
Exploration will play a more important role than in the previous game start versions!

New tutorial:



For our new players we offer a revised ‘Robinson Protocol’ tutorial on the starting moon of Akua.

The new tutorial starts after you crash on the planet with picking up your equipment lying around. The new Robinson Protocol keeps track of all your activities and gives you situational tips and hints whenever you do something for the first time!

There is no prescribed procedure to follow. So just try it out, explore the surroundings and do what you like!

Quests:



Once you've gotten around the world a bit, you can accept one or several quests at a time from the NPCs.

Each quest is related to a specific activity. For example, finding a certain animal or obtaining an item. You will find the corresponding quest item specially marked in your inventory. It cannot be sold and will not be lost when you die.

You can always see the progress of your quests and what exactly you need to do for them in the PDA and in the associated factions quest log.

You can also drop quests there without having to visit the quest giver.

Updated playfields:
Alien, Arid, BarrenMetal, Desert, Lava, LavaNascent, MoonNascent, MoonForest, MoonIce, MoonIce2, MoonLava, MoonLava2, Prairie, Temperate, TemperatePlateau, TemperateSwamp.


“TemperatePlateau”

Optimisations
  • We have worked on some optimisations for the game which should result in your FPS increasing by at least 10 or more when inside or outside a structure (player made bases & vessels, POI's etc) depending on your hardware!
  • LOD Distance (Low, Medium & High) now sets the distance for render range of objects
New NPC’s added:
  • “Gliding Overseer” (Skillon)


  • “Annoying Mosquito” “Stuns” the player (Masperon > Swamp)


  • "Butterflies" that give "Bandage" heal to the player ( Akua > Forests )


  • "Salavge Drones" (Skillon)


  • “Fish” (Akua > Water/Deep Water)
Status effects & medical item changes:
  • On screen messages for Mitigation & Cures for Status effects updated:
  • These can be seen on the top center of the HUD & in the player inventory window > “Stats” > Place your cursor over the Status effect icon

  • Changed: First Aid Kit now restores up to 250 HP; Detox/Decon Kit do not restore HP anymore. Health Pack does not cure Open Wound anymore
  • Changes to Medical items in ItemConfig:
  • Removed negative buffs from all of them except:
  • RadImmunityShot = unchanged
  • EnergyPills:
    1. Positive buff chance from 0.8 to 1
    2. BadTrip chance from 0.1 to 0.35
    3. PoisonFood chance from 0 to 0.1
  • AdrenalineShot - BadTrip chance from 0 to 0.2
PDA Changes:
  • Enhanced PDA: Added new Check 'BiomeChanged' to check for entered or left biomes
  • PDA: Added new Checks "PlayerLevelUp" and "PlayerStatChanged" to compare player stats with a specified value. How to use:
    Setup of PDA Check "PlayerLevelUp":
  • use "Value" parameter to specify the level the player has to reach so that the Action gets completed
  • example: Value: 5
Setup of PDA Check "PlayerStatChanged":
  • Use "Names" parameter to specify an expression in the form "stat-name comparison-operator compare-value"
  • The action gets completed when the respective stat value changes from a "condition not satisfied" value to a "condition satisfied" value
  • This prevents the action from insta-completing if at the moment the Check becomes active the value is already "condition satisfied"
  • example: Names: []
  • as soon as the player's Food value decreases from 100 or above (condition not satisfied) to below 100 (condition satisfied) the Action gets completed
  • supported stat-names: Health, Food, Oxygen (1), ArmorO2 (2), Radiation, Temperature (3)
    1. this is the player's personal little oxygen reserve to not immediately have the "No Oxygen" alarm when, e.g. going under water
    2. this is the oxygen in the armor suit the player has equipped (as displayed in the life stats UI)
    3. this is the player's body temperature
  • supported comparison-operators: <, <=, >, >=, ==, !=
[expand type=showmore] Some more info:
---------------------------------------
Setup of PDA Check "DayNightChange":
  • use "Names" parameter to specify "Sunset" or "Sunrise"
  • example: Names: []
Setup of PDA Checks "PlayfieldLeft" and "PlayfieldTypeLeft":
  • identical to "PlayfieldEntered" and "PlayfieldTypeEntered":
  • respectively specify the playfield name or the playfield type name (from "PlanetType" in playfield yaml)
  • example for PlayfieldTypeLeft: Names: []
  • PDA: Added new Checks "StatusEffectApplied" and "StatusEffectRemoved" (setup via Names parameter)
  • PDA: Added new Check "PlantHarvested" (setup like ItemsPickedUp)
[/expand]
Config file changes:
  • Implementation of supporting a "_PoiGroupsConfig.yaml" file in Prefabs folders.
    (see _PoiGroupsConfig_example.yaml in ../Content/Configuration)
  • DialogueSystem: Update function OpenHtmlWindow & added CloseHtmlWindow()
    (see Dialogues-config-and-examples.txt in ../Content/Configuration)
  • Added new config file DamageMultiplierConfig.ecf to allow grouping damage multipliers in one file
    (see DamageMultiplierConfig.ecf in ../Content/Configuration)
  • DamageMultiplierConfig.ecf: added console command parameter "reloaddata dm" to reload the DamageMultiplierConfig.ecf
  • Templates.ecf: Simplified templates & replaced Iron components with PlasticMaterial components for some basic devices and tools (ArmorLight, Chainsaw, small SV/HV generator, Small BA generator,Player Bike,Deco Blocks, Core, Flashlight, Survival Tent); Preparing introduction of Carbon as a dedicated resource.
  • Templates.ecf: slightly modified templates (simplified) for medical items following the new progression
  • Factions.ecf: now outputting an error message on startup when a faction name contains an illegal character
  • DialogueSystem: added variable type dbglobalpoi_int to be globally valid for a poi/npc
Misc:
  • Added automated machine translations for DE,FR,IT, ES and RU as a test of the process
  • Updated unity to 2021.3.2f1
  • Now it is possible to equip light armor and boosters from inventory without an armor locker.
  • Core handling logic change: now if the LAST core gets removed, the structure is set to NoFaction (old: if any core was removed). This allows POIs with more than 1 core for higher difficulty.
  • Added console cmd "rd bp" to reload the blueprint headers + poi config yaml files
  • Added a warning to the changemode console command
  • Added Detector (handheld) as physical device


  • New resource rock models


  • Implemented a Join Queue system for MP servers (example can found found in the stock dedicated.yaml or paste this in to a current dedicated.yaml):
    ### Number of players that will be put into a waiting queue if the server is full PlayerLoginFullServerQueueCount: 10 ### If specified, the number of parallel logins to a server are restricted to this number. This is important when you expect a big number of people to login at the same time PlayerLoginParallelCount: 5 ### Add steam ids for preferred players that will get a better position in the login queue PlayerLoginVipNames: "steamID1,steamID2,steamID3"
  • ModAPI: Added function IStructure.SetColorOfBlocks(list-of-data) for setting colors of multiple blocks with one function call (and also only one network transfer)
Fixes:
  • Optimisations done for the oxygen system: With this you should notice less lag spikes when deconstructing a structure & no more crashes like what was reported here https://empyriononline.com/threads/game-crash-while-building-on-the-wreakage-previously-named-heidleberg-8164.98851/
  • 00024: Distant warp lines not showing after map is open
  • 07167: Taking off armor with the jetpack still enabled doesn't disable jetpack ability.
  • 00023: Firing sound plays on loop on death of player.
  • 07634: Vessel toolbar doesn't update what attached devices have been destroyed until exiting.
  • Avatar animation glitch after switching from 1PV to 3PV camera. See here https://empyriononline.com/threads/player-pinwheels-in-3rd-person-7178.91846/
  • 'NoSkip: True' doesn't work with Description set for chapter start anymore
  • 00055: Setting up a door with a motion sensor that requires a Token does not block the door
  • 07993: Possible to get damaged whilst in a cockpit with shields enabled
  • BP Group menu: Tags are cleared when POI is saved again
Default Multiplayer:
Changes:
  • Changed Player Start to Akua, Skillon, Masperon and Ningues
  • Added Tutorial for new players
Invader vs Defender:
Changes:
  • Added Tutorial for new players
  • Added the new NPCs to Atlon, Itaka, Merdar and Korro
  • Added "TalonCrossbowPlayer" to "TalonBasicsAndCommodities"
  • Added new Decoration on the Starting Planets
  • Updated all random generated playfields to the latest version
  • Added TemperatePlateau, Snow2 and DesertBurnt to the Galaxy Generation
  • Removed Ocean Planet from the Galaxy Generation
  • Player Start always in Crash Site on Atlon, Mato, Itaka, Taldor and Korro
  • Player request: Added deposits back to the Void
  • Player request: Changed resources in Cygnus System
  • Player request: Reduced deposits on all PvE planets

Fixes:
  • Fixed PlayerStart sometimes under the POI
  • Fixed bbcode color tags visible in dialogue window on Traders
  • Fixed Wildlife Cam & Weaponized Negotiations Mission
  • Fixed Taldor not showing on the System Map
  • Fixed Cygnus System couldnt be selected on the Galaxy Map for Warp
  • Fixed reward not been given when player completed "The Gold Freighter Mission" successful
  • Fixed strange GroundFog on Merdar due to water update
  • Fixed spawners on TSO_Polaris01 (wrong faction)
  • Fixed typo in Void description
  • Fixed typo in Polaris Distillery POIs
  • Fixed asteroid names in Golden Phoenix Asteroid Field
  • Fixed white sector icons in Cygnus System
  • Fixed Pulse Laser Turret missing (retractable) from the localization

EAH:
]]>
v1.8 Experimental IV https://empyrion-servers.com/blog/228/v18-experimental-iv/ https://empyrion-servers.com/blog/228/v18-experimental-iv/ Wed, 08 Jun 2022 16:54 CEST
With big steps we are moving towards the final release version of the update 1.8!
It should be ready next week - if everything works out as planned ;).

In Experimental Version 4 we have made the last content updates. So now the 'Default Multiplayer' is complete with all new content and additions.

The same is basically true for the singleplayer. However, this does not exclude the tutorial - depending on your feedback! - will get one or the other text-info addition or further microtorials(e.g. for SV building). Also the starting moons in the singleplayer will surely get one or the other change to make especially the more difficult starting planets more interesting!

Please continue to use our feedback forums intensively! Every suggestion and criticism will help to determine the direction in which the game start worlds might develop!
https://empyriononline.com/forums/experimental-features-discussion.35/

As always, please post any bugs and errors in our bug forum. Please do NOT post bugs here in the blog or other discussions, otherwise these important messages might get lost or overlooked!
Report bugs and issues right over here: https://empyriononline.com/forums/bugs.34/

Fixed Experimental version bugs can be found there: https://empyriononline.com/forums/fixed.90/

Thank you & have fun with EXP4!

Changes:
  • Updated: Full technical rebuild of the Quest system. Can NOW be tested! See feedback thread for more info!
  • Added Tutorial note when opening trader screen for the first time
  • Added Tutorial notes and hints about Faction reputation loss and credibility token
  • Added ‘apologize’ dialogue to Settlement Chief on Akua (at least you can try to talk to him when he runs after you :D )
  • Added: a credibility token can be found in the Settlement Chief farm house.
  • Changed: Farm/Fields on Akua got some warriors as defenders
  • Changed:: Farms/Fields on Akua are now set to TALON faction and have a territory
  • Changed: Farm/Plantation NPCs are now traders (trading goods will be changed)
  • Changed: Renamed Scraper Drone to Salvage Drone (to imply what is actually does)
  • Changed: Added more Telluropods to swamp/beach areas on Akua
  • Changed: Removed eggs from Big/Aggressive Dinosaur/Raptor drop
  • Changed: Disabled ‘old’ Talon missions on Akua (cannot be completed there)
  • Updated localization (as of 04 06 2022)
Fixes:
  • Shooting sentry turrets spam errors in the console
  • Base of the retractable turrets have the wrong shadows
  • NPC's not firing at players
  • Vessels with "Docking Pads" couldn't land on a vessel to dock
  • InventoryOpenedPOI does not work with Personal Locker Devices
  • Fixed PdaDataOps not persistent
  • Snow starter moon using cobalt resource textures in wrong places.
  • Fixed: Tales of Tash logs found did not show new log entries after a certain point. (Requires new savegame if already played into the story; If issue persists, please report at WHICH POI you could not read the found log)
  • Fixed issues with main story missions looping (might need a new savegame started to fully apply!)
  • Using the teleporter at "Sanctuary" results in the client getting stuck in the loading screen. (Requires new savegame. Will not update “broken” playfields)
Default Multiplayer:
    Changes:
  • Updated Starting Moon to the latest version
  • Added a Tutorial to help new players
Known:
  • Exception triggering when trying to use a turret manually when entering the turrets "view"
]]>
v1.8 Experimental III https://empyrion-servers.com/blog/227/v18-experimental-iii/ https://empyrion-servers.com/blog/227/v18-experimental-iii/ Wed, 01 Jun 2022 15:39 CEST
Welcome to a new phase in Experimental Version 1.8! First of all, once again our heartfelt thanks to you for all the feedback and bug reports. Thanks to your efforts we are slowly approaching the end of the testing phase for version 1.8!

If all goes well, we plan to release the final version in mid-June ;)

The current version includes - besides a lot of bugfixes - numerous changes and adjustments for the start tutorial and the game start environment on the four starter moons. As always, you can read the details in the changelog below.

A note: To test the changed starting fields and tutorial content, it is necessary to start a new game with the current Experimental III version.

As always: Please post your feedback on the individual focus topics in the designated forum threads so that we don't miss any of your feedback.
Experimental feedback threads can be found here:
https://empyriononline.com/forums/experimental-features-discussion.35/

Report bugs and issues right over here:
https://empyriononline.com/forums/bugs.34/

Fixed Experimental version bugs can be found there:
https://empyriononline.com/forums/fixed.90/

Thanks in advance!

Have fun!
Empyrion Dev Team



Changes:
Global:
  • Added: Ingame tutorial feedback form (F1 > click ‘Game Feedback’ chapter > press ACTIVATE TUTORIAL button > follow orders); WiP Test!
  • Added: BA Frame Module Concrete added to stock prefabs
  • Added: Preview of quest objectives added to mission dialogue
  • Added notification about the teleporter in the space station will not get the player stranded (they can teleport back)
  • Added fish to Ningues, Masperon, Barren; (Only spawn if water is deep enough, though)
  • Changed: Tutorial now only activates on Akua (new players starter moon; added notes to game start selection screens.)
  • Changed: removed all preplaced HV in favor of the new tutorial / improve challenge on other planets
  • Changed: Drops of golems now following their “biome” definition ( Swamp: Titanium ore chance, Ice: Cobalt ore chance, Desert: Neodymium ore chance); All golems have a chance to drop any of the base ores (iron, copper, silicon, carbon) plus chance of promethium ore and crushed stone.
  • Changed: Mosquitos now drop Alien Thorn (instead of Toxic Liquid)
  • Changed: Increased buds drop count for BigFlower from 1 to 2
  • Changed: removed poison food chance from berries and lowered indigestion chance)
  • Changed: Wreckage bases devices have been reduced and bases themselves are not airtight anymore ( you first need to fix them up !)
  • Changed: Non-story relevant ‘wreckage bases’ set to Alien faction (+core); Note: If your scenario uses Base-Wreckages (filenames BAW_*) without changes to the default BP group > these are now sorted into a BAW_Base blueprint group.
  • Changed: Updated moon snow starter, moon lava, moon and barrenmetal playfields
  • Butterfly particles updated
Gamestart & Tutorial - Akua
  • Added: Full guided tutorial for building a basic HV (using a Frame) Note: The HV Tutorial starts when the player reaches level 3; For the BA tutorial to test, place a Portable Constructor, then pick up 100 carbon substrates.
  • Changed: Increased amount of cobalt rocks in Tundra area
  • Changed: Improved guided tutorial for building a basic BA (using Frame)
Gamestart - Ningues
  • Added message to not approach convoy on Ningues unprepared
  • Changed: Updated Snow starter moon. Still WiP but can NOW be tested in terms of gamestart and survivability.
  • Changed: Increased pickable plants count in crash site area significantly to improve survivability. (Please retest on medium and hard mode if it is now too easy.Thx!)
  • Changed: crashsite temperature increased a little
Gamestart - Masperon
  • Added: Gliding Overseer added to barren starter moon


  • Changed: Optimized Alien Swamp starter moon
  • Changed: Deactivated “deco/screen effect” mosquitos (replaced by the “real” mosquitos) to avoid confusion.
  • Changed: Added a few mosquitos to crashsite
Gamestart - Skillon
  • Changed: Increased overall radiation +1
  • Changed: Reduced amount of Crashed Vessel
  • Changed: slightly reduced amount of mushroom in start area
  • Changed: Increased Radiation on NEST biomes (Pentaxid crystals)
PDA updates
  • PdaDataOps can now include an optional 4th parameter "Reset" to reset the modified chapter-
Fixes:
  • Blocks (tables, windows, doors etc) can go missing when arriving at a structure
  • Change & rotate option changes don't render their changed position until reloading back in to the save & changing the tint on a window not working
  • Box (Farm) and Sacks (Field) were not accessible
  • Tales of Tash Archive did not close sometimes
  • Matrix key was generated several times (sometimes caught in a loop dialogue)
  • EVA Booster tutorial info shown although not completed
  • Butterflies did block players from sleeping (tent / bed)
  • Angled blocks do not provide oxygen in sealed rooms
  • Entering cockpit of HV did trigger ‘cold in space’ tutorial info
  • Asteroids in crown sector had wrong lables
  • Mounted weapons can get forced to reload.
  • Issue with Shadows of NPC's & structures when shadows are off or set to "Low"
  • Chapter repeats only twice when set to activate 'when rewarded' + chapter activate action
Known issues:
  • Gliding Overseer cannot be looted yet
  • NPC's currently don't fire at the player & flee
  • Docking pads collison box prevents vessels from docking
  • The loca is not yet rolled out for other languages than English. The translations will be readded for the final release!
  • The quest system on Akua is not yet final. There might be issues in closing a quest or getting some quest items. Please test it anyways!
]]>
v1.8 Experimental II https://empyrion-servers.com/blog/226/v18-experimental-ii/ https://empyrion-servers.com/blog/226/v18-experimental-ii/ Tue, 24 May 2022 14:45 CEST
Welcome to Experimental phase 2!

If you have already participated in the test version, you will see a lot of changes in the list below, which we were able to implement thanks to your feedback.

New additions are the first four NPCs and creatures that populate two entirely new game spaces for the first time: air and water! We are excited to see how you like them!

The new game start including the tutorial has also made great progress! For example, the tutorial-related info messages are now only displayed if you actually choose to play the tutorial at the beginning of the game. Messages about story and quests are of course not affected by this. Also, there is now an archive or log in the PDA for both tutorial and quests, where you can look up your progress, todos and next steps, or read past messages!

Our work on the other planets is also progressing steadily. In the current update are more revised versions included!

Due to the numerous changes to the starting planets and the mission structure, you should definitely start a new savegame, so that you can test all the changes, from tutorial to NPC to the quests!

We hope for numerous feedback on how you like the changes!

As always please note:
Experimental feedback threads can be found here https://empyriononline.com/forums/experimental-features-discussion.35/
Report bugs and issues right over here: https://empyriononline.com/forums/bugs.34/
Fixed Experimental version bugs can be found there: https://empyriononline.com/forums/fixed.90/

Have fun playing!
Empyrion Dev Team

PS: Please note that for the duration of the EXP no localization languages other than English are available. Will be changed for the public release!

Changes:

New NPC’s added:
  • “Annoying Mosquito” which currently “Stuns” the player (Masperon > Swamp)


  • Butterflies that give "Bandage" heal to the player ( Akua > Forests )


  • "Scraper Drones" (Skillon)


  • “Fish” (Akua > Water/Deep Water)
New Default Start Changes:
    Major updates/changes:
  • Tutorial: All tutorial related messages are now hidden except the player decides to play with tutorial assistance activated
  • Tutorial: Updated wording and setup of all relevant tutorial messages and organized them into archives so the player that has chosen to play with tutorial assistance can re-read them at any time!
  • Game Start: Adjusted barren and alien starter moons in terms of survivability and challenge. Please retest in a new savegame. Note that SNOW starter is not fully ready for game start (> EXP3).
  • Quests: Changed quest structure and setup (Note: might require a new savegame to be started in EXP2 for testing; Quests are still work in progress!)
  • Quests: For the talon quest on the temperate starter moon, players can now check and manage active quests from remote (without approaching the quest giver) via the PDA quest log. (WiP)
Other updates/changes:
  • Added: The first time a player accepts a quest in 1.8 he will get an info where and how to manage these. (this is general info for all players, with or without tutorial activated!)
  • Added (more) Carbon Rock Resource to barren and alien starter moon crashsite area
  • Added plant for anti radiation ointment to barren starter moon crashsite area
  • Added: Scraper Drones around wreckage type POIs and on Crashsite on Barren starter moon
  • Added: Annoying Mosquitos to swamp areas on Alien Swamp starter moon
  • Added: Butterflies added to temperate starter moon (forests)
  • Added: Shoal of Fish added to shallow water, water and deep water biomes on temperate starter
  • Added battered drones in space asteroid field (alien faction)
  • Added: message when first entering an obelisk (about portal/teleporters)
  • Added: Carbon resource entry added to Empyriopedia
  • Added new loot groups to Scraper Drone (Spare Parts, Coolant, Optronics) and Mosquito (Toxic Liquid, Narcotics)
  • Added: Anti Radiation Ointment to Large Wreckages personal locker on barren starter moon
  • Added: Some anti-radiation helper now available in Opportunity base on barren starter
  • Added takeover guide for taking over the Opportunity base (focus on un-claimed POIs)
  • Added: Tutorial info popup when gold is found (EVA Boost) and when a growing plot is picked up
  • Changed: Disabled test-Asteroids in starter moon space (swapped with Ice Asteroids)
  • Changed: Added small Promethium and Neodymium voxel deposits to Barren Starter
  • Changed: Added small Titanium and Pentaxid voxel deposits to Alien Starter
  • Changed: Added Cobalt voxel deposits to Snow Starter
  • Changed: Added additional rewards to the temperate farm and plantation quests (WiP)
  • Changed: Tribal Barrel, Sacks and Buckets now have more appropriate loot
  • Changed: Tales of Tash Story now also uses the organized message archives to tell the player what he should do next.
  • Changed some texts (maintenance, grammar, typos, wording)
  • Changed: Increased wreckage count on Barren starter (Please check!)
  • Changed: Increased amount on damaged cyborgs around POI on temperate starter
  • Changed: Added note/help on Digsite Terminus for opening the underground cover
  • Changed: Furnishing deco is now available in the Portable Constructor and Small Constructor
Optimisations:
  • We have worked on some optimisations for the game which should result in your FPS increasing by at least 10 or more when inside or outside a structure (player made bases & vessels, POI's etc) depending on your hardware!
  • LOD Quality (Low, Medium & High) now sets the distance for render range of objects
Updated playfields:
Alien, Arid, BarrenMetal, Desert, Lava, LavaNascent, MoonNascent, MoonForest, MoonIce, MoonIce2, MoonLava, MoonLava2, Prairie, Temperate, TemperatePlateau, TemperateSwamp.


“TemperatePlateau”

Fixes:
  • Fixed: Abandoned Dronebase did not spawn NPC/did not work (Faction changed to Alien)
  • Fixed: Blast doors in Supply Bunker trying to kill the player
  • Fixed: covered other hidden leakages in Opportunity base on Barren starter moon
  • Fixed: Set carbon voxel deposits to correct texture
  • CoQ when teleporting to Omicron
  • Ramps can retract when a vessel touches them.
  • Fixed CoQ at the Main Menu from the steam workshop.
Updated Default Multiplayer scenario:
Changes:
  • Removed old starter planets
  • Added new starter moons with minor changes to EscapePod to support Multiplayer
  • Added Carbon Deposits
  • Update PreviewPictures
  • Reworked Ellyon System from random generation to a fixed Sectors.yaml
  • Update LoadingScreenConfig
Updated IvD scenario:
Changes:
  • Player Request: Lowered mountain height and gravity + add Carbon Rocks to Merdar
  • Update LoadingScreenConfig
Fixes:
  • Fixed: Pulse Laser Turret missing (retractable) from localization
]]>
v1.8 Experimental I https://empyrion-servers.com/blog/225/v18-experimental-i/ https://empyrion-servers.com/blog/225/v18-experimental-i/ Tue, 17 May 2022 12:48 CEST
Welcome to the first round in the new Experimental version! As always, Experimental 1.8 will be divided into several phases. In the first stage we have a version for you, which mainly release the integration of the new features for testing, such as the new game start, the new tutorial and various technical functions, including to the PDA, servers and more!

You can find a list of the current contents of Experimental Phase 1 in the changelog below!

Please note that we have created specific areas for bugs as well as feedback in the Experimental forums linked below. Please use the pinned topics in the Feedback section to provide your feedback on specific new game features in Verison 1.8. This will help us tremendously in the ongoing evaluation and implementation of your suggestions!

https://empyriononline.com/forums/experimental-features-discussion.35/

As always please note:
Report bugs and issues right over here: https://empyriononline.com/forums/bugs.34/
Fixed Experimental version bugs can be found there: https://empyriononline.com/forums/fixed.90/

We thank you already for your participation and all your feedback!

Eleon Dev Team

Disclaimer:
Version 1.8 will not be a savegame break BUT as always we recommend starting a new game in the Experimental Version. Although we try to avoid this, starting a new game may be necessary again in the next phases of the Experimental Version.

Because we added the new decoration to more planets, all our Official Servers will be wiped on the Public Release.

Important note for modders: You have to update Unity to v2021.3.2f1

Changes:

New default scenario start:



We don't want to spoil too much here, so let's just say that the new game start has been completely reworked and may be very different from the previous game experience in the default scenario. Especially for players who have been in the game for a while, there might be some new strategies that can be pursued on the way up into space. Without giving too much away, it can be said that the starting playfield will not be limited to just one celestial body and that exploration will play a more important role than in the previous game start versions. However, as always, there are shortcuts for those who want to quickly launch into the galaxy.
The primary test focus of this first phase is about the content of the new tutorial (please see the notes below!) as well as the content of the planets (poi, quests, etc) on the Temperate Moon named Akua.
All other starter moons are playable in principle, but not yet tuned for survivability. HOWEVER, we also look forward to your play experience on the Snow, Barren, and Alien Swamp starter moons. Maybe their current setup is already interesting? Let us know!
Stay open minded and have fun! We are looking forward to your feedback!

Debugging notes:
The PDA list in the tutorial and story tab has MANY entries visible! Do not get confused by them as they are merely for debugging and will vanish in the final version. That being said, when you are STUCK in a mission, like something in the PDA list on the right is not “closing”, open the PDA and take a screenshot of the list and the mission that is stuck/not resolving and add it to your feedback. Thx in advance!

Known issues:
  • You CAN start on Snow, Barren and Alien Swamp starter moons BUT they are not yet fully set up for “survivability” in terms of resources, animals etc. Would be great to hear your feedback (and suggestions!) about their CURRENT state anyways! :)
  • The first Tales of Tash log you find is possibly too low in volume and in german language. This is for EXP and for all non-english players to test if the text displayed can help to understand EVEN if you cannot follow the text that is voiced over! (Will be changed in the final version, though.)
  • There are videos and pictures marked with WiP or visible not finalized. Will be changed.
  • Quest item found messages might sometimes not be correct. (often happens when more than one quest is active on the same POI)
  • FPS visible on game start video. Ignore. (All video and sound materials are added to show different art directions that can be explored for different situations, e.g. if you like different voices more than others or different visual experiences. Let us know!!)
  • PDA tutorial tab has a lot of entries. Ignore. All of these are just visible for testing to see where things might break. All of them will be hidden in the final version (see ‘Debugging Notes’ above!).
  • All pickup-missions are active even when declining help at game start. This is set for testing in EXP so you can send in more feedback. See ‘Debugging Notes’ above!

PDA Changes:
  • Enhanced PDA: Added new Check 'BiomeChanged' to check for entered or left biomes
  • PDA: Added new Checks "PlayerLevelUp" and "PlayerStatChanged" to compare player stats with a specified value.
How to use:
    Setup of PDA Check "PlayerLevelUp":
  • use "Value" parameter to specify the level the player has to reach so that the Action gets completed
  • example: Value: 5
Setup of PDA Check "PlayerStatChanged":
  • use "Names" parameter to specify an expression in the form "stat-name comparison-operator compare-value"
  • the action gets completed when the respective stat value changes from a "condition not satisfied" value to a "condition satisfied" value
  • this prevents the action from insta-completing if at the moment the Check becomes active the value is already "condition satisfied"
  • example: Names: []
    - as soon as the player's Food value decreases from 100 or above (condition not satisfied) to below 100 (condition satisfied) the Action gets completed
  • supported stat-names: Health, Food, Oxygen (1), ArmorO2 (2), Radiation, Temperature (3)
    (1) this is the player's personal little oxygen reserve to not immediately have the "No Oxygen" alarm when, e.g. going under water
    (2) this is the oxygen in the armor suit the player has equipped (as displayed in the life stats UI)
    (3) this is the player's body temperature

  • supported comparison-operators: <, <=, >, >=, ==, !=
More info:
  • Setup of PDA Check "DayNightChange":
  • use "Names" parameter to specify "Sunset" or "Sunrise"
  • example: Names: []
Setup of PDA Checks "PlayfieldLeft" and "PlayfieldTypeLeft":
  • identical to "PlayfieldEntered" and "PlayfieldTypeEntered":
    - respectively specify the playfield name or the playfield type name (from "PlanetType" in playfield yaml)
  • example for PlayfieldTypeLeft: Names: []
  • PDA: Added new Checks "StatusEffectApplied" and "StatusEffectRemoved" (setup via Names parameter)
  • PDA: Added new Check "PlantHarvested" (setup like ItemsPickedUp)
Config file changes:
  • Implementation of supporting a "_PoiGroupsConfig.yaml" file in Prefabs folders.
    (see _PoiGroupsConfig_example.yaml in ../Content/Configuration)
  • DialogueSystem: Update function OpenHtmlWindow & added CloseHtmlWindow()
    (see Dialogues-config-and-examples.txt in ../Content/Configuration)
  • Added new config file DamageMultiplierConfig.ecf to allow grouping damage multipliers in one file
    (see DamageMultiplierConfig.ecf in ../Content/Configuration)
  • DamageMultiplierConfig.ecf: added console command parameter "reloaddata dm" to reload the DamageMultiplierConfig.ecf
  • Templates.ecf: Simplified templates & replaced Iron components with PlasticMaterial components for some basic devices and tools (ArmorLight, Chainsaw, small SV/HV generator, Small BA generator,Player Bike,Deco Blocks, Core, Flashlight, Survival Tent); Preparing introduction of Carbon as a dedicated resource.
  • Templates.ecf: slightly modified templates (simplified) for medical items following the new progression
  • Factions.ecf: now outputting an error message on startup when a faction name contains an illegal character
  • DialogueSystem: added variable type dbglobalpoi_int to be globally valid for a poi/npc
Status effects & medical item changes:
  • On screen messages for Mitigation & Cures for Status effects updated (Change to a better pic if preferred)



  • Changed: Split/added new health packs: Health pack small (restoring 75HP), medium (restoring 250HP) and large (restoring 450HP); Adjusted templates.
  • Changed: First Aid Kit now restores up to 250 HP; Detox/Decon Kit do not restore HP anymore. Health Pack does not cure Open Wound anymore
  • Changes to Medical items in ItemConfig:
  • Removed negative buffs from all of them except:
  1. RadImmunityShot = unchanged
  2. EnergyPills - Positive buff chance from 0.8 to 1
    - BadTrip chance from 0.1 to 0.35
    - PoisonFood chance from 0 to 0.1
  3. AdrenalineShot - BadTrip chance from 0 to 0.25
Misc:
  • Updated unity to 2021.3.2f1
  • Core handling logic change: now if the LAST core gets removed, the structure is set to NoFaction (old: if any core was removed). This allows POIs with more than 1 core for higher difficulty.
  • Added console cmd "rd bp" to reload the blueprint headers + poi config yaml files
  • Added a warning to the changemode console command
  • Added Detector (handheld) as physical device

  • New resource rock models:

  • Now it is possible to equip light armor and boosters from inventory without an armor locker.
  • Implemented a Join Queue system for MP servers (example can found found in the stock dedicated.yaml or paste this in to a current dedicated.yaml):
    ### Number of players that will be put into a waiting queue if the server is full PlayerLoginFullServerQueueCount: 10 ### If specified, the number of parallel logins to a server are restricted to this number. This is important when you expect a big number of people to login at the same time PlayerLoginParallelCount: 5 ### Add steam ids for preferred players that will get a better position in the login queue PlayerLoginVipNames: "steamID1,steamID2,steamID3"

  • Optimisations have been done for for the oxygen system. With this you should notice less lag spikes when deconstructing a structure like what was reported here https://empyriononline.com/threads/game-crash-while-building-on-the-wreakage-previously-named-heidleberg-8164.98851/
  • ModAPI: Added function IStructure.SetColorOfBlocks(list-of-data) for setting colors of multiple blocks with one function call (and also only one network transfer)
Fixes:
  • Distant warp lines not showing after map is open
  • Taking off armor with the jetpack still enabled doesn't disable jetpack ability.
  • Firing sound plays on loop on death of player.
  • Vessel toolbar doesn't update what attached devices have been destroyed until exiting.
  • Teleporters in trading station BAO_Waystation-02 were set to off
  • Missing icons "Datapads", "ExplorerToken" etc
  • Avatar animation glitch after switching from 1PV to 3PV camera. See here https://empyriononline.com/threads/player-pinwheels-in-3rd-person-7178.91846/
  • 'NoSkip: True' doesn't work with Description set for chapter start anymore
  • Setting up a door with a motion sensor that requires a Token does not block the door
  • Possible to get damaged whilst in a cockpit with shields enabled
  • BP Group menu: Tags are cleared when POI is saved again
Invader vs Defender:
Changes:
  • Added "TalonCrossbowPlayer" to "TalonBasicsAndCommodities"
  • Added new Decoration on Mato, Itaka, Taldor and Korro
  • Player Start always in Crash Site on Atlon, Mato, Itaka, Taldor and Korro
  • Player request: Added deposits back to the Void
  • Player request: Changed resources in Cygnus System
  • Player request: Reduced deposits on all PvE planets
Fixes:
  • Fixed bbcode color tags visible in dialogue window on Traders
  • Fixed Wildlife Cam & Weaponized Negotiations Mission
  • Fixed Taldor not showing on the System Map
  • Fixed Cygnus System couldnt be selected on the Galaxy Map for Warp
  • Fixed reward not been given when player completed "The Gold Freighter Mission" successful
  • Fixed strange GroundFog on Merdar due to water update
  • Fixed spawners on TSO_Polaris01 (wrong faction)
  • Fixed typo in Void description
  • Fixed typo in Polaris Distillery POIs
  • Fixed asteroid names in Golden Phoenix Asteroid Field
  • Fixed white sector icons in Cygnus System
]]>
v1.8 EXP Announcement https://empyrion-servers.com/blog/224/v18-exp-announcement/ https://empyrion-servers.com/blog/224/v18-exp-announcement/ Mon, 16 May 2022 21:21 CEST
]]>
v1.7.9 Patch https://empyrion-servers.com/blog/223/v179-patch/ https://empyrion-servers.com/blog/223/v179-patch/ Thu, 14 Apr 2022 10:37 CEST
We have some changes & fixes now released on the public branch.

As always please note:
Report bugs and issues for the public release right over here:
https://empyriononline.com/forums/bugs.24/

Patch: 2022-04-14 v1.7.9 (B3724)

Changes:
  • Added new config files "_PoiGroupsConfig.yaml" & DamageMultiplierConfig.ecf
    See "_PoiGroupsConfig_example.yaml" & "DamageMultiplierConfig.ecf" in ../Content/Configuration
  • DialogueSystem: Update function OpenHtmlWindow & added CloseHtmlWindow():
    See Dialogues-config-and-examples.txt in ../Content/Configuration
  • Implemented a Join Queue system for MP servers (example can found found in the stock dedicated.yaml):
    ### Number of players that will be put into a waiting queue if the server is full # PlayerLoginFullServerQueueCount: 5 ### If specified, the number of parallel logins to a server are restricted to this number. This is important when you expect a big number of people to login at the same time # PlayerLoginParallelCount: 5 ### Add steam ids for preferred players that will get a better position in the login queue # PlayerLoginVipNames: "steamID1,steamID2,steamID3"
Fixes:
  • When player has to much money on his Bank Account, Station Services don't work
  • Missing icons "Datapads", "ExplorerToken" etc
EAH:
]]>
v1.7.8 Patch https://empyrion-servers.com/blog/222/v178-patch/ https://empyrion-servers.com/blog/222/v178-patch/ Mon, 14 Mar 2022 10:57 CET
We have some more fixes now released on the public branch.

As always please note:
Report bugs and issues for the public release right over here:
https://empyriononline.com/forums/bugs.24/

Patch: 2022-03-10 v1.7.8 (B3720)
Fixes:
  • NPC's found dropping under terrain when the player is mining close to them
  • Mining with the survival tool causes character movement
  • Teleporters in trading station BAO_Waystation-02 were set to off
EAH:
]]>
v1.7.8 Patch https://empyrion-servers.com/blog/221/v178-patch/ https://empyrion-servers.com/blog/221/v178-patch/ Thu, 10 Mar 2022 17:59 CET
We have a fix for an issue some players have been reporting where they can fall under terrain when mining or picking deco from the terrain & would like to get some feedback from you if this build still has this particular problem for you.

If the experimental branch is not visible for you in the drop down list in steam > properties > betas please restart your steam client & check again.

Our Experimental server is also updated feel free to join!

Patch: 2022-03-10 v1.7.8 (B3720)
Fixes:
  • NPC's found dropping under terrain when the player is mining close to them
  • Mining with the survival tool causes character movement
  • Teleporters in trading station BAO_Waystation-02 were set to off
EAH:
]]>
New Resource Rock models https://empyrion-servers.com/blog/220/new-resource-rock-models/ https://empyrion-servers.com/blog/220/new-resource-rock-models/ Wed, 09 Mar 2022 19:37 CET
These are some of the renewed and thus better recognisable (resources) stones we will put in your way in update 1.8!



Taelyn
Community Manager
Eleon Game Studios]]>
v1.7.7 Hotfix https://empyrion-servers.com/blog/219/v177-hotfix/ https://empyrion-servers.com/blog/219/v177-hotfix/ Tue, 01 Mar 2022 10:54 CET
In addition to the previous patch here is the changelog for v1.7.6 with some fixes we have been working on. Have fun and please report bugs and problems as usual - thanks a lot!

Report bugs and issues for the public release right over here:
https://empyriononline.com/forums/bugs.24/

v1.7.7 B3718

Fixes:
  • Fixed a spamming exception that triggered when looking at a portal from an instance
]]>
Milestones 2022: A brief preview of the coming months https://empyrion-servers.com/blog/218/milestones-2022-a-brief-preview-of-the-coming-months/ https://empyrion-servers.com/blog/218/milestones-2022-a-brief-preview-of-the-coming-months/ Fri, 25 Feb 2022 19:04 CET
While we are still putting the finishing touches to the current version 1.7.x, it is time to give you a short overview of the topics that are planned or expected to be worked on this year.



Version 1.8 & 1.8.5
For the big summer update 1.8 there are several major topics on the agenda!

First and foremost, we will be adding completely new models for NPCs and creatures that will soon be roaming the worlds of Empyrion. At the same time, we also plan to revamp some of the NPCs and creatures currently in use, replacing them with new and revised models that fit in with the general visual overhaul of the planets.

Apart from that, we will technically fully integrate the new decoration system that we have shown as an example in the last versions. In 1.8 we will revise the planets and partly completely redesign them so that they can unfold their potential in the light of the new possibilities. This includes new, but also revised models for decoration, rocks, harvestables and resources (e.g. Rock resources on the surface).

Another focus will be improvements to the UI, to various help and display systems and a partly completely new game start.

In conjunction with that, 1.8 will continue to be worked on in numerous other areas. In addition to bug fixes, work on the code base is planned to make the game fit for the next updates and game content. Some Quality of Life and Convenience will also be in focus.

We will publish more information about this in the next few weeks on the way to the experimental release!
For version 1.8.5, the focus will then be on new playable content, missions and activities that will build on the innovations of 1.8. Fixing bugs is, of course, always part of the plan.

Version 1.8: approx. end of June/beginning of July
Version 1.8.5: approx. middle/end of October




Version 1.9
The year-end update will be all about the player avatar, its appearance, its movement possibilities and related functions and features! The update will not only change some settings, but will be a complete rework!

This means a considerable intervention in the code base (which is currently already being prepared) and will challenge all departments in the team due to the deep integration of the functions of the player controller in features and gameplay. However, we are sure that the effort is worth it and that we will be able to present you with a completely renewed combat and movement feeling including numerous new gameplay features at the end of the year.

Version 1.9: End of the year



Are you looking forward to the coming months?

Share your thoughts in the comments below!]]>
v1.7.6 Hotfix https://empyrion-servers.com/blog/217/v176-hotfix/ https://empyrion-servers.com/blog/217/v176-hotfix/ Thu, 24 Feb 2022 12:50 CET
In addition to the previous patch here is the changelog for v1.7.6 with some fixes we have been working on. Have fun and please report bugs and problems as usual - thanks a lot!

Report bugs and issues for the public release right over here:
https://empyriononline.com/forums/bugs.24/

v1.7.6 B3717

Changes:
  • (legacy ModInterface): In Request_Player_ItemExchange added immediate "ok" answer if opening item exchange window has worked
Fixes:
  • Fix for an issue with vessels losing control when another vessel docks to them
  • Fixed a exception loop that happened when looking at a portal that doesn't lead to an instance playfield
  • Multiple exceptions found from logs sent in
]]>
v1.7.5 Patch https://empyrion-servers.com/blog/216/v175-patch/ https://empyrion-servers.com/blog/216/v175-patch/ Tue, 22 Feb 2022 10:52 CET
With today's update 1.7.5 we are fixing more problems that were found and repaired thanks to you in the past experimental phase.

Also some changes and additions that didn't fit in 1.7.3 are included this time.

Among other things, the Empyriopedia has been updated with all the important information about each status effect, medical equipment and items! All information can now be found again in the groups Afflictions, Benefits and Medical Items / Devices. In addition, minor adjustments have been made here. For more details, see the list below.

We are also trying out a new feature for you by adding a 'REPORT' button to the top right of the player inventory (TAB). This will allow you to access the forum from within the game. Let us know how you like such a shortcut or what you would like to see there instead.

Many more changes and adjustments can be found in the full list below.

Important: Please note that all our Official Server will be wiped with this release.

As always please note:
Report bugs and issues for the public release right over here:
https://empyriononline.com/forums/bugs.24/

v1.7.5 B3715

Changes/Additions: Gameplay
  • Added:: PDA Descriptions can now contain images within the description text (insert with {imagename.ext})
  • Updated PoisonFood & Indigestion values for ItemsConfig.ecf
  • Updated: Registry and teleporter windows now sort the playfield entries (left content) alphabetically
  • Added: Information about BuffMod to head area of ItemsConfig.ecf
  • Added: Information about currently available INSTANCE settings added to example playfield
  • Renamed folder 'InstanceTaipane' into 'ExampleInstance' ( ../content/playfields/ )
  • Added: Medical Station Type 1 now cures PoisonBit (Stage 2)
  • Added: Medical Station Type 4 now cures EndoParasite Stage 2 and 3, RadiationOverload
  • Added a wearoff margin for RadiationOverload, as well as a cleansing effect on it for Scanner3
  • Updated Localization: Main loca, Dialogues, PDA (as of 08 02 2022)
  • Changed: Removed Intoxication chance from AkuaWine
  • Changed: Necrosis does not create Mutilation when healed anymore
  • Changed: Mineral Synth Lab and Bunker admin cores are now pre-damaged (2)
  • Changed: Underground Bunker: added ladder at entry ara so players without jetpack do not get trapped (2)
  • Changed: Prisoner (Dr. Mandor) on Heidelberg now drops report also when killed (unintentionally! ;) ) (2)
  • Changed: TOP: Root Beer Formular now removed after delivery (1)
  • Fixed: A Glacial Grave: task on entering snow planet was not set up in correct order (1)
  • NOTE: There is a known issue of the Zirax troops NOT spawning on TOP Distillery when playing the Non-English version.
  • NOTE: There is a known issue of chapter-activated missions not re-activating when they were deactivated manually (Fix > (1) )
  • (1) = requires manual PDA.yaml update to work: Exit all missions > Open console > type in 'pda rd' to reload PDA.yaml definitions.
  • (2) = change only works for new savegames AND on playfields that have not been visited before the update in ongoing savegames.
  • Updated: Polaris Trading Station Variant 11 (thx to Kaeser)
  • Removed turret from core room in underground bunker
  • Changes/Additions: Configs and Technical
  • Added display of allowed boosts per armor type in hover info
Changes/Additions: Configs and Technical
  • Added display of allowed boosts per armor type in hover info

  • Map Info Panel: Fixed "Habitable Zone MIN/MAX" distance display (distance was shown too big before)
  • Instances: added "NoVolumeWeightForPlayer" to "InstanceData" to allow switching off the V&W checks for players in instances (f.e. to get more loot)
  • DialogueSystem: added new function AddItemsFromContainer(int containerId, int maxItemCount) to allow giving a player reward items that are specified in Containers.ecf
  • DialogueSystem: added new function OpenHtmlWindow(string title, string url, float widthPerc, float heightPerc); Please note: Please note: The function OpenHtmlWindow does not support H.264 / mp4 decoder. Other codecs like 'webm' can be used, though.
  • Added gameoptions.yaml parameter 'CustomPlayerTab' that allows to add a button in the players window that opens a HTML page.
  • Respawn at medic station: the search for a medic station is limited now to the local solar system as on big servers the DB query takes too long (which could lead to timeouts.)
  • Dynamic code support change (for dialogues features + Mod.XXX): Updated compiler that works with all current Dialogue features & especially Mod.XXX
  • DialogueSystem: first implementation of supporting a RESET parameter to allow restarting a state with a reset of the dialogue:
    GotoAndReset
  • Console command reloaddata/rd: added reload of items, blocks and materials. Attention: this will work only for changing existing entities!
  • Instances: added yaml property 'EnterWithEmptyInventory' that will block any player that has items in his inventory/toolbelt
  • Modded player props head can now specify a bundle name starting with @ f.e. PropHead=@bundle/hat
  • ModApi: better log of execution exception- DB optimization: not writing ground AI, items and drones to DB any more as the DB table with entities gets too big in MP games
  • Sqlite DB: added possibility for parallel read queries. This will decrease the waiting times for long lasting queries for other clients esp. in MP.
  • Enhanced ecf file format to accept multi-line <CDATA> sections of raw content:
    1. Allows, for example, to use naturally written C# code in dialogues
    2. Note: as with block comments no other content is allowed after the closing tag

]]>
v1.7.5 Experimental II https://empyrion-servers.com/blog/215/v175-experimental-ii/ https://empyrion-servers.com/blog/215/v175-experimental-ii/ Tue, 15 Feb 2022 16:09 CET
We have some more changes & fixes to add to v1.7.5 find all the details below!

Changes:
  • Added display of allowed boosts per armor type in hover info

  • Map Info Panel: Fixed "Habitable Zone MIN/MAX" distance display (distance was shown too big before)
  • Instances: added "NoVolumeWeightForPlayer" to "InstanceData" to allow switching off the V&W checks for players in instances (f.e. to get more loot)
  • DialogueSystem: added new function AddItemsFromContainer(int containerId, int maxItemCount) to allow giving a player reward items that are specified in Containers.ecf
  • DialogueSystem: added new function OpenHtmlWindow(string title, string url, float widthPerc, float heightPerc)
  • Updated: Polaris Trading Station Variant 11 (thx to Kaeser)
  • DialogueSystem: added "using System;" so programmers don't need to prefix all system functions any more
  • Html browser: if URL starts with %SHARED_DATA% it is replaced with a link to the actual shared data folder
  • Updated: Underground Bunker now does not explode anymore when removing the core (Note: breaking other parts might still lead to if falling apart as intentional part of the design. Signs put up )
  • Updated: Sigma Fulcrum and Derpacs station (thx Kaeser)
Fixes:
  • Epic suit boosts vanish when dropped into a suit slot
  • Tier 2 CPU Icon missing
  • NPC spawners are not switched on by PDA PlayfieldOps (fix can only work in new games - sorry)
  • Decreased EggPlant movement in strong wind.
  • Polaris homeworld orbit spawned wrong model for Orbital Control (should be the DERPACs model)
  • Removed turret from core room in underground bunker
EAH:
]]>
v1.7.5 Experimental I https://empyrion-servers.com/blog/213/v175-experimental-i/ https://empyrion-servers.com/blog/213/v175-experimental-i/ Wed, 09 Feb 2022 13:10 CET
Another update so soon after 1.7.3? Yes, because there are again some problems that we were able to fix thanks to your help and that shouldn't be put on hold until the next big update 1.8. ;)

There are also some improvements and adjustments that did not make it into version 1.7.3.

Today we start with the corresponding EXPERIMENTAL version. The final update will probably be released in 2 weeks. Depending on how the Experimental version goes, of course.

What's in it?

Among other things, the Empyriopedia has been updated with all the important information about each status effect, medical equipment and items! All information can now be found again in the groups Afflictions, Benefits and Medical Items / Devices. In addition, minor adjustments have been made here. For more details, see the list below.

From now on, it is also possible to call up a browser tab in the game. The CustomPlayerTab can be configured with a link and tab name. You will find the new button called "REPORT" in the top right corner of the player inventory!

Many more changes and adjustments can be found in the full list below.

Important: Please note that all our Official Server will be wiped with this release.

As always please note:
Report bugs and issues right over here: https://empyriononline.com/forums/bugs.34/
Fixed bugs for the Experimental branch can be found here: https://empyriononline.com/forums/tracking-filed.91/
Fixed Experimental version bugs can be found there: https://empyriononline.com/forums/fixed.90/

For discussing the new and updated features, please head over to the Experimental Feedback forum: https://empyriononline.com/forums/experimental-features-discussion.35/

v1.7.5 (Build 3702)

Changes/Additions: Gameplay
  • Added:: PDA Descriptions can now contain images within the description text (insert with {imagename.ext})
  • Updated PoisonFood & Indigestion values for ItemsConfig.ecf
  • Updated: Registry and teleporter windows now sort the playfield entries (left content) alphabetically
  • Added: Information about BuffMod to head area of ItemsConfig.ecf
  • Added: Information about currently available INSTANCE settings added to example playfield
  • Renamed folder 'InstanceTaipane' into 'ExampleInstance' ( ../content/playfields/ )
  • Added: Medical Station Type 1 now cures PoisonBit (Stage 2)
  • Added: Medical Station Type 4 now cures EndoParasite Stage 2 and 3, RadiationOverload
  • Added a wearoff margin for RadiationOverload, as well as a cleansing effect on it for Scanner3
  • Updated Localization: Main loca, Dialogues, PDA (as of 08 02 2022)
  • Changed: Removed Intoxication chance from AkuaWine
  • Changed: Necrosis does not create Mutilation when healed anymore
  • Changed: Mineral Synth Lab and Bunker admin cores are now pre-damaged (2)
  • Changed: Underground Bunker: added ladder at entry ara so players without jetpack do not get trapped (2)
  • Changed: Prisoner (Dr. Mandor) on Heidelberg now drops report also when killed (unintentionally! ;) ) (2)
  • Changed: TOP: Root Beer Formular now removed after delivery (1)
  • NOTE: There is a known issue of the Zirax troops NOT spawning on TOP Distillery when playing the Non-English version.
  • NOTE: There is a known issue of chapter-activated missions not re-activating when they were deactivated manually (Fix > (1) )
  • (1) = requires manual PDA.yaml update to work: Exit all missions > Open console > type in 'pda rd' to reload PDA.yaml definitions.
  • (2) = change only works for new savegames AND on playfields that have not been visited before the update in ongoing savegames.
Changes/Additions: Configs and Technical
  • Respawn at medic station: the search for a medic station is limited now to the local solar system as on big servers the DB query takes too long (which could lead to timeouts.)
  • Dynamic code support change (for dialogues features + Mod.XXX): Updated compiler that works with all current Dialogue features & especially Mod.XXX
  • DialogueSystem: first implementation of supporting a RESET parameter to allow restarting a
    state with a reset of the dialogue:
    GotoAndReset
  • Console command reloaddata/rd: added reload of items, blocks and materials. Attention: this will work only for changing existing entities!
  • Instances: added yaml property 'EnterWithEmptyInventory' that will block any player that has items in his inventory/toolbelt
  • Modded player props head can now specify a bundle name starting with @ f.e. PropHead=@bundle/hat
  • ModApi: better log of execution exception- DB optimization: not writing ground AI, items and drones to DB any more as the DB table with entities gets too big in MP games
  • Sqlite DB: added possibility for parallel read queries. This will decrease the waiting times for long lasting queries for other clients esp. in MP.
  • Enhanced ecf file format to accept multi-line <CDATA> sections of raw content
    - allows, for example, to use naturally written C# code in dialogues
    - note: as with block comments no other content is allowed after the closing tag
  • Added gameoptions.yaml parameter 'CustomPlayerTab' that allows to add a button in the players window that opens a HTML page:
    An example of how to use: add CustomPlayerTab: "Google;https://www.google.com/" to gameoptions.yaml, then in player window, right of the "Suit Constructor" button there will be a new button that displays the specified website when clicked:






Fixes:
  • CV pulse laser wrong collision model.
  • AI space vessels self destruct after ram into any static object
  • Device with animation can push the player into blocks
  • Main menu not showing correct background image
  • Exception spam when AlienBug01V2 is used in a POI
  • Fixed blood particles not showing up any more (because of caching)
  • Network communication: small fix to not hold a reference to a chunk object too long
  • Symmetry plane position not saved when using multiple symmetry planes
  • Selection tools not cutting correctly
  • Jetpack doesn't turn ON after leaving the elevator in space.
  • Signals changed by dialogue and used by logic circuits don't work in MP
  • ModAPI Entity.DockedTo throws NullReferenceException when used with entities that are not docked to anything
  • ModAPI Spawning a structure with Request_Entity_Spawn sets the ships rotation sensitivity to 0
  • Downgraded console IdMapping error log to normal logs
  • Continuous NPC sounds can be heard by the client in Co-op mode
  • Color/Texture issues on Lava, LavaNascent & MoonDesert playfields
  • Certain letters in BP Group menu leads to letter not typed
  • Fixed: A Glacial Grave: task on entering snow planet was not set up in correct order (1)
Updated IvD scenario:
    Changes:
  • Added CustomPlayerTab where you can report bugs inside the scenario
  • Update PDA & added some new pictures
  • Disabled Christmas Event
  • Added Galaxy Territories
  • Added icon for Explorer Token
  • Added icons for Credibility Tokens (Farr, Kriel, Pirates, Polaris, Traders Guild, UCH and Zirax)
  • Updated Config Files
EAH:
]]>
v1.7.3 Patch https://empyrion-servers.com/blog/212/v173-patch/ https://empyrion-servers.com/blog/212/v173-patch/ Wed, 02 Feb 2022 10:39 CET
In addition to the previous patch here is the changelog for v1.7.3 with some changes we have been working on. Have fun and please report bugs and problems as usual - thanks a lot!

As always please note:
Report bugs and issues for the public release right over here:
https://empyriononline.com/forums/bugs.24/

v1.7.3 B3649

Changes:
  • Changes: Armored suits now have higher basic speed (Light: 1, Medium: 0.9, Heavy: 0.7)
  • Changed: Reduced speed penalties on Armor and EVA boost; Slightly reduces speed gain of Mobility Boost
  • Changed: Increased volume of Transportation Boost (100>250); added slight food and stamina drain increase
  • Respawn at medic station: the search for a medic station is limited now to the local solar system as on big servers the DB query takes to long to search.
Fixes:
  • Fixed 08361: Downgraded console IdMapping error log to normal logs
EAH:
]]>
v1.7.2 Patch https://empyrion-servers.com/blog/210/v172-patch/ https://empyrion-servers.com/blog/210/v172-patch/ Wed, 26 Jan 2022 10:23 CET
Here is the changelog for v1.6.3 with some fixes we have been working on. Have fun and please report bugs and problems as usual - thanks a lot!

As always please note:
Report bugs and issues for the public release right over here:
https://empyriononline.com/forums/bugs.24/

Changes:
  • Dynamic code support change (for dialogues features + Mod.XXX): Updated compiler that works with all current Dialogue features & especially Mod.XXX
  • Added: New icons for Credibility Seals, Fire Sticks, Explorer Token, Ramps (Airtight)
  • Updated: Start of all story missions is now chapter-activated by specific conditionals! Starting conditions are always found in the chapter descriptions! (1)
  • Changed: To avoid confusion missions are now only visible when they also can be started either manually or by a chapter activation condition (1)
  • Changed: Temporarily deactivated Patrol Vessels on Snow Starter and Swamp Starter (until OPV/PV group strength are better aligned) (2)
  • Changed: Removed Space Base Defense from all space-based story POI (note: other POI in the same sector MIGHT call for reinforcements still; also roaming hostile patrol ships might attack you!) (2)
  • Changed: Sanctuary (Story) updated to ensure player speak to Carver ahead of going to Kezzel.(2)
  • Changed: Story Chapter 11 'Murky Christmas' now needs to be unlocked by playing chapter 10 (note: if you want to activate the chapter directly, open console and type in: pda rwdchap 13)(1)
  • Changed: Chainsaw now picks up automatically to player inventory.
  • Changed: Updated TOP mission Destillery POI to avoid breaking mission progress. (2)
  • Changed: changed drop container model for device/blocks drop from a destroyed container
  • Changed: Replaced christmas drop container with new small drop container standard model
  • Changed: Replaced old large drop container for devices/blocks with new model
  • Changed: Hand of Farr removed spawn-in-trap. (2)
  • Changed: Dr Mandors Space Anomalies report cannot be sold unintentionally anymore.
  • Changed: Removed christmas deco from POIs (2)
  • Changed: Removed old Alpha-5 Titan wreckage POI from spawn group (2)
  • Instances: added yaml property 'EnterWithEmptyInventory' that will block any player that has items in his inventory/toolbelt
  • Updated Localization on main, PDA and dialogues (incremental as of 20 01 2022)
Fixes:
  • [MP] AI will stop firing at the player when crouching
  • Weapons with block penetration cause exceptions
  • CV Minigun (Retractable) had wrong HP count (now set to 4500)
  • Items placed back in toolbar from the backpack disappear when the toolbar slot is changed
  • Signals changed by dialogue and used by logic circuits don't work in MP
  • Jetpack doesn't turn ON after leaving the elevator in space.
  • Multiple exceptions from logs sent in
  • Exception spam when AlienBug01V2 is used in a POI
  • Symmetry plane position not saved when using multiple symmetry planes
  • RampDDestroyed and RoundCornerLongThinDestroyed missing from destroyed blocks shapes (steel S+L, concrete). Note: RampCHalfDestroyed was unintentionally added twice > RampDDestroyed took the place of its 2nd edition. Please watch out for unintentional shape replacements.
  • Destroying fuel tanks and generators of Zirax POI with quest "Pinholes Do Hurt II" did not count towards mission (1)
  • Color/Texture issues on Lava, LavaNascent & MoonDesert playfields
  • GIN console did not show text on some non-EN translations. (Please check in your language and report again if the issue persists!)
  • Sectioner32 door closed on mission debrief when going to a waystation in a different moon sector compared to mission start. (2)
  • Known issue for Story Missions/Missions: when manually deactivating a chapter-activated mission (SP or MP) in the PDA, the mission does not reactivate itself again. Workaround: Exit all missions > Open console > type in 'pda rd' Please file a bug report at empyriononline.com or write to mission@empyriongame.com in case of any mission-related issues (POI, Progression etc)!
  • (1) = requires manual PDA.yaml update to work: Exit all missions > Open console > type in 'pda rd' to reload PDA.yaml definitions.
  • (2) = change only works for new savegames AND on playfields that have not been visited before the update in ongoing savegames.
]]>
Update 1.7 Feature Survey: Results! https://empyrion-servers.com/blog/208/update-17-feature-survey-results/ https://empyrion-servers.com/blog/208/update-17-feature-survey-results/ Tue, 11 Jan 2022 13:47 CET We have summarised them for you: https://empyriononline.com/threads/update-1-7-feature-survey-results.99320/ 🧐
#indiegame #indiedev]]>
⏩Game Update v1.7 Feedback Survey!⏪ https://empyrion-servers.com/blog/205/agame-update-v17-feedback-surveya/ https://empyrion-servers.com/blog/205/agame-update-v17-feedback-surveya/ Thu, 23 Dec 2021 19:58 CET here.]]> v1.7.1.1 Patch https://empyrion-servers.com/blog/204/v1711-patch/ https://empyrion-servers.com/blog/204/v1711-patch/ Thu, 23 Dec 2021 18:28 CET
In addition to yesterdays patch we have been working on some more changes & fixes here is the changelog for v1.7.1.1. Have fun & also have a Merry Christmas & a Happy New Year!

Changes:
  • Ship 3rd person view rotation camera reverted to a smooth rotation
  • Update: Added new model for player backpack
Fixes:
  • Fixed: ToTP Mission: Inscription plates were not mentioned in the SKIP dialogue with the Talon Chief.
  • Fixed: ToTP Cryo Prisoner dialogue did not trigger self destruction when not entering room (Prisoner now deeper in the room)
  • Fixed: No ore trader in Firebase (Tutorial; Now has one MA Corp in the Hangar in front of the crates)
  • Fixed: Ancient Revelation markers in Ilmarinen were broken
  • Fixed: Uncertain Outcome: made sure all large containers and alien containers are lootable without risking reputation drop (asteroid is actually polaris 'mining' property due to the rich elements of pentaxid and erestrum = not all things are lootable is intentional!)
  • Fixed: S4N-TA Station settings
]]>
v1.7.1 Patch https://empyrion-servers.com/blog/202/v171-patch/ https://empyrion-servers.com/blog/202/v171-patch/ Wed, 22 Dec 2021 10:05 CET
We have been working on some more changes & fixes here is the changelog for v1.7.1. Have fun and please report bugs and problems as usual - thanks a lot!

As always please note:
Report bugs and issues for the public release right over here:
https://empyriononline.com/forums/bugs.24/

v1.7.1 B3638

Changes:
  • Added a VSync option to the game's video options menu
  • 3PV camera now responds the same as 1PV (no sliding) when moving
  • Windows now let light pass through & cast shadows again
  • Updated some loca lines for status effects needing "Medical Station type 3"
Fixes:
  • Crouching gets disabled when "gm off" is used in the console
  • When NPC's spawn in POI's they can get stuck & become very slow to respond to the player
  • When treating Necrosis if Mutilation triggers it insta killed the player
  • Player's position can "jump" or rotate when talking to NPC's
  • Detox Kit not cleansing Bad Trip
  • NPC footsteps could be heard at large distances (also removed steps sounds for player when godmode is enabled)
  • Single symmetry line not showing on SV & HV
  • Fixed an exploit
  • Fix for exception when using "Mod.XXX" for items that contained one of these characters: . , # :
EAH:
]]>
v1.7 https://empyrion-servers.com/blog/200/v17/ https://empyrion-servers.com/blog/200/v17/ Thu, 16 Dec 2021 10:06 CET
Welcome to the release of the version 1.7 update!

For all of you who supported us with bug reports and feedback in the previous experimental version (many thanks for this!) and for all of you who followed the publications, the following is not entirely new. Nevertheless, it may contain one or two short-term bug fixes that you may have been waiting for. As always, you can find the list of fixed bugs below!

As a little additional info: Thanks to the support of our active community, more than 300 bugs have been fixed in the last few months alone! :)

For all others who are just starting with Empyrion or are looking for information on Update 1.7 for the first time, we have summarized the most important new features below.

  1. New decoration system
    More than 200 new assets have been added to build even more exciting planets in the future. For now examples of the new decoration system which can be found on three distinctive demo planets in the game.
  2. Visual Effects upgrade on water and grass
    Water is no longer a static surface, but shows a ripple effect, for example on the beach or when being affected by forces like thrusters or hover engines. The grass now also reacts to your movements and to pressure waves from vessels and other forces.
  3. Harvestable Plants
    We have reworked the harvestable plants across the board with improved and high quality new models.
  4. AI Wayfinding / Pathfinding
    The wayfinding has been improved for all creatures spawned on terrain. Additional changes have been made to prepare for new ways of handling in the future.
  5. Status Effects & Medical system update
    The status effects have been newly coordinated. There is now also the possibility of using a medical item that is actually not suitable for a complete cure of the disease in order to at least slow down the progression of this disease!
  6. Crouching is now possible! ;)
Aside from the changes mentioned above, for all creative galaxy builders, lots of new options for designing the galaxy, the nebulae to new settings for items and blocks have been added to the latest version!

For all players looking for new content, POI and missions, there is also new stuff to do and find. Almost 100 new ships and stations have been added to 1.7 thanks to the tireless builders from the community. Satellite hacking is now also fully implemented. More information on missions and gameplay is now also available in updated entries in the in-game Empyriopedia (F1).

As always, please remember:

All details, as well as the list of further changes, adjustments and especially bug fixes can be found in the changelog below!

Report bugs and issues for the public release right over here:
https://empyriononline.com/forums/bugs.24/

Your Empyrion Dev Team

Disclaimer
You do not need to start a new game with this update. BUT in case you are continuing a single-player game from a previous version or from an pre-public release experimental version of this version and would like to see the new planets/playfields or play the new mission, manual action might (!) be required. Same accounts for Multiplayer games.

Please use the pinned help thread in the ’FAQ & Feedback’ forum which provides an overview of possible help workflows and further information on this topic:
https://empyriononline.com/forums/faq-feedback.25/

Changes:

v1.7 B3632

Water system update
  • New water system update: Players, vessels & weapons can interact with waves
  • Quality settings in the video options:
    Low: No waves & no water interaction
    Medium: Waves enabled without water interaction
    High: Waves enabled & water interaction
New Deco system update
New harvestable models
  • The artists have put quite some effort in our "old" harvestable plant lineup and gave them a facelift in terms of optics and quality, sometimes creating all new versions!
First iteration of crouch enabled for player controller
  • Through improvements to the current player controller, it is now possible for your game avatar to kneel (aka ‘crouch’). Whether behind a cover, in front of the Zirax or so that you can crawl through a narrow passage - there are many new possibilities.
  • Improved character movement so when the movement keys are no longer pressed the character also stops moving.
  • To crouch hold down the C key & to toggle crouch double tap the C key

New Character Controller for AI
  • A new character controller (CC) has been implemented in the game as a first iteration to improve AI movement. The goal was primarily to avoid the huge zig-zags of AI when moving in certain circumstances.
  • The new controller affects only AI with the newest behavior and only outside while the AIs are on the terrain (not inside POI).
  • This new CC could be extended later to other ground AIs if there is a need.
  • What is new with the new CC compared to the old CC:
  1. The new CC smooths the path generated by the path finder:

    The white boxes are generated directly by the path finder. The blue/black cube is the smoothed version of the original path.


  2. The AI will now strictly follow the smoothed path (see above) contrary to the old CC where the AI was following only very roughly the path defined by the path finder especially at high speed:

    With the old CC here, the AI can be far from the path from time to time while zig-zagging (yellow) around the path defined by the path finder (white boxes).

  3. The fact that the AI position and movement are precisely controlled now at any speed allows some new behaviors like for example a ramming behavior.

  4. Important : the AIs can still get stuck. It seems that the path finder still has in some cases some flaws and inaccuracies that sometimes lead to bad paths. This is an old bug that will be addressed soon.
Status system update
POI’s:
  • Added lots of new POI and vessels for UCH, ARC, Wastelanders, Legacy, Colonists, Warlords, Polaris! Thanks to all builders and contributors! Full overview: https://empyriononline.com/forums/showroom-submissions.108/
  • Updated: TheLegacy now has some POI in BoF territory (Lore-related change; FarrAbandoned POI group will now spawn under THE LEGACY)
  • Updated POI: Trading Station (Col), Freighters, Burial Chambers, Kennex Station, Legacy Matter Converter, Trader Stations, Kriel Defense Station, Zirax DS Radar + Defenses.
  • Added new POI and vessels: Phoenix (Warlord), several Space Wreckages (SV, CV), Polaris Trading station (Homeworld), Ghyst Stations (HQ, Radar, Fusion Reactor, Forward Base), Zirax Gas Refineries & DIONIII Labs, Xenu Com Station, Rados Agristation, Kriel Arcanum+Nexus Dual stations (Homeworld), Murky Hollow (Arena)
    Thanks to Escarli, sulusdacor, Kaeser, Vermillion, ravien_ff & all contributors
  • Updated: Farr FAITH OPV (MatCz), Xenu Dronebase (Escarli/Vermillion)
  • Added: Hunter Warlord OPV (Funog)
Misc:
  • Toolbelt inconvenience:
  1. Re-assign items from player death backpack to previous slots in toolbelt
  2. Auto-fillup of toolbar item stacks on manual pickup
  3. Auto-fillup of toolbar item stacks on "take all"
  • PlayerDrone: adjusted movement/rotation so that it uses less momentum to get it nearer to the new player controller. Use key "AutoLevel" to toggle between "Z rotation enabled" on and off
  • Added possibility to extend the shield using new properties ShieldCapacityBonus and ShieldRechargeBonus (allowed on a block with an EnergyIn property). Added more information to console cmd 'shield <entity id>'
    ShieldCapacityBonus: 1000, type: int, display: true ShieldRechargeBonus: 500, type: int, display: true
  • Added possibility to support tracer beams on ranged weapons. When you add 'TracerIsBeam: true' the tracer will be treated as a beam and set to the length of the hit ray.
  • First implementation of block penetration support for ranged weapons:
    PenetrationDepth: 10, display: true
  • GalaxyMap: added possibility to show region names by using "LabelName", "LabelColor", "LabelSize",”LabelLYDistance”:
    LabelName: "The Center" # Name shown on the galaxy map; Note: there are no default fallback values for COLOR and SIZE! If you set LabelName, you need to define LabelColor and LableSize as well! LabelColor: "0.9, 0.2, 0.2" # Color of the label. Can add optional Transparency “0.9,0.2,0.2,0.2” as an Alpha Value LabelSize: 100 # Size of the label (Font Size) LabelLYDistance: <distance in LY> # optionally allows to set a distance to the player where the label shows up, if the player is farther away it will hide
  • GalaxyConfig: added better possibility to configure nebulas by using NebulaSpawnCount and NebulaColorIndex within a StarRegion_X block
  • GalaxyConfigFile: LabelName supports now "n" to do a line break, also the size is not confined any more
  • Search star dialog: added type & key navigation
  • Ship Rigidbody collision detection mode changed to ContinuousSpeculative
  • Added: Localization for loading screens
  • Added: New model for Laser Pistol (T1)
  • Changed: Added dedicated SKIP answer options for dialogues with long text passages (Please Re-Test all missions & let us know where we could add SKIP answers in addition!)
  • Updated Empyriopedia with Explorer Token Missions for Default Multiplayer
  • Updated: Journeybook: Entries now become visible while playing through the story missions (Charakters, Important knowledge)
  • Updated: Empyriopedia: Main faction info entries now become visible while playing through the story missions
  • Updated: Main Loca, PDA Loca, Dialogues Loca (incremental update as of 14 10 2021)
  • Updated: Updated GalaxyConfig.ecf with new REGION label settings & examples
  • Added: Home Systems for all remaining factions (first iteration)
  • Added: Explorer token now given for warping to the sun of a factions home system
  • Added 'reloaddata' console command to allow in-game reloading of config file data (use 'help rd' to see usage details)
  • Added better error output to get rid of error messages like "IdMapping: no name for id CPUExtenderLargeT5 found in 'The Ayamara'! Skipping."
  • Added: Hacking satellites (placed in sun orbits) for reports now has dedicated Communication, Science, Exploration, Security and Military dialogues, consoles AND satellites for the main factions (Zirax, Polaris, Trader, Kriel); Others will follow.
  • Added report hacking satellites for Pirates, Colonists, ARC, Wastelanders and Farr
  • BlocksConfig: added new property "RepFac" (f.e. use RepFac: 0.1) to allow to scale the reputation loss/gain when destroying a block (f.e. to make some blocks more/less "valuable" for reputation changes)
  • Added possibility to give damage modifiers to entities: add in EClassConfig.ecf a new property "Material" with any string and reference this material in ItemsConfig.ecf for the weapon as DamageMultiplier_X material
  • Distant Stars: adjusted so they are a bit more crisp and do less flicker on camera movements. Nearer stars get more color and bigger, farther stars are smaller and less colored. Being at the center of the galaxy, stars should still be in acceptable size (only the nearer ones get big).
  • Rockets now orient themselves towards the turrets up direction when firing (and not towards the world up direction). This helps if the rockets use special animations or effects.
  • Updated localization for all languages (Main, PDA, Dialogues; incremental as of 11 11 2021)
  • DialogueSystem: added functions UnlockTechTreeItem/IsTechTreeItemUnlocked to allow unlocking tech tree items from dialog. Can be used for example in missions as reward. Use -1 as UnlockCost to only allow unlocking from the dialog system.
  • Updated Derpacks POI (Exclusively found in Polaris Homeworld Orbit)
  • Changed POI sound of Aeon Club POI (Exclusively found in Trader Homeworld Orbit)
  • Empyriopedia: Deactivated Doctors Journal, Biologists Guide, Explorers Journal for the time being in order to avoid confusion between game updates until relevant game and mechanic changes are finalized.
  • Swapped galactic position of Containment Areas 1a95 and 13b7 to better fit mission progress
  • Added story mission 11 'Murky Christmas' (For ease of testing, a new save game is recommended; Note: issues with deco growing into moon POI are known)
  • Added message when entering one of the new deco testing planets
  • Updated Robinson Protocol initial game start reflecting status effects changes of EXP Phase 2(now you get a Dermal Burn instead a Broken Leg); Please retest
  • Updated Tales of the Past mission in regards to the changed medical items you need to get rid of the dermal parasites; Please retest
  • Slightly increased health/food levels for Easy (full) and Medium (300 instead of 250) difficulty game start due to changed status effect on game start
  • Updated/adjusted both Robinson Protocol and Tales of the Past mission dialogues and texts related to the status effect changes and other required updates. Note: Your localization might show the English default texts until the changes are made in our languages.
  • Added a few new starter POI (Synth Lab around Ancient Tower, Convoy near the Heidelberg, Bunker near the Polaris Sanctuary, Wreckage near downed SV Dart in Zirax Territory)
  • Added FXAA/SMAA/TAA Anti-Aliasing Settings
  • Updated Empyriopedia on MP default scenario to current state
  • Activated Explorers Guild discovers missions for MP default scenario
  • Murky Hollow: moved moon closer to temperate planet (To not exceed 15 AU warp range of Santa Sleigh SV)
Fixes:
  • Fixed tracers clipping through target (fixed for static objects, still clipping if you are moving into the direction of the tracer)
  • Fix for driller beams and other ranged weapons staying active when ESC or other window get opened
  • "If you continue flying you will die" message appearing incorrectly when close to a planet now disabled
  • "Show on HUD" marker doesn't automatically get removed after the device has been removed by the player.
  • Parallax Occlusion Mapping texture issue with certain blocks
  • Removing O2/Fuel from tanks via logistics deletes them
  • Vessels sporadically moving after playfield changes when setup on a repair block
  • Blueprint window doesn't include tags in filter
  • Avatar size increase when exiting a seat
  • Exception spam when reactivating the HUD whilst in a cockpit
  • Faction Reputation Info page showing wrong info in some places for different factions
  • Mission or trader dialogue disables the Jetpack
    More fixes can be seen here also: https://empyriononline.com/forums/fixed.90/
EAH:

Updated IvD scenario:
Changes:
  • Added Christmas Event. (Follow the mission in the PDA)

  • Added Santa’s Workshop, Santa’s Express, Santa’s Sleigh and Santa’s Christmas Tree POIs. (Thanks to Decurion1965, iClustaFlux, Ray and Willow)
  • Added Santa’s Elf Hut. (Thanks to Escarli)
  • Added Short Range Prisoner Transport. (Thanks to Fractalite)
  • Reduced the Legacy Space Drones in Black Hole to 5-10 (from 10-20)
  • Forbid base building in Asteroid Field & Trading Station Systems
  • Removed the Legacy from Asteroid Field & Trading Station Systems
  • Adapted Explorer's Guild dialogue text to not hint for rewards anymore
  • Add second sun (Neutron Star) to Cygnus System
  • Add Credibility Mission for Free Colonists
Fixes:
  • Fixed Merdar Start PDA Mission
  • Fixed Trader buy/sell on Carbon Substrate (PlasticMaterial)
  • Fixed trader buy/sell on Nitrocellulose (NCPowder)
  • Fixed trader MilitaryT2 not showing all items
  • Fixed Explorer's Guild reward been given in some cases
  • Fixed Vessel wasn't allowed to be in CSW System
  • Fixed not all meteors spawning on Void
  • Fixed Polaris Credibility Mission
  • Fixed exit portal in the Golden Freighter Mission
]]>
v1.7 Experimental III https://empyrion-servers.com/blog/198/v17-experimental-iii/ https://empyrion-servers.com/blog/198/v17-experimental-iii/ Wed, 08 Dec 2021 16:08 CET
Today we start the final phase of Experimental Version 1.7! Included is a very special gift that we announced some time ago and that we know is high on the wish list of many players: Crouch!

From now on your player avatar can go down by pressing and holding the C key (standard assignment). Press C twice in succession and you will remain in this mode until you either stand up (press C once) or jump, provided there is enough space above you.

In addition, some improvements to the existing features have been made for phase 3, and some bugs have been fixed.

Also new is the next story mission: Murky Christmas. You can play this mission directly by jumping to the sun of the Ellyon system. It starts there automatically.

However, a note: If you visited the ContAr1a95 system in phase 2 to see two of the new deco planets, you either have to clean up this system first (we have a howto for you in the mission feedback thread!) or you simply start a new savegame with phase 3 - which we recommend for a "clean" test of the other changes and additions!

As always, take a close look and don't skimp on feedback and bug reports!

As always, you can find the complete changelog in the attachment below.

Please make intensive use of the Experimental Bug forum as well as the topic posts pinned in the Experimental Feedback forum!

As always please note:
Report bugs and issues right over here:
https://empyriononline.com/forums/bugs.34/
Fixed bugs for the Experimental branch can be found here:
https://empyriononline.com/forums/tracking-filed.91/
Fixed Experimental version bugs can be found there:
https://empyriononline.com/forums/fixed.90/

For discussing the new and updated features, please head over to the Experimental Feedback forum:
https://empyriononline.com/forums/experimental-features-discussion.35/

Changes:

v1.7 B3622

First iteration of crouch enabled for the player controller
  • Through improvements to the current player controller, it is now possible for your game avatar to kneel (aka ‘crouch’). Whether behind a cover, in front of the Zirax or so that you can crawl through a narrow passage - there are many new possibilities. :D
  • To crouch hold down the C key & to toggle crouch double tap the C key
Harvestable plant models update
  • The artists have put quite some effort in our "old" harvestable plant lineup and gave them a facelift in terms of optics and quality, sometimes creating all new versions!
Misc:
  • Added story mission 11 'Murky Christmas' (For ease of testing, a new save game is recommended)
  • Added message when entering one of the new deco testing planets
  • Updated Robinson Protocol initial game start reflecting status effects changes of EXP Phase 2(now you get a Dermal Burn instead a Broken Leg); Please retest
  • Updated Tales of the Past mission in regards to the changed medical items you need to get rid of the dermal parasites; Please retest
  • Slightly increased health/food levels for Easy (full) and Medium (300 instead of 250) difficulty game start due to changed status effect on game start
  • Updated/adjusted both Robinson Protocol and Tales of the Past mission dialogues and texts related to the status effect changes and other required updates. Note: Your localization might show the English default texts until the changes are made in our languages.
  • Added a few new starter POI (Synth Lab around Ancient Tower, Convoy near the Heidelberg, Bunker near the Polaris Sanctuary, Wreckage near downed SV Dart in Zirax Territory)
  • Added FXAA/SMAA/TAA Anti-Aliasing Settings
  • Updated Empyriopedia on MP default scenario to current state
  • Activated Explorers Guild discovers missions for MP default scenario
  • Murky Hollow: moved moon closer to temperate planet (To not exceed 15 AU warp range of Santa Sleigh SV)
Fixes:
  • PDA activating more than the first ordered action
  • Door in Cryo Prison (Tales of the Past) was not locked and lever was not used (which broke mission progress)
  • FPS drop when aiming a drill at water
  • Exception spam when reactivating the HUD whilst in a cockpit
  • Reporting to Kezzel did not advance the quest when "Additional Info" answer branch was chosen.
  • Reporting to Kezzel did not remove Report when "Skip" answer branch was chosen.
  • Default Multiplayer scenario had all factions and vessels in the starter system.
  • Fixed an exploit
Updated IvD scenario:
    Changes:
  • Added Christmas Event. (Follow the mission in the PDA)


  • Added Santa’s Workshop, Santa’s Express, Santa’s Sleigh and Santa’s Christmas Tree POIs. (Thanks to Decurion1965, iClustaFlux, Ray and Willow)
  • Added Santa’s Elf Hut. (Thanks to Escarli)
]]>
Jingle Jam 2021 https://empyrion-servers.com/blog/196/jingle-jam-2021/ https://empyrion-servers.com/blog/196/jingle-jam-2021/ Wed, 01 Dec 2021 14:51 CET
Between the 1st and 14th of December the 'Jingle Jam 2021' will take place this year and Empyrion Galactic Survival is part of it!

Jingle Jam is a Twitch charity event where you can donate. If you donate more than the minimum amount, you will receive a game pack worth $800!

The event starts at 5pm GMT on https://www.twitch.tv/yogscast

We hope you have fun!

Taelyn
Community Manager
Eleon Game Studios]]>