Empyrion-Servers.com Blog Feed en https://empyrion-servers.com/ Tue, 14 Sep 2021 18:05 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 Experimental: Autumn Update V1.6 - II https://empyrion-servers.com/blog/174/experimental-autumn-update-v16-ii/ https://empyrion-servers.com/blog/174/experimental-autumn-update-v16-ii/ Tue, 14 Sep 2021 18:05 CEST
We have some more changes & fixes done find all the details below!

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/

Previous notes from the first "Experimental: Autumn Update V1.6 1"
https://empyriononline.com/threads/experimental-autumn-update-v1-6.98718/

Changes
  • Supporting now up to 3 symmetry planes active at the same time. Work flow:
    Set each plane in the location you want them in 1 by 1 then activate them all at the same time after they have all been set 1 by 1.


  • Added Info Horder traders (for selling satellite-hacked Reports) to all official trading stations (and some others)
  • Added basic explanation about GIN, Explorer Token and Report Hacks to the 'Missions & Activities' section of the Empyriopedia
  • Updated Planet Remnant (Story) to work as Polaris faction property w/o penalties for playthrough (please retest!)
  • Reverted Pulse Rifle model (this will return in a future update)
  • Decals get now removed if the control block gets removed/destroyed
Fixes
  • Fix for extra Minigun particle effect
  • Possible fix for losing docked ships: docked ships get now also touched when the player is on the parent ship to avoid getting them wiped
  • Decoration Knock Down : Deco with box collider not able to be knock down bug -> fixed
  • Fix for placing blocks with blue line tool sometimes loses focus when dragging the line
  • Coordinates overlap the weather and time info in HUD
  • Quicksave not working
Updated IvD scenario:
Changes
  • Added Explorers Guild micro-missions
  • Changed Rewards in the Explorers GIN Dialogue
  • Updated p00.jpg LoadingScreenshot
  • Reworked Merdar from Fixed Generation to Random Generation
Fixes
  • Fixed Reputation between Pirates and Colonists
  • Fixed Station Services on the Galactic Trading Station
]]>
Experimental: Autumn Update V1.6 - II https://empyrion-servers.com/blog/173/experimental-autumn-update-v16-ii/ https://empyrion-servers.com/blog/173/experimental-autumn-update-v16-ii/ Tue, 14 Sep 2021 18:05 CEST here.]]> Experimental: Autumn Update V1.6 https://empyrion-servers.com/blog/172/experimental-autumn-update-v16/ https://empyrion-servers.com/blog/172/experimental-autumn-update-v16/ Tue, 07 Sep 2021 17:11 CEST
Before we will start developing the big Christmas update (v1.7) we have put our ideas together and filled the v1.6 with a lot of goodies big and small.

With the 1.6 Experimental starting today, you can again contribute your playtime to improving the public version planned to be released in about 2 weeks from now!

Main feature overview
  • Reworked loading screens
  • New visual / graphical post-processing
  • Reactivated terrain deco destruction (trees, plants)
  • New weapon models for Sniper Rifle, Minigun, Warp Drive (Epic)
  • Explorers Guild micro missions including update of Epic Boosters (rebalancing) and Epic devices as rewards (Epic Autominer, Detector HV/CV, Warp Drive CV)Addition of ARC and WASTELANDERS as new interactive factions (first iteration)
  • Colonists got their first Reputation Mission “Pirate Hunt” (more to come)

Find all the details below!

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

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/[/url] [h1]Changes:[/h1] Terrain Deco Destruction:[list] https://i.imgur.com/kFdOpAx.png" class="img-fluid"> [*] & a toggle for deco destruction which can be added to the gameoptions.yaml: [code] EnableDecoKnockDown: True/False # (Default True) to Activate or Deactivate the Terrain Decoration Destruction [/code] [*] The ability to knock down a deco depends on the speed, mass & thrust power of the ship (don't expect a tiny HV to be able to knock down every deco at once). When a vessel hits f.ex a tree and is not able to knock it down some damage is done to the tree. So after a few hits the tree could go down. [/list] Loading screen rework:[list] https://i.imgur.com/DdUUNXw.png" class="img-fluid"> [*] See here for more info: ContentExtrasLoadingScreenshotsLoadingScreenConfig_example [/list] New sniper rifle, Minigun & Pulse rifle models: https://i.imgur.com/HgaoKUD.jpg" class="img-fluid"> https://i.imgur.com/0lNDQeD.jpg" class="img-fluid"> https://i.imgur.com/CP9jNBa.jpg" class="img-fluid"> New warp drive (CV) model added to Warp Drive (Epic): https://i.imgur.com/05RXNFj.png" class="img-fluid"> Gameplay:[list] [*] Added: Initial implementation of WASTELANDERS as an interactive NPC faction (own Territory etc) [*] Added: Initial implementation of ARC as an interactive NPC faction (own Territory etc) [*] Added reputation mission "Pirate Hunt" for Colonists faction [*] Added Explorers Guild micro-missions (self-activating, based on certain activities: discovering resources and playfield types and sun classes the first time will gain you Exploration Token which can be redeemed for rewards in a new GIN Console entry 'Explorers Guild' ) [*] Added new 'EPIC' items for the exploration missions (Can only be acquired through exploration guild missions for now) [*] Changed: reduced drone presence on Brotherhood of Farr POI (planets) [*] Changed: Staying outside of a territory does not give +RP anymore (Note: Regain standing to neutral can be achieved by the NPC factions Credibility Missions!) [*] Changed: Improved values of Epic boosts [/list] POIs:[list] [*] Added: New bases and vessels for ARC and WASTELANDERS npc faction (HeckenDiver, theScriptHD, Don2k7) [*] Updated Zirax-Epsilon POI: Drone Factory, Military Spaceport, Advanced Spaceport (Vermillion) [*] Updated Stock Blueprints: Far Point Station, MSS Waypoint Station (-AKEVA-BANSHEE-) [*] Updated Traders Guild Trading Station (Kaeser) [*] Check our forums for details on newly added and updated POI and Blueprints: https://empyriononline.com/forums/showroom-submissions.108/ [/list] New settings and parameters[list] [*] GalaxyConfig.ecf: added optional parameter SolarSystemConfigSuffix that can be used to override the solar system config file. Use it f.e. like that: SolarSystemConfigSuffix: K [*] Dialogues-config-and-examples.txt: added description for IsBlockActive() [*] Reward chapters on skip - use new chapter parameter RewardedChaptersOnSkip (same format as RewardedChapters) [/list] Other technical updates:[list] [*] Updated unity to 2021.1.17f1 [*] Updated PostProcessing [*] Added ability to mod shield effects: add a 'ParticleName' with your asset reference to the shield generator block in BlocksConfig.ecf [*] Improved DB query GetStarDiscovered by 30%- Better error message when a property within a config file has the wrong type [*] Optimized some queries for the ranking information in the player overview screen. With this change, the "travelled AU/LY" will get reset. [*] Optimized query for requesting player name in chat window [*] Chunk .area files are now locked exclusively by SP games and playfield servers to avoid any other process erroneously reading the data before it is ready. [*] Added disabled logs for "which chunk is currently written" [*] Set distance for shield particle effect from 150m to 700m to allow seeing shield particles in higher distances [/list] Updated Invader vs Defender scenario: New[list] [*] Add 15 Random Generated Stars [*] Add Eleon Game Studios Faction [*] Implemented Credibility Mission in the PDA [*] Add Path of Righteous Wrath POI. Thanks to Escarli!! [*] Add new Instance "Maze Instance" with PDA and Reward. (Entrance at the Galactic Trading Station) [/list] Changes:[list] [*] Changed Origin Trader to Merchant [*] Removed Credibility Seals as loot drop [*] Attacking a faction no longer results in instant Neutral [*] Slightly increased reputation los when attacking a faction [*] Killing a Pirate now gives +10 with Colonists (before +5) [*] Lowered trader stock (buy/sell) [*] Changed Void deposits to random meteorites [*] Removed reputation Gain from being outside the faction territory [*] Changed nebula colors and slightly increased count [*] Add custom loading screens [/list] Fixes:[list] [*] Fixed starting reputation due to origin numbers not correct set [*] Fixed localization.csv faction colors [*] Fixed Empyrionpedia entry about technical max speed [*] Fixed missing factions starting reputation [/list] Fixes:[list] [*] Fixed: DesertBurnt Sathium/Erestrum deposit texture was missing [*] Fixed: POI placer: AuxPOI may get placed at 0,y,0 and overlap there [*] Fixed: Space POIs set to spawn a compound sometimes don't spawn their compounds [*] Fixed: Sanctuary on Swamp Starter was not set to Polaris [*] Fixed: Wastelanders [WST] Captured Relay Station placed in space [*] Fixed: New space junkyard SV and CV did not spawn or not spawn correct [*] Fixed RockResourcePromethium model is stretched [*] Fix for game.dat corruption on servers when a lot of players discover a lot of NPC factions [*] Fix for CoQ when opening the map while the DB is very slow and closing the map before the DB results (active map markers) got received [*] MP: Fix for missing chunks in ships when changing playfields [*] Fix for CoQ when a modded shield particle effect was spawned [/list] EAH:[list] [*] [url=https://eah.empyrion-homeworld.net/download/patch-notes-emp-admin-helper-full]https://eah.empyrion-homeworld.net/download/patch-notes-emp-admin-helper-full[/url] [/list]
Changes:
Terrain Deco Destruction:
  • & a toggle for deco destruction which can be added to the gameoptions.yaml:
    EnableDecoKnockDown: True/False # (Default True) to Activate or Deactivate the Terrain Decoration Destruction
  • The ability to knock down a deco depends on the speed, mass & thrust power of the ship (don't expect a tiny HV to be able to knock down every deco at once). When a vessel hits f.ex a tree and is not able to knock it down some damage is done to the tree. So after a few hits the tree could go down.

Loading screen rework:
  • See here for more info: ContentExtrasLoadingScreenshotsLoadingScreenConfig_example
New sniper rifle, Minigun & Pulse rifle models:




New warp drive (CV) model added to Warp Drive (Epic):

Gameplay:
  • Added: Initial implementation of WASTELANDERS as an interactive NPC faction (own Territory etc)
  • Added: Initial implementation of ARC as an interactive NPC faction (own Territory etc)
  • Added reputation mission "Pirate Hunt" for Colonists faction
  • Added Explorers Guild micro-missions (self-activating, based on certain activities: discovering resources and playfield types and sun classes the first time will gain you Exploration Token which can be redeemed for rewards in a new GIN Console entry 'Explorers Guild' )
  • Added new 'EPIC' items for the exploration missions (Can only be acquired through exploration guild missions for now)
  • Changed: reduced drone presence on Brotherhood of Farr POI (planets)
  • Changed: Staying outside of a territory does not give +RP anymore (Note: Regain standing to neutral can be achieved by the NPC factions Credibility Missions!)
  • Changed: Improved values of Epic boosts
POIs:
  • Added: New bases and vessels for ARC and WASTELANDERS npc faction (HeckenDiver, theScriptHD, Don2k7)
  • Updated Zirax-Epsilon POI: Drone Factory, Military Spaceport, Advanced Spaceport (Vermillion)
  • Updated Stock Blueprints: Far Point Station, MSS Waypoint Station (-AKEVA-BANSHEE-)
  • Updated Traders Guild Trading Station (Kaeser)
  • Check our forums for details on newly added and updated POI and Blueprints: https://empyriononline.com/forums/showroom-submissions.108/
New settings and parameters
  • GalaxyConfig.ecf: added optional parameter SolarSystemConfigSuffix that can be used to override the solar system config file. Use it f.e. like that: SolarSystemConfigSuffix: K
  • Dialogues-config-and-examples.txt: added description for IsBlockActive()
  • Reward chapters on skip - use new chapter parameter RewardedChaptersOnSkip (same format as RewardedChapters)
Other technical updates:
  • Updated unity to 2021.1.17f1
  • Updated PostProcessing
  • Added ability to mod shield effects: add a 'ParticleName' with your asset reference to the shield generator block in BlocksConfig.ecf
  • Improved DB query GetStarDiscovered by 30%- Better error message when a property within a config file has the wrong type
  • Optimized some queries for the ranking information in the player overview screen. With this change, the "travelled AU/LY" will get reset.
  • Optimized query for requesting player name in chat window
  • Chunk .area files are now locked exclusively by SP games and playfield servers to avoid any other process erroneously reading the data before it is ready.
  • Added disabled logs for "which chunk is currently written"
  • Set distance for shield particle effect from 150m to 700m to allow seeing shield particles in higher distances
Updated Invader vs Defender scenario:
New
  • Add 15 Random Generated Stars
  • Add Eleon Game Studios Faction
  • Implemented Credibility Mission in the PDA
  • Add Path of Righteous Wrath POI. Thanks to Escarli!!
  • Add new Instance "Maze Instance" with PDA and Reward. (Entrance at the Galactic Trading Station)
Changes:
  • Changed Origin Trader to Merchant
  • Removed Credibility Seals as loot drop
  • Attacking a faction no longer results in instant Neutral
  • Slightly increased reputation los when attacking a faction
  • Killing a Pirate now gives +10 with Colonists (before +5)
  • Lowered trader stock (buy/sell)
  • Changed Void deposits to random meteorites
  • Removed reputation Gain from being outside the faction territory
  • Changed nebula colors and slightly increased count
  • Add custom loading screens
Fixes:
  • Fixed starting reputation due to origin numbers not correct set
  • Fixed localization.csv faction colors
  • Fixed Empyrionpedia entry about technical max speed
  • Fixed missing factions starting reputation
Fixes:
  • Fixed: DesertBurnt Sathium/Erestrum deposit texture was missing
  • Fixed: POI placer: AuxPOI may get placed at 0,y,0 and overlap there
  • Fixed: Space POIs set to spawn a compound sometimes don't spawn their compounds
  • Fixed: Sanctuary on Swamp Starter was not set to Polaris
  • Fixed: Wastelanders [WST] Captured Relay Station placed in space
  • Fixed: New space junkyard SV and CV did not spawn or not spawn correct
  • Fixed RockResourcePromethium model is stretched
  • Fix for game.dat corruption on servers when a lot of players discover a lot of NPC factions
  • Fix for CoQ when opening the map while the DB is very slow and closing the map before the DB results (active map markers) got received
  • MP: Fix for missing chunks in ships when changing playfields
  • Fix for CoQ when a modded shield particle effect was spawned
EAH:]]>
Experimental: Autumn Update V1.6 https://empyrion-servers.com/blog/171/experimental-autumn-update-v16/ https://empyrion-servers.com/blog/171/experimental-autumn-update-v16/ Tue, 07 Sep 2021 17:11 CEST here.]]> v1.5.6 Hotfix https://empyrion-servers.com/blog/170/v156-hotfix/ https://empyrion-servers.com/blog/170/v156-hotfix/ Thu, 12 Aug 2021 11:13 CEST
We have a fix for the exception that has been reported to trigger when exiting a save back to the main menu & the issue with some deco being invisible. Please make sure to update the client & dedicated server to this build.

Have fun and please report bugs and problems as usual - thanks a lot!
https://empyriononline.com/threads/...uirements-known-issues-troubleshooting.47082/
https://empyriononline.com/forums/bugs.24/

Hotfix: 2021-08-12 v1.5.6 (B3446)

Fixes:
  • Exception when exiting to the main menu
  • Fixed HV harvest device paint map missed
  • Fixes for invisible deco: BigFlower, mushrooms, trees in radiated biomes etc
EAH:]]>
v1.5.6 Hotfix https://empyrion-servers.com/blog/169/v156-hotfix/ https://empyrion-servers.com/blog/169/v156-hotfix/ Thu, 12 Aug 2021 11:13 CEST here.]]> v1.5.5 Patch https://empyrion-servers.com/blog/168/v155-patch/ https://empyrion-servers.com/blog/168/v155-patch/ Wed, 04 Aug 2021 11:05 CEST
Here is the changelog for v1.5.5 with some more fixes we have been working on. Have fun and please report bugs and problems as usual - thanks a lot!:

https://empyriononline.com/threads/...uirements-known-issues-troubleshooting.47082/
https://empyriononline.com/forums/bugs.24/

Bugs fixed in the latest experimental version can be found there: https://empyriononline.com/forums/fixed.90/


Patch: 2021-08-04 v1.5.5 (Build 3442)

Changes
  • Updated to unity 2021.1.14
  • Added possibility to mod StackSize
  • Dialogue system: Added "PlayfieldName" to "Player" infos
  • Added Dialogue LocF() function to output variables in loca keys
  • Added information about @p0 parameter to Dialogues-config-and-examples.txt
  • Updated: Arid Starter, Lava, Desert, DesertBurnt (Fixes on POI spawns and some refinements)
  • Updated: Sanctuary (Starter Planet) now has a second exit option when entering the station using the secret entry (and not wanting to kill anyone/damage your reputation)
  • Updated story-related POI: Mining Operations (fixed shortcut issue)
  • Updated story-related POI: Sigma Fulcrum > destroying the core is not necessary anymore for completing the story. The Salurian (Warlord faction) are now a lot more present in all the 'Restricted Access" areas!
  • Updated: Sigma Fulcrum set to COLONIST faction
  • Updated: Waystation in Gas Giant starter orbits set to COLONIST faction
  • Updated some of the loading screen texts
  • Updated: Added info to the "Distraction" Tasks on 'Wins and Losses' mission that only cores destroyed by the player (not by signals or sensors or secondary destruction) does count (technically limitation at the moment)
  • Change: Killing a Pirate now gains +10 reputation with Colonists (before: +5)
  • Change: (accidentally) attacking an NPC does not lead to an instant set-back to Neutral or below anymore. Reputation-loss has slightly increased for that action.
  • Change: Water Purification and Satellite Uplink(2) moved to Colonists spawn group
  • Changed: For balancing/lore reasons, players now start at 0 RP with Kriel and all Zirax Houses (except Abyssal)
  • Updated: UCHHidout playfield now got added the new bp groups and vessels (There is not interaction with UCH yet possible; internal update for later use)
  • Changed: Planet Remnant now Polaris property to avoid "free resources" from the asteroid (Spawns have been adjusted to Alien/Legacy)
  • Changed: Using 'retrieve blocks' on trader NPC now returns Alien NPC Crew instead of Alien Blocks
  • Updated: Civil Main Trading Hub (BAO) adding a subtle "attention" sign in front of the loot container door
  • The "Copy to Selection" option is now changed to "Set Selection to BP Part"
  • TerrainEditor ('te'): preview icons of texture now also show Saturation changes
  • Added possibility to mod tracers
  • Added Wastelanders (Warlord): OPVs and Stations ( theScriptHD, Don2k7, Na_Palm)
  • Added ARC (Warlord): OPVs and Stations (Heckendiver, Gogs, Don2k7, Semp__)
  • Added UCH: Trade Station Bravo, Orbital Production (Don2k7)
  • Added Zirax: OPV Xanthidae (light corvette; -AKEVA-BANSHEE- )
  • Added Warlord: BAO Lurak Station (Robot Shark)
  • Added Tresari (Warlord): Last Resort (Escarli)
  • Added Zirax: New set of orbital POI (and replacing old ones) for XENU, GHYST and ZIRAX (vermillion, fractalite)
  • Added Traders Guild: New Trading Station >> Aeon Club (Kaeser)
  • Added/updated Kriel: OPV Overseer T1/2, Beholder T2 (Escarli)
  • Added/Updated Traders Guild: OPV Light, Medium, Heavy, Dreadnought filbertfarmer)
  • Updated: Gas Refineries, Trading Stations, Epsilon Radar Station ( -AKEVA-BANSHEE- )
  • Updated: Tugboats & Colonist Escort Series (Robot Shark)
  • Updated: Tresari Eternal Torment (Escarli), Horizon Outpost (sulusdacor), Sanctuary (ravien_ff), Legacy Matter Converter (Escarli), Trading Stations (Kaeser)
  • Added: New set of UCH orbital structures and vessels (Stellar Titan)
  • Added: New POI for ARC faction (Don2k7)
  • Added: Warlord 'Satidere' OPV (Funog)
  • Added: Zirax Solar Array BAO (Vermillion)
  • Fixed: BoF 'Hand of Farr' (-AKEVA-BANSHEE-)
  • Fixed: Freighters 'Albatross' and SMR Expedition (Escarli)
  • Public Note on POI and Stations:
  • REPORT ISSUES WITH ANY POI OVER HERE: https://empyriononline.com/threads/space-pois-update-megathread.98237/
  • For details about the POI and stations added, please visit write give feedback/bug reports over here: https://empyriononline.com/forums/showroom-submissions.108/
  • BA for ARC and Wastelanders might not be found in the game yet (planned to be integrated as new, interacive standalone factions for version 1.6/1.7!); All vessels and BAO can be encountered as part of the WARLORDS faction (for now)!
  • Added: New space wreckages from June POI Building Challenge: https://empyriononline.com/threads/june-poi-building-challenge-space-wreckage.97911 (Thx to all contributors!)
  • Updated: BoF: Gold Refinery, Castle of Farr (spanj & contributors)
  • Updated: SV Prefab - Merc MX5E (Escarli)
  • Updated SPACE ORBITs (default planetary orbits) to use GroupName for POI spawns. PLEASE check planetary orbits in various faction and non-faction locations if there are any issues with POI
  • Updated: Tutorial Swamp Planet (Tutorial Scenario) : Starter Area has now higher density of Plant protein and rocks & Removed faulty grass prefabs
  • Fixed: Swamp Tutorial Planet (Tutorial Scenario): Dronebase not spawning, Removed the drone directly at the Crashsite, POI ‚Wreckage‘ had broken SpawnPOINear, did not get placed & others
  • Added a log output for bad lines in the locaisation.csv. Please use "n" to create line wraps and not use real newlines.
  • Changed: Set PvPProb to 0 for MP Default Scenario
  • Increased number of active instances for a player from 3 to 5
  • Modding explosion: this can now be done using 'BlastParticleName: @bundle/name' and 'BlastParticleIndex: 0'. The explosions are removed after 4s, they are internally cached.
  • Added error message if an asset bundle was not loaded/found correctly
Fixes
  • Fixed multiple exceptions found in logs sent in
  • Incorrect HUD position on cockpits not facing forward
  • PDA error message (Console) at end of Uncertain Outcomes missions (Blueprints not handled correctly. Please retest!)
  • Destroying containers did not contribute to 'Counter Strike II' (Please retest!)
  • Symmetry placement issues on SV Wings blocks.
  • Symmetry placement issue on Armored Windows S & L 'Side 1x2' & 'Side 2 1x2'
  • Procyon Lab was not turned on.
  • Ancient Tower explosive charge was set off by Player Drone
  • Connected toolbar items lost when loading into a "Backup" save game (SP)
  • Item loss from connected toolbar when client is disconnected from a server
  • Wrecked vessels get "Discovered" again after changing playfield & reloading the save
  • Players can take damage from weather when coming down in an escape pod
  • HV without mounted weapons shows obscure characters in weapon bar
  • Docked vessels next to the planet "Border" can get positioned wrong when returning to them
  • HV turrets throw off center of mass
  • Farr Homeworld had no breathable atmosphere
  • Carg Lift Available translated to SystemLocal instead of GameLocal
  • HV tool turrets CPU usage described and real is not match
  • CoQ triggering when enabling "Show Oxygen" in the Debug menu
  • Landing gear texture moving
  • Client can get stuck in the "Loading" screen when trying to join a server
  • Fix for "white" textures found on multiple blocks & truss block
  • Fixed: Solar (playfield) orbiting satellites could be used to build bases
EAH]]>
v1.5.5 Patch https://empyrion-servers.com/blog/167/v155-patch/ https://empyrion-servers.com/blog/167/v155-patch/ Wed, 04 Aug 2021 11:05 CEST here.]]> v1.5.5 Experimental https://empyrion-servers.com/blog/166/v155-experimental/ https://empyrion-servers.com/blog/166/v155-experimental/ Tue, 27 Jul 2021 15:46 CEST
We have some more fixes coming your way with the upcoming v1.5.5 patch. Please test as much as you like and give us feedback - thanks a lot!!
Our Experimental server is also updated feel free to join!

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/

v1.5.5 B3435

Changes
  • Updated to unity 2021.1.14
  • Added possibility to mod StackSize
  • Dialogue system: Added "PlayfieldName" to "Player" infos
  • Added Dialogue LocF() function to output variables in loca keys
  • Added information about @p0 parameter to Dialogues-config-and-examples.txt
  • Updated: Arid Starter, Lava, Desert, DesertBurnt (Fixes on POI spawns and some refinements)
  • Updated: Sanctuary (Starter Planet) now has a second exit option when entering the station using the secret entry (and not wanting to kill anyone/damage your reputation)
  • Updated story-related POI: Mining Operations (fixed shortcut issue)
  • Updated story-related POI: Sigma Fulcrum > destroying the core is not necessary anymore for completing the story. The Salurian (Warlord faction) are now a lot more present in all the 'Restricted Access" areas!
  • Updated: Sigma Fulcrum set to COLONIST faction
  • Updated: Waystation in Gas Giant starter orbits set to COLONIST faction
  • Updated some of the loading screen texts
  • Updated: Added info to the "Distraction" Tasks on 'Wins and Losses' mission that only cores destroyed by the player (not by signals or sensors or secondary destruction) does count (technically limitation at the moment)
  • Change: Killing a Pirate now gains +10 reputation with Colonists (before: +5)
  • Change: (accidentally) attacking an NPC does not lead to an instant set-back to Neutral or below anymore. Reputation-loss has slightly increased for that action.
  • Change: Water Purification and Satellite Uplink(2) moved to Colonists spawn group
  • Changed: For balancing/lore reasons, players now start at 0 RP with Kriel and all Zirax Houses (except Abyssal)
  • Updated: UCHHidout playfield now got added the new bp groups and vessels (There is not interaction with UCH yet possible; internal update for later use)
  • Changed: Planet Remnant now Polaris property to avoid "free resources" from the asteroid (Spawns have been adjusted to Alien/Legacy)
  • Changed: Using 'retrieve blocks' on trader NPC now returns Alien NPC Crew instead of Alien Blocks
  • Updated: Civil Main Trading Hub (BAO) adding a subtle "attention" sign in front of the loot container door
  • The "Copy to Selection" option is now changed to "Set Selection to BP Part"
  • TerrainEditor ('te'): preview icons of texture now also show Saturation changes
  • Added possibility to mod tracers
  • Added Wastelanders (Warlord): OPVs and Stations ( theScriptHD, Don2k7, Na_Palm)
  • Added ARC (Warlord): OPVs and Stations (Heckendiver, Gogs, Don2k7, Semp__)
  • Added UCH: Trade Station Bravo, Orbital Production (Don2k7)
  • Added Zirax: OPV Xanthidae (light corvette; -AKEVA-BANSHEE- )
  • Added Warlord: BAO Lurak Station (Robot Shark)
  • Added Tresari (Warlord): Last Resort (Escarli)
  • Added Zirax: New set of orbital POI (and replacing old ones) for XENU, GHYST and ZIRAX (vermillion, fractalite)
  • Added Traders Guild: New Trading Station >> Aeon Club (Kaeser)
  • Added/updated Kriel: OPV Overseer T1/2, Beholder T2 (Escarli)
  • Added/Updated Traders Guild: OPV Light, Medium, Heavy, Dreadnought filbertfarmer)
  • Updated: Gas Refineries, Trading Stations, Epsilon Radar Station ( -AKEVA-BANSHEE- )
  • Updated: Tugboats & Colonist Escort Series (Robot Shark)
  • Updated: Tresari Eternal Torment (Escarli), Horizon Outpost (sulusdacor), Sanctuary (ravien_ff), Legacy Matter Converter (Escarli), Trading Stations (Kaeser)
  • Added: New set of UCH orbital structures and vessels (Stellar Titan)
  • Added: New POI for ARC faction (Don2k7)
  • Added: Warlord 'Satidere' OPV (Funog)
  • Added: Zirax Solar Array BAO (Vermillion)
  • Fixed: BoF 'Hand of Farr' (-AKEVA-BANSHEE-)
  • Fixed: Freighters 'Albatross' and SMR Expedition (Escarli)
  • Public Note on POI and Stations:
  • REPORT ISSUES WITH ANY POI OVER HERE: https://empyriononline.com/threads/space-pois-update-megathread.98237/
  • For details about the POI and stations added, please visit write give feedback/bug reports over here: https://empyriononline.com/forums/showroom-submissions.108/
  • BA for ARC and Wastelanders might not be found in the game yet (planned to be integrated as new, interacive standalone factions for version 1.6/1.7!); All vessels and BAO can be encountered as part of the WARLORDS faction (for now)!
  • Added: New space wreckages from June POI Building Challenge: https://empyriononline.com/threads/june-poi-building-challenge-space-wreckage.97911 (Thx to all contributors!)
  • Updated: BoF: Gold Refinery, Castle of Farr (spanj & contributors)
  • Updated: SV Prefab - Merc MX5E (Escarli)
  • Updated SPACE ORBITs (default planetary orbits) to use GroupName for POI spawns. PLEASE check planetary orbits in various faction and non-faction locations if there are any issues with POI
  • Updated: Tutorial Swamp Planet (Tutorial Scenario) : Starter Area has now higher density of Plant protein and rocks & Removed faulty grass prefabs
  • Fixed: Swamp Tutorial Planet (Tutorial Scenario): Dronebase not spawning, Removed the drone directly at the Crashsite, POI ‚Wreckage‘ had broken SpawnPOINear, did not get placed & others
Fixes
  • Fixed multiple exceptions found in logs sent in
  • Incorrect HUD position on cockpits faced not forward
  • PDA error message (Console) at end of Uncertain Outcomes missions (Blueprints not handled correctly. Please retest!)
  • Destroying containers did not contribute to 'Counter Strike II' (Please retest!)
  • Symmetry placement issues on SV Wings blocks.
  • Symmetry placement issue on Armored Windows S & L 'Side 1x2' & 'Side 2 1x2'
  • Procyon Lab was not turned on.
  • Ancient Tower explosive charge was set off by Player Drone
  • Connected toolbar items lost when loading into a "Backup" save game (SP)
  • Item loss from connected toolbar when client is disconnected from a server
  • Fixed Duplicate exploit of "DropOnDeath: false" items and "Keep inventory on death" active
  • Wrecked vessels get "Discovered" again after changing playfield & reloading the save
  • Players can take damage from weather when coming down in an escape pod
  • HV without mounted weapons shows obscure characters in weapon bar
  • Docked vessels next to the planet "Border" can get positioned wrong when returning to them
  • HV turrets throw off center of mass
  • Farr Homeworld had no breathable atmosphere
  • Carg Lift Available translated to SystemLocal instead of GameLocal
  • HV tool turrets CPU usage described and real is not match
  • CoQ triggering when enabling "Show Oxygen" in the Debug menu
  • Landing gear texture moving
  • Client can get stuck in the "Loading" screen hen trying to join a server
EAHKnown
  • Some blocks have a white texture & cannot have their color changed (for example: stairs, windows elevators)
]]>
v1.5.5 Experimental https://empyrion-servers.com/blog/165/v155-experimental/ https://empyrion-servers.com/blog/165/v155-experimental/ Tue, 27 Jul 2021 15:46 CEST here.]]> v1.5.3 Patch https://empyrion-servers.com/blog/164/v153-patch/ https://empyrion-servers.com/blog/164/v153-patch/ Thu, 01 Jul 2021 11:15 CEST
Here is the changelog for v1.5.3 with some more fixes we have been working on. Have fun and please report bugs and problems as usual - thanks a lot!
https://empyriononline.com/threads/...uirements-known-issues-troubleshooting.47082/
https://empyriononline.com/forums/bugs.24/

v1.5.3 (Build 3390)

Changes
  • Added Dialogue LocF() function to output variables in loca keys
  • Dialogue system: Added "PlayfieldName" to "Player" infos
Fixes
  • Duplicate exploit of "DropOnDeath: false" items and "Keep inventory on death" active
  • Multiple exceptions found in server logs that were sent in
EAH]]>
v1.5.3 Patch https://empyrion-servers.com/blog/163/v153-patch/ https://empyrion-servers.com/blog/163/v153-patch/ Thu, 01 Jul 2021 11:15 CEST here.]]> v1.5.2 Patch https://empyrion-servers.com/blog/162/v152-patch/ https://empyrion-servers.com/blog/162/v152-patch/ Wed, 23 Jun 2021 11:08 CEST
Here is the changelog for v1.5.2 with some more fixes we have been working on. Have fun and please report bugs and problems as usual - thanks a lot!
https://empyriononline.com/threads/...uirements-known-issues-troubleshooting.47082/
https://empyriononline.com/forums/bugs.24/

v1.5.2 (Build 3389)

Changes
  • No-Quit option for Dialogues (suppress ESC and 'X' key), use text command "@q0" to activate "NoQuit" for the current dialogue
  • Reduced "Interaction Message" (e.g. "Press F to do this") font size by 20%
Fixes
  • Player avatar is too tall when using a jetpack in space
  • Symbols not appearing on the screen of the new color & texture tool
  • Gained items aren't showing custom icons
  • Planet Asteroid Rings can be seen to flicker when the player is moving around
  • Ground AI : Raptor not attacking player bug -> fixed
  • Dialog GUI rotates the player's view
]]>
v1.5.2 Patch https://empyrion-servers.com/blog/161/v152-patch/ https://empyrion-servers.com/blog/161/v152-patch/ Wed, 23 Jun 2021 11:08 CEST here.]]> v1.5.1 Patch https://empyrion-servers.com/blog/159/v151-patch/ https://empyrion-servers.com/blog/159/v151-patch/ Wed, 16 Jun 2021 14:03 CEST here.]]> v1.5.1 Patch https://empyrion-servers.com/blog/160/v151-patch/ https://empyrion-servers.com/blog/160/v151-patch/ Wed, 16 Jun 2021 14:02 CEST v1.5.1 (B3384)
Here is the changelog for v1.5.1 with some fixes we have been working on. Have fun and please report bugs and problems as usual - thanks a lot!
https://empyriononline.com/threads/read-before-reporting-bug-report-template-requirements-known-issues-troubleshooting.47082/
https://empyriononline.com/forums/bugs.24/

Changes
  • Added: Trader heavy OPV (filbertfarmer)
  • Added: Polaris large freighters (Don2k7)
  • Added: [ARC] orbital station and defense satellites (Don2k7); currently set to Warlord faction.
  • Updated: Abandoned Bunker (vermillion)
  • Fixed: Traders in Pirates Hyper City cannot be approached (check link: https://empyriononline.com/threads/common-mistakes-please-read.98083/ )
  • Updated ModAPI documentation
  • Add texture selection on the screen of the Texture/Color tool (Symbols will be displayed here also in one of the next releases)
  • Removed internal /* comment markers and replaced with # to make the BlocksConfig.ecf and ItemsConfig.ecf better readable by tools
  • Added: POI and vessels for the Warlord "Wastelanders" subfaction (theScriptHD)
  • Added: Raptor Ranch (Pirates) & OPV Warlord "Atlas" (sulusdacor)
  • Added: Colonist OPVs 'Escort Series' (Robot Shark)
  • Added: UCH 3rd & 5th fleet + BAOs ( Don2k7)
  • Updated: OPV Trader light & med (filbertfarmer), Crashed Vessel A & B (Escarli), Com & Science Satellite (DarkestWarrior)
  • Updated stock blueprint: Core Horizon (Garaman)
  • Updated various Brotherhood of Farr POIs (spanj, goldwingknight, Don2k7; full changelog: https://empyriononline.com/threads/v1-5-exp-new-faction-brotherhood-of-farr.97695/#post-436157 )
  • Updated: TSO Ningues (Pear)
Fixes
  • The temperature symbol is shown in Celsius when Fahrenheit is selected (when changing this option from inside a running game you need to quit to main menu and resume to see the change)
  • Exception after destroying planet vessel HQ
  • UI info spam with frequent and many reputation changes
  • Lens flares are too large
  • Exit savegame leads to Ordered Actions not completing anymore
  • Vessels can sometimes be found to "Rise" when returning to them on planets
    If you find the "Rise" still happens for you please send a copy of the servers logs folder for the build that it’s on f.ex “3384” ( which contains the dedicated_log's & Playfield_log's ) to support@empyriongame.com & note down the time in the playfield log the "Rise" of the vessel happened so we have a starting point on where to look in the log.
    Thanks!


EAH]]>
version 1.5 https://empyrion-servers.com/blog/158/version-15/ https://empyrion-servers.com/blog/158/version-15/ Tue, 08 Jun 2021 11:28 CEST
Welcome to version 1.5 public release! As we detailed in the announcement and the blog posts, this is a code-heavy release, but it has a lot of nice additions to offer for builders, explorers, mission runners and beyond. Check out the version 1.5 Dev Blogs over here: https://empyriononline.com/forums/news-announcements.6/

Without further ado, please carefully read through the changelog below.

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

For those that followed the EXP version:
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/

Have fun! :)
Empyrion Dev Team.

Mandatory maintenance: Due to changes in the game configs (additions, changes,..) everyone using CUSTOM config files (locally or for published scenarios) needs to update their custom files to these changes!

IMPORTANT: Scenario/local versions of ItemsConfig.ecf require at least the settings of the following entry to be added, otherwise scenarios might not start: “+Item Id: 549, Name: MeleeHunter”


Change log



AI ChangesNew start
    https://empyriononline.com/threads/v1-5-exp-robinson-protocol-1-2-new.97691/
  • The following currently only relates to Temperate Starter.
  • Escape Pod now lands automatically (You can still look around)
  • Items and devices removed from Escape Pod and Player inventory; Survival Tool and Flashlight are dropped around the Escape Pod.
  • Added (skippable) tutorial mission (Robinson Protocol I + II) auto-activating on game start, helping new players to learn basic survival and building mechanics
Global Changes on game start and related settings
  • Escape Pod can be set to land automatically in the playfield_static.yaml (FixedPlayerStart section); Uses new particle and impact effects as well.
  • Items can be set to be dropped around the Escape Pod in the playfield_static.yaml (FixedPlayerStart section)
  • Removed player ability to sleep in the Escape Pod
  • Survival Tent (and all beds) can now be used for sleeping at any time of the day
  • Survival Tool now automatically picks up mined ores to the player inventory
  • Survival Tool Resources mode can harvest plants and trees for fiber and wood logs (before this function was tied to Defense mode)
Weapon ReworksPDA Additions
  • PDA: Added optional and ordered Actions
  • PDA: removed "Cannot activate chapter because..." message for not activatable chapters with chapter activation set up
  • Added PDA playfield op "StructPower"
  • PDA UI: Improved ordered action text by showing the ">" char next to the checkbox (not fixed on left side as before)
  • PDA clr <chapter-num> now also removes chapter from rewarded chapters
Factions
    https://empyriononline.com/threads/v1-5-exp-new-faction-brotherhood-of-farr.97695/
  • Added: Brotherhood of Farr faction, POIs and vessels (initial integration. More tbd; thx to a LOT of builders + spanj!)
  • Added: Farr Homeworld
  • Added: Interest planets: Arid/Desert are MAIN interest worlds (large settlements/presence); Temperate/TemperatePlateau/TemperateSwamp/Barren nare SECONDARY interest worlds (lower presence)
  • Changed: reconfigured naming of internal folders of npc faction homeworlds and related playfields
  • Updated playfield example files with info about new parameter 'FactionTerritory'
  • Added 'FactionTerritory' (list of strings) to playfield.yaml and space_dynamic.yaml to allow specifying a list of faction territories a POI can spawn in.
  • Changed: Legacy laser turrets changed to proper green variant (TurretAlien)
  • Added new turret color and projectile variants for NPC factions diversification.
  • Added Posters now available at the GIN Store (Available at each GIN console in trading stations and alike)
Story/Missions
    https://empyriononline.com/threads/v1-5-exp-reworked-story-missions.97692/
  • Story: Updated Tales of the Past (new tasks/locations/dialogues)
  • Story: Updated Crashed Birds (formerly Human Remains) with new story elements, directions and tasks
  • Story: Updated Totally Overpowered (changed mission start)
  • Story: Updated A Glacial Grave (formerly Offworld Grave) with certain details and bugfixes
  • Story: Updated Ancient Revelations (added proper guiding to mission; updated POI to make it easier to navigate; nerved the enemy count a bit)
  • Story: Updated Uncertain Outcomes (smaller task flow changes)
  • Story missions are now spread over the starter system.
  • Story: Updated story chapters 1-6 PDA (F1) detail info with info on how to proceed (clarified/updated info given)
  • Changed: Sigma Fulcrum approach dialogue now points towards speaking to traders instead of barkeepers (only speaking to traders will advance the search for Yarod)
  • Sigma Fulcrum (mission) station is now civilian and all NPC with a gun will now shoot at you (easier to identify the threats + accidentally shooting other NPC does not lead to the station turning against you anymore)
  • Sigma Fulcrum (station) now has a GIN console. Being neutral ground there is now a way to turn in credibility seals at any time at the SF station.
  • Updated Story POI: Ilmarinen, Sigma Fulcrum (thx to ravien & escarli)
  • Updated: Updated Story POI on Arid and Snow starter. PLEASE retest story chapter 1+2 on those starters (Robinson Protocol will not work there)
POI's
  • Added Farr: Temple Prime and Farr Crash Site to Farr Homeworld (unique POIs; thx to spanj & Co)
  • Added Satellites: Deep Space Telescope, NavSat17 (thx to don2k7, -AKEVA-BANSHEE-)
  • Added UCH Trading Station , Protea Station (thx to don2k7, -AKEVA-BANSHEE-)
  • Added new Tribal Defense Tower for Talon (thx to vermillion; added around Tribal Ziggurat)
  • Added Colonist OPV '[JLN] MAC Cargo' (thx to RtBucco)
  • Updated: Tribal Ziggurat (Talon), Xenu Spaceports (Starter and normal version), Theta Labs (adjusted starter version); thx to vermillion
  • Added: Colonist Trading Station (thx to JupiterVesselCorp)
  • Updated: Abandoned Bunker (vermillion), FarrHQ (spanj)
  • Updated Solar Plant (Pirates; thx to suluscacor)
  • Added: Com, Exploration & Spy Satellites (Mechastophiles/Germanicus/Arthmoor)
  • Added Colonists: Legionaire (RtBucco), Polar Outpost & Procyon Lab (-AKEVA-BANSHEE-)
  • Added UCH: Trading station (-AKEVA-BANSHEE-)
  • Added Pirates: Satellite Uplink stations & Water Purification Plant (oldladysheck; updated by sulusdacor)
  • Change: Trading Stations (planet and space) are set to regenerate (for MP; no effect in SP default)
  • Added: TESCH Tracker (OPV) and Pentaxid Defense (BAO) ; thx to Escarli
  • Added Tugboats to Junkard AsteroidFields (thx to Robot Shark & others)
  • Added more OPV & POIs to Brotherhood of Farr + some updates (thx to spanj & others)
  • Added Tresari orbital defense and Skaar ground defense (both Warlord faction; thx to Escarli)
  • Updated Abandoned Dojo (thx to vermillion), Croesus HQ (thx to Kaeser & ravien)
  • Added: Brotherhood of Farr > Drone Base, Castle of Farr, updated Bank of Farr; thx to Don2k7, Semp_, goldwingknight)
  • Added: Pirates > Orbital Bar & Base Type 101 (thx to sulusdacor)
  • Added: Various com/mil/science satellites (thx to DarkestWarrior, Don2k7, stubert812)
  • Added: UCH > Jensons Hope (thx to -AKEVA-BANSHEE-)
  • Added Warlord OPV: Hoplite, Kasagi, Tianlong
  • Added Abyssal POI: Resource Nexus, Floating Defense T3
  • Added Pirates POI: Hyper City, Solar Plant
  • Added Tesch OPV/POI: Defense T1, Utility S6
  • Thanks to contributors: HeckenDiver, 鯨鯨鯨, styLmntz, TiwBras, Fractalite, sulusdacor, Escarli
  • Added: SandCrawler base (Pirates), thx to theScriptHD
  • Added: Magpie (OPVWarlord > Helios Foundation [HF]), thx to Kithid (modified by Escarli)
  • Added TESCH faction OPVs: Formatter (Battleship) and Resetter (Dreadnought), thx to Escarli
  • Added: OPV Rutile (Warlord faction) thx to Finsterwolf, modified by Escarli
  • Added: OPV Advanced Vector (Tesch faction) thx to Escarli
  • Updated/added: Epsilon Hangar, Serdu Defense I-III (thx to vermillion)
  • Updated: Kriel Subjugator (thx to Siege Inc.)
  • Added/updated Legacy OPVS: Decimator, Devastator, Eradicator (thx to vermillion)
  • Added new TESCH OPV: Spike (thx to Escarli)
  • Added new Warlord OPV: Eternal Torment (Tresari faction; thx to Escarli)
  • Added: AbandonedDojo (BA)
  • Added: Kriel Nexus (BAO)
  • Added: New set of Epsilon T0 POIs (BA)
  • Added OPVs: Val'ruun Courser (Pirates), Skaar-Scimitar (Warlord), Skaar-Makar (Warlord), Outrunner (Warlord; original creator: Vreenak), Valiant (Warlord; original creator: Dadrick), Dreadmaw (Pirates; original creator: Triconflict)
  • Updated Small Settlement (Talon) with new Player POI Spawner
  • Thx to all creators & contributors: filbertfarmer, theScriptHD, Fractalite, Escarli, sulusdacor
  • Updated: POI group updates on Test Scenario.
  • Updated Warlord, Tesch and Pirate faction OPVs
  • Fixed several Pirate OPVs (thx to sulusdacor)
  • Fixes on BP prefabs DD Lokrum and Velebit Luxuries bases
  • Upd: Removed Abyssal Small Science vessel from spawngroups for now.
  • Added: GAL subfaction OPVs and BAOs (Warlord; thx to sulusdacor)
  • Added: Eagle Claw Outpost ( space dock, Warlord, Thx to Tim88 & Escarli)
  • Added: Tresari orbital defense (thx to Escarli)
  • Added: ARC Splinter & Planetary defense towers ( Warlord, thx to HeckenDiver)
  • Added Stock Blueprint: T2 Rocket Tank (L10) (Thx to sulusdacor)
  • Updated: Quin Merac and Deadmaw (Pirates OPV, thx to suluscador & ravien_ff)
  • Updated: Xenu Fortress P1 now has signal logic for destroying the admin core (thx to Escarli)
  • Updated: Kriel Subjugator OPV (thx to Escarli)
  • Updated Stock Blueprints: Blue Dart, HV Tier 1a, HV Tier 6c, KVE Aetheria LTS, Polaris Scout, SV Tier 3a, SV Tier 5 (thx to sulusdacor)
Models & Devices
    https://empyriononline.com/threads/v1-5-new-models-blocks-devices-posters.97697/
  • Added separate glass material copies for use with heavy windows - assigned them to the heavy windows. Changed the Inv/inside window tint opacity to make sure it's more transparent.- Added: Talon charged laser crossbow
  • Added Non-device Player Spawner for BA-POIs (has no model so it can be fit wherever you want; Preview mode like for NPC Spawner)
  • Added: Heavy Windows (patterned); No preview-icons yet. PLEASE TEST for symmetry, painting etc.
  • Added: Toilet (modern) available from deco furnishings group (no preview icon yet)
  • Shield can now be active again when warping
  • Changed: reduced range of handheld detector to 650m/1250m (planet/space)
Invader vs Defender update
    https://empyriononline.com/threads/v1-5-exp-invader-vs-defender-update.97696/unread
  • Merged Dialogues.ecf & Dialogues.csv with Default SinglePlayer
  • Merged TokenConfig.ecf with Default SinglePlayer
  • Merged TraderNPCConfig.ecf with Default SinglePlayer
  • Add RepMatrix to DefRepuration.ecf
  • Removed Default PDA Pictures as they are read from Default Content Directory
  • Set Sun to SunRandom in Sectors.yaml
  • Update PDA > Add new Empyrionpedia Entries about the Game
  • Updated Many Space Playfields to new AI Vessel & Drone Config
  • Reworked BlackHole from FixedGen to RandomGen
  • Added ErestrumResource to Terrain.ecf on Alpol
  • Reworked Alpol from FixedGeneration to RandomGenenration
  • Reworked AtlonSector from FixedGen to RandomGen
  • Removed GrassGreen02D from Playfields due to Grass v2
  • Add Containers.ecf
  • Add CredibilitySeals as very Low Drop to some NPCs due to not haveing Default SinglePlayer Missions
Dialogues
  • SinglePlayer mode: protect player while a dialog window is open by deactivating/pausing the following game mechanics:
  • player status drop (food, health, etc.)
  • environmental hazards (effect of temperature, radiation)
  • timed affliction (buff) progress
  • AI (NPCs/creatures/turrets don't attack)
  • Added: BlocksConfig/Dialogues documentation about using Skills in dialogues and in conjunction with modifying available block/device parameters
  • Added: BlocksConfig parameters > Added info about 'ExecuteOnActivate: YourDialogState' and 'ExecuteOnCollide: YourDialogState' to head area of blocksconfig.ecf
  • Added: Dialogue function > Added info about new function 'CallLater(Seconds,FunctionName)' to head area of dialogues-config-and-examples.txt
  • Dialogue System: Added 'OpenDevice' to easily access the device whose window is currently open
  • Dialogue System: Added IModApi's IApplication, use Application.xyz to use its functionality
Console & Configs
  • Add property 'RepairToTemplate' to BlocksConfig.ecf to allow excluding (rare or special) blocks from repairing to template to avoid exploits.
  • Updated StatusEffects.ecf with new parameter 'NextIsWorse' for status effects that get worse (indicate a direction)
  • Added file name to error message if space dynamic yaml has syntax errors.
  • Console command 'destroy': added '-dead' as 2nd parameter to show death model, if not specified the entity will get removed immediately
  • Added possibility to load a playfield from a scenario using console command "lpf <template name> -scenario '<scenario name>'".
  • Updated BlocksConfig.ecf and ItemsConfig.ecf inline docu about new parameter 'ShieldMultiplier' and weapons damage in general
  • Added server-side anti-cheat feature "short session monitoring" - this is configurable in dedicated.yaml under "ServerConfig:
    ShortSessionMinutes: 0 #how many minutes of a client play session are regarded as "short session" (0 = disable short session feature completely) ShortSessionCountToLog: 0 #after how many consecutive short sessions write a warning line in server log (0 = disable log feature) ShortSessionCountToBan: 0 #after how many consecutive short sessions ban the player (0 = disable ban feature)
Solar System and Playfields
  • Playfield.yaml: added property AllowSavingBlueprints (default True) to disallow saving of BPs in playfields (f.e. in PvP playfields)
  • SolarSystemGen: added possibility to have solar systems with two stars (2nd star only decoration) by specifying a "CompanionStarClass" (f.e. CompanionStarClass: M) in GalaxyConfig.ecf
  • Solar System Generation Space: added possibility to specify a GroupName for space_dynamic.yaml POIs (instead of only a POI list); if a GroupName is specified and no DisplayName then the DisplayName is taken from the blueprint's DisplayName
  • Added entity 'Generic' to allow specifying decoration entities, f.e. gas clouds in space playfields (also for modders, will post information how to use it soon on the forums)
  • Added ShowInDistance and LOD0Distance to playfield yaml and dynamic space yaml to allow drawing decoration entities in the distance as well (more information will come soon)
  • Updated +ExampleSpace with new setting for AI space vessels avoiding area configuration.
  • Planets without atmosphere now use the same sun color as its orbit (only if OrbitUsesLightColor is NOT set) to make orbit/planet transition closer
  • Planet outside view: improvements for sharper visuals (f.e. on moons)
  • Grass: if YScale is specified, the XZScale now uses the exact same scaling
  • Set splat map stamps in tga format to not compressed as the alternative tga loader wants it that way
  • Added PfServerWeight to space_dynamic.yaml to be copied over to playfield.yaml
Modding
  • Added IModAPI.IApplication.GetBlockAndItemMapping() - returns a dict with name to id mapping (especially important for the dynamically assigned block ids)- XRefActivate now supports negative logic for enabling a GameObject if device gets disabled
Misc
  • Added: Example files on how to use SolarSystemConfig_Defines (check folder ...ContentRandomPresets )
  • Small optimization for the wipeinfo file: now the entities are read only if a wipeinfo file is present
  • Added better error message when there is an entity named wrong in EGroupsConfig.ecf
  • PDA - for mission creators: when in Logistics window the fuel or O2 tank is opened in the right grid the PDA can check for WindowOpened, use name as in Logistics window's dropdown (e.g. "[Fuel]")
  • Added 'DropOnDeath' property to BlocksConfig.ecf, ItemsConfig.ecf and TokenConfig.ecf. If set to 'False' then this item is not dropped on player death. Use for important story items that players shall not lose on death. Default is set to 'True'.
  • Added new loading screenshots (removed old ones) + added new loading screenshot texts
  • Added: new model for Color Texture Tool
  • Updated: Loading screen descriptions
  • Dialogue System: Added 'OpenDevicePos' to get the block position (inside the structure) of the device whose window is currently open
  • Updated Stock Blueprints: Blue Dart, HV Tier 1a, HV Tier 6c, KVE Aetheria LTS, Polaris Scout, SV Tier 3a, SV Tier 5 (thx to sulusdacor)
  • Changed: SV Prefab T5c renamed Manta Dropship
  • Changed: SV Prefab T6 renamed to Revolution Overture One
  • Changed: HV Tier 3 renamed to Walker
  • Changed: HV Prefab T1a renamed to Blue Mist
  • Changed: HV Prefab 6 renamed to Boxer Tank
  • Changed: HV Prefab 6b renamed to UCH Sentinel
  • Changed: HV Prefab 6c renamed to Desert Cat
  • Changed: (Crashed Birds) reduced detection trigger distance for commander Carver to not get triggered too early (and the marker vanishing)
  • Changed: (Crashed Birds) reduced detection trigger distance for commander Carver to not get triggered too early (and the marker vanishing)
  • Updated: Added info about new parameter 'DropOnDeath' to BlocksConfig, ItemsConfig and TokenConfig
  • Changed: Removed Minigun/Rocket drones and Raptors from standalone Tutorial scenario
  • Changed: Sanctuary (Starter Planet) > swapped TraderPaxPurgatory to Bertrams (+Flamethrower fuel)
  • Changed: Trading station (Starter System), Inferno Club & TOP Distillery changed to Colonists faction.
  • Changed: Escape alternatives in UCH Heidelberg updated
  • DialogueSystem: added workaround for strange compiler errors in some use cases
Fixes
  • Exception when using projectiles loaded from an asset bundle, returning to main menu and resuming the game
  • Small fix to thruster particles so that particles do not stop from time to time without reason
  • Mounted weapons exploit
  • Fix for resource asteroids being transparent
  • Fixed: Credibility missions could not be completed, although destroyed cores were counted.
  • Fixed: Blocksmap.dat was not written in MP games, leading to problems if the order for blocks that have no id in the BlocksConfig.ecf changes
  • Possible fix for "temp allocator" warning message
  • Fix for harvesting is not putting items directly into inventory
  • Fixed: Ambassador Hyzanis vessel did not spawn in asteroid field
  • Fix for being able to use 'Proximity Log' button in registry although it was not allowed
  • SSG: fixed CoQ when the new resources (aluminium, ice, platin) were used
  • Truss blocks have no shadows
  • Fix for modded crosshairs bundle not getting loaded if vanilla game was loaded before
  • Driller: fixed problem that items got dropped twice when using the "retrieve blocks mode"
  • Fixed Sigma Fulcrum: Hostile Salurian troops now are using warlord faction instead of alien.
  • Console cmd lpf: small fix when used ingame
  • Items crafted in the survival constructor don't get stacked in the output cells
  • Fixed: issues with dialogues for GER loca.
  • Fixed Sigma Fulcrum: Hostile Salurian troops now are using warlord faction instead of alien.
  • Fixed issues of dialogues in GERMAN loca sometimes leading to a CoQ/Exception
  • Fixed: Thruster M (T2) only had 100 HP
  • Fixed: issues in dialogues config and csv leading to CoQ
  • Fixed: TSO_Variant2 had alien spawns (now "same as base")
  • Potential fix for modding API Event_Player_Info not sending ping information (please give feedback if it works)
  • Fixed “Explosive devices” not giving damage to shields
EAH]]>
version 1.5 https://empyrion-servers.com/blog/157/version-15/ https://empyrion-servers.com/blog/157/version-15/ Tue, 08 Jun 2021 11:28 CEST here.]]> v1.5 Experimental https://empyrion-servers.com/blog/156/v15-experimental/ https://empyrion-servers.com/blog/156/v15-experimental/ Wed, 19 May 2021 17:01 CEST


Welcome to version 1.5 Experimental phase! As we detailed in the announcement and the blog posts, this is a code-heavy release, but it has a lot of nice additions to offer for builders, explorers, mission runners and beyond. Check out the version 1.5 Dev Blogs over here: https://empyriononline.com/forums/news-announcements.6/

Without further ado, please carefully read through the changelog below.

More info and specifically set up feedback threads can be found stickied in the EXP feedback forum: 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 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/

Have fun testing! :)
Empyrion Dev Team.

Mandatory maintenance: Due to changes in the game configs (additions, changes,..) everyone using CUSTOM config files (locally or for published scenarios) needs to update their custom files to these changes!

IMPORTANT: Scenario/local versions of ItemsConfig.ecf require at least the settings of the following entry to be added, otherwise scenarios might not start: “+Item Id: 549, Name: MeleeHunter”

Change log: v1.5 (Build 3360)

AI ChangesNew start
    https://empyriononline.com/threads/v1-5-exp-robinson-protocol-1-2-new.97691/
  • The following currently only relates to Temperate Starter:
    1. Escape Pod now lands automatically (You can still look around)
    2. Items and devices removed from Escape Pod and Player inventory; Survival Tool and Flashlight are dropped around the Escape Pod.
    3. Added (skippable) tutorial mission (Robinson Protocol I + II) auto-activating on game start, helping new players to learn basic survival and building mechanics
Global Changes on game start and related settings
  • Escape Pod can be set to land automatically in the playfield_static.yaml (FixedPlayerStart section); Uses new particle and impact effects as well.
  • Items can be set to be dropped around the Escape Pod in the playfield_static.yaml (FixedPlayerStart section)
  • Removed player ability to sleep in the Escape Pod
  • Survival Tent (and all beds) can now be used for sleeping at any time of the day
  • Survival Tool now automatically picks up mined ores to the player inventory
  • Survival Tool Resources mode can harvest plants and trees for fiber and wood logs (before this function was tied to Defense mode)
Weapon ReworksPDA Additions
  • PDA: Added optional and ordered Actions
  • PDA: removed "Cannot activate chapter because..." message for not activatable chapters with chapter activation set up
  • Added PDA playfield op "StructPower"
  • PDA UI: Improved ordered action text by showing the ">" char next to the checkbox (not fixed on left side as before)
  • PDA clr <chapter-num> now also removes chapter from rewarded chapters
Factions
    https://empyriononline.com/threads/v1-5-exp-new-faction-brotherhood-of-farr.97695/
  • Added: Brotherhood of Farr faction, POIs and vessels (initial integration. More tbd; thx to a LOT of builders + spanj!)
  • Added: Farr Homeworld
  • Added: Interest planets: Arid/Desert are MAIN interest worlds (large settlements/presence); Temperate/TemperatePlateau/TemperateSwamp/Barren nare SECONDARY interest worlds (lower presence)
  • Changed: reconfigured naming of internal folders of npc faction homeworlds and related playfields
  • Updated playfield example files with info about new parameter 'FactionTerritory'
  • Added 'FactionTerritory' (list of strings) to playfield.yaml and space_dynamic.yaml to allow specifying a list of faction territories a POI can spawn in.
  • Changed: Legacy laser turrets changed to proper green variant (TurretAlien)
  • Added new turret color and projectile variants for NPC factions diversification.
  • Added Posters now available at the GIN Store (Available at each GIN console in trading stations and alike)
Story/Missions
    https://empyriononline.com/threads/v1-5-exp-reworked-story-missions.97692/
  • Story: Updated Tales of the Past (new tasks/locations/dialogues)
  • Story: Updated Crashed Birds (formerly Human Remains) with new story elements, directions and tasks
  • Story: Updated Totally Overpowered (changed mission start)
  • Story: Updated A Glacial Grave (formerly Offworld Grave) with certain details and bugfixes
  • Story: Updated Ancient Revelations (added proper guiding to mission; updated POI to make it easier to navigate; nerved the enemy count a bit)
  • Story: Updated Uncertain Outcomes (smaller task flow changes)
  • Story missions are now spread over the starter system.
  • Story: Updated story chapters 1-6 PDA (F1) detail info with info on how to proceed (clarified/updated info given)
  • Changed: Sigma Fulcrum approach dialogue now points towards speaking to traders instead of barkeepers (only speaking to traders will advance the search for Yarod)
  • Sigma Fulcrum (mission) station is now civilian and all NPC with a gun will now shoot at you (easier to identify the threats + accidentally shooting other NPC does not lead to the station turning against you anymore)
  • Sigma Fulcrum (station) now has a GIN console. Being neutral ground there is now a way to turn in credibility seals at any time at the SF station.
  • Updated Story POI: Ilmarinen, Sigma Fulcrum (thx to ravien & escarli)
  • Updated: Updated Story POI on Arid and Snow starter. PLEASE retest story chapter 1+2 on those starters (Robinson Protocol will not work there)
POI's
  • Added Farr: Temple Prime and Farr Crash Site to Farr Homeworld (unique POIs; thx to spanj & Co)
  • Added Satellites: Deep Space Telescope, NavSat17 (thx to don2k7, -AKEVA-BANSHEE-)
  • Added UCH Trading Station , Protea Station (thx to don2k7, -AKEVA-BANSHEE-)
  • Added new Tribal Defense Tower for Talon (thx to vermillion; added around Tribal Ziggurat)
  • Added Colonist OPV '[JLN] MAC Cargo' (thx to RtBucco)
  • Updated: Tribal Ziggurat (Talon), Xenu Spaceports (Starter and normal version), Theta Labs (adjusted starter version); thx to vermillion
  • Added: Colonist Trading Station (thx to JupiterVesselCorp)
  • Updated: Abandoned Bunker (vermillion), FarrHQ (spanj)
  • Updated Solar Plant (Pirates; thx to suluscacor)
  • Added: Com, Exploration & Spy Satellites (Mechastophiles/Germanicus/Arthmoor)
  • Added Colonists: Legionaire (RtBucco), Polar Outpost & Procyon Lab (-AKEVA-BANSHEE-)
  • Added UCH: Trading station (-AKEVA-BANSHEE-)
  • Added Pirates: Satellite Uplink stations & Water Purification Plant (oldladysheck; updated by sulusdacor)
  • Change: Trading Stations (planet and space) are set to regenerate (for MP; no effect in SP default)
  • Added: TESCH Tracker (OPV) and Pentaxid Defense (BAO) ; thx to Escarli
  • Added Tugboats to Junkard AsteroidFields (thx to Robot Shark & others)
  • Added more OPV & POIs to Brotherhood of Farr + some updates (thx to spanj & others)
  • Added Tresari orbital defense and Skaar ground defense (both Warlord faction; thx to Escarli)
  • Updated Abandoned Dojo (thx to vermillion), Croesus HQ (thx to Kaeser & ravien)
  • Added: Brotherhood of Farr > Drone Base, Castle of Farr, updated Bank of Farr; thx to Don2k7, Semp_, goldwingknight)
  • Added: Pirates > Orbital Bar & Base Type 101 (thx to sulusdacor)
  • Added: Various com/mil/science satellites (thx to DarkestWarrior, Don2k7, stubert812)
  • Added: UCH > Jensons Hope (thx to -AKEVA-BANSHEE-)
  • Added Warlord OPV: Hoplite, Kasagi, Tianlong
  • Added Abyssal POI: Resource Nexus, Floating Defense T3
  • Added Pirates POI: Hyper City, Solar Plant
  • Added Tesch OPV/POI: Defense T1, Utility S6
  • Thanks to contributors: HeckenDiver, 鯨鯨鯨, styLmntz, TiwBras, Fractalite, sulusdacor, Escarli
  • Added: SandCrawler base (Pirates), thx to theScriptHD
  • Added: Magpie (OPVWarlord > Helios Foundation [HF]), thx to Kithid (modified by Escarli)
  • Added TESCH faction OPVs: Formatter (Battleship) and Resetter (Dreadnought), thx to Escarli
  • Added: OPV Rutile (Warlord faction) thx to Finsterwolf, modified by Escarli
  • Added: OPV Advanced Vector (Tesch faction) thx to Escarli
  • Updated/added: Epsilon Hangar, Serdu Defense I-III (thx to vermillion)
  • Updated: Kriel Subjugator (thx to Siege Inc.)
  • Added/updated Legacy OPVS: Decimator, Devastator, Eradicator (thx to vermillion)
  • Added new TESCH OPV: Spike (thx to Escarli)
  • Added new Warlord OPV: Eternal Torment (Tresari faction; thx to Escarli)
  • Added: AbandonedDojo (BA)
  • Added: Kriel Nexus (BAO)
  • Added: New set of Epsilon T0 POIs (BA)
  • Added OPVs: Val'ruun Courser (Pirates), Skaar-Scimitar (Warlord), Skaar-Makar (Warlord), Outrunner (Warlord; original creator: Vreenak), Valiant (Warlord; original creator: Dadrick), Dreadmaw (Pirates; original creator: Triconflict)
  • Updated Small Settlement (Talon) with new Player POI Spawner
  • Thx to all creators & contributors: filbertfarmer, theScriptHD, Fractalite, Escarli, sulusdacor
  • Updated: POI group updates on Test Scenario.
  • Updated Warlord, Tesch and Pirate faction OPVs
  • Fixed several Pirate OPVs (thx to sulusdacor)
  • Fixes on BP prefabs DD Lokrum and Velebit Luxuries bases
  • Upd: Removed Abyssal Small Science vessel from spawngroups for now.
Models & Devices
    https://empyriononline.com/threads/v1-5-new-models-blocks-devices-posters.97697/
  • Added separate glass material copies for use with heavy windows - assigned them to the heavy windows. Changed the Inv/inside window tint opacity to make sure it's more transparent.- Added: Talon charged laser crossbow
  • Added Non-device Player Spawner for BA-POIs (has no model so it can be fit wherever you want; Preview mode like for NPC Spawner)
  • Added: Heavy Windows (patterned); No preview-icons yet. PLEASE TEST for symmetry, painting etc.
  • Added: Toilet (modern) available from deco furnishings group (no preview icon yet)
  • Shield can now be active again when warping
  • Changed: reduced range of handheld detector to 650m/1250m (planet/space)
Invader vs Defender update
    https://empyriononline.com/threads/v1-5-exp-invader-vs-defender-update.97696/unread
  • Merged Dialogues.ecf & Dialogues.csv with Default SinglePlayer
  • Merged TokenConfig.ecf with Default SinglePlayer
  • Merged TraderNPCConfig.ecf with Default SinglePlayer
  • Add RepMatrix to DefRepuration.ecf
  • Removed Default PDA Pictures as they are read from Default Content Directory
  • Set Sun to SunRandom in Sectors.yaml
  • Update PDA > Add new Empyrionpedia Entries about the Game
  • Updated Many Space Playfields to new AI Vessel & Drone Config
  • Reworked BlackHole from FixedGen to RandomGen
  • Added ErestrumResource to Terrain.ecf on Alpol
  • Reworked Alpol from FixedGeneration to RandomGenenration
  • Reworked AtlonSector from FixedGen to RandomGen
  • Removed GrassGreen02D from Playfields due to Grass v2
  • Add Containers.ecf
  • Add CredibilitySeals as very Low Drop to some NPCs due to not haveing Default SinglePlayer Missions
Dialogues
  • SinglePlayer mode: protect player while a dialog window is open by deactivating/pausing the following game mechanics:
    1. Player status drop (food, health, etc.)
    2. Environmental hazards (effect of temperature, radiation)
    3. Timed affliction (buff) progress
    4. AI (NPCs/creatures/turrets don't attack)
  • Added: BlocksConfig/Dialogues documentation about using Skills in dialogues and in conjunction with modifying available block/device parameters
  • Added: BlocksConfig parameters > Added info about 'ExecuteOnActivate: YourDialogState' and 'ExecuteOnCollide: YourDialogState' to head area of blocksconfig.ecf
  • Added: Dialogue function > Added info about new function 'CallLater(Seconds,FunctionName)' to head area of dialogues-config-and-examples.txt
  • Dialogue System: Added 'OpenDevice' to easily access the device whose window is currently open
  • Dialogue System: Added IModApi's IApplication, use Application.xyz to use its functionality
Console & Configs
  • Add property 'RepairToTemplate' to BlocksConfig.ecf to allow excluding (rare or special) blocks from repairing to template to avoid exploits.
  • Updated StatusEffects.ecf with new parameter 'NextIsWorse' for status effects that get worse (indicate a direction)
  • Added file name to error message if space dynamic yaml has syntax errors.
  • Console command 'destroy': added '-dead' as 2nd parameter to show death model, if not specified the entity will get removed immediately
  • Added possibility to load a playfield from a scenario using console command "lpf <template name> -scenario '<scenario name>'".
  • Updated BlocksConfig.ecf and ItemsConfig.ecf inline docu about new parameter 'ShieldMultiplier' and weapons damage in general
  • Added server-side anti-cheat feature "short session monitoring" - this is configurable in dedicated.yaml under "ServerConfig":
    ShortSessionMinutes: 0 #how many minutes of a client play session are regarded as "short session" (0 = disable short session feature completely) ShortSessionCountToLog: 0 #after how many consecutive short sessions write a warning line in server log (0 = disable log feature) ShortSessionCountToBan: 0 #after how many consecutive short sessions ban the player (0 = disable ban feature)
Solar System and Playfields
  • Playfield.yaml: added property AllowSavingBlueprints (default True) to disallow saving of BPs in playfields (f.e. in PvP playfields)
  • SolarSystemGen: added possibility to have solar systems with two stars (2nd star only decoration) by specifying a "CompanionStarClass" (f.e. CompanionStarClass: M) in GalaxyConfig.ecf
  • Solar System Generation Space: added possibility to specify a GroupName for space_dynamic.yaml POIs (instead of only a POI list); if a GroupName is specified and no DisplayName then the DisplayName is taken from the blueprint's DisplayName
  • Added entity 'Generic' to allow specifying decoration entities, f.e. gas clouds in space playfields (also for modders, will post information how to use it soon on the forums)
  • Added ShowInDistance and LOD0Distance to playfield yaml and dynamic space yaml to allow drawing decoration entities in the distance as well (more information will come soon)
  • Updated +ExampleSpace with new setting for AI space vessels avoiding area configuration.
  • Planets without atmosphere now use the same sun color as its orbit (only if OrbitUsesLightColor is NOT set) to make orbit/planet transition closer
  • Planet outside view: improvements for sharper visuals (f.e. on moons)
  • Grass: if YScale is specified, the XZScale now uses the exact same scaling
  • Set splat map stamps in tga format to not compressed as the alternative tga loader wants it that way
  • Added PfServerWeight to space_dynamic.yaml to be copied over to playfield.yaml
Modding
  • Added IModAPI.IApplication.GetBlockAndItemMapping() - returns a dict with name to id mapping (especially important for the dynamically assigned block ids)- XRefActivate now supports negative logic for enabling a GameObject if device gets disabled
Fixes
  • Exception when using projectiles loaded from an asset bundle, returning to main menu and resuming the game
  • Small fix to thruster particles so that particles do not stop from time to time without reason
  • Mounted weapons exploit
  • Fix for resource asteroids being transparent
  • Fixed: Credibility missions could not be completed, although destroyed cores were counted.
  • Fixed: Blocksmap.dat was not written in MP games, leading to problems if the order for blocks that have no id in the BlocksConfig.ecf changes
  • Possible fix for "temp allocator" warning message
  • Fix for harvesting is not putting items directly into inventory
  • Fixed: Ambassador Hyzanis vessel did not spawn in asteroid field
  • Fix for being able to use 'Proximity Log' button in registry although it was not allowed
  • SSG: fixed CoQ when the new resources (aluminium, ice, platin) were used
  • Truss blocks have no shadows
  • Fix for modded crosshairs bundle not getting loaded if vanilla game was loaded before
  • Driller: fixed problem that items got dropped twice when using the "retrieve blocks mode"
  • Fixed Sigma Fulcrum: Hostile Salurian troops now are using warlord faction instead of alien.
  • Console cmd lpf: small fix when used ingame
  • Items crafted in the survival constructor don't get stacked in the output cells
  • Fixed: issues with dialogues for GER loca.
  • Fixed Sigma Fulcrum: Hostile Salurian troops now are using warlord faction instead of alien.
  • Fixed issues of dialogues in GERMAN loca sometimes leading to a CoQ/Exception
  • Fixed: Thruster M (T2) only had 100 HP
  • Fixed: issues in dialogues config and csv leading to CoQ
  • Fixed: TSO_Variant2 had alien spawns (now "same as base")
  • Potential fix for modding API Event_Player_Info not sending ping information (please give feedback if it works)
  • Fixed “Explosive devices” not giving damage to shields
EAH]]>
v1.5 Experimental https://empyrion-servers.com/blog/155/v15-experimental/ https://empyrion-servers.com/blog/155/v15-experimental/ Wed, 19 May 2021 17:01 CEST here.]]> Version 1.5: Experimental and Public release https://empyrion-servers.com/blog/154/version-15-experimental-and-public-release/ https://empyrion-servers.com/blog/154/version-15-experimental-and-public-release/ Wed, 12 May 2021 17:36 CEST
Without further ado, you can save the following dates about the version 1.5 experimental and public release.

Experimental version 1.5 will launch on tuesday, 18th of may.

Client and server files will be available from that date. Feedback threads and more info will be added to the experimental sub-forum by then: https://empyriononline.com/forums/#experimental-branch.33

Please note: For being able to test all the features of version 1.5, starting a new game is mandatory, as updated missions, POI and related cannot be updated on already existing saved games. There is also the chance that it might become necessary to start new, in case we need to update the experimental version with critical fixes on these content items.

Reminder: Creating POI and missions with the experimental version will lead to issues when they are used in version 1.4.x! You need to wait for version 1.5 to release them to your subscribers!



Public version 1.5 release is currently scheduled for tuesday, 1st of june.

This date might still be subject to change. As always: depends on how well the experimental phase goes. :steamhappy:

Please note: Although v1.5 will NOT break saved games, starting a new game with version 1.5 is highly recommended, as the updated missions, POI and related content cannot be updated to previous saved games.

Our public servers will be wiped with the public release of version 1.5 as well.

Read you soon!
Empyrion Dev Team]]>
Version 1.5: Experimental and Public release https://empyrion-servers.com/blog/153/version-15-experimental-and-public-release/ https://empyrion-servers.com/blog/153/version-15-experimental-and-public-release/ Wed, 12 May 2021 17:36 CEST här.]]> DEV BLOG Version 1.5 Dev Blog: New AI behaviors https://empyrion-servers.com/blog/152/dev-blog-version-15-dev-blog-new-ai-behaviors/ https://empyrion-servers.com/blog/152/dev-blog-version-15-dev-blog-new-ai-behaviors/ Sun, 09 May 2021 14:49 CEST
When we made our first announcement we said that version 1.5 will focus on code work.

One of these code-heavy topics we are working on is artificial intelligence. Today we want to give you a little insight on what is going on with that.

The main goals of the introduction of the new ground AI creatures in version 1.5 is as follows:

● Introduction of a new set of AI vs AI interactions. This starts with predator AI hunting prey AI to feed. Or scavengers AI looking for corps to eat. In this way the player will have the new ability to not be at center of the action but also to observe action around him. This will let some new survival strategy arise.

● Some new states are added to the creature like the hunger, the thirst or the ability to hide. This will bring some slightly more sophisticated behavior that will create a more immersive environment.

● Overall some more complex behavior of creatures have been developed to bring some more unique action for each creature that will challenge the player in some new and unexpected way.



The following four, already existing creatures will mark the start of our efforts in terms of improving AI but also make the worlds of Empyrion even more immersive!.

Alien Insects
The Alien Insects now have territorial behavior and will defend their chosen edible plants within their territory that is an area of about a radius of 30m. The behavior has also a new hunger state that will make the creatures eat their favorite plants whenever they are hungry.



Parasaur
A hunger state and a thirst state have been added to the creature. This will imply that the Parasaur will have a hunger and a thirst that will increase over time. Whenever the creature reaches a hunger and thirst threshold it will go to eat his favorite plants or will go to drink nearby water. During the night the Parasaurs will hide in the grass to spend the night and avoid the predators.



Raptor
The new version of the Raptor AI will have some new abilities like scavenging corpses, hunting AI prey, stalking the player and hiding to ambush him.



Alien Bug Group
This mixed group of bugs will show a behavior of the mother bug creature spawning some guard bugs around her and firing at some distance. The guard bugs are aggressive and go for some melee attacks to any intruder.

These four updated AI creatures will be available with version 1.5.

We are looking forward to your suggestions and thoughts right below in the comments.

Have a great sunday! Read you soon.
Empyrion Dev Team

PS: we will announce the start date and details about the upcoming Experimental version early next week.]]>
DEV BLOG Version 1.5 Dev Blog: New AI behaviors https://empyrion-servers.com/blog/151/dev-blog-version-15-dev-blog-new-ai-behaviors/ https://empyrion-servers.com/blog/151/dev-blog-version-15-dev-blog-new-ai-behaviors/ Sun, 09 May 2021 14:49 CEST here.]]> DEV BLOG Version 1.5 Dev Blog: Builders Gifts https://empyrion-servers.com/blog/150/dev-blog-version-15-dev-blog-builders-gifts/ https://empyrion-servers.com/blog/150/dev-blog-version-15-dev-blog-builders-gifts/ Sat, 01 May 2021 22:43 CEST
Although the version 1.5 is heavily code-focused, we not only have new content for story runners and explorers (as detailed in the past dev blogs). We also have a few gifts for our builders.

To conclude the April fools joke from last year, we added the ‘modern’ variant for the restrooms to complete this model set, with the modern variant showers already available. We hope you know how to use the three sea shells.



Speaking of sets: when we added the Heavy Window, we also had an additional lineup idea with a few more ‘emperor style’ variants in mind. We are looking forward to what you will be doing with the Heavy Windows (patterned).



motivational posters, made by Rumepelstilskin! You can either get them as a reward from playing the story missions or find a GIN console in one of the trading stations and get a random poster for a minimal ‘GIN Gallery’ support fee! :steamhappy:

A few examples:



You want something more menacing for POI bases and NPC vessels? We have you covered! With version 1.5 we have set up the small ‘bulb turrets’ of The Legacy ships with different variants, colored in red, blue, green, cyan, yellow, orange, purple and black to guard the galaxy in style. Their weapons of course have the matching effect color as well! As a little side note: we have added these not only because we could, but with some future (post v1.5) weapon rebalancing in mind. :steamhappy:



Last, but not least, if you ever were done with building, but still envious of the Talon having these nice crossbows and you instantly remembered that hairy fellow wielding a similar, but lazer pew pew based weapon .. maybe check out the renewed Tales of the Past story mission!



We hope these new toys will be enjoyable and we had enough movie allusions for this dev blog. :D

Read you soon.
Empyrion Dev Team]]>
DEV BLOG Version 1.5 Dev Blog: Builders Gifts https://empyrion-servers.com/blog/149/dev-blog-version-15-dev-blog-builders-gifts/ https://empyrion-servers.com/blog/149/dev-blog-version-15-dev-blog-builders-gifts/ Sat, 01 May 2021 22:43 CEST here.]]> v1.4.6 Patch https://empyrion-servers.com/blog/148/v146-patch/ https://empyrion-servers.com/blog/148/v146-patch/ Tue, 27 Apr 2021 11:15 CEST
Here is the changelog for v1.4.6 with some more changes & fixes we have been working on.
Have fun and please report bugs and problems as usual - thanks a lot!

Patch: 2021-04-27 v1.4.6 (Build 3282)

Changes
  • Changed: Players can now respawn on Control Station as additional fallback for Ancient Revelations mission (Station is set to CIVILIAN now)
  • "Explosive Devices" can damage shields again
  • Added server-side anti-cheat feature "short session monitoring" - configurable in dedicated.yaml:
    ShortSessionMinutes: 0 #how many minutes of a client play session are regarded as "short session" (0 = disable short session feature completely) ShortSessionCountToLog: 0 #after how many consecutive short sessions write a warning line in server log (0 = disable log feature) ShortSessionCountToBan: 0 #after how many consecutive short sessions ban the player (0 = disable ban feature)
Fixes
  • Fixed multiple exploits
  • Fixed 07866: PDA NearPOI Waypoint does not work in MP
EAH]]>
v1.4.6 Patch https://empyrion-servers.com/blog/147/v146-patch/ https://empyrion-servers.com/blog/147/v146-patch/ Tue, 27 Apr 2021 11:15 CEST here.]]> DEV BLOG Version 1.5 Dev Blog: Story &amp; Missions https://empyrion-servers.com/blog/145/dev-blog-version-15-dev-blog-story/ https://empyrion-servers.com/blog/145/dev-blog-version-15-dev-blog-story/ Sun, 25 Apr 2021 13:26 CEST here.]]> DEV BLOG Version 1.5 Dev Blog: Story & Missions https://empyrion-servers.com/blog/146/dev-blog-version-15-dev-blog-story/ https://empyrion-servers.com/blog/146/dev-blog-version-15-dev-blog-story/ Sun, 25 Apr 2021 13:25 CEST
In the last blog[empyriononline.com] we teased you a little with the story arc that would be concluded later this year. This is still a bigger project, but we can update you on some other stuff in that regard.

Those of you that are with the game for a while might have played through most of the story missions already several times. Some of the major updates changed things here and there, due to the technical possibilities changed as well. We are trying to take advantage of every new addition that helps storytelling. Be it planet design, mission feature or dialogues.



That being said, with 1.5 the content team finally found the time to achieve most of the badly needed rework of the first six story chapters. These once existed individually, were joined together later but were lacking a lot of consistency - not only in the information they give to the player. This has now been improved to a merely pre-final state and will be ready for testing in the upcoming Experimental phase.

Without too many spoilers: the initial missions on the starter planet have been revamped a lot. The following missions have been spread in the starter system and do NOT take place in the same starter orbit anymore. Also: as we hope these are now in good shape in terms of story content, the missions are now following a certain progression of a literal story LINE, although most of them will NOT activate automatically anymore. Instead you will be given enough info on where to find the next story tidbit and how to activate it.

The question if this setup works and if the information is given in an adequate way, is of course to be answered with your feedback we hope to see a lot in the upcoming Experimental phase. :steamhappy:



Last, but not least, there is one open topic which is a quite delicate one: the ingame tutorial. For 1.5 we have re-added an improved ‘Robinson Protocol’ for everyone starting out in the galaxy of Empyrion the first time.

As always the tutorial can be skipped at game start for those that do not need it, but for all the others it should offer the most basic training for the most basic things you need to know about the game.

This is, again, a question that we hope to answer with your help in the upcoming Experimental phase. Although those participating in the Experimental are usually not new to the game, we hope you can help us to answer the question of the tutorial steps will help a new player to survive his first hours and be specific enough to give valuable info, but not be too annoying at the same time.



There is one addition to this topic, which might be quite important for those helping out on that topic: When playing the tutorial, most of you might still find it quite linear. It is still very linear, that is true, but the goal for 1.5 is to track down which elements are really necessary for a new player.

As we wrote in the first paragraph: we aim to include any new technique the game code allows us to use. While we develop version 1.6 and 1.7, new technical features will be added that shall allow us to leave most of the linearity behind and improve to a point where the presentation of the necessary lessons will feel more like an “inline explanation” than following a guide. Not only for the tutorial, but also for mission design.



Which of the current game story missions did you like the most? Which do you think needed improvement because they were too hard or confusing? Anything else you wanted to say on this topic?

Let us know - we still have time to evaluate your feedback. :steamhappy:

Have a great day! Read you soon.
Empyrion Dev Team

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