Empyrion-Servers.com Blog Feeden
https://empyrion-servers.com/
Wed, 29 Nov 2023 16:20 CETEmpyrion-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.60v1.10.5 Experimental II
https://empyrion-servers.com/blog/292/v1105-experimental-ii/
https://empyrion-servers.com/blog/292/v1105-experimental-ii/Wed, 29 Nov 2023 16:20 CET Welcome to the second release of Empyrion Galactic Survival v1.10.5 Experimental branch. Please see the changelog for new additions to this release. We have also made the dedicated server files available for MP on the Experimental branch as of this release. As always, we extend our gratitude for your unwavering support and valuable feedback throughout this experimental phase.
Added a video option for AMD FSR2 + implementation & default settings: We have added support for AMD’s FSR2 to our game which can be found at the bottom of the video options in the options menu. FSR2 works by intelligently upscaling lower resolution frames to higher resolution ones, while preserving and enhancing the details and sharpness of the original image.
We recommend using FSR2 only with 4K and 2K resolutions, as these are the optimal settings for this technology. Using FSR2 with lower resolutions may result in blurry or pixelated images, as the upscaling process may not have enough information to work with. If you are using a lower resolution monitor or device, you may want to keep FSR2 disabled & use the native resolution of your screen. Each mode has a different performance boost and a different image quality. FSR2 can help you increase your FPS and reduce your GPU usage, depending on your hardware, resolution, and scene complexity. However, FSR2 only works on GPU-bound scenarios, and it has some limitations and trade-offs.
Added/updated POI (Kriel, RAV, Colonists, Talon'Ar; Thx to Don2k7, Stellar_Titan, Escarli, Matcz)
Added new 'City Ruins' POI (by sulusdacor)
Playfield changes:
Ground texture and deco tweaks for the following playfield types: (Desert, MoonIce2, MoonNascent, Scorched, Snow, Arid, Barren, BarrenMetal, Lava, LavaNascent, Moon, MoonDesert, MoonIce, MoonLava, MoonLava2, Temperate, TemperatePlateau, TemperateSwamp, DesertBurn)
Removed some texture artifacts
Added all basic RockResources to each world.
Scorched: Adjusted daylight intensity
DesertBurnt:
Changed some biomes in spawn order
Fixes for some creatures not appearing
Removed Plantation biome, renamed Sand biome into LavaPlains, SandDrift biome into LavaField, added LavaFolds biome
Made playfield day darker again
Tweaked ground fog strength and height variances
Reduced atmosphere O2 percentage
Changed music & description text
Fixes:
Fixed O2 issue on Far Point Outpost (thx to AkevaBanshee)
PDA *Signals are not working if player fly with vessel in area
MP issue with constructors not showing animations
Fixed Farr did not attack hostile players (please retest)
Known:
Deconstructor animations are not triggering
]]>Announcement
https://empyrion-servers.com/blog/291/announcement/
https://empyrion-servers.com/blog/291/announcement/Mon, 27 Nov 2023 13:13 CET It is with heavy hearts and profound sadness that we share the news of the passing of our esteemed colleague and friend, Jascha. It is an incredibly challenging moment for all of us as we come together to remember and honor the life of someone who was not only a valuable member of our team but also a cherished individual.
He made the Empyrion Admin Helper (EAH) , worked with us on the API and the multiplayer side of the game. Without his contributions Empyrion as you know it, would not exist.
Let us extend our deepest condolences to Jascha's family and friends. Our thoughts are with them during this challenging time.
May we find strength in our shared memories of Jascha and in the support we provide to one another as a united family.
Sincerely,
Eleon Game Studios]]>v1.10.5 Experimental I
https://empyrion-servers.com/blog/290/v1105-experimental-i/
https://empyrion-servers.com/blog/290/v1105-experimental-i/Wed, 22 Nov 2023 15:26 CET The year is about to come to its end - but not yet! In order to improve multiple areas of the game, we will release version 1.10.5 around mid-December.
Today, we will start the Experimental phase for you to have a look and review the changes and fixes. Note:
On the content side, we would like you to enjoy the all-new models for constructors, deconstructors, and other crafting devices, the new deco indoor trees, a slew of new and updated POIs (some with the new Brotherhood of Farr NPC model added), a few new building shapes, improvements to the blueprint collection toolset, and more.
Of course, 1.10.5 also contains a list of bug fixes.
Please find all the details in the changelog below.
For now only the client is available on the Experimental branch & we have an Experimental server which will be online today shortly after this release for anyone to make use of. The Dedi server files for v1.10.5 will be available from next week on the experimental branch.
With the public release, we will wipe our Official Servers.
Changelog v1.10.5 B4247 2023-11-22
Changes:
Updated Unity version to 2022.3.8f1
MP: We have implemented some Playfield server optimizations which you should see result in less overall RAM being used (around 1GB less per playfield server)
Added: New models for constructors, deconstructor, portables (constructor, water/o2 condenser, heater/cooler, Autominers) these new models have multiple parts that can be colored independently (constructor & deconstructor) & come with some new animations when they are running a task.
Added: DecoIndoorTrees block group with new selection of 20 trees (also added to stock scenarios IvD & DF MP)
Changed: Multitool T1 now using EnergyCellSmall for ammo
Added: EnergyCellSmall (Craftable in all constructors; 5 Steel Plates, 2 Electronics; 15 fuel value)
Updated FARR POIs: Replacement of Soldiers and Guards with Farr NPCs (HumanSoldiers/Elites/AlienSoldiers/Cyborg/CyborgSentinels/Shotgun/AssaultRifle); Please visit and check for issues.
Updated Talon Main Settlement (Omicron) (only works with new savegames / pf not visited)
Updated CIV/DESC POIs (Orbital Defence, Distillery, Waystation, Omicron Command)
Added the Temperate Fungus Planet in Invader vs Defender
Replaced Void by a new playfield that is more interesting in Invader vs Defender
Allow ATMs to be placed on CVs in Default Multiplayer & Invader vs Defender scenarios
Fixes:
00896: The player can get hit & take damage when an NPC is behind a block
01009: Possible fix for Visible holes seen in terrain when arriving to a location
01111: Ghost blocks remain in place after a thruster has been removed
01039: Water/Lava shader need offset to support child shapes
00997: ScifiTableV2 exploit + 00926: ScifiTableV2 glitches player in table when standing up from it.
01105: Moving a weapontool from connected toolbar can cause an exception
00983: Close window X-button not in place for galaxy map and autominer
00448: When using logistics, ammo disappears when the Fill All button is pressed
00515: Logistics - when connected to a cargo container turrets couldn't fire
01075: After opening & closing a GUI then reloading a weapon a lag spike can be seen
01087: CoQ at game start "-ERR- Exception while serializing playfield to file"
01034: Water surface block the access to the underwater devices or vessel cockpit
00797: Weapon movement glitch while moving in God mode
01096: Placing some parts via SP tool broke the color palette for entire BP
01100: Shift+LMB blocks replace feature not working with symmetry
Fixed CoQ with looting some dead NPCs in Invader vs Defender & Default Multiplayer scenarios
Fixed Trader Abbrev in Default Multiplayer
Fix: some factions (wastelanders, karana, tresari) were not attacked by other NPC factions (legacy, warlords etc)
Fixed Players getting stuck in the ventilator after teleporting on the BA_TradersTradersShuttleHub & BA_TradersFrontierHub
Fixed Gambling Table empty dialogue in Kenex Station
]]>Christmas Release Plans
https://empyrion-servers.com/blog/289/christmas-release-plans/
https://empyrion-servers.com/blog/289/christmas-release-plans/Tue, 21 Nov 2023 16:15 CET This year we are planning to release a lighter update in December compared to previous years that will be tag v1.10.5 with some changes, additions and bug fixes. We are working on something bigger for early next year.
Experimental will start on 22 November 2023 and we aim a Public release on 12 December 2023
Taelyn Community Manager Eleon Game Studios
]]>v1.10.4 Patch
https://empyrion-servers.com/blog/288/v1104-patch/
https://empyrion-servers.com/blog/288/v1104-patch/Wed, 30 Aug 2023 11:11 CEST We have just released a new build with some changes & fixes that we have ready. Please update your dedicated server & client asap. More to come soon!
Adjusted info panel layout, decreased thickness of green boxes slightly
Added more BP information into the info tab
Added tabs for BP Info/BP Parts/Snap Points
You can now enter various filter criterias into the full text search to filter for BPs. Possible are: ":class>X" ":class<X" ":class=X" ":error" ":block=id" ":blockname=XXX" ":group=XXX"
Added missing icons from the BP Parts tool GUI
Console cmd replaceblocks can now be used to also replace child blocks, f.e. replaceblocks 1006 HullLargeBlocks HullArmoredLargeBlocks. Also the check for block size and structure type was removed, only a warning is issued now.
Buildsettings menu: when pressing Shift key while pasting, air blocks do not get pasted from the selection
Fixes:
Fixed issue with Elite Soldiers being hidden on distance while still shooting at player (also applied fix to other weapon-bearing NPCs for Talon, Zirax and Humanoids); Please retest!
Fixed problem that GlobalConfig.ecf content was not applied to clients in MP games.
01029: HV Bike camera jitter - Now all variants have the fix applied
Fixed: Zirax Trade Station did not have an Admincore (Change only applies if playfield not yet visited / for new games)
Fixed: Collection Point (Skillon) had 2 spawners releasing enemies directly behind player when triggered. (Change only applies if playfield not yet visited / for new games)
]]>v1.10.3 Patch
https://empyrion-servers.com/blog/287/v1103-patch/
https://empyrion-servers.com/blog/287/v1103-patch/Wed, 16 Aug 2023 11:11 CEST We have just released a new build with some changes & fixes that we have ready. Please update your dedicated server & client asap. More to come soon!
Slightly adjusted wireframe thickness of green/red boxes of blueprint parts
Opening the window via N menu only in creative allowed & added filter button for "internal blueprints", slightly more space for BP list, sorting BPs in list alphabetically now, selected BP filter buttons get now brighter background
Add requested blank playfield template to the Example Planet
Explosions: added a check to avoid an explosion if the structure was deleted already
Hoverbike:
Now allowed to go over water but with a speed reduction
Improved vertical stability on rough terrain.
Added Auto rotate Key O
Updated: Main Loca updated (manual changes + autotranslated for DE,FR,IT,SE,PT(br),RU,CHS; plz report issues to [email protected]); thx to all contributors and helpers
Guided tutorial:
Several fixes for stability, clarity, flow: Space start:
Better armor locker interaction Salvage beach: Possible fixes for Player getting redirected back to beach:
Added task to access the Portable Constructor for the first time
Fix for task stopping when drilling Carbon early & when crafting Hoverbike very early in several combinations
Weather station:
Added reminder message and marker to open cargo palette Copper mine:
Added task to discover tower; prevent possible edgecase softlock if discovering Copper deposit early; message tweaks, better marker position Salt marshes:
Easier travel with Hoverbike at half-submerged beach section (Stamp: ‘Starter_7_Beaches’ very tiny tweak)
Lost Garden:
Clearer task description how to find buried tech cache Farm & Antenna
Added messages to inform player when skipped mining tower
Better entry/exit point for cockpit of final SV Other:
(Foothold, Tech Caches) Prevent some pre-placed cargo boxes from getting destroyed when putting a block on them.
Fixes:
00974: Structures stop updating while building at some point
01002: Structures stop updating after some time while taking damage
01001: Explosion's can happen with a big delay when a big structure is taking damage
00890: Collision for large thrusters is not correct and does not apply blastdamage correctly
01029: HV Bike camera jitter (Only the default white model is fixed for the time being)
Fix UCH Diplomat forbidden blocks
Fix SV_Prefab_Tier5 forbidden blocks
Fixed: Ashon Start: Suspicious Escape Pod spawned in core room instead of hangar
'Barren' playfield: Fix for typo in decoration definition
]]>v1.10.2 Patch
https://empyrion-servers.com/blog/286/v1102-patch/
https://empyrion-servers.com/blog/286/v1102-patch/Wed, 02 Aug 2023 11:17 CEST We have just released a new build with some changes & fixes that we have ready. Please update your dedicated server & client asap. More to come soon!
DroneBay: Speed up launch / landing process added in file BlocksConfig with the parameter "ADBDockingSpeedFac" + increased detection range to 1000m
Added stationary hoverbike variants as pickup/for transportation use on some starter playfields mission hubs (Ningues, Masperon, Skillon and Ashon Moon; Note: applies to not-yet-visited playfields & new savegames only); Also available at some traders (Bertrams, Interweap, Servant Corp & Aunt Marys )
Changed: due to popular demand, removed all Omicron locks and limitations ;) (Only applies to new savegames).
Changed: removed Abyssal drones from Masperon to avoid ruining REP and reduce confusion. ( note: the free roaming drones are kept, but they are in the ALIEN faction anyways) (Only applies to new savegames)
Changed: Rebalanced FarrBlaster (now equal to ZiraxLaser)
Changed: Added dedicated, rebalanced weapons for UCH, Prenn, Arkenian and Legacy(infected) Shotgun and Assault soldiers (equals Zirax Shotgun & Minigun).
Changed: Treaders UI lables "Buy > Sells" and "Sell > Buys" to better indicate what the TRADER sells and buys (currently it is from the view of the player, which seems to be confusing)
Changed: ZiraxCommander and ZiraxGuard can now be "picked up" via SHIFT-F from OWN structures for easier relocating them (without having to shoot at them with a multitool/disassemble); Both NPCs are also now individual 'blocks' and not grouped anymore. (Immersion test)
Bad Wolf (Masperon): added Marker for where to find Commander Ezzren after talking to Ikkenz (Only applies to new savegames)
Deserted Powers (Skillon): adde guidance after having spoken to the Guard to better find the captain and oltimer for starting the mission (Only applies to new savegames)
Clear Skies (Akua): improved guidance (markers) assistance to start the mission (Only applies to new savegames)
Updated some Homeworlds to the new decoration system. (HomeworldARC, HomeworldFarr, HomeworldPolaris, HomeworldTesch, HomeworldTrader, HomeworldZirax)
Very slight biome tweaks: Arid, Barren
Guided Tutorial:
Space: Ship interior:
Starting tasks: Wording tweak for clarity
Fix: Missing trigger for eating cereals
Oxygen leak: Slightly better triggers & text clarity
POI tweaks for lighting if player uses best shadow setting
Planet: First island:
Teleporter box: Fix for swim help message playing prematurely. Added trigger for message when carrying tool and sinking into water; box is now SI stable when deconstructed
Added info message for Hoverbike controls
Fix for not getting enough steel plates when salvaging broken blocks
Possible fix for player wrongly getting redirected back to starting beach
Planet: Second island:
Farm: Increased despawn times for critical drop items: Core, BA Small fuel tank, BA Small generator, Solar capacitor, BA CPU Extender T2, Concrete farming plot, Large constructor
HV Workshop: Allow player to spawn in starter HV again (Set unlock cost to zero for Spotlight, Cargo box)
Planet: Challenge island:
Increased despawn times for critical drop items: Clone chamber, BA starter, Artillery turret
Reminder message for Tank third person camera / turret access
Added info of broken armor losing all protection, to keep EVA boost off for fighting
Better message cascade after closing armor locker
Epsilon Spaceport: Invisible commander spawn now visible; POI difficulty tweak
Planet: Dronebase:
Switched an invisible repeating spawner to static
Fix hint marker for switch to open Core Access
Fix for core door not opening
Fix for Patrol Vessels not spawning when fleeing the planet
Fixes:
Light source from the Portable Work Light block was turning off at a short distance
Boarding Ramps LOD were very short on the underside
01011: CV multitool turret cannot be moved
BP Factory gives wrong message when BP is restricted by Spawn Limit
Invader vs Defender: The Epic Gift mission keeps triggering
Fixed an exception with Blueprints when loading in playfields
01005: Cannot pick up a half-submerged hoverbike
00478: LCD projector block distance of text the projector displays was very short
01016: Underwater reflections are missing
O2 and Fuel tanks do not have interaction prompts
01033: Preview model for blocks and devices are missing underwater
00895: Signal triggering with no player in the detection area
00954: Exiting from vessel in the signal detection area breaks the signal Fixes for exceptions found in logs sent in to us
Fixed: Some messaged did not display correct on Akua gamestart (with RP active) (Only applies to new savegames)
Fixed: Team mission 'Gas station' could not be completed (fixed item reference)
Fixed: Updated main Dialogues (EN) typos & grammar (thx to imlarry)
Fixed: In some cases of an old 1.9 savegame, the mission 'Wins & Losses' could not be started. (note: this might not fix all cases; please write to [email protected] in case of running into an issue with any mission or quest)
Fixed: Loca reference Golems > Hishkal updated to match changed lore naming
Fixed: Alien Soldiers using the growl of Zirax
Fixed: Bad Wolf > dead ripperdogs despawned on cage 3
Fixed: CutCornerB did not color correctly when mirrored. Note: A dedicated left/right variant was added for the fix to work. PLEASE RETEST!
Fixed: ZiraxCommander was available in two groups.
Fixed: Picking up Zirax Commander and Zirax Guard returned the wrong crew blocks group.
Fixed: Drone Bay Spawner did not return correct materials / device when picked up. PLEASE RETEST!
Fixed mismatched edge issues in new shape blocks; Updated device texture asset to include warm orange material.
Minor adjustments to geometry and UVs of new shapes.
Fixed some of the new shapes to fix gaps at the edges/corners.
]]>v1.10.1 Hotfix
https://empyrion-servers.com/blog/285/v1101-hotfix/
https://empyrion-servers.com/blog/285/v1101-hotfix/Thu, 29 Jun 2023 13:25 CEST We have just released a new build with some fixes that we have ready. Please update your dedicated server & client asap. More to come soon!
00992: Scoped weapon crosshair position when zoomed in is different to the non zoomed in crosshair position
00897: Retractable multitool turret can go invisible when turned off
Removed console command parameter "di wdw". The suggested use is the separate console command "bpcoll"
Fixed: Xeno Steel Blocks thin shapes had wrong mass/hitpoints values
00989: Light come through blocks in opposite direction of light source with dynamic shadows
00990: Dynamic Shadows only work with 'Ultra' setting for shadows (they only work with Ultra & High settings)
00992: Crosshair position when zoomed in is different to the non zoomed in crosshair position
Added HoverBike thruster particle effect
Hoverbike can fly
Fixed an exploit with the HV bike
Xeno Steel Blocks thin shapes had wrong mass/hitpoints values (fixed in stock scenarios Default, Invader vs Defender, Default Multiplayer)
XP Exploit with Water/Lava Blocks (fixed in stock scenarios Default, Invader vs Defender, Default Multiplayer)
Fixed Default _POIGroupsConfig.yaml interfering with Custom Scenarios
]]>v1.10 Release
https://empyrion-servers.com/blog/284/v110-release/
https://empyrion-servers.com/blog/284/v110-release/Tue, 27 Jun 2023 11:02 CEST Welcome to the 1.10 update of Empyrion Galactic Survival. The summer update has some cool features in store for you. Besides visual improvements of the game world you can expect among other things:
- Drones from your very own Drone Bay will now defend your bases and vessels. - The hoverbike replaces the motorbike! - 23 new block shapes were added together with water & lava blocks and a full blown blueprint parts collection toolset. - Over 300 new and revamped bases and vessels to fight and explore on and around the newly added. faction homeworlds, while the new combat soundtrack supports you in the battle. - 25 new missions on starter planets to sink your time into!
There are two things to note about some important gameplay settings: - Mass/volume & CPU & block limits are now active by default when you start a new game. - Blueprint factory requires all devices in a blueprint to be unlocked in the Techtree.
Note: You can change the above settings in the Difficulty menu when starting a new game.
Check out our release video for a quick overview:
Thanks a lot to all testers that went through the Experimental stages, submitting feedback and bug reports each day and week. :)
For all the features that were added for the game in the summer update, please head over to the feedback forum and check the pinned threads - or start your own: https://empyriononline.com/forums/faq-feedback.25/
We are looking forward to your feedback! Have fun with the Summer Update 1.10! :)
PS: Don’t forget to join our discord for live discussions about the update and its changes: https://discord.gg/empyrion
For Server owners: For any server using a custom scenario please make sure after updating & before you start your server you update the custom config files in the Scenario Configuration folder.
Changelog v1.10 B4232 2023-06-27
Gameplay
Added the ‘Drone Bay’: You can now craft and place the Drone Bay and equip it with Defense Drones. A Drone Bay Spawner is required for starting the drones.
Pay attention to the direction you set the drone spawner block & also place it on the outside of the vessel so the drones have easy access to it to spawn & despawn from.
To “retrieve” spawned drones toggle the power off for the drone bay & wait for them to return & despawn. When they are close to your vessel keep it still so they can find the spawner & despawn.
Please note this is the first iteration of this feature. Please leave you feedback here
Added a new tool to manage blueprint part collections “Blueprint Parts Collection Tool”. To try this tool out in creative mode use 'di wdw' in the console to test it
Added possibility to create snap points to combine blueprint parts together. With that POIs can be created very fast and easy, especially out of construction sets.
Added console command 'bpcoll' to show the blueprint parts collection window
A demonstration video for the snap points feature to help guide you through the process of creating snap points and utilizing them in your blueprints effectively.
Snap points are an incredibly powerful addition, and once you become familiar with their functionality, you'll discover that they are a remarkable time-saving tool.
Building: Blocks & Shapes
Added 23 new blockshapes; You can find the new blockshapes by checking for missing slots and white blanks on the Cubes, Round and Connector tabs OR hover over the seemingly empty slots on the 2nd page of the "basic shapes" tab
Added: Ramp Round Medium Transition (All blockshapes for 1.10 are now added)
Fixed mirror issues with new blockshapes
Updated new shape icons for clarity
Water and Lava Blocks are now available from in the Item Menu for POI building
Added WaterSplash at high speed fall
Changed: Water block now has 8° temperature effect + drops purified water when picked up in survival
Changed: Lava block now drops rockdust when picked up in survival
Default Scenario Update:
POI & OPVs:
Added/updated about 300 space & ground stations, wreckages, dungeons, small and large, weak and strong combat and civilian vessels - created, reworked and updated by various authors and community contributors (check details at: https://empyriononline.com/forums/showroom-submissions.108/).
Thanks a lot to everyone building for Empyrion <3
Missions
Added locale mission arcs (with 5 missions each) to all starter planets:
Akua: Clear Skies
Ningues: Andromeda Strain
Masperon: Bad Wolf
Skillon: Deserted Powers
Ashon: To Good Business
Note: To start the mission, find the main mission hub on the playfield (there are indications in PDAs and/or notifiers when approaching a mission relevant POI)
Adjusted main storyline contents, mission structure and dialogues (eg. shortened amount of text and/or added more SKIP routes)
Changed start location and context of main storyline (Prelude now starts when arriving on Omicron Sector!)
Most important changes:
Updated: Story Mission 'Totally Overpowered' updated to new settings and faction references. Dialogues updated to reflect context changes.
Updated: Story Mission 'Glacial Grave': Reduced Log content (amount of text) found on the system consoles down to 1-page logs and made several other refinements on procedures.
Updated: Story Mission 'Ancient Revelations': fixed issues with opening doors too early, changed creatures to variants that better fit some room sizes. Staircase now cleared when using shortcut from main access to upper level; added some additional markers in some places.
Updated: Story Mission 'Uncertain Outcomes': fixed several issues in mission progression; Set stations to civil + admin cores; removed Tier3 ores from mission asteroids.
Updated: Story Mission Interlude 'Meet the GLaD': added some skip areas to Dialogues and streamlined text info for summaries
Updated: Story Mission 'Sigma Fulcrum': Reduced clickcount on station console (each message now only shown once as long as player stays in the dialogue); Fixed a few inconsistencies with mission progress; Note the station is still set to Colonists faction you won't damage your reputation with. So first ask, then shoot.
Updated: Story Mission 'Unexpected Allies': Fixed faction settings to not break mission progress. Updated some dialogues; updated info + added more SKIP routes in dialogues.
Updated: Story Mission 'Wins and losses': Adjusted some text elements; Fixed progression issues. (Note, this is currently the LAST mission. Final mission might be added for 1.11 or 1.12)
Deactivated 'Murky Christmas' mission (as this is seasonal content).
General change on story mission factions & enemies: When there is no chance to proceed in a story mission other than to fight against a dynamic-RP faction, the opponents will be set to "Alien" to not forcefully ruin player reputation. If there is a choice, e.g. to trade, talk or fight, a dynamic faction might be used & the decision to ruin the Reputation towards them is up to the players themselves.
Factions & Reputation & NPCs
Set UCH to dynamic faction reputation
Added a static player-friendly 'technical' faction 'PlayerAssistDefaultHostile' (PDH) to help with mission setups that require combat against default-hostile factions and RP is not spoiled by friendly-fire or the faction is already used in another context. The faction is not intended to have POI or territories but is a "technical" static faction only.
Reworked faction reputation matrix: eg. added more crossover effects (pos and negative), removed too strong level-drop effects and added specific RP-loss amounts to some blocks (f.ex. Cores)
Changed NPC groups (EclassConfig) and updated terrain-spawned patrol groups (Egroup)
Telluropod now available from NPC Spawners
Updated the UCH faction NPCs: the faction now uses a dedicated set of NPC types for military and civilians.
For builders, use the male and female military and non-military variants for NPC spawns that start with ‘UCH’ (eg. UCHSoldierFemale2AssaultRifle, UCHPilotMaleRed, UCHCivilianMale1 and so on.
Added PlayerFaction Role dropdown UI to Control Panel's Devices page. To use this select a device on your base or vessel & select the role level you want to restrict the devices access to & in the Faction GUI window apply the appropriate roles to faction members.
Config Changes
Global configs
Important change: Mass/Volume/CPU/Blocklimit = default on (Can be changed in settings at gamestart!); Full changelog & feedback & known issues thread: < >
Important change: Blueprints cannot be put into the Factory if the player hasn't unlocked the needed items in the techtree yet!
New optional parameter "ignoreOtherTarget" is available for Pf-Ops SpawnDrone, SpawnOPV and SpawnTroopTransport
Updated info in galaxyconfig.ecf about hiding a solar system
Added information about AuxPoi setup to example playfield yaml
Added new parameter 'DisableProximityLog' (true/false) for gameoptions.yaml to allow disabling the proximity log button in registry
Dialogue System
Added possibility to omit the cone for NPC with dialogues (class NPCDialogue) by adding the property OmitCone: true in BlocksConfig.ecf
Added function string GetFaction(int entityId) that returns the faction name from the FactionConfig.ecf
Added a property "DialogueState" to BlocksConfig.ecf to be used in blocks of class "NPCDialogue" to allow specifying a hard coded target dialog. If this is present, this block can be placed by users on player bases and be also triggered using "F".
Added new function GetStructure(entityId)[
Creative Mode / Scenario
Creative mode improvement: if SHIFT (run key) is pressed the focus box now focuses inside the target block (pressing RMB will remove it and LMB will replace it). The removal was working before, but now the focus is also placed correctly.
BuildSettingsMenu: Green pasted area can now also be mirrored "in place"
BuildSettingsMenu: Green pasted area will now collide with its surrounding structure if pressing LEFT-SHIFT while moving (using the move handles)
Default Creative scenario: Updated Temperate and Arid playfields to new decoration. Updated selection pictures.
Visual Refinements & Controller upgrades
Added Global Illumination, Dynamic Shadows & Terrain Tessellation & video options to toggle these on & off
New force field VFX added to all blocks that have a forcefield visible
New swimming animations added
Sound / SFX:
Added dynamic combat soundtracks for planets & space
WIP: Adjusted device volume levels to be lower overall: Ramps, Shutters, doors, hangar doors, blast doors, water generators
Added some new sounds for power generators, shield generator, water generator & the warp drive
Lowered the distance some NPC’s can be heard from (particularly noticeable in POI’s)
Fixes:
Explorer Token for faction homeworlds should now work/be given again (also for the new dynamic factions!)
Explorer Token for first-pickup for ores did not work anymore or were given randomly
Falling animation is playing when you fly a vessel.
00858: Collision model for deco block - Antena 05 is missed
00912: Collision model for block Deco SVDecoAeroblister01 is missed
00897: Retractable turrets can be invisible when they are turned off
00910: Large thrusters is flickering in 1PV after resume the game
Fixed Blueprint spawn crash
Fixed: BA_PolarisDroneBase offset missing
Fixed: BA_UCHSettlement was missing FillerBlocks at the corners
00917: Ctrl + Alt key combo toggles free look
00991: Sensor-related exception when changing playfields
]]>v1.10 Experimental RC II
https://empyrion-servers.com/blog/283/v110-experimental-rc-ii/
https://empyrion-servers.com/blog/283/v110-experimental-rc-ii/Wed, 21 Jun 2023 17:39 CEST Welcome to the second release candidate of Empyrion Galactic Survival v1.10. This update is mainly to resolve some issues we had fixes ready to release. As always, we extend our gratitude for your unwavering support and valuable feedback throughout this experimental phase.
Changelog v1.10 B4230 2023-06-21
Changes:
Blueprint Collection Parts:
BPP texts now face the camera
Moved BPP texts a bit higher
Added group hierarchy selection
Removed yellow group name preview when focusing a group as this is not needed any more
Added checkbox "Copy Air", increased font by 50%, if pressing Left-Shift now group will be closed
Now you can also use the "Look Around" key for toggling groups, fixed group not showing if only one group and SP focused
Changed: added dedicated mirror model to RampRoundConnectorC, RampRoundMediumTransition and RoundedRampB (available also in the Block shapes selection)
Fixed: mirror issues with coloring and texturing for RampRoundConnectorC, RampRoundMediumTransition and RoundedRampB
NOTE: The change will affect every build that has been done with the current EXP/RC version. As always: Please do not create builds or blueprints for the public release with EXP devices and blocks as they can always change to the very last minute ahead of the public release.
Fixes:
00967: HV bike flying up into the air when getting back on after exiting the bike
00969: HV Bike can lose hover height & get catapulted in the air after going over planet border
00979: Player Drones will not spawn when an offline protection block is placed on a base & not "active".
Blueprint Collection Parts: fixed setting of snap point group name
00985: Open preview for some BP’s in the bpcoll menu can trigger exceptions
00917: Ctrl + Alt key combo toggles free look
00963: DroneBay: PlayerDrones shoot in PvE
0944: Sun reflection & clouds visible through forcefield effects
00964: Building and movement under water near structure issue
Preview model for block placement is still very hard to see when placing blocks underwater.
Fixed indestructible walkway (Abandoned Base Masperon)
Fixed issues with Science Station and Mineral Synth Lab (Ningues)
Fixed: Convoy (Ningues) was missing closte with Tales of Tash log
Fixed: Changed Obelisk faction to Progenitor (so turrets do not shoot at them anymore)
Fixed: Main story could not be started sometimes when starting from Ashon (Gamestart)
Fixed Invader vs Defender: Typo in BlockShapes
Fixed Default Multiplayer: Typo in BlockShapes
Fixes for missing faces in the new shape blocks.
Fixed issue with elemental blocks (error spam/coq)
00965: Filler Block Terrain bug <- In any playfield which you have already visited & already has an issue still with the filler blocks you will need to wipe the poi's of this playfield via the wipe command f.ex: wipe Omicron poi Then for SP leave the save & load back in & for MP saves restart the server & load back in.
]]>v1.10 Experimental RC
https://empyrion-servers.com/blog/282/v110-experimental-rc/
https://empyrion-servers.com/blog/282/v110-experimental-rc/Wed, 14 Jun 2023 16:53 CEST Today we start the last round of the Empyrion Galactic Survival v1.10 Experimental Phase with a major focus on bugfixing!
Of course there are also some smaller and bigger additions this time! The new blockshapes for our builders are now implemented and also the Blueprint Parts Collection Tool got its last addition with the "Snap Point" feature. You can find a video about this below.
We also worked intensively on the Drone Bay and fixed many problems. We would like to ask you to try out again whether the errors are fixed and the functions are available as expected. Please destroy any spawned personal drones & remove & replace the drone bay & spawners once again to make sure everything is fresh with the latest bug fixes.
We wish you a lot of fun and thank you for all feedback and bug reports so far and for those still to come! :)
Changelog v1.10 B4227 2023-06-14
Building: Blueprint Parts Collection Tool
Added console command 'bpcoll' to show the blueprint parts collection window
Now allowing to y rotate BPP with INS/DEL.
Now allows to set Snap Points!
Added GroupName for snap points
A demonstration video for the snap points feature to help guide you through the process of creating snap points and utilizing them in your blueprints effectively.
Snap points are an incredibly powerful addition, and once you become familiar with their functionality, you'll discover that they are a remarkable time-saving tool.
Added: Ramp Round Medium Transition (All blockshapes for 1.10 are now added)
Fixed mirror issues with new blockshapes
Updated new shape icons for clarity
Water and Lava Blocks are now available from in the Item Menu for POI building
Added WaterSplash at high speed fall
Changed: Water block now has 8° temperature effect + drops purified water when picked up in survival
Changed: Lava block now drops rockdust when picked up in survival
Gameplay
Faction Roles no longer require a lock code now just assign the players Faction Role within your faction (promote & demote options) then setup devices in your faction bases with the faction role drop down to allow sorting what devices you want to be accessible between the faction roles.
AI Drone Bay: If the core of the base/vessel is missing or all spawners are missing then all active drones will be destroyed.
Hoverbike: added a frontal light that will only turn on at night + thruster exhaust particles (wip)
Changed: Names and icons related to Playerbike > Hoverbike transition
Lowered the distance some NPC’s in POIs can be heard from
Game World Maintenance
GalaxyConfig / in-system map: Fix for SmBH ‘star halo’ having sharp edges
Removed some lore-unfitting creature spawns
Added some creature spawnzones
Fixed some missing deposit textures
Tweaked some POI spawning positions: Further away from poles
Fixed missing deposit textures for TemperateSwamp
Switched HomeworldUCH to new decoration system
Merged Default GalaxyConfig with the Default Multiplayer Scenario
Merged Default Factions with the Default Multiplayer Scenario
Merged Default DefReputation with the Default Multiplayer Scenario
Adjusted Tresari Group contents
Fixed: Karana playfield fixes
Planets:
Added Aluminium and Platinum ground deposit (removed Carbon for it)
]]>v1.10 Experimental II
https://empyrion-servers.com/blog/281/v110-experimental-ii/
https://empyrion-servers.com/blog/281/v110-experimental-ii/Thu, 08 Jun 2023 11:11 CEST Today we start phase 2 of the current Empyrion Galactic Survival v1.10 Experimental version.
Since this version focuses on building and creating, an important note: DO NOT create blueprints or build POIs while you are in the EXP version. There can always be changes that may cause your blueprints and POIs to not work in the upcoming public version!
That being said, this new phase of the Experimental Version is a milestone for several reasons.
For one, we've replaced the motorcycle with a hoverbike. Furthermore, we have added player-usable defense drones for the first time! You can use this feature by building the Drone Bay, filling it with up to 10 Defense Drones and placing at least one Drone Bay Spawner. The feature is available for both Bases and Capital Vessels! A maximum of 2 drones will be launched when a threat appears and attacks you.
The latter event got its own "battle soundtrack" with this update which is different from the planet battle soundtrack!
For all the builders among you there is also an additional treat: Not only have we added a Snap-Point function to the Blueprint Collection Tool, you can now also jump on 17 new block shapes. But important: Remember the disclaimer to avoid problems after the experimental version!
Please post your feedback in the feedback threads provided and pinned in the Experimental Forum. Links, as well as more details of the update, can be found in the full changelog below.
We wish you a lot of fun in phase II
PS: Want to share your feedback about the game and the Experimental live? Join our discord server right away! >> https://discord.gg/empyrion
Added the ‘Drone Bay’: You can now craft and place the Drone Bay and equip it with Defense Drones. A Drone Bay Spawner is required for starting the drones.
Pay attention to the direction you set the drone spawner block & also place it on the outside of the vessel so the drones have easy access to it to spawn & despawn from.
To “retrieve” spawned drones toggle the power off for the drone bay & wait for them to return & despawn. When they are close to your vessel keep it still so they can find the spawner & despawn.
Replaced player bike with a player hover bike: first addition of model and basic movement controller. Note that the Hoverbike cannot go over water and it has not yet an updated icon in the containers and toolbars. (A dedicated feedback thread will be pinned soon) https://empyriononline.com/forums/experimental-features-discussion.35/
Building
Blueprint Parts Collection Tool:
Added possibility to create snap points to combine blueprint parts together. With that POIs can be created very fast and easy, especially out of construction sets.
Added 17 new blockshapes (17); First addition/icons missing. You can find the new blockshapes by checking for missing slots and white blanks on the Cubes-, Round- and Connector- tabs OR hover over the seemingly empty slots on the 2nd page of the "basic shapes" tab (A dedicated feedback thread will be pinned soon) https://empyriononline.com/forums/experimental-features-discussion.35/
Factions
Updated the UCH faction NPCs: the faction now uses a dedicated set of NPC types for military and civilians.
For builders, use the male and female military and non-military variants for NPC spawns that start with ‘UCH’ (eg. UCHSoldierFemale2AssaultRifle, UCHPilotMaleRed, UCHCivilianMale1 and so on. (A dedicated feedback thread will be pinned soon) https://empyriononline.com/forums/experimental-features-discussion.35/
Sound & SFX
Added a space-battle track for space combat (to separate it from ground combat)
]]>v1.10 Experimental I
https://empyrion-servers.com/blog/280/v110-experimental-i/
https://empyrion-servers.com/blog/280/v110-experimental-i/Wed, 31 May 2023 13:11 CEST Welcome to Empyrion Galactic Survival version 1.10 Experimental!
In this update for you to test, we've added locale missions for each starter playfield (5x5 = 25 in total) to offer more variation to the early gameplay experience. Although these missions are fully optional and do not (yet) relate to the main storyline they will be shedding some early light on a few important story backgrounds in the Empyrion universe.
The introduction of the location missions is accompanied by a major maintenance of the main missions to make the final adjustment to the new game start environments. To achieve this, we have implemented numerous fixes for improved story progression and several bug fixes for reported issues (see full changelog below)
In addition to the mission updates, we've expanded the game universe by updating the existing faction homeworlds and adding new ones. Thanks to our community contributors, these updates come with an impressive addition of over 300 new Points of Interest (POIs) and vessels, enhancing the scope of exploration and discovery..
On the technical side of things, we've worked on visual and auditory enhancements to provide a more immersive in-game environment. While the visuals of the suns got a general overhaul, the addition of ‘tessellation’ will significantly improve the planetary terrain quality. In the meantime, our sound department not only worked on the SFX themselves, but also added the long-wanted dynamic combat soundtrack feature!
For our multiplayer and co-op players, we've incorporated a new role system, designed to expand cooperative possibilities within the game. You can now grant access to devices based on your player faction role!
We also haven't forgotten our creative players, with improvements made to the Creative Scenario Building Helper Tools, adding several convenience features and even completely new functions to improve building and reduce friction.
Last, but not least, there are two crucial infos you should be aware of:
1. The Mass/Volume + CPU + Blocklimits are now enabled by default. This setting can be adjusted in the game start menu if desired.
2. The Blueprint Factory can now only be used when all devices of a blueprint have been unlocked in the tech tree. There are new (colored) info & messages to indicate what is missing.
Please refer to the full changelog for a comprehensive overview of all updates, adjustments, and fixes. We always appreciate your feedback on these changes.
Added/updated about 300 space & ground stations, wreckages, dungeons, small and large, weak and strong combat and civilian vessels - created, reworked and updated by various authors and community contributors (check details at: https://empyriononline.com/forums/showroom-submissions.108/).
Thanks a lot to everyone building for Empyrion <3
Missions
Added locale mission arcs (with 5 missions each) to all starter planets:
Akua: Clear Skies
Ningues: Andromeda Strain
Masperon: Bad Wolf
Skillon: Deserted Powers
Ashon: To Good Business
Note: To start the mission, find the main mission hub on the playfield (there are indications in PDAs and/or notifiers when approaching a mission relevant POI)
Adjusted main storyline contents, mission structure and dialogues (eg. shortened amount of text and/or added more SKIP routes)
Changed start location and context of main storyline (Prelude now starts when arriving on Omicron Sector!)
Fixed several reported bugs and issues with the main storyline (please retest!). Most important changes:
Updated: Story Mission 'Totally Overpowered' updated to new settings and faction references. Dialogues updated to reflect context changes.
Updated: Story Mission 'Glacial Grave': Reduced Log content (amount of text) found on the system consoles down to 1-page logs and made several other refinements on procedures.
Updated: Story Mission 'Ancient Revelations': fixed issues with opening doors too early, changed creatures to variants that better fit some room sizes. Staircase now cleared when using shortcut from main access to upper level; added some additional markers in some places.
Updated: Story Mission 'Uncertain Outcomes': fixed several issues in mission progression; Set stations to civil + admin cores; removed Tier3 ores from mission asteroids.
Updated: Story Mission Interlude 'Meet the GLaD': added some skip areas to Dialogues and streamlined text info for summaries
Updated: Story Mission 'Sigma Fulcrum': Reduced clickcount on station console (each message now only shown once as long as player stays in the dialogue); Fixed a few inconsistencies with mission progress; Note the station is still set to Colonists faction you won't damage your reputation with. So first ask, then shoot.
Updated: Story Mission 'Unexpected Allies': Fixed faction settings to not break mission progress. Updated some dialogues; updated info + added more SKIP routes in dialogues.
Updated: Story Mission 'Wins and losses': Adjusted some text elements; Fixed progression issues. (Note, this is currently the LAST mission. Final mission might be added for 1.11 or 1.12)
Deactivated 'Murky Christmas' mission (as this is seasonal content).
General change on story mission factions & enemies: When there is no chance to proceed in a story mission other than to fight against a dynamic-RP faction, the opponents will be set to "Alien" to not forcefully ruin player reputation. If there is a choice, e.g. to trade, talk or fight, a dynamic faction might be used & the decision to ruin the Reputation towards them is up to the players themselves.
Factions & Reputation & NPCs
Set UCH to dynamic faction reputation
Added a static player-friendly 'technical' faction 'PlayerAssistDefaultHostile' (PDH) to help with mission setups that require combat against default-hostile factions and RP is not spoiled by friendly-fire or the faction is already used in another context. The faction is not intended to have POI or territories but is a "technical" static faction only.
Reworked faction reputation matrix: eg. added more crossover effects (pos and negative), removed too strong level-drop effects and added specific RP-loss amounts to some blocks (f.ex. Cores)
Changed NPC groups (EclassConfig) and updated terrain-spawned patrol groups (Egroup)
Telluropod now available from NPC Spawners
Gameworld
Updated home systems and home planets for all major and minor factions (1st iteration)
Added home systems for community-submitted factions
Sorted/changed blueprint groups of lots of POIs for the factions
Sorted blueprint groups for all faction OPVs (space and planet) into tiers.
Note: if your scenario uses default BP groups, their contents might have changed!
Changed: Several story-mission-relevant POI did not have an admin core
Changed: Enemy attack in story mission context is now mostly set to "alien" faction to avoid spoiling reputation unintentionally.
Added a few battered, free-roaming cannon drones to Ningues, Skillon and Masperon (Alien faction; will attack player, but not other NPCs)
Changed: Activated Base Attacks on Akua (Talon) and Masperon (Zirax/Abyssal)
Changed: Akua SupplyDepot swapped Raptor02 with RaptorNight and interior AlienBug01v2 with Spider01
Space: Tweaked looks for star types O,B,F,A,G,K,M, LegacyNexusHub
Space: Adjusted playfield lighting colours and brightness. (O: Much brighter; B: Bright)
Galaxy map: Star types easier to tell apart in distance
Increased size class for G, A type stars and SmBH
Config Changes
Global configs
Important change: Mass/Volume/CPU/Blocklimit = default on (Can be changed in settings at gamestart!); Full changelog & feedback & known issues thread: < >
Important change: Blueprints cannot be put into the Factory if the player hasn't unlocked the needed items in the techtree yet!
New optional parameter "ignoreOtherTarget" is available for Pf-Ops SpawnDrone, SpawnOPV and SpawnTroopTransport
Updated info in galaxyconfig.ecf about hiding a solar system
Added information about AuxPoi setup to example playfield yaml
Added new parameter 'DisableProximityLog' (true/false) for gameoptions.yaml to allow disabling the proximity log button in registry
Dialogue System
Added possibility to omit the cone for NPC with dialogues (class NPCDialogue) by adding the property OmitCone: true in BlocksConfig.ecf
Added function string GetFaction(int entityId) that returns the faction name from the FactionConfig.ecf
Added a property "DialogueState" to BlocksConfig.ecf to be used in blocks of class "NPCDialogue" to allow specifying a hard coded target dialog. If this is present, this block can be placed by users on player bases and be also triggered using "F".
Added new function GetStructure(entityId)
Multiplayer / Coop
Added PlayerFaction Role dropdown UI to Control Panel's Devices page. To make use of this add a lock code for the device then check the “Private” box & select one of the roles from the drop down GUI
Creative Mode / Scenario
WIP: Added a new tool to manage blueprint part collections “Blueprint Parts Collection Tool”. To try this tool out in creative mode use 'di wdw' in the console to test it. See this video for tips on how to use it
Creative mode improvement: if SHIFT (run key) is pressed the focus box now focuses inside the target block (pressing RMB will remove it and LMB will replace it). The removal was working before, but now the focus is also placed correctly.
BuildSettingsMenu: Green pasted area can now also be mirrored "in place"
BuildSettingsMenu: Green pasted area will now collide with its surrounding structure if pressing LEFT-SHIFT while moving (using the move handles)
Default Creative scenario: Updated Temperate and Arid playfields to new decoration. Updated selection pictures.
Visual Refinements & Controller upgrades
Added Global Illumination, Dynamic Shadows & Terrain Tessellation & video options to google these on & off
New force field VFX added to all blocks that have a forcefield visible
New swimming animations added
Sound / SFX:
Added dynamic combat soundtrack change
WIP: Adjusted device volume levels to be lower overall
Guided Tutorial:
EndSpace: Fix for broken dialog of Fleet Command
Fixes:
Explorer Token for faction homeworlds should now work/be given again (also for the new dynamic factions!)
Explorer Token for first-pickup for ores did not work anymore or were given randomly
Falling animation is playing when you fly a vessel.
pf data not found if trying to respawn to it
00858: Collision model for deco block - Antena 05 is missed
00912: Collision model for block Deco SVDecoAeroblister01 is missed
00910: Large thrusters are flickering in 1PV after resume the game
00897: Retractable turrets can be invisible when they are turned off
]]>v1.9.14 Hotfix
https://empyrion-servers.com/blog/279/v1914-hotfix/
https://empyrion-servers.com/blog/279/v1914-hotfix/Thu, 11 May 2023 11:09 CEST We have just released a new build to fix some issues that have been found with logs that have sent in to us. Please update your dedicated server & client asap. More to come soon!
Multiple MP log exceptions fixed from logs that were sent in to us
Pf data not found if trying to respawn to it
New line in Token Description not considered in NPC Trader Window
Exception triggered when trying to load in to saves first started in MP (DOES NOT FIX existing savegames)
Exception after activating the player drone inside POI (tutorial)
]]>Roadmap 2023!
https://empyrion-servers.com/blog/278/roadmap-2023/
https://empyrion-servers.com/blog/278/roadmap-2023/Wed, 03 May 2023 15:02 CEST This year we aim to close the improvement of early stages as the primary focus. We will continue fixing UX problems and Pain Points but not as specific main goals of the release since we now want to address later stages in the game and the most significant priorities will be tackled at 1.9.10.
This year we want to focus on content and the community, we want to create something big that makes Empyrion shine, a Game Changer.
1.9.10 Closing the Circle
We are closing the 1.9 goals, improving our content tools and fixing the UX.
UX and early stages We aim to improve Empyrion's first user experience and the overall understanding of it.
New tutorial implementation
UI improvements focused on user experience
Content tools We want to provide our content creators and designers with more possibilities and tools.
Development of requests of our content creators provides more possibilities for the missions, PDA, and game design to achieve better and new experiences for players.
Server owners and our internal developers will be able to provide new and better experiences.
Action Gameplay improvements implementation We want to improve even more the action gameplay, as a finishing step from v1.9
Animations implementation: Female and male versions. The quantity and quality of the animations will be improved as well as the interactions.
Status effects: We will have a new screen immersive feedback for status effects, such as having your screen frozen if you are cold and similar interactions with venom, heat, damage…
NPC & AI interactions: We detected a big hype in the community around AI fighting and helping each other and we want to take further steps in this direction to have a live universe that interacts with you and between them.
1.10 Expand the limits
Summer release. During the last releases, we were focused on solving pain points and fixing early-stage problems. It’s time to bring a better experience for the later stages of the game.
Content We want to provide our survivalists with new content to play with:
Working on the mission chapters to conclude the pre-final iteration of the main story arc
300+ new POI: The missing dynamic and static factions prepared will be finally integrated with their own homeworlds, fleets and POI.
New creatures: To bring more diversity to the game we will add new NPCs.
The game world changes and additional content will be added to our galaxy.
We aim to add fresh starter experiences
New Game starts: To make the start of the game on three of the four starter moons more varied, the normal Escape Pod drop is planned to be replaced by more exciting starting conditions for Masperon, Ningues and Skillon.
All game starter moons in the Ellyon system, as well as the game start in the Ashon system, are planned to get additional, optional mini-story missions limited to the game start sector.
General updates and leftovers
In a continued effort, planets with old deco will be updated and adjusted.
The stars of our galaxy will be updated in order to improve galaxy immersion.
AI New AI vs AI features:
A new block that generates drones to defend your base and vessels
Adjustments and improvements of the AI VS AI
Builders The building is important in our community and through it, you bring new experiences to all players. We want to add the most requested blocks to the game.
New deco Block shapes implementation
Water/Lava Blocks logic
Faction Permission for multiplayer A system that allows creators to edit permissions depending on the faction
Pain points, polishment and fixing As developers, we are always valuing your feedback and we will fix and improve what we can with your insights.
Bug fixing & Polish We will work through the reports we have been sent & work with what can be reproduced in debugging.
Motorbike rework
Motorbike update -> The current bike leads to many bad experiences and we will solve it by having a new vehicle that also better fits the game, the Hoverbike.
Optimization We know that it's important to have a smooth game, as well as to be able to play the game with friends that have lower-end devices.
Allow the customisation of visuals and others so you can improve performance by lowering the graphics.
Memory usage analysis to improve servers performance
Sound system
Finish the integration of the sound system fixing the most important issues.
Improvement of the dynamic sound system: Combat sound system.
Development tools
Refinements
- For more creative ways to set up playfields, we will add a way to Deny the player opening the BP Factory (F2)
- In addition, we will add the requirement to have all devices actually unlocked from the tech tree before allowing to produce a blueprint in the BP Factory (currently only the player level is required)
- PDA: several actions will be enhanced to also check for their relation to a particular faction
Visual Update
Tesselation, dynamic shadows, lightning: An improved immersive experience with more visual values to tweak for our players.
New devices: Visual redesign of our oldest device models.
1.11 NEW SCENARIO
Working title "THE DARK FACTION"
The winter release of 2023 is our most ambitious development yet at Eleon Studios - a true game changer.
News soon
Taelyn Community Manager Eleon Game Studios]]>New Build Tools!
https://empyrion-servers.com/blog/277/new-build-tools/
https://empyrion-servers.com/blog/277/new-build-tools/Sat, 29 Apr 2023 09:22 CEST 🎨Be sure to take a closer look at the comfort- and functionality improvements we added this week with #Empyrion #update 1.9.13!
More to come! 😎
]]>v1.9.13 Patch
https://empyrion-servers.com/blog/276/v1913-patch/
https://empyrion-servers.com/blog/276/v1913-patch/Wed, 26 Apr 2023 11:10 CEST
Included in this update are a few additions that are designed to help streamline your building process.
First up is the new hotkey for the Building Helper menu (N): Using CTRL + A will automatically grow the selection box for a blueprint part until it encompasses all connected blocks. This will also work as a multi-select!
Check out this video:
In addition there is also now a quick-cloning-mirroring functionality (first iteration) and other refinements for the blueprint part handling, eg. by adding additional buttons to organize them more easily.
Stay tuned for more updates, and happy building!
Changes:
Added a new hotkey for Building Helper menu (N): CTRL + A. It will grow the selection box for a structure until it encompasses all blocks that have no space in-between. (perfect use case for construction sets) • if you press CTRL + A again, the whole structure will get a selection • expanding the selection over multiple separated structures and then pressing CTRL + A will select them.
Addition of clone-mirroring selection to easily clone blueprint parts (first iteration)
Improved Blueprint Parts handling: added buttons for DeleteAll, AutoDetect, MoveUp/Down.
Creative mode improvement: if SHIFT (run key) is pressed the focus box now focuses inside the target block (pressing RMB will remove it and LMB will replace it). The removal was working before, but now the focus is also placed correctly.
Changed Damage Wheel Indicator opacity and size.
DialogueSystem: added a property "DialogueState" to BlocksConfig.ecf to be used in blocks of class "NPCDialogue" to allow specifying a hard coded target dialog. If this is present, this block can be placed by users on player bases and be also triggered using "F".
Turrets and Weapons performance improvements
Changed the damage wheel opacity & size
Lowered the jetpack flame light
Added new parameter “DisableProximityLog: true/false” to the GameOptions.yaml Setting it to True will disable the Proximity Log button. The Default is False so Server Owners who don't want any changes do not have to do anything
Fixes:
00883: Sentry turrets & LCD's can sometimes be invisible when arriving at a structure
00864: Lag when modifying blocks
00863: Some blocks take invisible faces near other blocks
00866: CoQ is appearing after Teleporting while taking damage
Falling animation is playing when you fly a vessel.
Invisible Spot Light Blocks when the player is at certain angles to them
Fixed CoQ from UMA.UMAMeshData found triggering in MP
]]>POI Construction Sets
https://empyrion-servers.com/blog/275/poi-construction-sets/
https://empyrion-servers.com/blog/275/poi-construction-sets/Sat, 22 Apr 2023 00:48 CEST 🎨🧩Grab one of the awesome #Empyrion Prefab sets from our #steam workshop, start creating a Poi for one of the game factions and submit! 🥳🎁
It’s easy and anyone can do it - as teakeycee explains in his video:
]]>v1.9.12 Hotfix
https://empyrion-servers.com/blog/274/v1912-hotfix/
https://empyrion-servers.com/blog/274/v1912-hotfix/Wed, 19 Apr 2023 11:07 CEST We have just released a new build to fix some issues that have been found with the most recent release. Please update your dedicated server & client asap. More to come soon!
Changes:
Committed an optimization for structure spawn / render time
Fixes:
A fix for a use case of an invisible LCD screen
Vessel mining "Target out of range" message trigger improved
NPC's at POI's can be invisible when arriving at a POI
Exceptions from the damage wheel in some use cases where the player was getting damaged
]]>v1.9.11 Hotfix
https://empyrion-servers.com/blog/273/v1911-hotfix/
https://empyrion-servers.com/blog/273/v1911-hotfix/Fri, 14 Apr 2023 11:10 CEST We have just released a new build to fix an issue with the scoreboard. Please update your dedicated server & client asap.
2023-04-14 v1.9.11 B4131
Fixes:
Fixed "Berta" ghost entries in ScoreBoard
]]>v1.9.10 Patch
https://empyrion-servers.com/blog/272/v1910-patch/
https://empyrion-servers.com/blog/272/v1910-patch/Thu, 13 Apr 2023 11:09 CEST Get ready for an exciting update with Version 1.9.10! What fantastic features and improvements can you expect?
A brief list of the main feature changes and additions:
Added a dedicated standalone tutorial for new players
FPS optimization (Object Culling)
Radial damage hit indicator (player/vessel combat)
Improved Animations
Improved damage indication visuals (player)
Device/Signal group hotkeys (Control Panel)
Check out our update release video and the detailed changelog below for more details
We would like to extend a huge thank you to all the contributors of bases and ships. With this update, we have added a larger batch of your submissions from the public Builders Forum (with more to come!).
The Eleon team wishes you loads of fun testing the new version!
Changes:
Convenience
Added hotkeys for control panel signals & device groups:
Device Groups are toggled with CTRL + SHIFT + 1 to 8
Signals Column are toggled with CTRL + ALT + 1 to 8
Optimizations:
Adding Occlusion Culling to structure decoration blocks & NPC's in rooms the player cannot see when in a POI & optimisations to AI multithreading have been worked on With both of the above optimisations available as of this build you should see an FPS boost in POI’s. Note: Activating godmode disables the culling so the FPS will go down to how it used to be until godmode is disabled when at a POI.
Visuals & Effects
Added radial damage indicator to Vessel HUD. Now players damage will appear in red & vessel damage will appear in blue
Added new animations for Jumping, running & sprinting, falling & crouch walking with a weapon equipped (improved)
Added new screen vfx for:
Radiation: Activates when Body Radiations reaches 4)
Poison: Activates for both stages of Poison Bite
Heat: Activates when Body Temperatures reaches 38
Frost: When body temp lowers to 9
Improved new Load/Start menu:
left-aligned buttons and window title with title menu
exchanged Load and Start to have most used Load at top (and no mouse move needed for loading a single player game)
Creativity
Added a "clear pivot point" checkbox on the BP menu window to be used before using Save As / Overwrite
Added two new config files (see content/configuration); Read the info in the head of the files carefully
+BlocksGroupsConfig.ecf: Define custom Block Group String for better balancing Block Groups MaxCount.
+GlobalDefsConfig.ecf: Combine properties and reference them in the ItemsConfig.ecf and
BlocksConfig.ecf with a global parameter. This way you can easily use the same values on multiple entries.
Added GalaxyConfig properties to hide star system from search (HideFromSearch) or map display (HideFromMap), adapted respective properties for Sectors.yam
Added new PDA Checks: Player adding/removing armor booster (ArmorBoostEquipped / ArmorBoostUnequipped)
Added 'Comment' field in all PDA data structures
Added PDA Check: Player un-/equips armor type (ArmorEquipped, ArmorUnequipped)
POI
POI update: please retest story missions if all replaced pois still work. Thx!
Added several new Warlord vessels and POI (thx to teakeycee)
Added/updated Warlord POI (thx to sulusdacor)
Updated/Added Kriel POI and OPV (thx to Stellar Titan & Escarli)
Added/Updated UCH POI (thx to Don2k7 & Stellar Titan)
Added/Updated Pirates BAO (thx to Stellar Titan)
Added new SV wreckages for orbital junkyards (thx to sulusdacor)
Added Karana and Tresari POIs and OPV (thx to Escarli, Ramachandra, MatCZ and others)
Fixed/updatede several story POI (GLaDOutpost, PirateBaseStory, GhystPrison; thx to sulusdacor)
Added 'collector' random POI placeables (thx to sulusdacor)
Updated OPVs that had an extreme amount of Pentaxid (thx to Escarli)
Technical & Other
Added a “Guided Tutorial” scenario which is aimed at helping new players to learn the basics before playing survival: Multiple new structures are set up to be used in this scenario thanks to all these builders!! CrazyZ, Frank the Witch, HeckenDiver, Hootsman, Jenniphurr, Kithid, LycanThrope, LyfeForse, Jrandall, Sulusdacor & Yunaleska_Kurryku.
Now validating playfield names in Sectors.yaml (as they are used as folder names)
]]>v1.9.10 Experimental RC
https://empyrion-servers.com/blog/271/v1910-experimental-rc/
https://empyrion-servers.com/blog/271/v1910-experimental-rc/Wed, 05 Apr 2023 16:57 CEST We have some more changes & fixes coming your way today with another phase of experimental for v1.9.10. Please test as much as you like and give us feedback - thanks a lot!! Our Experimental server is also updated feel free to join!
https://steamcommunity.com/games/383120/announcements/detail/3717199025983748030]]>v1.9.10 Experimental IV
https://empyrion-servers.com/blog/270/v1910-experimental-iv/
https://empyrion-servers.com/blog/270/v1910-experimental-iv/Wed, 29 Mar 2023 15:34 CEST We have some more changes & fixes coming your way today with another phase of experimental for v1.9.10. Please test as much as you like and give us feedback - thanks a lot!! Our Experimental server is also updated feel free to join!
https://steamcommunity.com/games/383120/announcements/detail/3722827337101731518]]>v1.9.10 Experimental III
https://empyrion-servers.com/blog/269/v1910-experimental-iii/
https://empyrion-servers.com/blog/269/v1910-experimental-iii/Thu, 23 Mar 2023 17:26 CET Today we start the 3rd phase of the current 1.9.10 Experimental Version.
Thanks to your feedback, we have already been able to make some improvements and fix some bugs.
The current update also includes a major innovation: a completely revised, extensive Guided tutorial scenario!
Even though this is aimed more at new players, we would like to ask YOU to put it through its paces and give us your tips and feedback in the feedback forum. Please start it by selecting the “Start Tutorial” option at the main menu. Many thanks in advance! :)
Added Help buttons to Repair Bay, Repair Station and Armor Locker windows
WIP: Added a “Guided Tutorial” scenario which is aimed at helping new players to learn the basics before playing survival. Please start it by selecting the “Start Tutorial” option at the main menu. Multiple new structures are set up to be used in this scenario thanks to all these builders!! CrazyZ, Frank the Witch, HeckenDiver, Hootsman, Jenniphurr, Kithid, LycanThrope, LyfeForse, Jrandall, Sulusdacor & Yunaleska_Kurryku.
Fixes:
DamageWheel not working in MP.
00790: O2 missing for split second when exploding a block outside of POI
00792: Using CTRL+SHIFT Hotkey alternates between odd/even when used on multiple groups in order
BlockGroup limit csv key is not translated in the notification popup
HeartBeat sound played multiple times after stamina depletes.
Fixed multiple lag spikes seen when opening some GUI windows (blueprints, control panel ) which appeared as of B4100
]]>v1.9.10 Experimental II
https://empyrion-servers.com/blog/268/v1910-experimental-ii/
https://empyrion-servers.com/blog/268/v1910-experimental-ii/Wed, 15 Mar 2023 17:52 CET Today we start the 2nd phase of the current 1.9.10 Experimental Version.
Thanks to your feedback, we have already been able to make some improvements and fix some bugs.
Added radial damage indicator to Vessel HUD. Now players damage will appear in red & vessel damage will appear in blue
Tweaked Heat Status effect: changed color + less field
Fixes:
00493: Possible fix for Players can get stuck in the loading screen when teleporting to another structure
00780: Console map holo makes blocks behind invincible
Fixed some weapons were unintentionally limited by the BlocksGroupsConfig.ecf
00782: Player bike / Motorbike ‚vanishing‘ when placed in Survival
00791: No animation triggers when transitioning from a small drop.
00798: Teleporters not in the network are also blocked by Friendly-only usage limitation
Fix LCD Projector z-fighting (fix wasn't working on some alignments)
Fix LOD Distance option (Options > Video) not working
]]>v1.9.10 Experimental I
https://empyrion-servers.com/blog/267/v1910-experimental-i/
https://empyrion-servers.com/blog/267/v1910-experimental-i/Wed, 08 Mar 2023 15:51 CET Welcome to Experimental Version 1.9.10! What does it have in store for you? Let’s do a quick summary.
We have added two new methods for FPS optimization (AI and Occlusion Culling) and there is also a long-desired convenience update in the form of the control panel hotkeys. Furthermore, and for the first time, we added a directional visual hit display in the player's field of view! Various VFX have also been finalized for status effects, e.g. radiation, temperatures and poisoning. For all creatives, there are new options for block management, as well as in the PDA. For all builders, there is now an option to automatically correct the pivot point.
Please have a look at the changelog below for more detailed information.
Last but not least, we would like to thank all contributors of bases and ships - a larger batch of your submissions from the public Builders Forum has been added again with this update (to be continued!).
The Eleon team wishes you a lot of fun testing the new version!
Changes:
Convenience
Added hotkeys for control panel signals & device groups: Device Groups are toggled with CTRL + SHIFT + 1 to 8 Signals Column are toggled with CTRL + ALT + 1 to 8
Optimization
Performance optimizations for AI have been added as well as the implementation of Occlusion culling (only culling deco & NPC's in rooms the player cannot see in POI's) which you should see result in FPS boosts in large POI's such as "Deep space radar complex". Note: Activating godmode disables the culling so the FPS will go down to how it used to be until godmode is disabled.
Visuals & Effects
WIP: Added new animations for Jumping, running & sprinting, falling & crouch walking with a weapon equipped (improved)
Added radial damage indicator to Player HUD
Added new screen vfx for:
Radiation: Activates when Body Radiations reaches 4
Poison: Activates for both stages of Poison Bite
Heat: Activates when Body Temperatures reaches 38
Frost: When body temp lowers to 9
Improved new Load/Start menu:
Left-aligned buttons and window title with title menu
Exchanged Load and Start to have most used Load at top (and no mouse move needed for loading a single player game)
Creativity
Added a "clear pivot point" checkbox on the BP menu window to be used before using Save As / Overwrite
Added two new config files (see content/configuration); Read the info in the head of the files carefully +BlocksGroupsConfig.ecf: Define custom Block Group String for better balancing Block Groups MaxCount. +GlobalDefsConfig.ecf: Combine properties and reference them in the ItemsConfig.ecf and BlocksConfig.ecf with a global parameter. This way you can easily use the same values on multiple entries.
Added GalaxyConfig properties to hide star system from search (HideFromSearch) or map display (HideFromMap), adapted respective properties for Sectors.yam
Added new PDA Checks: Player adding/removing armor booster (ArmorBoostEquipped / ArmorBoostUnequipped)
Added 'Comment' field in all PDA data structures
Added PDA Check: Player un-/equips armor type (ArmorEquipped, ArmorUnequipped)
POI
POI update: please retest story missions if all replaced pois still work. Thx!
Added several new Warlord vessels and POI (thx to teakeycee)
Added/updated Warlord POI (thx to sulusdacor)
Updated/Added Kriel POI and OPV (thx to Stellar Titan & Escarli)
Added/Updated UCH POI (thx to Don2k7 & Stellar Titan)
Added/Updated Pirates BAO (thx to Stellar Titan)
Added new SV wreckages for orbital junkyards (thx to sulusdacor)
Added Karana and Tresari POIs and OPV (thx to Escarli, Ramachandra, MatCZ and others)
Fixed/updatede several story POI (GLaDOutpost, PirateBaseStory, GhystPrison; thx to sulusdacor)
Added 'collector' random POI placeables (thx to sulusdacor)
Updated OPVs that had an extreme amount of Pentaxid (thx to Escarli)
Technical & Other
Now validating playfield names in Sectors.yaml (as they are used as folder names)
Motorbike can despawn when placed in some locations
NPC's in POI's can be seen to get stuck on objects
]]>New Jumping Animations!
https://empyrion-servers.com/blog/266/new-jumping-animations/
https://empyrion-servers.com/blog/266/new-jumping-animations/Fri, 03 Mar 2023 20:01 CET
Taelyn Community Manager Eleon Game Studios]]>v1.9.4 Hotfix
https://empyrion-servers.com/blog/265/v194-hotfix/
https://empyrion-servers.com/blog/265/v194-hotfix/Wed, 22 Feb 2023 11:05 CET We have just released a new build to fix 2 exploits found in MP.
2023-02-22 v1.9.4 B4014
Fixes:
Fixed 2 exploits
]]>v1.9.3 Hotfix
https://empyrion-servers.com/blog/264/v193-hotfix/
https://empyrion-servers.com/blog/264/v193-hotfix/Tue, 14 Feb 2023 12:51 CET We have just released a new build which focuses on lowering the CPU usage for machines still seeing a high amount of usage (Client & Dedicated servers).
Changed unity version to 2022.1.24f (This will improve CPU & RAM usage for some PC's that still had an issue & also dedicated servers)
Fixes:
Invader vs Defender: Fixed starting planets not loading in some cases
]]>v1.9.2 Hotfix
https://empyrion-servers.com/blog/263/v192-hotfix/
https://empyrion-servers.com/blog/263/v192-hotfix/Wed, 11 Jan 2023 11:12 CET We have made some optimizations (for CPU, RAM & VRAM usage) & some other fixes.
It's not possible to walk though retracted ramps when placed in some orientations
CV small thruster flame cannot be colored
1PV hand can disappear when aiming at certain angles
Rendering Distance of Hangar Door (6X5)
600RPM Handheld Weapons can lower Framerate With Shadows Enabled
New flashlight/spotlight dithering pattern
interaction box bugged, tech deco(Level4Prop4)
FPS drops for clients can be seen when at least 2 players are moving in front of each other <- Another fix has been added for this to reduce stutter previously seen when players are moving around in close proximity to each other in MP
HV and SV T3 and T4 extenders do not cast shadows correctly
When sitting in an SV passenger seat you can clearly see a plane in front you
Fix Velocity Kinematic warning
Fixed missing localization entries for Base,CV,SV and HV
Fixed 00291 Invader vs Defender: Fixed PlanetType in SpaceWarpTarget: Resulted in Explorer Tokens not being given
Fixed ConsoleMap in orbit <- Now the map when in orbit of a planet (within 10km) will display the planet