We have an update for the v1.14 experimental branch with some more changes & fixes that are ready.
Here's how you can participate:
1. Open STEAM
2. Right-click on your game
3. Select Properties and open the ‘Betas’ tab.
4. Select ‘Experimental’ from the dropdown menu in the top right corner
5. Let the game update
IMPORTANT: Please ALWAYS start the experimental version with a fresh save game! This is the only way to ensure that you get all the features and content and protect your existing game progress from any changes or problems or setbacks that may occur during the experimental phase!
Where to report bugs?
Problems with POI's and missions email here:
Bug reporting:
https://empyriononline.com/forums/bugs.34/
Anything related to gameplay feedback and ideas:
https://empyriononline.com/forums/experimental-features-discussion.35/
We look forward to your feedback!
Changes:
- Added Talon Credibility Token for completing Terminal Nexus Mission 3 as a reward. (Note: You can restory your reputation by finding a GIN Console, eg in a Trading Station, and contact an Ambassador!)
- Traders: Config: reduced BUY price of traders for all items by 50%, except specialized traders (that either only SELL or BUY). Reduced item stock for Sell/BUY for some weapons and tools.
- Traders: Config: Added documentation
- Upd Changed faction of Talonar Extractor station to avoid unintentional player reputation drop in battle
- Upd Nemoris Control Station: better indication for main entrance
- Upd Talonar Capital: increased the amount of enemies
- Upd Terminal Nexus: Updated some PDA messages and Dialogues
- Add Added OPV Legacy T1,T2,T3 Phages to Legacy Asteroid Fields and Homeworld Orbit (contains random loot with components for CPU Extenders; does not explode when core is destroyed; Check if loot is too low or too generous)(thx to ravien)
- upd Terminal Nexus: Improved Talonar Scout vessel (added more power generator, reduced CPU load)
- upd Terminal Nexus: Significantly increased anti-hull/device bonus of Talonar Scout vessel fixed guns.
- Upd Various POI and Playfield updates related to Main Story Missions
- Added DEBUG HELP chapter to PDA for better maintenance and bugfixing via https://[email protected]
Fixes:
- 01512 & 01500: Delay+XOR signal causing attached device to get stuck enabled
- 01086: Drones spawned from neutral PDA-spawned OPV attack player
- 01524: Block shape window GUI can glitch when choosing another page
- 01053: PDA IgnoreOtherTarget does not work for OPV
- 01667: When in control of a turret & zoomed in the movement is not smooth
- Fixed TerminalNexus Mission 3 did not complete: Missing parameter when talking to Tharkan after leaving the Cerebrator.
- Omicron setup to deny vessels from landing on the planet was
]]>While we prepare for a major update for the holiday season, we have focused on fixing the bugs you reported in missions and related game systems for the current update 1.14.
We have also further refined some of the newer features, such as more dynamic respawn for players. Furthermore, all factions now call for reinforcements when you attack their space stations.
We have also made some changes in response to feedback on the missions, both to the help systems and to the tasks themselves. Please note that changes to structures or mission sequences that you have already activated will not be updated automatically. If you encounter any problems, please contact https://[email protected] directly (preferably with your savegame attached or linked as a download).
Many thanks to all contributors who provided us with detailed bug reports for 1.13 and its hotfixes!
We hope to receive numerous submissions and test reports from you in the experimental version that is starting NOW.
Here's how you can participate:
1. Open STEAM
2. Right-click on your game
3. Select Properties and open the ‘Betas’ tab.
4. Select ‘Experimental’ from the dropdown menu in the top right corner
5. Let the game update
IMPORTANT: Please ALWAYS start the experimental version with a fresh save game! This is the only way to ensure that you get all the features and content and protect your existing game progress from any changes or problems or setbacks that may occur during the experimental phase!
Where to report bugs?
Problems with POI's and missions email here: https://[email protected]http://mailto:[email protected][/url][/p][/*][*][p]Bug reporting: [url="https://empyriononline.com/forums/bugs.34/"]https://empyriononline.com/forums/bugs.34/[/url] [/p][/*][*][p]Anything related to gameplay feedback and ideas: [url="https://empyriononline.com/forums/experimental-features-discussion.35/"]https://empyriononline.com/forums/experimental-features-discussion.35/[/url][/p][p][/p][/*][/list][p]We look forward to your feedback! [/p][h2]Changelog: v1.14 B4895 2025-10-23 [/h2][h2] [/h2][h2]Changes:[/h2][p]Passenger Seat Persistence Improvement[/p][p]Passengers logging back into a dedicated server will now be reliably placed back into the passenger seat they were in when they logged out, even if the vessel has moved to a new playfield.[/p][p]This feature works under specific conditions: the seat must not be destroyed and it must not be occupied by another player.[/p][p]To ensure you can always reclaim your spot, we strongly recommend you reserve your seat.[/p][p] How to "Reserve" Your Passenger Seat[/p][p]Reserving your seat with a Private Lock Code is the best way to guarantee your seat is available when you log back in.[/p][olist][*][p]Aim at your passenger seat & press P to open the Control Panel.[/p][/*][*][p]Navigate to the Devices tab & select the Lock Code option.[/p][/*][*][p]Enter a code. Be sure to save this code elsewhere![/p][/*][*][p]Check the Private box to hide the code from other players in the GUI.[/p][/*][/olist][p]To use your reserved seat, simply attempt to occupy it and then enter your code when prompted.[/p][p]Important Advice for Passengers[/p][list][*][p]If your seat is destroyed or occupied by another player, you will be placed back into the location where you originally logged out. Reserve your seat to prevent this.[/p][/*][*][p]Coordinate with the Pilot: Upon logging back in, do not exit your seat immediately. Confirm with the pilot that the vessel is stationary. Running or walking on a moving vessel is not unsupported and may lead to clipping through the hull.[/p][/*][/list][h2]Gameplay:[/h2][p]- Added Space Base Defense units and basic scenario to all space faring factions[/p][p]- Added Base Attack for Zirax Houses [/p][h2]Mission & POIs related:[/h2][p]- Bad Wolf 3: slightly reduced amount of AlienSting required; Slightly increased amount of Chitin Scales required.[/p][p]- Bad Wolf 4: changed trigger area of PDA markers when entering the base to prevent players run past them and break progress[/p][p]- Tales of Tash: changed info given when picking up 1st log[/p][p]- New Terra: colored underground tunnel exit hatch in NT Capital for easier visibility[/p][p]- NewTerra: Added more attack drones to Listening Outpost playfield[/p][p]- To Good Business: changed aux drone spawn when attacking command center[/p][p]- Dialogue: Added manual close option to console dialogue in Abandoned Mine (next the Mercer)[/p][p]- Dialogue: New Terra: Made code hidden in dropped PDA (on Robot Farm) more obvious[/p][p]- Dialogue: New Terra: Changed logic of dialogue options for Bartender of Virix Rest Stop (to avoid not-triggering mission progress accidentally when returning with the items)[/p][p]- Dialogue: New Terra: Added logic to hide answer options about missions for Alex' Epilogue talk.[/p][h3] Loot:[/h3][p]- Added ‘AlienSting’ to Alien Scorpions drop table & increased drop chance for Mosquitos World[/p][p]- Added Arkenian ground drones to Arkenian Homeworld [/p][h2]Fixes:[/h2][p]- Turrets switching to next target with delay if a device is a target [/p][p]- 00568: Aiming down a zoomed in scope is not smooth for scoped hand weapons[/p][p]- Fixed playfield temperature on UCH Listening Outpost playfield - Fixed Kriel using regular freighters instead of own variants - Fixed Nemoris I reporting failure of spawning the Control Station in game console, although POI was placed (Note: This does NOT fix playfields where the POI did not spawn at all. Please read this thread for more info and possible workarounds: [url="https://empyriononline.com/threads/bugged-mission-terminal-nexus-part-2.102919/#post-468784"]https://empyriononline.com/threads/bugged-mission-terminal-nexus-part-2.102919/#post-468784[/url][/p][p]- Fixed some OPV Prefabs (turrets)[/p][p]- Fixed index entries and device groups of former ALIEN and ENEMY turret variants (now properly showing up in Turret group in the Device menu)[/p][p]- Credibility missions for Colonists, Kriel and Prenn did not complete on some stations/vessels- [/p][p]- Terminal Nexus II: Resume mission was not available[/p][p]- Dialogue: Mandor/Perez not shown as name in Dialogue Headline[/p][p]- Dialogue: IDA now show in Dialogue Headline when accessing Console (Robot Farm, New Terra)[/p][p]- OPP L&F: Sigma Fulcrum: Rogue forcefield floating outside of Laboratory [/p][p]- OPP L&F: Secret Prison: fixed issue with main gate [/p
Bug reporting:
https://empyriononline.com/forums/bugs.34/
Anything related to gameplay feedback and ideas:
https://empyriononline.com/forums/experimental-features-discussion.35/
We look forward to your feedback!
Passenger Seat Persistence Improvement
Passengers logging back into a dedicated server will now be reliably placed back into the passenger seat they were in when they logged out, even if the vessel has moved to a new playfield.
This feature works under specific conditions: the seat must not be destroyed and it must not be occupied by another player.
To ensure you can always reclaim your spot, we strongly recommend you reserve your seat.
How to "Reserve" Your Passenger Seat
Reserving your seat with a Private Lock Code is the best way to guarantee your seat is available when you log back in.
Aim at your passenger seat & press P to open the Control Panel.
Navigate to the Devices tab & select the Lock Code option.
Enter a code. Be sure to save this code elsewhere!
Check the Private box to hide the code from other players in the GUI.
To use your reserved seat, simply attempt to occupy it and then enter your code when prompted.
Important Advice for Passengers
If your seat is destroyed or occupied by another player, you will be placed back into the location where you originally logged out. Reserve your seat to prevent this.
Coordinate with the Pilot: Upon logging back in, do not exit your seat immediately. Confirm with the pilot that the vessel is stationary. Running or walking on a moving vessel is not unsupported and may lead to clipping through the hull.
- Added Space Base Defense units and basic scenario to all space faring factions
- Added Base Attack for Zirax Houses
- Bad Wolf 3: slightly reduced amount of AlienSting required; Slightly increased amount of Chitin Scales required.
- Bad Wolf 4: changed trigger area of PDA markers when entering the base to prevent players run past them and break progress
- Tales of Tash: changed info given when picking up 1st log
- New Terra: colored underground tunnel exit hatch in NT Capital for easier visibility
- NewTerra: Added more attack drones to Listening Outpost playfield
- To Good Business: changed aux drone spawn when attacking command center
- Dialogue: Added manual close option to console dialogue in Abandoned Mine (next the Mercer)
- Dialogue: New Terra: Made code hidden in dropped PDA (on Robot Farm) more obvious
- Dialogue: New Terra: Changed logic of dialogue options for Bartender of Virix Rest Stop (to avoid not-triggering mission progress accidentally when returning with the items)
- Dialogue: New Terra: Added logic to hide answer options about missions for Alex' Epilogue talk.
- Added ‘AlienSting’ to Alien Scorpions drop table & increased drop chance for Mosquitos
World
- Added Arkenian ground drones to Arkenian Homeworld
- Turrets switching to next target with delay if a device is a target
- 00568: Aiming down a zoomed in scope is not smooth for scoped hand weapons
- Fixed playfield temperature on UCH Listening Outpost playfield
- Fixed Kriel using regular freighters instead of own variants
- Fixed Nemoris I reporting failure of spawning the Control Station in game console, although POI was placed (Note: This does NOT fix playfields where the POI did not spawn at all. Please read this thread for more info and possible workarounds: https://empyriononline.com/threads/bugged-mission-terminal-nexus-part-2.102919/#post-468784
- Fixed some OPV Prefabs (turrets)
- Fixed index entries and device groups of former ALIEN and ENEMY turret variants (now properly showing up in Turret group in the Device menu)
- Credibility missions for Colonists, Kriel and Prenn did not complete on some stations/vessels-
- Terminal Nexus II: Resume mission was not available
- Dialogue: Mandor/Perez not shown as name in Dialogue Headline
- Dialogue: IDA now show in Dialogue Headline when accessing Console (Robot Farm, New Terra)
- OPP L&F: Sigma Fulcrum: Rogue forcefield floating outside of Laboratory
- OPP L&F: Secret Prison: fixed issue with main gate
]]>We've just deployed a small hotfix to resolve a few issues that now have fixes ready.
Thanks for your continued feedback and support keep exploring the stars!
Changelog: v1.13.3 B4803 2025-10-07
Updated Unity engine to 2022.3.62f2
Fix TSP_Variant1 some railings blocked player from accessing the trader,
Fix BAO_AsteroidMineA and BAO_AsteroidMineB some doors where not set to public
We've just deployed a small hotfix to resolve a few issues that now have fixes ready. Thanks for your continued feedback and support—keep exploring the stars!
Changelog: v1.13.2 B4801 2025-09-09
Fixes:
01066: PDA-Spawned, hostile drones do not attack the player (this fix will only work with non customised drones)
Fixed an issue in the API that a structure isn’t recognised after switching playfield
Invader vs Defender & Default Multiplayer: Added all SpaceWarpTarget playfields & all SolarSystemConfig Files (This will fix that all systems are snow story worlds, only applies to unexplored systems)
Fixed some trading exploits by removing buy and sell traders on the same poi
Fixed Talon Trades on Akua (Farm and Plantation) can get unresponsive after having talked to the settlement chief. (For all that are affected: open the console and type in "ds reload" and hit enter. Then again "ds reload" and hit enter again".)
Fixed Nemoris did not have the Control Station available (for those having already visited the system, please complete the steps manually as the fix will only work for fresh savegames)
Fixed Ningues Science Vessel was lacking a closet with Tales of Tash pad ( Open the console and type in "di". On the top right there is a 4-digit ID of the POI. Type to console "regenerate ID" and replace ID with the 4-digits)
Fix Fixed Huzzra had wrong dialogue when returning before crash site had been visited
Invader vs Defender & Default Multiplayer: Fixed CoQ when looting some NPCs
We have a small hotfix to address an error in our language files.
Added new ReplaceBlocks execute to replace specific blocks/devices inside a structure. One example of its usage could be replacing turrets to a stronger/weaker version, depending on how many players are inside a Stargate Mission, dyanimcally at any time. Check the documentation about it in the Dialogues-config-and-examples.txt file.
Fixed some errors in language files (translations for Main, Dialogues and PDA). Please retest your language if anything seems out of place and reported issues are fixed.
Check out our anniversary trailer and don't forget to deep dive into version 1.13 this weekend!
]]>Welcome to the public release of our ‘summer update’ aka game version 1.13!
First of all: We have made some profound changes to the galaxy, POIs, and missions. To get all the new features, you will unfortunately need to start a new save game. All save games prior to 1.13 may also experience problems with the old story missions after the update, as locations, dialogues, and mission sequences have changed significantly in some cases.
For this reason, and also for anyone who wants to continue with their game progress from version 1.12, we have added a temporary branch with the old version (1.12.3).
To continue with 12.1.3, the following is very IMPORTANT: After the automatic 1.13 update, DO NOT open your save game or the game, but FIRST right-click on the game entry in the Steam library. Then click on Properties > Betas. Open the dropdown in the ‘Betas’ tab, select “previous_release” and let Steam update your game.
This is not possible to provide on the Epic Game Store version.
We hope this doesn't affect you too much and that you'll take this as an opportunity to experience the summer update as a refreshed experience in terms of galaxy exploration and story gameplay.
To shorten your travel time a bit, the new update includes the Warp Drive T2 and, for the first time for those of you who are familiar with the old gamestarts, Frontline Conflict, a new, difficult gamestart that is completely randomized.
Therefore, we would be extremely grateful if you have feedback and, as always, let us know what you liked and where you see room for improvement.
As always, all the contents of the update can be found in detail below in the comprehensive changelog.
Please use the feedback forum for your feedback:
https://empyriononline.com/forums/faq-feedback.25/
Please use the bug report forum for bug and error reports:
https://empyriononline.com/forums/bugs.24/
https://empyriononline.com/forums/bugs.24/[/url]We hope you have fun with the update as always and look forward to your feedback! 🙂
Yours,[/p][p]Empyrion Dev Team
[/p][p]PS: We will also perform a full wipe of our Official Multiplayer Servers. Please see the paragraph ‘Server Updates & Changes’ below.[/p][p][/p][h1]Changelog: v1.13 B4795 2025-08-14[/h1][p][/p][h2]Changes:[/h2][list][*][p]Main Storyline: Operation Phoenix Lost & Found (new)[/p][/*][*][p]Reworked old main storyline chapters into a consistent 5-part mission campaign to close the gap to Operation Phoenix New Terra campaign (Old missions: Intro, Crashed Bird, Glacial Grave, Meet the Glad, Sigma Fulcrum, Wins & Losses).[/p][/*][*][p]Note: The remaining old mains story missions have been disabled for now and will be reworked into a new 5-part mission campaign in the future.[/p][/*][*][p]Testing note: the new mission arc can be started from the PDA when arriving at Omicron Orbit. IDA will notify about the mission being available.[/p][/*][*][p]Main Storyline: TERMINAL NEXUS (new)[/p][/*][*][p]Added 5-part story campaign ‘Terminal Nexus’ for Talon/Talon’Ar which is concluding the main storyline. A new savegame IS required.[/p][/*][*][p]Testing note: As a convenience, the mission can be started without having played other story missions : Open the PDA, then go to the Solo Mission Tab > Talon and activate the mission ‘Next: TERMINAL NEXUS (Main Story)’ and follow the instructions. The quest giver is Tharkan which, in the mission part 1 + 2 is available on Omicron Station as a Hologram. Later he will be available from another place. [/p][/*][/list][p][img src="https://images.steamusercontent.com/ugc/15233463845898286261/ED1D80DCC5A765A6EEA4E396F21EB901D29517C6/?imw=5000&imh=5000&ima=fit&impolicy=Letterbox&imcolor=%23000000&letterbox=false"][/img][/p][list][*][p]Local Story missions: [/p][/*][*][p]All local story missions on Akua (Clear Skies), Ningues (Andromeda Strain), Masperon (Bad Wolf), Skillon (Deserted Powers) and Ashon (To Good Business) have been reworked and updated[/p][/*][*][p]Missions in general: [/p][/*][*][p]All new/reworked story missions (main and local) have gotten additional helper chapters that will both allow to see what to do next (f.ex.: “Next: Talk to…”) or resume a deactivated mission without having to speak to the mission quest giver. [/p][/*][*][p]Please note that the new story dialogues and texts have not yet been translated.[/p][/*][*][p]General Info for story testing (not only related to this mission arc): Please avoid using gm, gm iv and gm fly when teleporting or console-teleporting to destinations while testing. This might/will break the PDA operations that are tied to a lot of tasks. Same accounts for teleporting to playfields/suns/orbits with the same gm tools enabled: this can lead to broken jump-bookmarks which cannot be removed by the game afterwards anymore (you can remove them manually, when you are in their target playfield/sector/sun orbit).[/p][/*][/list][h2]POI[/h2][list][*][p]Added several new POI for the story mission[/p][/*][*][p]Updated several POI for the rest of the game (thx to all our builders!)[/p][/*][*][p]Several fixes and improvements (eg. adding better visual guidance to the HeKaTon Cup Game Manager, etc) Thx to everyone reporting the issues![/p][/*][*][p]For all POI-related fixes a new savegame IS required OR the playfield has not been visited before the update.[/p][/*][/list][p][img src="https://images.steamusercontent.com/ugc/16034229120546811562/93F41F008D7BBA8D1ECF6AF712E358824893B00B/?imw=5000&imh=5000&ima=fit&impolicy=Letterbox&imcolor=%23000000&letterbox=false"][/img][/p][p][/p][h2]Models & Technical[/h2][list][*][p]Added Warp Drive T2 for Capital vessels (60LY range)[/p][/*][*][p]Warp Drive T2 is now an upgrade of T1 and can not be crafted independently[/p][/*][*][p]Increased Pentaxid cost per AU jump (inside a solar system)[/p][/*][*][p]Talon’ar Faction Entity update: Added several colored variants of the “modern” Talon (Talon’ar) both walking and stationary; Note: Civilians and any stationary Talon’Ar fight back when being attacked. [/p][/*][*][p]The Talon’ar soldiers are using charged crossbow weapons with energy beams (high damage against everything that is biological; The player can use these weapons as 2-mode weapon in the Terminal Nexus mission 3 and as a reward afterwards; It cannot be crafted; It does only damage biological beings!)[/p][/*][*][p]Changed explosive effect of explosive blocks (self and radius)[/p][/*][*][p]Added new Portal blocks: Tech portal (with frame) and “free standing” spherical portals in different sizes from 3x3 to 87x87 blocks (only the anchor point is set as a destroy/multitool collider; Overlapping of the sphere with regular blocks is possible; All of the sphere is a contact trigger for teleport).[/p][/*][/list][p][img src="https://images.steamusercontent.com/ugc/15838138503734096827/CE22499760A8093203BE20CF7CB310B6DD6FFD03/?imw=5000&imh=5000&ima=fit&impolicy=Letterbox&imcolor=%23000000&letterbox=false"][/img][/p][p][/p][h2]New starter planet: [/h2][p][img src="https://images.steamusercontent.com/ugc/15694756569011984304/FC4AC4790C0312D66170B617168A0A7A18C3243B/?imw=5000&imh=5000&ima=fit&impolicy=Letterbox&imcolor=%23000000&letterbox=false"][/img][/p][list][*][p]Seed-randomized, hard veteran start on an improved Arid playfield (Medium size)[/p][/*][*][p]Several large alien factions battle for dominance on an unforgiving world… with you crashing into their midst, trying to survive.[/p][/*][*][p]Multiple hostile patrol vessels; drones, aggressive wildlife, toxic atmosphere, radiated fog. [/p][/*][*][p]No Crashsite protection![/p][/*][/list][p][/p][h2]Galaxy rework (Default scenario)[/h2][p][img src="https://images.steamusercontent.com/ugc/11262293126742049681/3CA572BD49846D3B5AAB1F57929753607B39A42F/?imw=5000&imh=5000&ima=fit&impolicy=Letterbox&imcolor=%23000000&letterbox=false"][/img][/p][p]New galaxy structure: [/p][list][*][p]Higher diversity: At least 17 new stars, double star systems, 9 new nebulae [/p][/*][*][p]Largely reworked star system layouts, with different chances for playfields and distances. Added dedicated warp-in sectors, [/p][/*][*][p]Galaxy regions: Core, inner and outer galactic arms, low-density mid galaxy, periphery stars, dwarf galaxies. [/p][/*][*][p]Added region markers to help with navigation and orientation.[/p][/*][*][p]Two regions allowing to spawn in local challenge playfields[/p][/*][*][p]WIP setup to have faction-themed trading stations[/p][/*][/list][p][img src="https://images.steamusercontent.com/ugc/9298287674230827066/81D6E8E983371461C4B8E7E491E2A35A3677A7A2/?imw=5000&imh=5000&ima=fit&impolicy=Letterbox&imcolor=%23000000&letterbox=false"][/img][/p][h2]New playfields (Story):[/h2][list][*][p]Onyx Progenitor structures (Destroyed and Whole) [/p][/*][/list][h2]New playfields (WIP):[/h2][list][*][p]CarbonPlateau[/p][/*][*][p]Hothouse[/p][/*][*][p]NitrogenVolcanic [/p][/*][*][p]TemperatePrairie (Omicron)[/p][/*][*][p]MoonIceDusted[/p][/*][/list][h2]New playfields (Sketches):[/h2][list][*][p]NitrogenIce, and its orbit[/p][/*][*][p]RadiatedIce [/p][/*][*][p]LavaCollided 1 & 2, and their orbits[/p][/*][*][p]LavaOcean[/p][/*][*][p]BarrenCooled[/p][/*][*][p]Two dedicated space playfields for Pentaxid asteroids close to radiated stars[/p][/*][*][p](Note: ‘Sketch’ and ‘WIP’ state playfields might still change a lot in the next updates.) [/p][/*][/list][p][img src="https://images.steamusercontent.com/ugc/12854470143835217320/081A91B672B911693DC2C104D74023B4397F773F/?imw=5000&imh=5000&ima=fit&impolicy=Letterbox&imcolor=%23000000&letterbox=false"][/img][/p][h2]Playfield distribution rework:[/h2][list][*][p]Most star types prefer specific regions of the galaxy.[/p][/*][*][p]Different planets, moons and asteroids prefer certain star types, and spawn more fitting to how close they are to the star. [/p][/*][*][p]Distances in-system and between stars vary a lot. Navigation at a giant star or at the edges of the galaxy might need a better warp drive.[/p][/*][/list][p][/p][h2]Resource distribution rework:[/h2][list][*][p]High tier materials in large quantities: At Lava planets.[/p][/*][*][p]Find them at Protostars (P), young systems (My, Ky) or dying stars (Md).[/p][/*][*][p]There is still a small chance to encounter a Lava variant in standard systems.[/p][/*][*][p]High tier materials in Medium amounts::BarrenMetal, LavaNascent, Hothouse and Scorched [/p][/*][*][p]Their resources are usually harder to reach without Autominers.[/p][/*][/list][p][img src="https://images.steamusercontent.com/ugc/13006436819421918135/9F4F7F155A75F68B80DCE6D66CAE3CEFD633A2A3/?imw=5000&imh=5000&ima=fit&impolicy=Letterbox&imcolor=%23000000&letterbox=false"][/img][/p][list][*][p]Resource asteroids: The more exotic or dangerous a place is, the higher are the chances for precious finds.[/p][/*][*][p]Pentaxid asteroids spawn with high chances at radiated and dead stars. (M<!>, M-M<!>, WR, N, BH, D, Dd, SmBH)[/p][/*][*][p]Trade stations: More reliable spawns outside of faction territory for Civilians and Pirates. Prenn territory may have multiple stations in a system.[/p][/*][*][p]The pirate ‘trading station’ is now less obvious and hides as a far-out asteroid field on the map- possibly even in other faction territories. Silent Quarter region has rare but clearly visible Pirate stations.[/p][/*][/list][p][img src="https://images.steamusercontent.com/ugc/16034918504893572208/43E791DDE0FE6F977170C8B277C436EE20015463/?imw=5000&imh=5000&ima=fit&impolicy=Letterbox&imcolor=%23000000&letterbox=false"][/img][/p][h2]Playfield generation:[/h2][list][*][p]Added new terrain stamps: TechSurface, TechSurfaceHigh, TechCanyon_1, TechCanyon_2, TechBlockTower_1. TechBlockTower_2, TechLines, CraterDented, Rift_Fissure_4[/p][/*][/list][p][/p][h2]Misc:[/h2][list][*][p]Made adjustments to AI turret targeting: AI turrets will now check for a new target immediately when their old target has been killed. This change relates primarily to targets like NPCs or Drones.[/p][/*][*][p]Added info of upgrade/downgrade blocks and devices to hover info card where it was missing.[/p][/*][*][p]Added new icons for new devices and blocks[/p][/*][*][p]Various updates and fixes on the main and locale missions[/p][/*][/list][h3]Changes: Official Vanilla Server: [/h3][list][*][p]A whole new galaxy layout with around 35k stars to explore [/p][/*][*][p]The galaxy has the same layout and content as the Single Player version [/p][/*][/list][h3]Official EU/NA Server: [/h3][list][*][p]A whole new galaxy layout with around 35k stars to explore [/p][/*][*][p]The galaxy has the same layout and content as the Single Player version build around Invader vs Defender [/p][/*][*][p]Added the Chocolate Planet and Dark Metal Planet (Thanks to Escarli!) [/p][/*][*][p]Added all missing factions (Arkenian Republic, Prenn Trading Federation, Tresari, Karana, Tesch, BoF, ARC, Wastelanders, Ravengers and Helios)[/p][/*][*][p]Opened up the origin specific areas in the Galactic Trading Station. You get an access card with your starting gear [/p][/*][*][p]Added credibility tokens for all factions that have a reputation and added them to the GIN > Contact an Ambassador [/p][/*][*][p]Added decoration variants of the different bots and gave them an unique bonus when places on a structure (Green Bot: + CPU, Red Bot: + ShieldBonus and ShieldRechargeBonus, Orange Bot: Cargo Container, Purple Bot: -Energy Consumption) [/p][/*][*][p]Updated the Epic Gift Rewards and changed Polaris reputation to Arkenian Republic [/p][/*][*][p]Removed Generators and Forcefields from traders to better balance the economy[/p][/*][/list][h3]Stock scenarios:[/h3][p]Default Multiplayer:[/p][list][*][p]Added ‘Contact Point Alpha (Hard Start)’ as starting planet in Default Multiplayer[/p][/*][*][p]Added the new galaxy from Single Player to our Default Multiplayer Scenario. [/p][/*][/list][p]Note: To have the new starting planet and the new galaxy setup a fresh save game is required![/p][p][/p][p]Invader vs Defender:[/p][list][*][p]Added the new Star Visual from Single Player to our Invader vs Defender Scenario[/p][/*][/list][p]Note: To have the new visuals a fresh save game is required![/p][p][/p][h2]Fixes:[/h2][list][*][p]Possible fix for: 01527: NPCs can be found under POI’s (This would only work on any new POI’s or wiped POI’s/playfields)[/p][/*][*][p]01522: HUD still displays under 10% ore after deposit is depleted by vessel laser drills[/p][/*][*][p]01465: CoQ with Custom Difficulty Options in Scenarios[/p][/*][*][p]01654: Manual Weapons LauncherSS do not affect Reputation Matrix[/p][/*][*][p]Fix: Removed floating blocks from UCH Dronebase[/p][/*][*][p]Fix: Set faction for UCH soldiers on Orbital Mining Outposts to UCH (before: Hostile/Alien)[/p][/*][*][p]Fix: Elevation of UCH Farming Hub was too high[/p][/*][*][p]Fix: Ningues Mission ‘Andromeda Strain’ : Hostile drones after finale should not appear anymore[/p][/*][*][p]Fix: Fixed dialogue crash for Spanish loca on GIN Consoles[/p][/*][*][p]Fix: Wrong offset for egg pile (BAN_EggPileLarge): [/p][/*][*][p]Fix: Trading station Masperon (TSP_Masperon) was not airtight[/p][/*][*][p]Fix: Legacy asteroid fields may have no legacy patrol vessels or POI[/p][/*][*][p]Fix: Trading station playfields occasionally without Trading stations[/p][/*][*][p]Fix: Couldn't start the Invader vs Defender scenario in CooP[/p][/*][/list][p][/p][h2]DLC:[/h2][h3]Fixes:[/h3][p]- RotDF: Fixed issue with warping to Aratos (Requires a new save game to work if you created a new save for this during the v1.13 Experimental phases)[/pWe hope you have fun with the update as always and look forward to your feedback! 🙂
Yours,
Empyrion Dev Team
PS: We will also perform a full wipe of our Official Multiplayer Servers. Please see the paragraph ‘Server Updates & Changes’ below.
Main Storyline: Operation Phoenix Lost & Found (new)
Reworked old main storyline chapters into a consistent 5-part mission campaign to close the gap to Operation Phoenix New Terra campaign (Old missions: Intro, Crashed Bird, Glacial Grave, Meet the Glad, Sigma Fulcrum, Wins & Losses).
Note: The remaining old mains story missions have been disabled for now and will be reworked into a new 5-part mission campaign in the future.
Testing note: the new mission arc can be started from the PDA when arriving at Omicron Orbit. IDA will notify about the mission being available.
Main Storyline: TERMINAL NEXUS (new)
Added 5-part story campaign ‘Terminal Nexus’ for Talon/Talon’Ar which is concluding the main storyline. A new savegame IS required.
Testing note: As a convenience, the mission can be started without having played other story missions : Open the PDA, then go to the Solo Mission Tab > Talon and activate the mission ‘Next: TERMINAL NEXUS (Main Story)’ and follow the instructions. The quest giver is Tharkan which, in the mission part 1 + 2 is available on Omicron Station as a Hologram. Later he will be available from another place.
Local Story missions:
All local story missions on Akua (Clear Skies), Ningues (Andromeda Strain), Masperon (Bad Wolf), Skillon (Deserted Powers) and Ashon (To Good Business) have been reworked and updated
Missions in general:
All new/reworked story missions (main and local) have gotten additional helper chapters that will both allow to see what to do next (f.ex.: “Next: Talk to…”) or resume a deactivated mission without having to speak to the mission quest giver.
Please note that the new story dialogues and texts have not yet been translated.
General Info for story testing (not only related to this mission arc): Please avoid using gm, gm iv and gm fly when teleporting or console-teleporting to destinations while testing. This might/will break the PDA operations that are tied to a lot of tasks. Same accounts for teleporting to playfields/suns/orbits with the same gm tools enabled: this can lead to broken jump-bookmarks which cannot be removed by the game afterwards anymore (you can remove them manually, when you are in their target playfield/sector/sun orbit).
Added several new POI for the story mission
Updated several POI for the rest of the game (thx to all our builders!)
Several fixes and improvements (eg. adding better visual guidance to the HeKaTon Cup Game Manager, etc) Thx to everyone reporting the issues!
For all POI-related fixes a new savegame IS required OR the playfield has not been visited before the update.
Added Warp Drive T2 for Capital vessels (60LY range)
Warp Drive T2 is now an upgrade of T1 and can not be crafted independently
Increased Pentaxid cost per AU jump (inside a solar system)
Talon’ar Faction Entity update: Added several colored variants of the “modern” Talon (Talon’ar) both walking and stationary; Note: Civilians and any stationary Talon’Ar fight back when being attacked.
The Talon’ar soldiers are using charged crossbow weapons with energy beams (high damage against everything that is biological; The player can use these weapons as 2-mode weapon in the Terminal Nexus mission 3 and as a reward afterwards; It cannot be crafted; It does only damage biological beings!)
Changed explosive effect of explosive blocks (self and radius)
Added new Portal blocks: Tech portal (with frame) and “free standing” spherical portals in different sizes from 3x3 to 87x87 blocks (only the anchor point is set as a destroy/multitool collider; Overlapping of the sphere with regular blocks is possible; All of the sphere is a contact trigger for teleport).
Seed-randomized, hard veteran start on an improved Arid playfield (Medium size)
Several large alien factions battle for dominance on an unforgiving world… with you crashing into their midst, trying to survive.
Multiple hostile patrol vessels; drones, aggressive wildlife, toxic atmosphere, radiated fog.
No Crashsite protection!
New galaxy structure:
Higher diversity: At least 17 new stars, double star systems, 9 new nebulae
Largely reworked star system layouts, with different chances for playfields and distances. Added dedicated warp-in sectors,
Galaxy regions: Core, inner and outer galactic arms, low-density mid galaxy, periphery stars, dwarf galaxies.
Added region markers to help with navigation and orientation.
Two regions allowing to spawn in local challenge playfields
WIP setup to have faction-themed trading stations
Onyx Progenitor structures (Destroyed and Whole)
CarbonPlateau
Hothouse
NitrogenVolcanic
TemperatePrairie (Omicron)
MoonIceDusted
NitrogenIce, and its orbit
RadiatedIce
LavaCollided 1 & 2, and their orbits
LavaOcean
BarrenCooled
Two dedicated space playfields for Pentaxid asteroids close to radiated stars
(Note: ‘Sketch’ and ‘WIP’ state playfields might still change a lot in the next updates.)
Most star types prefer specific regions of the galaxy.
Different planets, moons and asteroids prefer certain star types, and spawn more fitting to how close they are to the star.
Distances in-system and between stars vary a lot. Navigation at a giant star or at the edges of the galaxy might need a better warp drive.
High tier materials in large quantities: At Lava planets.
Find them at Protostars (P), young systems (My, Ky) or dying stars (Md).
There is still a small chance to encounter a Lava variant in standard systems.
High tier materials in Medium amounts::BarrenMetal, LavaNascent, Hothouse and Scorched
Their resources are usually harder to reach without Autominers.
Resource asteroids: The more exotic or dangerous a place is, the higher are the chances for precious finds.
Pentaxid asteroids spawn with high chances at radiated and dead stars. (M<!>, M-M<!>, WR, N, BH, D, Dd, SmBH)
Trade stations: More reliable spawns outside of faction territory for Civilians and Pirates. Prenn territory may have multiple stations in a system.
The pirate ‘trading station’ is now less obvious and hides as a far-out asteroid field on the map- possibly even in other faction territories. Silent Quarter region has rare but clearly visible Pirate stations.
Added new terrain stamps: TechSurface, TechSurfaceHigh, TechCanyon_1, TechCanyon_2, TechBlockTower_1. TechBlockTower_2, TechLines, CraterDented, Rift_Fissure_4
Made adjustments to AI turret targeting: AI turrets will now check for a new target immediately when their old target has been killed. This change relates primarily to targets like NPCs or Drones.
Added info of upgrade/downgrade blocks and devices to hover info card where it was missing.
Added new icons for new devices and blocks
Various updates and fixes on the main and locale missions
A whole new galaxy layout with around 35k stars to explore
The galaxy has the same layout and content as the Single Player version
A whole new galaxy layout with around 35k stars to explore
The galaxy has the same layout and content as the Single Player version build around Invader vs Defender
Added the Chocolate Planet and Dark Metal Planet (Thanks to Escarli!)
Added all missing factions (Arkenian Republic, Prenn Trading Federation, Tresari, Karana, Tesch, BoF, ARC, Wastelanders, Ravengers and Helios)
Opened up the origin specific areas in the Galactic Trading Station. You get an access card with your starting gear
Added credibility tokens for all factions that have a reputation and added them to the GIN > Contact an Ambassador
Added decoration variants of the different bots and gave them an unique bonus when places on a structure (Green Bot: + CPU, Red Bot: + ShieldBonus and ShieldRechargeBonus, Orange Bot: Cargo Container, Purple Bot: -Energy Consumption)
Updated the Epic Gift Rewards and changed Polaris reputation to Arkenian Republic
Removed Generators and Forcefields from traders to better balance the economy
Default Multiplayer:
Added ‘Contact Point Alpha (Hard Start)’ as starting planet in Default Multiplayer
Added the new galaxy from Single Player to our Default Multiplayer Scenario.
Note: To have the new starting planet and the new galaxy setup a fresh save game is required!
Invader vs Defender:
Added the new Star Visual from Single Player to our Invader vs Defender Scenario
Note: To have the new visuals a fresh save game is required!
Possible fix for: 01527: NPCs can be found under POI’s (This would only work on any new POI’s or wiped POI’s/playfields)
01522: HUD still displays under 10% ore after deposit is depleted by vessel laser drills
01465: CoQ with Custom Difficulty Options in Scenarios
01654: Manual Weapons LauncherSS do not affect Reputation Matrix
Fix: Removed floating blocks from UCH Dronebase
Fix: Set faction for UCH soldiers on Orbital Mining Outposts to UCH (before: Hostile/Alien)
Fix: Elevation of UCH Farming Hub was too high
Fix: Ningues Mission ‘Andromeda Strain’ : Hostile drones after finale should not appear anymore
Fix: Fixed dialogue crash for Spanish loca on GIN Consoles
Fix: Wrong offset for egg pile (BAN_EggPileLarge):
Fix: Trading station Masperon (TSP_Masperon) was not airtight
Fix: Legacy asteroid fields may have no legacy patrol vessels or POI
Fix: Trading station playfields occasionally without Trading stations
Fix: Couldn't start the Invader vs Defender scenario in CooP
- RotDF: Fixed issue with warping to Aratos (Requires a new save game to work if you created a new save for this during the v1.13 Experimental phases)
]]>Ten years ago, on this very day, a small team embarked on the Early Access adventure on Steam with a game that brought the then rather static Minecraft universe into space and beyond with a sci-fi focus.
Time flies, and in a decade, Empyrion Galactic Survival has not only expanded incredibly in scope, but has also been rewarded with an ever-loyal community that is always ready to provide comprehensive, detailed, and often critical feedback.
We are very grateful for this, as it allows us to continue refining and expanding the game over a long period of time.
And of course, we are far from finished! We are constantly evaluating the possibility of larger features, even though the focus this year and in the next updates will be more on content, e.g., as currently in update 1.13 with new story missions and a total overhaul of the galaxy. Both were only first steps, but long overdue ones, and so this will remain a primary focus for the immediate next versions in order to optimally develop what we have started.
To keep this birthday tribute from getting too long, and because we want to hear from you, our community, let us know what your first memories of Empyrion are. Which version did you start with? What were the milestones of the game for you, and which feature were you most excited about when it was introduced? Which were the best moments you remember? Do you still have pictures and screenshots from back then?
Post them directly in the comments below or send them to us at https://[email protected] with a description of the reason for the screenshot if you want to see them published on our channels.
On behalf of the team, all current and former team members, and especially on behalf of the founders, we would like to thank you for an exciting decade in which you have been with us through thick and thin. We thank you for all your support, for your patience, and also and especially for some heated discussions on the way to a better gaming experience.
We hope you enjoy Empyrion Galactic Survival and will continue to do so in the future!
With best wishes,
Empyrion Dev Team
Eleon Game Studios
Today we are launching the next round in Experimental Version 1.13.
Thank you to everyone who reported bugs and sent us their feedback. You can find the changes made in the changelog below.
Since 1.13 not only offers a completely new galaxy, but also concludes the main story missions, we would be delighted if you would try out the new main story start mission campaign "Operation Phoenix: Lost & Found“ and the final campaign ”Terminal Nexus“ (as well as the intermediate campaign ”Operation Phoenix: New Terra" if you haven't played it yet) and send us your opinions and feedback, especially how you like the story and whether everything is understandable and consistent. You can read how to activate the campaigns in the game in the PDA (F1) in the Solo Mission tab!
We look forward to receiving your feedback, including on the revised local campaigns on the starter planets and all the other fixes and changes, over here:
https://empyriononline.com/forums/experimental-features-discussion.35/
Updated Loca of PDA and Dialogues for all supported languages. Please report broken dialogues & messages to https://[email protected] with a screenshot and description in which situation the dialogue / message appeared.
WarpDrive T2 is now an upgrade to T1 (T2 cannot be crafted on its own)
Added info of upgrade/downgrade blocks and devices to hover info card where it was missing.
Added new icons for new devices and blocks
Various updates and fixes on the main and locale missions
Default Multiplayer:
Added ‘Contact Point Alpha (Hard Start)’ as starting planet in Default Multiplayer
Added the new galaxy from Single Player to our Default Multiplayer Scenario.
Note: To have the new starting planet and the new galaxy setup a fresh save game is required!
Invader vs Defender:
Added the new Star Visual from Single Player to our Invader vs Defender Scenario
Note: To have the new visuals a fresh save game is required!
01522: HUD still displays 10% ore after a deposit is depleted by vessel laser drills
Fixed ‘New Terra’ was by accident a starting planet in Default Multiplayer
Fixed Legacy Faction System couldn't be entered in Default Multiplayer
Removed pointer to talon village
Missing PDA chapters error message
OPP New Terra: Hatch could be opened before mission progressed to this position (changed to sensor signals for higher reliability)
Ashon Local Mission: Core of Supply Station (Mission part 3) could be destroyed ahead of mission progress
Ningues Local Mission: Cmd Rend could be killed ahead of mission progress is now set to respawn until final mission part
WarpDrive T2 could not be upgraded to Epic variant
Crashed Vessel (BA_CrashedCV_Dive1) explodes when placing a core
Welcome to the experimental phase of our summer update with version 1.13
First of all: We have made some profound changes to the galaxy, POIs, and missions. To get all the new features, you will unfortunately need to start a new save game. All save games prior to 1.13 may also experience problems with the old story missions after the update, as locations, dialogues, and mission sequences have changed significantly in some cases.
We hope this doesn't affect you too much and that you'll take this as an opportunity to experience the summer update as a refreshed experience in terms of galaxy exploration and story gameplay.
To shorten your travel time a bit, the new update includes the Warp Drive T2 and, for the first time for those of you who are familiar with the old gamestarts, Frontline Conflict, a new, difficult gamestart that is completely randomized.
Therefore, we would be extremely grateful if you would give the current experimental version your attention and, as always, let us know what you liked and where you see room for improvement.
As always, you can find all the changes for the current version in detail in the changelog below.
Yours,
Empyrion Dev Team
As always, please use the following forums for this - For bugs in the EXP version:
https://empyriononline.com/forums/bugs.34/
- For feedback on the content of the EXP version:
https://empyriononline.com/forums/experimental-features-discussion.35/
PS: When version 1.13 is released to the public, we will also perform a full wipe of our Official Multiplayer Servers.
Please note:
A new savegame IS required for testing ALL the new contents of v1.13, especially new playfields, POI and updated/added missions. Savegames that have been started BEFORE this update will NOT contain the new additions!
Main Storyline: Operation Phoenix Lost & Found (new)
Reworked old main storyline chapters into a consistent 5-part mission campaign to close the gap to Operation Phoenix New Terra campaign (Old missions: Intro, Crashed Bird, Glacial Grave, Meet the Glad, Sigma Fulcrum, Wins & Losses).
Note: The remaining old mains story missions have been disabled for now and will be reworked into a new 5-part mission campaign in the future.
Testing note: the new mission arc can be started from the PDA when arriving at Omicron Orbit. IDA will notify about the mission being available.
Main Storyline: TERMINAL NEXUS (new)
Added 5-part story campaign ‘Terminal Nexus’ for Talon/Talon’Ar which is concluding the main storyline. A new savegame IS required.
Testing note: As a convenience, the mission can be started without having played other story missions : Open the PDA, then go to the Solo Mission Tab > Talon and activate the mission ‘Next: TERMINAL NEXUS (Main Story)’ and follow the instructions. The quest giver is Tharkan which, in the mission part 1 + 2 is available on Omicron Station as a Hologram. Later he will be available from another place.
Local Story missions:
All local story missions on Akua (Clear Skies), Ningues (Andromeda Strain), Masperon (Bad Wolf), Skillon (Deserted Powers) and Ashon (To Good Business) have been reworked and updated
Missions in general:
All new/reworked story missions (main and local) have gotten additional helper chapters that will both allow to see what to do next (f.ex.: “Next: Talk to…”) or resume a deactivated mission without having to speak to the mission quest giver.
Please note that the new story dialogues and texts have not yet been translated.
General Info for story testing (not only related to this mission arc): Please avoid using gm, gm iv and gm fly when teleporting or console-teleporting to destinations while testing. This might/will break the PDA operations that are tied to a lot of tasks. Same accounts for teleporting to playfields/suns/orbits with the same gm tools enabled: this can lead to broken jump-bookmarks which cannot be removed by the game afterwards anymore (you can remove them manually, when you are in their target playfield/sector/sun orbit).
Added several new POI for the story mission
Updated several POI for the rest of the game (thx to all our builders!)
Several fixes and improvements (eg. adding better visual guidance to the HeKaTon Cup Game Manager, etc) Thx to everyone reporting the issues!
For all POI-related fixes a new savegame IS required OR the playfield has not been visited before the update.
Added Warp Drive T2 for Capital vessels (60LY range)
Increased Pentaxid cost per AU jump (inside a solar system)
Talon’ar Faction Entity update: Added several colored variants of the “modern” Talon (Talon’ar) both walking and stationary; Note: Civilians and any stationary Talon’Ar fight back when being attacked.
The Talon’ar soldiers are using charged crossbow weapons with energy beams (high damage against everything that is biological; The player can use these weapons as 2-mode weapon in the Terminal Nexus mission 3 and as a reward afterwards; It cannot be crafted; It does only damage biological beings!)
Changed explosive effect of explosive blocks (self and radius)
Added new Portal blocks: Tech portal (with frame) and “free standing” spherical portals in different sizes from 3x3 to 87x87 blocks (only the anchor point is set as a destroy/multitool collider; Overlapping of the sphere with regular blocks is possible; All of the sphere is a contact trigger for teleport).
Seed-randomized, hard veteran start on an improved Arid playfield (Medium size)
Several large alien factions battle for dominance on an unforgiving world… with you crashing into their midst, trying to survive.
Multiple hostile patrol vessels; drones, aggressive wildlife, toxic atmosphere, radiated fog.
No Crashsite protection!
New galaxy structure:
Higher diversity: At least 17 new stars, double star systems, 9 new nebulae
Largely reworked star system layouts, with different chances for playfields and distances. Added dedicated warp-in sectors,
Galaxy regions: Core, inner and outer galactic arms, low-density mid galaxy, periphery stars, dwarf galaxies.
Added region markers to help with navigation and orientation.
Two regions allowing to spawn in local challenge playfields
WIP setup to have faction-themed trading stations
Onyx Progenitor structures (Destroyed and Whole)
CarbonPlateau
Hothouse
NitrogenVolcanic
TemperatePrairie (Omicron)
MoonIceDusted
NitrogenIce, and its orbit
RadiatedIce
LavaCollided 1 & 2, and their orbits
LavaOcean
BarrenCooled
Two dedicated space playfields for Pentaxid asteroids close to radiated stars
(Note: ‘Sketch’ and ‘WIP’ state playfields might still change a lot in the next updates.)
Most star types prefer specific regions of the galaxy.
Different planets, moons and asteroids prefer certain star types, and spawn more fitting to how close they are to the star.
Distances in-system and between stars vary a lot. Navigation at a giant star or at the edges of the galaxy might need a better warp drive.
High tier materials in large quantities: At Lava planets.
Find them at Protostars (P), young systems (My, Ky) or dying stars (Md).
There is still a small chance to encounter a Lava variant in standard systems.
High tier materials in Medium amounts::BarrenMetal, LavaNascent, Hothouse and Scorched
Their resources are usually harder to reach without Autominers.
Resource asteroids: The more exotic or dangerous a place is, the higher are the chances for precious finds.
Pentaxid asteroids spawn with high chances at radiated and dead stars. (M<!>, M-M<!>, WR, N, BH, D, Dd, SmBH)
Trade stations: More reliable spawns outside of faction territory for Civilians and Pirates. Prenn territory may have multiple stations in a system.
The pirate ‘trading station’ is now less obvious and hides as a far-out asteroid field on the map- possibly even in other faction territories. Silent Quarter region has rare but clearly visible Pirate stations.
Added new terrain stamps: TechSurface, TechSurfaceHigh, TechCanyon_1, TechCanyon_2, TechBlockTower_1. TechBlockTower_2, TechLines, CraterDented, Rift_Fissure_4
Made adjustments to AI turret targeting: AI turrets will now check for a new target immediately when their old target has been killed. This change relates primarily to targets like NPCs or Drones.
Possible fix for: 01527: NPC can be found under the POI
Removed floating blocks from UCH Dronebase
Set faction for UCH soldiers on Orbital Mining Outposts to UCH (before: Hostile/Alien)
Elevation of UCH Farming Hub was too high
Ningues Mission ‘Andromeda Strain’ : Hostile drones after finale should not appear anymore
Fixed dialogue crash for Spanish loca on GIN Consoles
Wrong offset for egg pile (BAN_EggPileLarge):
Trading station Masperon (TSP_Masperon) was not airtight
Legacy asteroid fields may have no legacy patrol vessels or POI
Trading station playfields occasionally without Trading stations
Couldn't start the Invader vs Defender scenario in CooP
We have a hotfix to push out to address a regression with player stats resetting when logging back to a dedicated server.
Fixes:
- Fix for a regression with player stats on relog to a dedicated server.
]]>




]]>

- Regular soldiers and troops 500
- Elites & special 700-800
- Civilians: 300
- Damaged / infected: 400
- Special HP ranges for larger entities (Golem, Hishkal), Talon, Kriel
When a vessel gets hit by the beam:When ship is totally frozen:
- The targeted vessel will be less and less mobile in a gradual way.
- The UI immobilization bar will grow indicating the level of mobility. When full the targeted vehicle will be totally immobile.
- When hit by the Freeze beam the UI Freeze Icon will blink indicating that the targeted vehicle is actually hit by the Freeze beam.
- When the targeted vehicle escape the beam or the beam stops then the UI immobilization bar will diminish with time => recovery of mobility
- When UI immobilization bar is full then the ship is totally frozen and the next frozen phase will start
- The ship will not be able to move anymore.
- The ship will rotate to the horizontal plane (only for CV).
- The UI Freeze icon will turn to red color (not blinking anymore).
- A timer countdown will start with a duration of FreezeDuration second.
- The UI Immobilization bar will change its color to red and become hence now the UI Freeze countdown bar. The UI Freeze countdown bar will start full and will decrease with time.
- When the UI Freeze countdown bar is empty the targeted vehicle will be able to move fully at once (no progressive mobility recovery).
- The translator Turret will fire at the stopped vessel as long as it has a line of sight to the player vessel & teleport some NPC's over. They will despawn after all of them get killed or their boarding timer runs down.
For DLC owners: A rework of the Dark Faction scenario has been done with the changes below into a full campaign with a proper mid and end game.
Your progression is reflected in the story to defeat the Dark Faction, which spreads throughout the universe at a slower pace now.
You prepare with different Simulations how to fight against the Dark Faction, gather enough Symelite resources and research the proper tech to beat it.
There are two different endings you can choose from that impact the whole universe.

When a vessel gets hit by the beam:
- The targeted vessel will be less and less mobile in a gradual way.
- The UI immobilization bar will grow indicating the level of mobility. When full the targeted vehicle will be totally immobile.
- When hit by the Freeze beam the UI Freeze Icon will blink indicating that the targeted vehicle is actually hit by the Freeze beam.
- When the targeted vehicle escape the beam or the beam stops then the UI immobilization bar will diminish with time => recovery of mobility
- When UI immobilization bar is full then the ship is totally frozen and the next frozen phase will start
- When ship is totally frozen:
- The ship will not be able to move anymore.
- The ship will rotate to the horizontal plane (only for CV).
- The UI Freeze icon will turn to red color (not blinking anymore).
- A timer countdown will start with a duration of FreezeDuration second.
- The UI Immobilization bar will change its color to red and become hence now the UI Freeze countdown bar. The UI Freeze countdown bar will start full and will decrease with time.
- When the UI Freeze countdown bar is empty the targeted vehicle will be able to move fully at once (no progressive mobility recovery).
- The translator Turret will at the stopped the vessel completely as long as it has a line of sight to the player vessel & teleport some NPC's over. They will despawn after all of them get killed or their boarding timer runs down.
- When the target vehicle is unfrozen after being totally frozen then a cooldown timer will be applied. It will prevent the target vehicle from being hit again during this time period.
- A potential target will not be considered as a target and will not be fired on if by any other Freeze turrets if:
All other considerations of target selection and firing rules are the same as regular turrets.
- It is already frozen or it is in its cool down phase.
- It is currently on a boarding or a boarding cool down process.
