Empyrion - Galactic Survivalは、宇宙を飛行し惑星や陸上を飛び回ることができる、オープン・サンドボックス型のスペース・サバイバル・アドベンチャーです。 危険に満ち溢れた、驚異的(脅威的)な銀河の中を自由に探索し、拠点を築き守戦い生き残りましょう。
最近のレビュー:
賛否両論 (364) - 直近 30 日間のユーザーレビュー 364 件中 67% が好評です。
全てのレビュー:
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リリース日:
2015年8月5日
開発元:
パブリッシャー:

このアイテムをウィッシュリストへの追加、フォロー、興味なしとチェックするには、サインインしてください。

早期アクセスゲーム

今すぐアクセスしてプレイ開始;開発途中のゲームに参加しよう。

注: この早期アクセスゲームは不完全であり、これから変わることも、変わらないこともありえます。現時点でこのゲームをプレイしても満足に遊べない場合は、 ゲームの開発が更に進捗するまで待ってみる必要があるかもしれません。 詳細はこちら

開発者からの注意書き:

早期アクセスにした理由

“We need your support and feedback! We are a very small development team and Empyrion – Galactic Survival is an ambitious project.”

このゲームは大体どのくらいの期間早期アクセスですか?

“We are planning to be in Early Access during 2-3 years.”

早期アクセスバージョンと計画されているフルバージョンの違いは?

“Many of the core elements of Empyrion are already in place. The full version will have more planets, more diverse planetary biomes, more intelligent enemies, better physics, more functional blocks, quests, trade and a dynamic economy.”

早期アクセスバージョンの現状はどうなっていますか?

“The current version of Empyrion - Galactic Survival is stable, absolutely playable and already features many elements of the full version (for more detail, see "About This Game" below):
- Space and planet exploration
- Building of spaceships and bases, extensive crafting system
- Survival and creative mode
- Mining & resource gathering, environmental hazards
- Hunting, farming and food system
- Experience and tech tree
- Single player, multiplayer and co-operative play
Of course, the current version is not yet feature-complete and we are planning to add many more awesome features to the game and refine the existing elements.”

早期アクセス期間中と期間後ではゲームの価格は変わりますか?

“Yes, we are planning to gradually increase the price during Early Access when we add new content to the game.”

どうやって開発プロセスにコミュニティを参加させる予定ですか?

“Community involvement is very important for us. We are working closely together with our community, interact on the forums to gather ideas and suggestions, as well as conduct regular surveys to obtain specific feedback from the community.”
詳細を見る

Empyrion - Galactic Survival (64bit) を購入する

 

最新の更新 全て表示(253)

7月17日

Alpha 8.2: Dynamic Structure Loading



Hi Galactic Survivalists,

Alpha 8.2 has been released to the public branch!

This version is not only adding a few new features and fixing bugs but is addressing an important, technically related topic: loading and unloading structures in a sensitive manner in order to reduce performance cost - which also adds the possibility to significantly increase the amount of structures per playfield (bases, POIs) from 255 to over 65.000!

The "Dynamic Structure Loading" (DSL) will achieve something that may sound as a no-brainer, but actually has a lot of side effects and implications: It will completely unload structures when they are out of render distance. This means, if a base or vessel is farther away than 1200m on a planet (or 3000m in space) the game will unload the structure and save performance. This is similar to when you leave a playfield, all the bases and vessels are unloaded - but now this will happen an active playfield. And dynamically. And in realtime!

DSL affects a lot of game functions, which are now needed to be handled ‘on runtime’ although they are technically unloaded. That’s not only affecting plants growing, fuel in bases is used up, constructors and furnaces crafting, solar power charging, but also elements like spawning in a medic station that is in a base outside DSL range (and thus unloaded).

DSL is not a technique that allows to increase the actual build size of bases or vessels (that’s a future topic!), but to reduce the load for structures that you cannot see anyhow! The latter is also the reason why we can now have more than the 255 structures, as it now does not make any difference if you cannot see 250 or 65530 POIs ;)

With 8.2, we of course also added more content and features, like the new Arid starter planet, homogenous group settings, a quick-pickup for your backpack, AI improvements and more.

Check out the Version 8.2 update trailer below for a quick overview.
https://youtu.be/B5qF-SX3m1A
(thanks a lot to Ashrai for the update video)

Check out the full changelog below and please report bugs and issues here: https://empyriononline.com/threads/bug-reports-8-2-gameplay-read-introduction-before-reporting.39404

Have fun playing!

Empyrion Dev Team

===========

CHANGELOG: Alpha 8.2.0 (Build 1775)

Dynamic Structure Loading (DSL):
- First implementation of loading only the the structures around players (Planet < 1200m, Orbit < 3000m)

We introduced a new technique - so-called "dynamic structure loading" (DSL) - to load only structures that are around a player. Before, we loaded all structures on a planet which slowed down performance and increased load times. The current implementation will unload the structures immediately when they are not near the player any more (more than 1200m away).

New Desert Planet:
- Added new desert planet (former: Desert2, now: Desert)


We changed the PlanetType of the old Desert Planet into Arid Planet. Then new Desert Planet is a real Tatooine-style desert planet with interesting natural POIs:


New Starter Planet:
- Added ‘Arid’ starter planet for Default Random scenario


Please note that the PDA missions other than the Robinson Protocol are not yet fully adapted to the new Arid Starter planet. So you might (for example) not be able to find certain plants or crops required for those (will be added and refined in 8.3).

For Feedback regarding PDA issues or on the new Starter planet in general, please use this thread: https://empyriononline.com/threads/alpha-8-2-arid-starter-planet.39405

Added Homogeneous Group Settings to Control Panel:
- Added possibility to set Turret Attack Groups and Light Settings from the "Group" Heading


- There must be only a single type of device (eg: only Turret Blocks in Group)
- Added Spotlights into own control panel group so that on Autogroup Light/Spotlights are separated and Lights are in homogeneous group

Tweaked Default Random Scenario to be better compatible with MP:
- Set all POIs to regenerate
- Set "LandClaimZone: Device" so that buried crashed ships can be dug out and still regenerate
- Added resources to regeneration via resource asteroids

AI Update:
- Updated Overseer and Crawler basic AI
- Zirax: better search behavior
- Zirax: shotgun fast approach search, minigun with slow approach
- Approximate target position replaced with accurate position
- Troop transport: improved landing and take off

Gameplay:
- Extended structure limit from 255 to 65535 per playfield
- Use SHIFT+F to instant-pickup backpack and drop container
- Added "Instant" as gameoption speed for Blueprint production / Repair-2-Template
- Turret Targeting: Ignore Structures and their sub-devices IF structure is fully deactivated (Main Power OFF)
- When salvaging a block doesn't return anything this is indicated by a red tool icon
- Removed MaxCount in Config.ecf for Capacitor (Solar) [internal: SolarGenerator] > Battery Capacity can now be increased by placing more Capacitors
- Display Maximum Fuel/Battery capacities in Statistics
- Local Coop games now use the SinglePlayer game options dataset
- Added "show bounds" checkbox to repair bay that will show the bounds of the ship to repair. This will switch off after 10 seconds
- Added screen-message for Repair-2-Template Intake when adding a second stack which is then larger than requirement
- Changed "Current Durability" display to also include current max durability, e.g. 450/500
- Added Coordinates and Distance in 3d Planetary Map when circle marker is placed
- Reduced shaking of Multitool, Survivaltool, DrillT2 (not camera shake but shaking of tool itself)
- Added O2 tank to Essential Category
- Increased O2 value of small O2 bottles (from 50 to 75) and large O2 bottles (from 200 to 250)
- Removed light from Survival Tool
- Deny manual usage of weapons and turrets of docked vessels
- Moved LizardMule to Arid planets
- Crafting: 1 Vegetable now gives 2 PlantProtein

Updated Player Growable Plants:
- Added Coffee Plant as player harvestable plant (Crop Type: Natural Stimulant)
- Added Big Flower as player harvestable plant (Crop Type: Buds)
- Rebalanced player growable plants: crop yield and growth time
- Added Crop Yield and Crop Type as info to harvestable plants

Visuals:
- Updated model and textures for Ion Cannon
- Updated model and textures for Lizard Mule NPC
- Improved particle effect of slime ranged attack (AlienBug03 + AlienBug04)
- Tweaked interior glass of Cockpit 4 (SV/HV): more transparent - similar to the other cockpits
- Tweaked “Highest” setting in Shadow Quality setting (it is now similar to old Medium setting)
- WaterGenerator + Autominer are now grey instead of blue (to be consistent with other terrain placeables)
- EggPlant has better harvested model
- Better particle effects for Survival Tool

UI Update:
- Added option to switch between metric and imperial measurement systems
- Updated preview icons for several blocks (devices, components, ammo, etc)
- Updated Block info: added first batch of new descriptions for items and devices with Infos on how to use them and in which context + adjusted some descriptions that were outdated or not fitting anymore
- Info panel window: Consistent placement of units: unit always be behind value
- Added "CRAFTING" heading to Info Window
- Added Output Count and Craft Time to "CRAFTING" header in tooltip/info window
- Changed Power/Workload "Off" to "None" in Control Panel main page under "Power"
- All Pentaxid based materials (Pentaxid, raw and refined) are now colored in Magenta to make it easier to distinguish from Promethium (blue) and to be consistent with Warp Tank color
- Better UI Font Rendering
- Improved "Status Effect" display in Block Info
- GrowthTime is now displayed correctly with localized "minutes" behind number
- Made some visual tweaks to the ingame console

Planet Update:
- Higher resolution of splatmap for Class 3 planets

(the higher resolution splatmap allows for a more accurate texture distribution - here the new Dust Bowl biome on the temperate planet)

- Added new mountain stamps and updated all temperate planets with new mountains stamps and better beaches

- Update temperate planet: terrain texture in swamp biome is now a bit greener. Updated reeds grass
- Activated resource asteroids on starter planet in Akua-Omicron scenario
- Added description to starter planet in Akua-Omicron scenario
- Tweaked deco on desert planet
- Xenu Bunker on starter planet (Akua-Omicron) is set to regenerate as well
- Added AlienBug01 to swamp biomes
- Slightly reduced density of purple biome fog
- On starter planet now only green biome fog
- GolemDesert only spawns during night on temperate planets
- Added new biome "DustBowl" to Temperate Planets
- Added new stamps for desert planet

Updated Blueprints:
- Added new Stock Prefab Base Tier 2: Thanks to jrandall (https://steamcommunity.com/sharedfiles/filedetails/?id=1426664486)

- Updated SV Tier 6 (thanks to Pyston)

SSG Update:
- Adjusted stamp preview images to correct aspect to prevent distortion.
- Included AtmosphereFog, GroundFogIntensity, GroundFogHeight as procedural parameters. Introduced GroundFogProb.
- Updated all playfields with new dynamic values for fog and atmo
- Changed preview display name of MountainStamp to GlobalStamp
- Added stamp usage to statistical information output
- Increase resolution of biome area display to 2 decimals
- Support neighbor configuration when designing solarsystemconfigs
- Removed unused sector.yaml parameters (OrbitLine, Icon, Color) - variable declarations remain in SectorYamlData.cs as unused for backward compatibility with existing servers' sectors.yaml files. Most scenario files updated to match.

Controller Update:
- Added "right-clicking" functionality to cursor mode with gamepads, mapped to X button on xbox controller.
- Improved map controls for controller

PDA Update - General:
- Internal change of localization references to prevent currently active tasks to get broken after an update
- For single player you can find the Story Missions now in the "STORY" tab in the PDA (F1)
- PDA Random Default: Made clear that in COOP/MP it is not possible to set a core in a regenerated structure
- Added Chinese (simplified) for Robinson Protocol and other Missions
- Updated FR translation

PDA Update - Robinson Protocol:
- Adjusted distribution and spawn-frequency of enemies in Radar Station
- Change Control Room and Uplink Room in Radar Station so the levers used for game progress are better protected from accidental destruction
- Moved core of Radar Station somewhere else so it is not destroyed or removed unintentionally (which will break the mission progress)
- Fixed some issues with Robinson Protocol COOP triggers

Optimizations:
- Optimization for loading/saving of class 5 planets
- Network optimizations
- Optimization for deco (trees) generation

Console Commands Update:
- Console command : add the sub command "spawn" to the "depleteresource" command
- Enhanced console cmd "gameoptions" to allow to set a parameter value
- Console command 'ents' does now not list any structure proxy entities any more (only if you use 'ents -all').
- Added: Console command "gameoptions" to list all current values
- Console cmd "aimanager": sub command "triggerdronewave" will now force the attack even when there is no player around the base
- Console command 'ents' now also shows the entity type
- Console command 'stats' now shows the land claim mode

Other Changes:
- Config.ecf: Removed "Range", "Damage", "AmmoCapacity", "AmmoType", "ReloadDelay", "ROF" from device because it will now be read from weapon itself
- Changed: Random placing of POIs and resources now excludes 200 (instead of 100) meters around the pole areas
- Added more detailed colliders on Ion Cannons (enemy turrets) and all player turrets
- When hovering with a drill/survival drill, we are now hiding the name of the deco item if Localization does not exist (this avoids to be distracted by strange names of deco items)
- Added AlienBug04 to spawn menu
- The white warp effect now lasts 5 seconds longer to hide the longer planet loading times
- Limiting number of blueprint parts to 32 to improve network traffic
- Debug weapons are now blue to better distinguish them from the epic weapons
- Better explanation for Special parameters (eg AllowBlueprintSV etc) in ExamplePlanet
- Replaced POIDistance with SpawnPOIAvoidDistance in all playfield.yamls

Bug Fixes:
- Fixed: Dead drones fall through terrain in some cases (especially MP)
- Fixed: Parasaur NPC sliding over terrain when trying to run away
- Fixed: Exception when you change to any option in the repair bay console
- Fixed: NPCs firing through wall (proper fix)
- Fixed: Turret targeting settings were not saved when creating a blueprint
- Fixed: Tent removes terrain
- Fixed: Server shutdown keeps processes open
- Fixed: Sometimes chunks of terrain were missing
- Fixed: Flickering on grass with "Low" SSAO setting
- Fixed: Mobile constructor starts crafting even if turned off
- Fixed: Players seated on a bike are shown as 'PlayerBike' in MP
- Fixed: Exploit when two players try to pickup the same block at the same time
- Fixed: Plants did not always continue to grow while a playfield was unloaded
- Fixed: Asteroid resource: Area limit of the asteroid resource did not match the new big planet size
- Fixed: When POI regenerates, NPCs remained in structure and sometimes were falling through the structure and could shut from below
- Fixed: After RT2 is performed any devices that are put back onto the vessel are not put back into the group they were in (MP)
- Fixed: Plants sometimes dying when returning to a base (MP)
- Fixed: Turrets do not attack alien POIs in some use cases
- Fixed: Game Start pages broken for Akua-Omicron and other scenarios
- Fixed: Exception when clicking between STATISTICS page and CONTROL Panel in a vessel
- Fixed: Exception when quitting with alt-f4 with open statistic screen
- Fixed: Display of correct planet stats with ad hoc playfield generation
- Fixed: Light Suit not protecting from RAD - round random radiation to nearest 1/10th
- Fixed: Techtree: Range info is missing from Weapons
- Fixed: Sorting Error with Tooltip and Tech Tree Window
- Fixed: Motion sensor breaks after placing & picking a bike up in the sensor area
- Fixed: Moving far away from a vessel that is using R2T & returning to it the R2T is not maintained whilst away.
- Fixed: Enter key not working in password dialog when connecting to a protected server
- Fixed: Missing description text for starter playfield in Default Random when multiple starters available
- Fixed: Mechanoid rotation + movement speed
- Fixed: Exception if Orbit has Instance Data
- Fixed: Repair Station could get stuck while in R2T Mode when no template is available
- Fixed: Sometimes it was not possible to repair a vessel (happened when no template was available)
- Fixed: Repair Station does not allow manual repair start & broken info for ingots
- Fixed: Back button does not work in Repair Console
- Fixed: Vessels not able to warp in some use cases
- Fixed: Exploit: Endless production of Energy bars and other templates
- Fixed: Alien Palm tree (Oranges) explodes when being harvested
- Fixed: Billboard appears too early for Cactus plant
- Fixed: Shared markers are visible on playfields they do not belong to (MP)
- Fixed: Resources & Time list in statistic window is not scrollable with mouse wheel
- Fixed: Problem that no NPC spawned in Sand biome on arid planets
- Fixed: When opening PDA, Log texts didn't update if not a chapter (but a task) was selected previously
- Fixed: Drone attacking base when player is away
- Fixed: Black square appears for split-second when opening sector map.
- Fixed: Several problems with colliders being at wrong position for NPCs
- Fixed: Possible network disconnect exploit for mod API: item add/remove, credits, full inventory update
- Fixed: Random exception after drone attacks
- Fixed: Epic Pulse Rifle was not colored correctly (grey instead of red)
- Fixed: Constructors still using old "On/Off" Buttons
- Fixed: Possible network disconnect exploit for mod API: item exchange
- Fixed: POI spawning on Temperate planet > now EpsilonAuxT1 and EpsilonDefence POI will spawn close to Bunker
- Fixed: UI Highlight showing incorrectly/not showing when item is being dragged during enable/disable event
- Fixed: Some materials/textures on deco plants (were over bright)
- Fixed: Problem with AtmosphereFogRange in +ExamplePlanet dynamic playfield
- Fixed: PDA exception when loading old savegame
- Fixed: Hover Info 'Effective Against' is shown as KEY not as LOCA
- Fixed: AI Vessel : patrol in Long range management not updating next destination
- Fixed: missing description and additional info for Shadows of Starlight and Default Akua-Omicron scenarios.

=========

HOTFIXES:

Update: July 19, 2018 - Alpha 8.2.2: Build 1780

Bug Fixes:

- Fixed: Exploit - using shift + F could give infinite loot
- Fixed: NPC / Trader were dropping through the ground when DSL structure is reloaded
- Fixed: Possible network problem
- Fixed: Several internal exceptions

========

Update: July 18, 2018 - Alpha 8.2.1: Build 1779


Bug Fixes:
- Fixed: Resuming A8.1 save game leads to Personal Cargo Boxes become inaccessible in A8.2
- Fixed: HV tilts and flips when transported from one planet to another with a CV
- Fixed: Missing info for several blocks stats when hovering over them in Techtree
- Fixed: Billboard of player growable Berry bush shows up too early
- Fixed: Several internal exceptions

Changes:
- Reduced XP gain when picking up player grown plants
- Updated gameoptions_example.yaml with info about instant repair

========

Update: July 17, 2018 - Alpha 8.2.1: Build 1778

Bug Fixes:
- Fixed: Exception when hovering in TechTree or in Inventory over certain devices
- Fixed: Exception when connecting as client with B1775 to a server running B1775
- Possible fix for System.Collections.Generic.Dictionary
- Fixed: AMD's are placeable in random locations on class 5 planets
- Fixed: Missing rifle on Security Guard (Deco NPC)
- Fixed: Several internal exceptions

Changes:
- Added line break after Output Count in block info

EAH Tool Update:
- Added: Discord: Ignore chat starting with certain characters
- Fixed: Gameoptions Max Structures limited to 255
- Fixed: Server Stop/Restart doing another SaveAndExit 4 after 4 minutes
- Fixed: Another discord parse exception

========

Update: July 17, 2018 - Build 1777

Changes:
- Reactivated DSL again
- Added: Emergency O2 bottles to Survival Constructor (require 1 purified water)

Bug Fixes:
- Fixed: Problem that vessels sometimes disappeared when loading into a playfield on dedicated servers
- Fixed: Problems with DSL (actually not a DSL problem but root cause was exception spam on pf server)
- Fixed: AI drone detection not working in some circumstances
- Fixed: Black side textures that sometimes occurred on snow planet (and others)
- Fixed: Multiple Request_Player_AddItem remove former given items in quick access

========

Update: July 17, 2018 - Build 1776 (Server only update)

- Temporarily deactivated DSL on servers
We are working on a fix for the problem with DSL on servers - sorry for the inconveniences.
87 件のコメント 詳細を見る

7月12日

Alpha EXPERIMENTAL 8.2.0

Hi Galactic Survivalists,

Welcome to the Experimental Phase for Alpha 8.2! When working on the feature lineup for this version, we of course ironed out more bugs, polished and added a few new features and functions, such as quick-pickup for backpacks, homogeneous group settings, a new Starter Planet and more.

But Alpha 8.2 also aims to address a more profound, technically related topic: loading and unloading structures in a sensitive manner, in order to reduce performance cost!

The "Dynamic Structure Loading" (DSL) will achieve something that may sound as a no-brainer, but actually has a lot of side effects and implications: It will completely unload structures when they are out of render distance. This means, if a base or vessel is farther away than 1200m on a planet (or 3000m in space) the game will unload the structure and save performance. This is similar to when you leave a playfield, all the bases and vessels are unloaded - but now this needs to happen in the same playfield. And dynamically. And in realtime!

DSL affects a lot of game functions, which are now needed to be handled ‘on runtime’ although they are technically unloaded. That’s not only affecting plants growing, fuel in bases is used up, constructors and furnaces crafting, solar power charging, but also elements like spawning on a medbay that is in a base outside DSL range (and thus unloaded).

We spent an extra week to fix those major game issues coming with DSL before starting the EXP phase, but we would like you to not only have a close look if performance has improved on your side, but also take into account the aforementioned info when hunting and reporting bugs.

Bug Reports: https://empyriononline.com/threads/bug-reports-8-2-experimental.39175/

On a different note: With 8.2, we added the first iteration of a new starter planet. On the Arid-Starter world you will still find water and green dots of live between all the sand and stones, but the lack of O2 and temperatures might add an additional challenge.

Please have a close look if it is too hard or too easy to start on and add your feedback right here: https://empyriononline.com/threads/alpha-8-2-exp-arid-starter-planet.39177/

Have fun testing!

Empyrion Dev Team

===========

CHANGELOG: Alpha Experimental 8.2.0 (Build 1767)

Dynamic Structure Loading (DSL):
- First implementation of loading only the the structures around players (Planet < 1200m, Orbit < 3000m)
We introduced a new technique - so-called "dynamic structure loading" (DSL) - to load only structures that are around a player. Before, we loaded all structures on a planet which slowed down performance and increased load times. The current implementation will unload the structures immediately when they are not near the player any more (more than 1200m away). Later we will introduce a timeout of about 2 minutes - the immediate unload is very good for testing.

New Desert Planet:
- Added new desert planet (former: Desert2, now: Desert)

We changed the PlanetType of the old Desert Planet into Arid Planet. Then new Desert Planet is a real Tatooine-style desert planet

New Starter Planet:
- Added ‘Arid’ starter planet for Default Random scenario


Added Homogeneous Group Settings to Control Panel:

- Able to set Turret Attack Groups and Light Settings from the "Group" Heading
- Must be only a single type of device (eg: only Turret Blocks in Group)

Tweaked Default Random Scenario to be better compatible with MP:
- Set all POIs to regenerate
- Set "LandClaimZone: Device" so that buried crashed ships can be dug out and still regenerate
- Added resources to regeneration via resource asteroids

New Terrain:
- Added new terrain: currently same size as old terrain but it should be much faster and efficient

AI Update:
- Updated Overseer and Crawler basic AI
- Zirax: better search behavior
- Zirax: shotgun fast approach search, minigun with slow approach
- Approximate target position replaced with accurate position
- Troop transport: improve landing and take off

Gameplay:
- Extended structure limit from 255 to 65535 per playfield
- Use SHIFT+F to instant-pickup backpack and drop container
- Added "Instant" as gameoption speed for Blueprint crafting / Repair-2-Template
- When salvaging a block doesn't return anything this is indicated by a red tool icon
- Removed MaxCount in Config.ecf for Capacitor (Solar) [internal: SolarGenerator] > Battery Capacity can now be increased by placing more Capacitors
- Display Maximum Fuel/Battery capacities in Statistics
- Local Coop games now use the SinglePlayer game options dataset
- Added "show bounds" checkbox to repair bay that will show the bounds of the ship to repair. This will switch off after 10 seconds
- Added screen-message for Repair-2-Template Intake when adding a second stack which is then larger than requirement
- Changed "Current Durability" display to also include current max durability, e.g. 450/500
- Added Coordinates and Distance in 3d Planetary Map when circle marker is placed
- Reduced shaking of Multitool, Survivaltool, DrillT2 (not camera shake but shaking of tool itself)
- Added O2 tank to Essential Category
- Increased O2 value of small O2 bottles (from 50 to 75) and large O2 bottles (from 200 to 250)
- Removed light from Survival Tool
- Deny manual usage of weapons and turrets of docked vessels
- Moved LizardMule to Arid planets

Updated Player Growable Plants:
- Added Coffee Plant as player harvestable plant (Crop Type: Natural Stimulant)
- Added Big Flower as player harvestable plant (Crop Type: Buds)
- Rebalanced player growable plants: crop yield and growth time
- Added Crop Yield and Crop Type as info to harvestable plants

Visuals:
- Updated model and textures for Ion Cannon
- Updated model and textures for LizardMule NPC
- Improved particle effect of slime ranged attack (AlienBug03 + AlienBug04)
- Tweaked interior glass of Cockpit 4 (SV/HV): more transparent - similar to the other cockpits
- Tweaked “Highest” setting in Shadow Quality setting (it is now similar to old Medium setting)
- WaterGenerator + Autominer are now grey instead of blue (to be consistent with other terrain placeables)
- EggPlant has better harvested model
- Better particle effects for Survival Tool

UI Update:
- Added option to switch between metric and imperial measurement systems
- Updated preview icons for several blocks (devices, components, ammo, etc)
- Updated Block info: added first batch of new descriptions for items and devices with Infos on how to use them and in which context + adjusted some descriptions that were outdated or not fitting anymore
- Info panel window: Consistent placement of units: unit always be behind value
- Added "CRAFTING" heading to Info Window
- Added Output Count and Craft Time to "CRAFTING" header in tooltip/info window
- Changed Power/Workload "Off" to "None" in Control Panel main page under "Power"
- All Pentaxid based materials (Pentaxid, raw and refined) are now colored in Magenta to make it easier to distinguish from Promethium (blue) and to be consistent with Warp Tank color
- Better UI Font Rendering
- Improved "Status Effect" display in Block Info
- GrowthTime is now displayed correctly with localized "minutes" behind number

Planet Update:
- Higher resolution of splatmap for Class 3 planets

(the higher resolution splatmap allows for a more accurate texture distribution - here the new Dust Bowl biome on the temperate planet)

- Added new mountain stamps
- Updated all temperate planets with new mountains stamps and better beaches

- Update temperate planet: terrain texture in swamp biome is now a bit greener. Updated reeds grass
- Activated resource asteroids on starter planet in Akua-Omicron scenario
- Added description to starter planet in Akua-Omicron scenario
- Tweaked deco on desert planet
- Xenu Bunker on starter planet (Akua-Omicron) is set to regenerate as well
- Added AlienBug01 to swamp biomes
- Slightly reduced density of purple biome fog
- On starter planet now only green biome fog
- GolemDesert only spawns during night on temperate planets
- Added new biome "DustBowl" to Temperate Planets
- Added new stamps for desert planet

Updated Blueprints:
- Added new Stock Prefab Base Tier 2: Thanks to jrandall (https://steamcommunity.com/sharedfiles/filedetails/?id=1426664486)

- Updated SV Tier 6 (thanks to Pyston)

SSG Update:
- Adjusted stamp preview images to correct aspect to prevent distortion.
- Included AtmosphereFog, GroundFogIntensity, GroundFogHeight as procedural parameters. Introduced GroundFogProb.
- Updated all playfields with new dynamic values for fog and atmo
- Changed preview display name of MountainStamp to GlobalStamp
- Added stamp usage to statistical information output
- Increase resolution of biome area display to 2 decimals
- Support neighbor configuration when designing solarsystemconfigs
- Removed unused sector.yaml parameters (OrbitLine, Icon, Color) - variable declarations remain in SectorYamlData.cs as unused for backward compatibility with existing servers' sectors.yaml files. Most scenario files updated to match.

Controller Update:
- Added "right-clicking" functionality to cursor mode with gamepads, mapped to X button on xbox controller.
- Improved map controls for controller

PDA Update:
- Internal change of loca references to prevent currently active tasks to get broken when updates happens
- For Singleplayer you can find the Story Missions now in the "STORY" tab in the PDA (F1)
- Fixed some issues with Robinson Protocol COOP triggers
- PDA Random Default: Made clear that in COOP/MP it is not possible to set a core in a regenerated structure
- Added Chinese (simplified) for Robinson Protocol and other Missions
- Updated FR translation

Optimizations:
- Optimization for loading/saving of class 5 planets
- Network optimizations
- Optimization for deco (trees) generation

Other Changes:
- Console command : add the sub command "spawn" to the "depleteresource" command
- Enhanced console cmd "gameoptions" to allow to set a parameter value
- Console command 'ents' does now not list any structure proxy entities any more (only if you use 'ents -all').
- Added: Console command "gameoptions" to list all current values
- Config.ecf: Removed "Range", "Damage", "AmmoCapacity", "AmmoType", "ReloadDelay", "ROF" from device because it will now be read from weapon itself
- Changed: Random placing of POIs and resources now excludes 200 (instead of 100) meters around the pole areas
- When hovering with a drill/survival drill, we are now hiding the name of the deco item if Localization does not exist (this avoids to be distracted by strange names of deco items)
- Added AlienBug04 to spawn menu
- Better explanation for Special parameters (eg AllowBlueprintSV etc) in ExamplePlanet
- Replaced POIDistance with SpawnPOIAvoidDistance in all playfield.yamls

Bug Fixes:
- Fixed: Dead drones fall through terrain in some cases (especially MP)
- Fixed: Parasaur NPC sliding over terrain when trying to run away
- Fixed: Exception when you change to any option in the repair bay console
- Fixed: NPCs firing through wall (proper fix)
- Fixed: Tent removes terrain
- Fixed: Flickering on grass with "Low" SSAO setting
- Fixed: Mobile constructor starts crafting even if turned off
- Fixed: Players seated on a bike are shown as 'PlayerBike' in MP
- Fixed: Exploit when two players try to pickup the same block at the same time
- Fixed: Plants did not always continue to grow while a playfield was unloaded
- Fixed: Asteroid resource: Area limit of the asteroid resource did not match the new big planet size
- Fixed: Game Start pages broken for Akua-Omicron and other scenarios
- Fixed: Exception when clicking between STATISTICS page and CONTROL Panel in a vessel
- Fixed: Exception when quitting with alt-f4 with open statistic screen
- Fixed: Display of correct planet stats with ad hoc playfield generation
- Fixed: Light Suit not protecting from RAD - round random radiation to nearest 1/10th
- Fixed: Techtree: Range info is missing from Weapons
- Fixed: Sorting Error with Tooltip and Tech Tree Window
- Fixed: Motion sensor breaks after placing & picking a bike up in the sensor area
- Fixed: Moving far away from a vessel that is using R2T & returning to it the R2T is not maintained whilst away.
- Fixed: Enter key not working in password dialog when connecting to a protected server
- Fixed: Missing description text for starter playfield in Default Random when multiple starters available
- Fixed: Alien Palm tree (Oranges) explodes when being harvested
- Fixed: Billboard appears too early for Cactus plant
- Fixed: Shared markers are visible on playfields they do not belong to (MP)
- Fixed: Resources & Time list in statistic window is not scrollable with mouse wheel
- Fixed: Problem that no NPC spawned in Sand biome on arid planets
- Fixed: When opening PDA, Log texts didn't update if not a chapter (but a task) was selected previously
- Fixed: Several problems with colliders being at wrong position for NPCs
- Fixed: Possible network disconnect exploit for mod API: item add/remove, credits, full inventory update
- Fixed: Epic Pulse Rifle was not colored correctly (grey instead of red)
- Fixed: Constructors still using old "On/Off" Buttons
- Fixed: Possible network disconnect exploit for mod API: item exchange
- Fixed: POI spawning on Temperate planet > now EpsilonAuxT1 and EpsilonDefence POI will spawn close to Bunker
- Fixed: UI Highlight showing incorrectly/not showing when item is being dragged during enable/disable event
- Fixed: Some materials/textures on deco plants (were over bright)
- Fixed: Mechanoid rotation + movement speed
- Fixed: PDA exception when loading old savegame
- Fixed: Hover Info 'Effective Against' is shown as KEY not as LOCA
- Fixed: AI Vessel : patrol in Long range management not updating next destination
- Fixed: missing description and additional info for Shadows of Starlight and Default Akua-Omicron scenarios.

============

Update: July 16, 2018 - Build 1773

Changes:
- Added “Apply to Group” button for homogeneous group settings
- Crafting: 1 Vegetable now gives 2 PlantProtein
- Added new climate type of 'Arid'. Remove 'halo' and 'haloColor' from pre-vis planets.
- Made some visual tweaks to the console (namely font size decreases).
- More detailed colliders on IonCannons (enemy turrets)
- Added Spotlights into own control panel group so that on Autogroup Light/Spotlights are separated and Lights are in homogeneous group
- Debug weapons are now blue to better distinguish them from the epic weapons
- Console cmd "aimanager" : sub command "triggerdronewave" will now force the drone triggering even when there is no player around the base
- DSL: added a delay of 30 seconds until a structure that is too far away is despawned (needs to be tested pretty good)
- Console command 'ents' now also shows the entity type
- The white warp effect now lasts 5 seconds longer to hide the longer planet loading times
- Limiting number of blueprint parts to 32 to improve network traffic
- Console command 'stats' now shows the land claim mode

Bug Fixes:
- Fixed: Some plants are becoming un-collectible when taking a save game made in 1743 or before into 8.2.
- Fixed: Distant fog is missing on moons.
- Fixed: DSL: Docked vessels become undocked from a BA or CV after moving far away & returning to them
- Fixed: No Resource Asteroids spawning in Space
- Fixed: Repair Station getting stuck while in R2T Mode when no template is available
- Fixed: Chunks of terrain missing
- Fixed: DSL: fix for structures getting decayed without reason
- Fixed: Server shutdown keeps processes open
- Fixed: Random COQ after drone attacks
- Fixed: DSL: Neutral mapmarker not working anymore for structures beyond 1200m
- Fixed: Expectation when using cmd "deco r"
- Fixed: Black square appears for split-second when opening sector map.
- Fixed: Exploit: Endless production of Energy bars
- Fixed: Turret targeting settings are not saved when creating a blueprint
- Fixed: Turret Targeting: Ignore Structures and their sub-devices IF structure is fully deactivated (Main Power OFF)
- Fixed: Preview pic for Arid playfield starting spawn is showing as a space playfield
- Fixed: Vessels not able to warp in some use cases
- Fixed: [MP] After RT2 is performed any devices that are put back onto the vessel are not put back into the group they were in.
- Fixed: Exception if Orbit has Instance Data
- Fixed: HUD text not taking measurement system setting into account
- Fixed: AtmosphereFogRange in +ExamplePlanet dynamic playfield
- Fixed: R2T: Repair Blocks does not allow manual repair start & broken info for ingots
- Fixed: Turrets do not attack Ion Cannons in some use cases
- Fixed: NPCs stay in a structure when it regenerates
- Fixed: Plants dying when returning to a base (MP)
- Fixed: Drone attacking base when player is away
- Fixed: Possible 'end of stream exception' fix

Updated EAH Tool: Patch notes - 1.42.0.1
- Added: Player 8.2 file change
- Added: Playerfile change protection
- Added: Removed some offline player file edit functions
- Added: Changed "defect file" to "unkown file format" and no cheater warning
- Added: Offline Job: Automatic delete of old entries
- Added: Pole Control: Adjusted Planet-Sizes
- Added: Structure warning: Show count of structures in warning
- Added: Structure limit: CV/HV Alliance check
- Added: Structure restrictions: Full protection for Admins,Moderators, protected Factions and Admin Faction
- Added: Playfield: Max Structures default to 300
- Added: Playfield: No more Critical Max structure message
- Added: Playfield: Color according to max structure limit
- Added: Playfield restriction: Warp uses now random coordinates
- Added: Playfield: Wipe structures not touched for x hours
- Added: Playfield:CV/HV Alliance structure limit check
- Added: CB:NextRestart/Wipe --> New optional parameter "Days" to only see some restarts/wipes
- Added: CB:Wipe moved to messagebox
- Added: Chatbot: Not allowed after CSW until he moved
- Added: Changed item API function to ItemExchange due to a bug
- Added: Config: Check Cheater --> You can turn this off to not even see cheaters anymore
- Added: AntiCheat: Enabled anti Cheat for Inventory again
- Added: Items: Loading now Server-Specific Item settings from the cfg file. The Items wil be reloaded after a tool restart or a server start.
- Added: Timetable: Drag and drop subaction to reorder them
- Added: Log: Write Tool version at each beginning
- Added: Slave: Prevent fast double click of intensive commands
- Added: API: Radiosilence before immediate shutdown
- Added: Server Stop/Restart: Wait 1 minute before starting SubActions (before it was 30 sec)
- Added: Server Restart: Chat message about Server Stoptime
- Added: Player: Reset done async
- Added: Player Statistic: Long Cheater Warning
- Added: AntiCheat: Removed minor cheater warnings due to inventory
- Added: Implemented Multiple Server Stop in x minutes Timetable entries to make sure Server goes down
- Fixed: "Restart Now" not working
- Fixed: CSW: Server location not recognized when not logged in for long
- Fixed: Discord: Fixed exceptions
- Fixed: Removed duplicate Action column
- Fixed: Timetable: Empty actions when set automatic
- Fixed: Timetable: Server Stop runs subactions to early
- Fixed: CB:NextRestart/Wipes shows inactive ones
- Fixed: Chatbot: Checkbox causes wrong text
- Fixed: Player logs: Did not show private and deleted structures
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レビュー

“Empyrion - Galactic Survival is quickly making me forget those No Man's Sky blues.”
PC Gamer

“This terrifying episode on my first night set the tone for my time in the game...a very fine survival game.”
Rock, Paper, Shotgun

“Steam-style survival with traces of No Man’s Sky? Interesting!”
Kotaku

Workshop

Enrich your gameplay experience with blueprints from the Empyrion workshop: browse great collections of community created vessels and bases, try new and uncommon designs - or upload your own projects!

このゲームについて

Empyrion - Galactic Survival [/ b]は、3Dオープン・サンドボックス型のスペース・サバイバル・アドベンチャーです。 さまざまな惑星を探索・征服・開拓し、Empyrionの謎を発見するために、強力な船、巨大な宇宙ステーション、広大な惑星に居住区を建設しましょう! 人類、エイリアン、惑星、クリーチャーに遭遇し、危険に満ち溢れた驚異的な銀河を生き残りましょう。 孤独な一匹狼として遊んだり、協力する関係を構築したり、新しい友情を築いたり、、反対に太陽系を力によって征服することもできます。 このゲームは、シミュレーション、クラフトゲーム、サバイバルゲーム、シューターの要素を独自に組み合わせています。 Empyrionは、無限の可能性を持つ銀河の運命をあなた自身の手で作りあげることができるのです。

惑星と宇宙の探索:

完全なフリーローミング体験があなたを待っています。惑星間ワープ、惑星から惑星への飛行、惑星に存在する大陸に着陸し周囲を自由に歩き回ることができます。違う惑星でエイリアンの秘密を探り、惑星ごとに異なる鮮やかなフィールドの既存生物や植物を見つけることができるでしょう。

宇宙の生成:

宇宙は自動的に生成され、多くの惑星と探求心ををくすぐるPOIが配置されています。 各惑星はそれぞれ異なる特徴(惑星の種類、重力、大気、月の数、地形、表面、植生、気温、天候および資源)を持っています。

建築と建造:

大型のキャピタルシップ、小型戦闘機、巨大な宇宙ステーション、広大な惑星居住区をあなた自身で構築するか、Steam Workshopから設計図(ブループリント)をダウンロードし、デザインや機能を独自のアイデアでカスタマイズ(拡張)してください!

サバイバル・モード:

あなたはエスケープポッドから脱出し、ポッドに残されたアイテムを取り、過酷な環境で生き残るための準備をすることになります。 食糧と酸素は残り少なく資源や弾薬も乏しい状況の中、クリーチャーや荒々しい気候が脅威となり、あなたを殺そうと待ち構えています。 地球から遠く離れた惑星で生き残りたいのなら、的確な判断を下し十分な備えを用意する必要があります。

クリエイティブ・モード:

食糧、資源、敵を気にすることなく、あなたの夢を実現してください。 クリエイティブ・コミュニティに参加し、あなたの作品をSteam Workshopにアップロードしてください!

シングル&マルチプレイ

シングルプレイヤーで一匹狼として遊ぶか、マルチプレイヤーでコミュニティに参加し、友人とチームを組む・新しい友情を築く・同盟・戦争。他にも、保護されたPvEエリアに快適な自宅を建設したり、PvPで惑星の支配権をめぐり争い、あなたの派閥が惑星を、さらには太陽系をも征服することができます。それに加え、数えきれない素晴らしいシナリオがワークショップであなたを待っています!

クリーチャーと生物:

惑星には大人しい野生のクリーチャーもいますが、この宇宙の全ての生物がおとなしいとは思わないでください、大半の野性のクリーチャーが、あなたの足をただの朝食だと思っていることを知っていてください。その他にも、攻撃的なドローンやエイリアンの兵士・ガーディアンの激しい攻撃から生き残るために戦い、いつ襲ってくるかわからないエイリアンの襲撃に備え、防御兵器を配備してください。

採掘や資源の採取:

建設には、資源を採掘し収集する必要があるため惑星にある鉱脈から鉱石を採掘したり、希少な鉱石でいっぱいのアステロイドを掘削することができます。 また、エイリアンの建物を襲撃し略奪することによって奪うこともできます。見つけた構造物をスクラップにし、その残骸を使うことができるかもしれない。

幅広いクラフト・システム:

あなたは機材を製作するための建築材料の組み合わせ方を学び、 拠点を強化したり、建物や船舶にさまざまなデバイス、武器、ガジェットを目的に合わせて装備することができます。

狩猟、農業、食品システム:

自分で野菜や果物を育て、クリーチャーを狩り肉を手に入れ、おいしい食事の準備をしましょう。 いくつかの植物は医療用品を作るのに役立てることができるし、その他の植物も治療や食糧問題を解決するために拾い集めることができます。

経験とテック・ツリー:

貴方はしたいと思うことをしてください。そうすることで経験値を得ることができます。そして得られたポイントを使って、テックツリーの中にある新しいデバイスのロックを選択して解除してください。

地形の造成:

各惑星は、ボクセルベースの地形を特徴としています。すべての地形を変形させることが可能です。惑星上にステーションを建設するための土地をならしたり、見つけた資源へ続く坑道を掘削したり、隠れて休息するためのトンネルを掘ることができます。そうです! Empyrionは真のサンドボックスゲームなのです!

システム要件

    最低:
    • OS: Windows (7, 8 and 10), 64-bit system required
    • プロセッサー: Dual-Core Processor 2.5 GHz or better
    • メモリー: 8 GB RAM
    • グラフィック: NVIDIA GeForce GT 640 or equivalent (at least 1GB VRAM)
    • DirectX: Version 9.0c
    • ストレージ: 2 GB 利用可能
    • サウンドカード: DirectX® compatible
    推奨:
    • OS: Windows (7, 8 and 10), 64-bit system required
    • プロセッサー: Quad-Core 2.8 GHz or better
    • メモリー: 16 GB RAM
    • グラフィック: NVIDIA GeForce GTX 560 or better (with 2GB VRAM)
    • DirectX: Version 11
    • ストレージ: 4 GB 利用可能
    • サウンドカード: DirectX® compatible
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