We are excited to present you the new update 5.1, which adds the ammo-management for all mounted weapons and turrets, auto-grouping of mounted weapons, as well as a first installment of a larger space map for all space playfields, player models that are now visible sitting in the cockpits and a heap of improvements and bugfixes.
Lock’n Load!
With update 5.1, spraying bullets at your enemies, while sitting in a vessel, isn’t for free anymore! You need to add an ammo box and fill it with the corresponding ammo types of your mounted weapons and turrets. Weapons will reload automatically if you just hold down the left mouse button, but you can of course reload them manually as well. In addition, weapons are now automatically grouped! A weapon icon with a number, displaying the quantity of this weapon available on your vessel, is visible in the left cockpit toolbar. In terms of the new ammo management, you are always reloading the whole group of weapons. To ensure your weapons do not run dry, you can select from a large and a small ammo container.
Finally, you’ll notice a slight update of the lower right info panel in the cockpit view, displaying something like: AMMO 2x25/200
This translates to: - The weapon-group you just selected in your cockpit toolbar holds 2 weapons of the same kind - Each of those two weapons got loaded with 25 bullets. That’s a total of 50 bullets loaded. - /200 = You still have 200 bullets left in your ammo container from this specific ammo type. In this configuration, these will last for 4 reload cycles (4x50).
The new ammo management applies to all Bases and Vessels.
The new ammo box:
The player model is now sitting in the cockpit:
...and the passenger seat:
The new map in space:
CHANGELOG: Pre-Alpha 5.1
Features: - Turrets and mountable weapons (SV/HV/CV) now consume ammo and take ammo from an ammo box - Mountable weapons are now grouped together so that you can have more than 9 weapons per vessel - Added main map M to space (centered around zero position of a sector) - Added sitting player model to passenger seats and cockpits
Changes / Improvements: - Drones on a planet are now shown on the radar map - Planets of the sector now shop up on the radar map and main map - Improved asteroid dust area. Borders are less visible. - Warp jump effect for CV is relocated and placed closer to the vessel - When activating warp drive, vessel maintains speed and direction until warp jump is done - Added short landing gear for CV to facilitate loading of HV - Added cockpit to Starter Block CV to indicate flight direction, adapted template Starter Block CV - CVs can now also be built on planets. - Only the player that pilots a CV/SV/HV can switch power on/off - Adjusted camera position on cockpit CV - Better 3rd person view on CV/SV/HV (per default it is now a bit lower) - Added passenger seat (interior) SV and deactivated old (cube and slope) passenger seat SV - New Base/SV/CV/HV is now set to the player's private faction on placing per default. - Added faction check on landing gear (now you can only dock on another CV, if it belongs to your faction. Change was made to avoid blocking of other factions' CVs) - Info window (bottom right) is only shown when a weapon is active - Showing total number of remaining ammo (inventory or ammo box) in lower right info window (also for players with handheld weapons) - Major revision of block info (weights, etc.) - Updated preview icons (ammo + missiles) - Better sorting of ammo in template overviews - Added more info to mountable weapons (ammo, capacity, range etc) - Tweaked reload sound and delay for mounted weapons (we will add more variation and different sounds later) - Server Browser: Added counter of currently shown servers, improved display of server details - Added Cancel button to 2nd stage of connecting to server (before you had to completely shut down the game) - Increased output count of magnesium powder (to take into account higher demand for ammo) - Last selected panel in main map is now opened when re-opening map - Adapted drops/loot of plant monster to be consistent with what is growing on Akua - Alien Container does not show up in Control Panel anymore - In local single player games, a player can now change the playfield from space to the planet surface even without a ship - Added error message when spawning Blueprint on Dedicated Server in Creative Mode
Bug Fixes: - Fixed fuel consumption bug: now when switching on a Base/SV/CV/HV, no extra amount of fuel is consumed (before, the amount of fuel was consumed since the last activation) - Possible fix for CV vanishing / clipping through the world when parked on terrain - Fixed problem with playfield sleep mode that stopped constructors/plants and did not restart them when reactivated - Possible fix for problem that sometimes dug out terrain reappeared and underground bases got refilled (fix works only for areas that have not yet been visited) - Possible fix for problem that terrain placeables (H2O2, O2, H2O Generators and Survival Constructor) were sometimes vanishing (fix works only for areas that have not yet been visited) - Fixed problem that sometimes it was not possible to warp jump with CV ("you have to fly in direction of destination") even though you were flying towards destination - Fixed problem with "invisible" golem - Fixed problem that alien turrets and other projectiles could shoot through terrain - Fixed exploit problem: Inventory could be multiplied with suicide + fresh start - Fixed problem that wrong fuel consumption was shown in control panel when structure was turned off - Fixed problem that when exiting a passenger seat or spawning within a room that is only 2m high the player was teleported one level higher - Fixed problem that resource meteorites sometimes spawned in space - Fixed problem that hitting T repeatedly (and fast) after reaching a warp-destination lead to unexpected ejection from vessel - Fixed texture problem when Water and Hull Block were at same level - Fixed problems with Tech Tree: color flicker when changing tabs and position resetting when unlocking an Item - Fixed problem with turrets in third person view (now first person view enforced) - Fixed: Mouse pointer no longer jumps to center when clicking Connect in server browser - Fixed problem with Alienplasma having "O2 content"
Thanks for reading and stay tuned for the next update
We are excited to present you the new update 5.1, which adds the ammo-management for all mounted weapons and turrets, auto-grouping of mounted weapons, as well as a first installment of a larger space map for all space playfields, player models that are now visible sitting in the cockpits and a heap of improvements and bugfixes.
Lock’n Load!
With update 5.1, spraying bullets at your enemies, while sitting in a vessel, isn’t for free anymore! You need to add an ammo box and fill it with the corresponding ammo types of your mounted weapons and turrets. Weapons will reload automatically if you just hold down the left mouse button, but you can of course reload them manually as well. In addition, weapons are now automatically grouped! A weapon icon with a number, displaying the quantity of this weapon available on your vessel, is visible in the left cockpit toolbar. In terms of the new ammo management, you are always reloading the whole group of weapons. To ensure your weapons do not run dry, you can select from a large and a small ammo container.
Finally, you’ll notice a slight update of the lower right info panel in the cockpit view, displaying something like: AMMO 2x25/200
This translates to: - The weapon-group you just selected in your cockpit toolbar holds 2 weapons of the same kind - Each of those two weapons got loaded with 25 bullets. That’s a total of 50 bullets loaded. - /200 = You still have 200 bullets left in your ammo container from this specific ammo type. In this configuration, these will last for 4 reload cycles (4x50).
The new ammo management applies to all Bases and Vessels.
The new ammo box:
The player model is now sitting in the cockpit:
...and the passenger seat:
The new map in space:
CHANGELOG: Pre-Alpha 5.1
Features: - Turrets and mountable weapons (SV/HV/CV) now consume ammo and take ammo from an ammo box - Mountable weapons are now grouped together so that you can have more than 9 weapons per vessel - Added main map M to space (centered around zero position of a sector) - Added sitting player model to passenger seats and cockpits
Changes / Improvements: - Drones on a planet are now shown on the radar map - Planets of the sector now shop up on the radar map and main map - Improved asteroid dust area. Borders are less visible. - Warp jump effect for CV is relocated and placed closer to the vessel - When activating warp drive, vessel maintains speed and direction until warp jump is done - Added short landing gear for CV to facilitate loading of HV - Added cockpit to Starter Block CV to indicate flight direction, adapted template Starter Block CV - CVs can now also be built on planets. - Only the player that pilots a CV/SV/HV can switch power on/off - Adjusted camera position on cockpit CV - Better 3rd person view on CV/SV/HV (per default it is now a bit lower) - Added passenger seat (interior) SV and deactivated old (cube and slope) passenger seat SV - New Base/SV/CV/HV is now set to the player's private faction on placing per default. - Added faction check on landing gear (now you can only dock on another CV, if it belongs to your faction. Change was made to avoid blocking of other factions' CVs) - Info window (bottom right) is only shown when a weapon is active - Showing total number of remaining ammo (inventory or ammo box) in lower right info window (also for players with handheld weapons) - Major revision of block info (weights, etc.) - Updated preview icons (ammo + missiles) - Better sorting of ammo in template overviews - Added more info to mountable weapons (ammo, capacity, range etc) - Tweaked reload sound and delay for mounted weapons (we will add more variation and different sounds later) - Server Browser: Added counter of currently shown servers, improved display of server details - Added Cancel button to 2nd stage of connecting to server (before you had to completely shut down the game) - Increased output count of magnesium powder (to take into account higher demand for ammo) - Last selected panel in main map is now opened when re-opening map - Adapted drops/loot of plant monster to be consistent with what is growing on Akua - Alien Container does not show up in Control Panel anymore - In local single player games, a player can now change the playfield from space to the planet surface even without a ship - Added error message when spawning Blueprint on Dedicated Server in Creative Mode
Bug Fixes: - Fixed fuel consumption bug: now when switching on a Base/SV/CV/HV, no extra amount of fuel is consumed (before, the amount of fuel was consumed since the last activation) - Possible fix for CV vanishing / clipping through the world when parked on terrain - Fixed problem with playfield sleep mode that stopped constructors/plants and did not restart them when reactivated - Possible fix for problem that sometimes dug out terrain reappeared and underground bases got refilled (fix works only for areas that have not yet been visited) - Possible fix for problem that terrain placeables (H2O2, O2, H2O Generators and Survival Constructor) were sometimes vanishing (fix works only for areas that have not yet been visited) - Fixed problem that sometimes it was not possible to warp jump with CV ("you have to fly in direction of destination") even though you were flying towards destination - Fixed problem with "invisible" golem - Fixed problem that alien turrets and other projectiles could shoot through terrain - Fixed exploit problem: Inventory could be multiplied with suicide + fresh start - Fixed problem that wrong fuel consumption was shown in control panel when structure was turned off - Fixed problem that when exiting a passenger seat or spawning within a room that is only 2m high the player was teleported one level higher - Fixed problem that resource meteorites sometimes spawned in space - Fixed problem that hitting T repeatedly (and fast) after reaching a warp-destination lead to unexpected ejection from vessel - Fixed texture problem when Water and Hull Block were at same level - Fixed problems with Tech Tree: color flicker when changing tabs and position resetting when unlocking an Item - Fixed problem with turrets in third person view (now first person view enforced) - Fixed: Mouse pointer no longer jumps to center when clicking Connect in server browser - Fixed problem with Alienplasma having "O2 content"
Thanks for reading and stay tuned for the next update
Bug Fixes: - Fixed bug in process management of dedicated server, enhanced 'servers' command to output PIDs - Fixed problem that Main Menu was not correctly displayed on some PCs
Changes / Improvements: - Enhanced log file handling on dedicated servers: To avoid overwriting, log filenames of dedicated and playfield servers now contain a timestamp
Bug Fixes: - Fixed bug in process management of dedicated server, enhanced 'servers' command to output PIDs - Fixed problem that Main Menu was not correctly displayed on some PCs
Changes / Improvements: - Enhanced log file handling on dedicated servers: To avoid overwriting, log filenames of dedicated and playfield servers now contain a timestamp
We have released a small patch (PA 5.0.1) that addresses the problem of lagging on dedicated servers. We implemented a client-side prediction of movement and server reconciliation. The result should be a smoother game experience on dedicated servers.
In addition, we reduced the radius of the small radar map on planets from 500m to 250m to better distinguish close objects and to make PvP interactions more interesting. Given that non-faction players/objects are visible on the radar map, before it was impossible to make a surprise ambush on an enemy base because you were visible on the radar map from too far away. We will soon add radar blocks that will determine the view range of your radar map.
Changelog 5.0.1:
Features: - Reduced lagging on dedicated server through client-side prediction of movement and server reconciliation
Changes / Improvements: - Reduced radius of small radar map on planets to 250m - Added Sathium deposits to Omicron Moon and Akua Moon - Added seat to cockpit CV - Updated small icon of constructor SV - Placed Sun higher in orbit on dedicated server - Moved Capacitor to deco blocks categorie in constructor - Reduced sound of fridge in SV - Tweaked starting position in Omicron Orbit (Creative Empty)
Bug Fixes: - Fixed problem that terrain was visible in space under certain circumstances - Fixed camera position on passenger seat CV
The whole development team of Empyrion wishes you a Happy Christmas!
We have released a small patch (PA 5.0.1) that addresses the problem of lagging on dedicated servers. We implemented a client-side prediction of movement and server reconciliation. The result should be a smoother game experience on dedicated servers.
In addition, we reduced the radius of the small radar map on planets from 500m to 250m to better distinguish close objects and to make PvP interactions more interesting. Given that non-faction players/objects are visible on the radar map, before it was impossible to make a surprise ambush on an enemy base because you were visible on the radar map from too far away. We will soon add radar blocks that will determine the view range of your radar map.
Changelog 5.0.1:
Features: - Reduced lagging on dedicated server through client-side prediction of movement and server reconciliation
Changes / Improvements: - Reduced radius of small radar map on planets to 250m - Added Sathium deposits to Omicron Moon and Akua Moon - Added seat to cockpit CV - Updated small icon of constructor SV - Placed Sun higher in orbit on dedicated server - Moved Capacitor to deco blocks categorie in constructor - Reduced sound of fridge in SV - Tweaked starting position in Omicron Orbit (Creative Empty)
Bug Fixes: - Fixed problem that terrain was visible in space under certain circumstances - Fixed camera position on passenger seat CV
The whole development team of Empyrion wishes you a Happy Christmas!
Just in time for the Christmas holidays, we are very excited to announce the release of the next big milestone in the development of Empyrion: the Solar System! Version 5.0 is here – and it will change the way you will experience the game to some extent.
1. The Solar System is for real! Five planets, an asteroid field and a moon, squeezed in a few thousand square km of space. That’s how Empyrion - Galactic Survival presented itself to you, since we released the first public version back in August.
Until now...
With Pre Alpha v5.0, we have moved the planets far away from each other, now counting in AU (1 AU = Distance sun-earth = ~ 150 Mio kilometers), not kilometers anymore.
This results in some gameplay changes: you won’t be able to fly straight to a planet just with the standard thruster propulsion of your SV or CV. You need to build a warp drive! Warp drives are – as this is the FIRST iteration of this new gameplay mechanic – only available for Capital Vessels.
Please note: as this is the first iteration of this game mechanic, there are some limitations - warp drives do not yet use up fuel packs! - all players on your ship need to take a seat in a CV-passenger seat ahead of the jump - You cannot jump or even move if you have passengers sitting in the cockpits or passenger seats of docked vessels!
2. Landing a Capital Vessel on planets In addition to the renewed game mechanic, we decided to allow landing of Capital Vessels on planets AND added the possibility of docking your Hover Vessels onto Capital Vessels (of course Small Vessels can still be docked)!
Landing of Capital Vessels has no size or weight limitation yet, as we did not want to introduce a “hard limit”.
Important information for Server Providers: Given that there are now much more playfields as before (22 playfields), and although the automated playfield-mechanism powers down empty playfields, it can happen that all playfields are active if at a given time there is at least one player in each playfield Thus, we recommend limiting the max number of players via “dedicated.yaml” if your server is not powerful enough to run that many processes in parallel
The new alien planet:
...and some of its creatures:
The new desert planet
And lava planet:
The new asteroid ring field around planets:
The Arnored Golem from the Announcement Trailer is back:
CHANGELOG PA 5.0:
Even though we ensured save game compatibility with previous versions of the game, we recommend starting a new game (especially on dedicated servers because the spawning bug fix will only work in new games). Please note that everything you built in space before PA 5.0 is now in Omicron Orbit (i.e., if you resume an old game on Ningues and leave the planet, you will be in Ningues Orbit but your previously built stuff is in Omicron Orbit - some AU away)
Main Features: - Solar system and warp jumping * The new solar system consists of 8 planets, 2 moons and 3 POIs (new planets: alien, desert, barren and lava) distributed in many sectors * You need a Capital Vessel and a warp drive to jump from one planet to the other - Added dynamic playfield server management (now only playfield servers that are populated are loaded) which leads to less memory usage
Other Features: - Added new creatures: 2 alien bugs, 2 golems (swamp and ice), 1 new variation of the desert worm and the armored golem that you know from our 1st trailer (he will defend some POIs) - Capital Vessels can now land on planets and take Hover Vessels with them - Added several new asteroids fields (e.g. rings around planets) - Added possibility to sort for ping and players in Server Browser - Radar map in space uses a logarithmic scale for far away objects and added compass for radar map on planets - Private and foreign players/structures don't show on the big planet 3d map ( M ) any more. However, they show up in the top-right radar map, if you are close enough. Visibility of POI and resource spots remains unchanged.
Changes / Improvements: - Added new logo and tweaked Main Menu - Exchanged GUI font to prepare for localization to more languages - Stamina is now also slowly regained while walking - Increased vertical anti grief distance - Added "Docked" info to HV ship panel - Added landing gear (docking pad) for HV - Added 2 landing gears for CV - Added new models for Fridge - Added new models for Oxygen Stations - Added new model for Warp Drive - Added better weapon models to all drones - Added better trail effect to resource asteroids - Added marker to Asteroids Sathium in space - Added several new POIs (thanks to Dead8Eye) - Added capacitor (deco) also in survival mode - No items can be put in Quick Access grid if player is inside a ship to avoid loss of these items - Tweaked colors of labels in Control Panel - Enhanced 'servers' console cmd to show idle and (un)loading servers - Resized chat window & fixed problem that text was shrinking if too long - Changed some templates to take into account the new solar system setting (e.g., changes to Flux Coil and Power Coil) - Slightly reduced range of SV weapons to make it more challenging to conquer a POI - Slightly increased speed of alien plasma rockets and also range of alien turrets - Rescaled rocket and plasma turrets HV - Reduced light intensity of work lights - Tweaked light on Drill, Filler and Repair Tool - Tweaked flashlight of player (a bit wider angle) - Tweaked particle effect when drilling a resource asteroid (less particles are dropped) - Changed name of Akua fruit to Ahax fruit and removed this plant from Akua (now it only appears on desert planets) - Enhanced server details with hyperlinks
Bug Fixes: - Fixed problem of duplication / loss of items in Constructor and Food Processor in multiplayer - Fixed major spawning problem of NPC: no gathering anymore (fix works only for new games) - Fixed problem in space that player always respawned at 0/0 coordinate (now player can respawn at current death position) - Fixed problem with troop transport that it did not always deploy troops - Fixed problem that radar and 3D map did not show correct icon direction if cockpit was not orientated to the "normal" fly direction - Fixed problem that orbital gravity was not switched off for all objects in space (e.g. starter block CV was dragged on planet if placed close to planet) - Fixed empty cockpit landing bug on dedi: now SV / HV hovers in air for while before coming down (to facilitate building below them) - Possible fix for problem that sometimes player was stuck below vessel when changing playfields with SV (e.g. leaving Akua to Akua orbit) - Fixed problem that sometimes many drones gathered in one spot on a dedicated server - Fixed problem that server details were not always displayed - Fixed collision on Coffee plant - Fixed problem that you could not remove a block on a structure after you changed the playfields with this structure in dedi mode - Fixed problem that player sometimes respawned in medic station of crashed ships
Just in time for the Christmas holidays, we are very excited to announce the release of the next big milestone in the development of Empyrion: the Solar System! Version 5.0 is here – and it will change the way you will experience the game to some extent.
1. The Solar System is for real! Five planets, an asteroid field and a moon, squeezed in a few thousand square km of space. That’s how Empyrion - Galactic Survival presented itself to you, since we released the first public version back in August.
Until now...
With Pre Alpha v5.0, we have moved the planets far away from each other, now counting in AU (1 AU = Distance sun-earth = ~ 150 Mio kilometers), not kilometers anymore.
This results in some gameplay changes: you won’t be able to fly straight to a planet just with the standard thruster propulsion of your SV or CV. You need to build a warp drive! Warp drives are – as this is the FIRST iteration of this new gameplay mechanic – only available for Capital Vessels.
Please note: as this is the first iteration of this game mechanic, there are some limitations - warp drives do not yet use up fuel packs! - all players on your ship need to take a seat in a CV-passenger seat ahead of the jump - You cannot jump or even move if you have passengers sitting in the cockpits or passenger seats of docked vessels!
2. Landing a Capital Vessel on planets In addition to the renewed game mechanic, we decided to allow landing of Capital Vessels on planets AND added the possibility of docking your Hover Vessels onto Capital Vessels (of course Small Vessels can still be docked)!
Landing of Capital Vessels has no size or weight limitation yet, as we did not want to introduce a “hard limit”.
Important information for Server Providers: Given that there are now much more playfields as before (22 playfields), and although the automated playfield-mechanism powers down empty playfields, it can happen that all playfields are active if at a given time there is at least one player in each playfield Thus, we recommend limiting the max number of players via “dedicated.yaml” if your server is not powerful enough to run that many processes in parallel
The new alien planet:
...and some of its creatures:
The new desert planet
And lava planet:
The new asteroid ring field around planets:
The Arnored Golem from the Announcement Trailer is back:
CHANGELOG PA 5.0:
Even though we ensured save game compatibility with previous versions of the game, we recommend starting a new game (especially on dedicated servers because the spawning bug fix will only work in new games). Please note that everything you built in space before PA 5.0 is now in Omicron Orbit (i.e., if you resume an old game on Ningues and leave the planet, you will be in Ningues Orbit but your previously built stuff is in Omicron Orbit - some AU away)
Main Features: - Solar system and warp jumping * The new solar system consists of 8 planets, 2 moons and 3 POIs (new planets: alien, desert, barren and lava) distributed in many sectors * You need a Capital Vessel and a warp drive to jump from one planet to the other - Added dynamic playfield server management (now only playfield servers that are populated are loaded) which leads to less memory usage
Other Features: - Added new creatures: 2 alien bugs, 2 golems (swamp and ice), 1 new variation of the desert worm and the armored golem that you know from our 1st trailer (he will defend some POIs) - Capital Vessels can now land on planets and take Hover Vessels with them - Added several new asteroids fields (e.g. rings around planets) - Added possibility to sort for ping and players in Server Browser - Radar map in space uses a logarithmic scale for far away objects and added compass for radar map on planets - Private and foreign players/structures don't show on the big planet 3d map ( M ) any more. However, they show up in the top-right radar map, if you are close enough. Visibility of POI and resource spots remains unchanged.
Changes / Improvements: - Added new logo and tweaked Main Menu - Exchanged GUI font to prepare for localization to more languages - Stamina is now also slowly regained while walking - Increased vertical anti grief distance - Added "Docked" info to HV ship panel - Added landing gear (docking pad) for HV - Added 2 landing gears for CV - Added new models for Fridge - Added new models for Oxygen Stations - Added new model for Warp Drive - Added better weapon models to all drones - Added better trail effect to resource asteroids - Added marker to Asteroids Sathium in space - Added several new POIs (thanks to Dead8Eye) - Added capacitor (deco) also in survival mode - No items can be put in Quick Access grid if player is inside a ship to avoid loss of these items - Tweaked colors of labels in Control Panel - Enhanced 'servers' console cmd to show idle and (un)loading servers - Resized chat window & fixed problem that text was shrinking if too long - Changed some templates to take into account the new solar system setting (e.g., changes to Flux Coil and Power Coil) - Slightly reduced range of SV weapons to make it more challenging to conquer a POI - Slightly increased speed of alien plasma rockets and also range of alien turrets - Rescaled rocket and plasma turrets HV - Reduced light intensity of work lights - Tweaked light on Drill, Filler and Repair Tool - Tweaked flashlight of player (a bit wider angle) - Tweaked particle effect when drilling a resource asteroid (less particles are dropped) - Changed name of Akua fruit to Ahax fruit and removed this plant from Akua (now it only appears on desert planets) - Enhanced server details with hyperlinks
Bug Fixes: - Fixed problem of duplication / loss of items in Constructor and Food Processor in multiplayer - Fixed major spawning problem of NPC: no gathering anymore (fix works only for new games) - Fixed problem in space that player always respawned at 0/0 coordinate (now player can respawn at current death position) - Fixed problem with troop transport that it did not always deploy troops - Fixed problem that radar and 3D map did not show correct icon direction if cockpit was not orientated to the "normal" fly direction - Fixed problem that orbital gravity was not switched off for all objects in space (e.g. starter block CV was dragged on planet if placed close to planet) - Fixed empty cockpit landing bug on dedi: now SV / HV hovers in air for while before coming down (to facilitate building below them) - Possible fix for problem that sometimes player was stuck below vessel when changing playfields with SV (e.g. leaving Akua to Akua orbit) - Fixed problem that sometimes many drones gathered in one spot on a dedicated server - Fixed problem that server details were not always displayed - Fixed collision on Coffee plant - Fixed problem that you could not remove a block on a structure after you changed the playfields with this structure in dedi mode - Fixed problem that player sometimes respawned in medic station of crashed ships