Empyrion - Galactic Survival

No Man's Sky wasn't the space exploration game I hoped it would be. Amid the supernova of negative backlash and disappointment, it's not surprising that so many feel frustrated that their journey to the stars was cut short by tedious inventory management and procedural generation that was pretty but boring. But some players are finding an unexpected discovery in the wake of No Man's Sky, and its name is Empyrion - Galactic Survival.

Take one look at Empyrion's Steam reviews page and you'll find an endless stream all summarized by its most rated review: "No Man's Sky with actual content." But can an Early Access game really deliver where Hello Games couldn't?

To its detriment, Empyrion starts out very much like other survival sandbox games: I punch things to get things to build things so I can punch things better. After doing this in so many games, I was a little underwhelmed, but after stumbling through the in-game guide (a wall of text) I assembled my first spacecraft, designing it from scratch where each module would impact the physics of how it handled and accelerated. I seamlessly took off from the planet's surface and found a whole solar system full of things to explore and build. What's better, unlike No Man's Sky, I can do all of this with friends or strangers in servers that hold up to a hundred players. Empyrion might not have 18 quintillion planets to explore, but after a few evenings of playing, I actually think that's a good thing.

The journey is the reward 

"A lot of features that are not found in No Man's Sky can be found in Empyrion," project lead Marcus Lucas says. Sandbox survival games are a dime a dozen these days, but Empyrion stands out with its blend of RPG progression systems, space sim elements, and voxel-based crafting all wrapped up in a procedurally generated solar system.

When No Man's Sky first released, I wrote about how I was disappointed with one of its fundamental flaws: The satisfaction of its exploration relied on the destination, not the story of how you discovered it. The problem being destinations in No Man's Sky are as exciting as a gas station on a road trip. Hello Games' take on exploration feels like walking through a house of mirrors at a carnival. Though at first I was awestruck by the infinite space before me, I quickly realized that it was all just a subtle distortion of the same thing the same planets and the same discoveries. That seemingly infinite space was just an illusion.

Our aim is to get it right in one solar system, and then we can expand the whole thing to an infinite number.

I ask Lucas and community manager Christoph Edelmann about what it takes to make exploration exciting: "Doing this right is a very difficult task," Edelmann responds. "No Man's Sky showed that it's not the sheer amount of planets you can put a number on them and say that's exploration, but planet-hopping isn't exploration. Exploration needs to be something that players can feel, they need to feel progress and that they have done something special, not just scanned the 270th life form on a planet. You can't only have a lot of a planets, biomes and interesting creatures, but the process of exploration needs to be interesting also."

Edelmann tells me that, for Eleon Game Studios, Empyrion's developer, their guiding philosophy has always been the German phrase "der weg ist das ziel" which roughly translates to "the journey is the reward." And for me, Empyrion has been quite a journey.

From the ground up 

Part of what makes Empyrion exciting is that, unlike No Man's Sky, there are complex and nuanced systems to play with that make any objective I achieve feel noteworthy. Instead of just starting on a planet and hastily repairing my ship before taking off onto the endless and simple treadmill of discovery like I did in No Man's Sky, I was excited to spend hours on my home planet. I had to learn how to build a proper base and assemble automated systems to aid in my survival. I had to cook food, filter water, and level up my character to access more advanced technologies and recipes.

Once I began work on my first spaceship, it's where that philosophy of "der weg ist das ziel" began to come alive. Ships in Empyrion are voxel-based, meaning you can customize nearly every aspect of them, and those decisions have an impact on how that ship will fly. Elements of physics, like drag and acceleration, come into effect and require intentional placement modules like engines. What amazes me is how that same system is blown completely out of proportion later in the game, with the ability to build massive capital ships that can house entire fleets of smaller vessels, or space stations that, on multiplayer servers, can act as hubs for everyone in the solar system. Steam Workshop integration also makes sharing the blueprints of these designs a snap. You can easily forgo designing your own ship in favor of someone else's. There's over 14,000 designs for bases, ships, and space stations, including everything from TIE fighters to the Winnebago from the movie Spaceballs.

From there, you can begin to explore the varied planets of each solar system which tend to follow basic archetypes like lush forest worlds or arid desert ones. Like No Man's Sky, these worlds feel diverse and alien, but they keep my interest far longer because they're actually meant to be lived on, not just visited. Elements like hostile creatures and environmental hazards feel more impactful because surviving them isn't as easy as finding a nearby resource and plugging it into my suit. That said, Empyrion is still rough and unfinished in many areas and that's a reason to be skeptical about whether Eleon Game Studios can tie it off into a complete package. While its potential has yet to be fully realized, it's how Empyrion is being developed that has me feeling optimistic.

"I don't want to criticize No Man's Sky, but it's not more fun for the player to discover other solar systems if it's not fun in one solar system. Quantity does not replace quality. Our aim is to get it right in one solar system, and then we can expand the whole thing to an infinite number."

Edelmann adds: "If we manage to make this game interesting with just 11 planets, it's a much easier task to expand on that because we already have the necessary techniques ready. We are building this from the ground up, we're not adding a billion planets and then asking 'how can we make this interesting?' We are trying to do this the other way around."

Contrasted with the way No Man's Sky seems to have been designed, Eleon Game Studios seems to have the right perspective. And though the scale is considerably reduced, Empyrion does have a sense of infinity comparable to No Man's Sky thanks to its open-ended design. Like in Minecraft, the solar system is created using a 'seed' that players can tailor to their liking, shaping it to create new and interesting sights. Where No Man's Sky's procedural generation is locked off and opaque, Empyrion opens up some of its inner clockwork for players to tinker with.

Shooting for the stars 

People know what they can expect from Empyrion, and they can see that the game develops according to the players.

Talking with Edelmann and Lucas, part of the reason they're convinced Empyrion is able to stand toe-to-toe with No Man's Sky is due to one thing: community involvement. They both tell me that, from day one, Empyrion benefitted from being a niche Early Access game because that allowed them to listen and respond to community feedback much quicker. They point me towards a survey they've been running to help determine which are the most important features to the community so they can prioritize them, but that involvement goes even deeper. When I first started playing, the blueprints I had for a basic starship and base were also plucked from community designs, and Lucas tells me they rotate those blueprints every few months to officially feature new creations. While Eleon Game Studios is building the framework, it's the players who get to fill the world with their creations.

Edelmann believes that, in a marketplace where Early Access games are being treated with increasing skepticism, it's why players are responding so positively to Empyrion. "This supportive community we have is because we don't make promises that we cannot deliver," he says. "We are not marketing one feature that is irrelevant for the game just because it sounds like a good thing. People know what they can expect from Empyrion, and they can see that the game develops according to the players."

From my own experience, Empyrion - Galactic Survival is quickly making me forget those No Man's Sky blues. Space feels like a frontier that developers are exploring with renewed interest some more successfully than others. But amid the Star Citizens and Dual Universes dotting the horizon, it's exciting to see that there's plenty of options, and Empyrion might just be my favorite right now. While there's still the long journey to release, it's good to know there's at least one exploration game that understands it's not just about where you're going, but how you get there.

Sep 23, 2016
Empyrion - Galactic Survival - EmpyrionGame
Hi Galactic Survivalists!

End of last month, we started our "Upcoming Feature Survey" (http://empyriononline.com/threads/gamescom-2016-recap-and-upcoming-features.7250) The participation was incredible - almost 10'000 surveys were submitted. Are you curious about the results? Here we go:





















As already mentioned when starting the survey, the results gives us very valuable feedback that will help us prioritizing the different features. Thanks to everyone who has participated in the survey!

So what's up next?
We are planning to release another small patch with bug fixes next week (keep an eye on the experimental branch where will release the new version this weekend). In parallel, we are working hard on the next big update which will include the following features:
- Mining improvements (auto-mining device)
- Better repair options for vessels
- Faction-based discovery of POI / ore deposits (e.g. if a player discovers an ore deposit it will not be visible for everyone anymore)
- Code locks for different blocks (doors, cargo box, fridge, constructor, passenger seats, etc.)
- LCD screens on which you can write your own text
- Light suit armor for player (we are currently laying the foundations for the customization of the player character)
- Ship and structure overview window
- Switch from gamma to linear color space for better visuals (for more information, see: https://docs.unity3d.com/Manual/LinearLighting.html)
....and much more

Thanks for reading

Yours,

Empyrion Dev Team
Sep 23, 2016
Empyrion - Galactic Survival - EmpyrionGame
Hi Galactic Survivalists!

End of last month, we started our "Upcoming Feature Survey" (http://empyriononline.com/threads/gamescom-2016-recap-and-upcoming-features.7250) The participation was incredible - almost 10'000 surveys were submitted. Are you curious about the results? Here we go:





















As already mentioned when starting the survey, the results gives us very valuable feedback that will help us prioritizing the different features. Thanks to everyone who has participated in the survey!

So what's up next?
We are planning to release another small patch with bug fixes next week (keep an eye on the experimental branch where will release the new version this weekend). In parallel, we are working hard on the next big update which will include the following features:
- Mining improvements (auto-mining device)
- Better repair options for vessels
- Faction-based discovery of POI / ore deposits (e.g. if a player discovers an ore deposit it will not be visible for everyone anymore)
- Code locks for different blocks (doors, cargo box, fridge, constructor, passenger seats, etc.)
- LCD screens on which you can write your own text
- Light suit armor for player (we are currently laying the foundations for the customization of the player character)
- Ship and structure overview window
- Switch from gamma to linear color space for better visuals (for more information, see: https://docs.unity3d.com/Manual/LinearLighting.html)
....and much more

Thanks for reading

Yours,

Empyrion Dev Team
Sep 16, 2016
Empyrion - Galactic Survival - EmpyrionGame
Edit: September 18, 2016

We released another patch that fixes some problems with the water shader. It is client-side only - so no need to update your servers.

Changelog: Alpha 3.4.1 (Build 312)

Bug Fixes:
- Fixed flickering of water plane after use of color tool
- Fixed line in water shader

--------------------------------------------------

Hi Galactic Survivalists,

We just released a small patch that addresses some issues introduced in the last update.

Changelog: Alpha 3.4.1 (Build 309)

Bug Fixes:
- Fixed: SV cannot undock / cannot undock after Warp
- Fixed: Error that sometimes appeared in Resume Game menu
- Fixed: Error that sometimes appeared when removing last block on a structure
- Fixed: Texture resolution and shadow settings not carrying over when restarting game
- Fixed: On-desk screen flickering on computer table and improved color mask (new deco object)

--------------------------------------------------

Server Problems?

Some of you have reported that their dedicated server crashes on startup in the new version Alpha 3.4. This crash may be due to issues related to our switch to Unity 5.4. To solve these issues, we released a version of the game in which we disabled all audio sources.

You can download this version for your dedicated server on a special Steam branch called "serveronly"

HOW TO CHANGE to the Steam branch "serveronly"?
1. Open your Steam library
2. Right-mouse click on the Empyrion entry and open PROPERTIES
3. Head over to the BETAS tab
4. Select the "serveronly" branch from the dropdown and wait for the download to be finished.


IMPORTANT: The "serveronly" version should only be used for your dedicated server because it has all sound disabled.
Sep 16, 2016
Empyrion - Galactic Survival - EmpyrionGame
Edit: September 18, 2016

We released another patch that fixes some problems with the water shader. It is client-side only - so no need to update your servers.

Changelog: Alpha 3.4.1 (Build 312)

Bug Fixes:
- Fixed flickering of water plane after use of color tool
- Fixed line in water shader

--------------------------------------------------

Hi Galactic Survivalists,

We just released a small patch that addresses some issues introduced in the last update.

Changelog: Alpha 3.4.1 (Build 309)

Bug Fixes:
- Fixed: SV cannot undock / cannot undock after Warp
- Fixed: Error that sometimes appeared in Resume Game menu
- Fixed: Error that sometimes appeared when removing last block on a structure
- Fixed: Texture resolution and shadow settings not carrying over when restarting game
- Fixed: On-desk screen flickering on computer table and improved color mask (new deco object)

--------------------------------------------------

Server Problems?

Some of you have reported that their dedicated server crashes on startup in the new version Alpha 3.4. This crash may be due to issues related to our switch to Unity 5.4. To solve these issues, we released a version of the game in which we disabled all audio sources.

You can download this version for your dedicated server on a special Steam branch called "serveronly"

HOW TO CHANGE to the Steam branch "serveronly"?
1. Open your Steam library
2. Right-mouse click on the Empyrion entry and open PROPERTIES
3. Head over to the BETAS tab
4. Select the "serveronly" branch from the dropdown and wait for the download to be finished.


IMPORTANT: The "serveronly" version should only be used for your dedicated server because it has all sound disabled.
Empyrion - Galactic Survival - EmpyrionGame
Hi Galactic Survivalists!

Everyone who tried the experimental version of update 3.4 may already have noticed it: we dedicated most of the time for fixing bugs and working on some backend issues and game-mechanic improvements. For example, to reduce vessel loss, we added security check for playfield transfers and we changed the way how playfield servers save player and vessels. We hope this will improve the overall situation.

Besides bug fixing, we added a few new items and some smaller feature updates. For example, we reworked the landing gear mechanics. You can now dock your vessel in any direction and vessels remain docked when resuming a game (before vessels were not docked for the first couple of seconds after resuming a game which could lead to leaving-your-vessel-behind situations). However, the changes in docking mechanics have the following consequences:
1. You have to manually dock all your docked vessels once again when you resume a save game.
2. We had to change how the (i) Landing Gear T2 and (ii) Heavy Landing Gear T1 are orientated. If you load up your savegame after the update 3.4 you need to remove and replace those two to get the correct orientation again. These are the two affected landing gears:

Please note that workshop blueprints are not affected! We programmed a converter that automatically rotates the landing gears when spawning workshop blueprints.

3. All landing gears now have a docking point at their base, which means that you should not place them upside down anymore. We have seen that there are several blueprints out there that use landing gears upside down, as in this example:

Unfortunately, this will not be possible anymore because landing gears placed upside down will not dock anymore.

We are sorry for these inconveniences!

Moreover, we also changed the way how savegames are created: no ever-increasing savegame names anymore! The new mechanism will simply use the savegame name given when you first started your savegame and then just add or replace the suffix with the current the time and date. This works when making a copy or backup in the Resume Game menu and of course when saving the session from in-game!

We have also made the Vsync option more flexible. You can now set your desired framerate individually!.

Last but not least, we added several new deco items like benches, tables, storage containers and more. Give them a try and show us your designs!





We also added some animal bones as deco on planets:


.... and we added a new plant to Zeyhines:


Have fun playing! :)


CHANGELOG: Alpha 3.4.0 (Build 603)

General:
- Switched game engine to Unity 5.4

Improvements to avoid vessel loss:
- Added security check for playfield transfers as an interim measure to reduce vessel loss (player/vessel is set back to the old playfield if the destination playfield is not ready yet)
- Changed the way how playfield servers save player and vessels to avoid loss of vessels
- Improved spawn-to-surface if player or player-in-vessel falls through the ground

Landing gear:
- Docking is now possible in all directions
- Single and double landing gears (SV) are now placeable in all directions
- Heavy landing gear (previously only CV) can now also be placed on SV
- Re-balanced HP on landing gears

World:
- Added more deco blocks which can be found under block groups "Deco Blocks" and "Artificial Indoor Plants"
- Added animal bones as deco on some planets (for now: Akua and Omicron)
- Added new Alien Desert Plant

Game Settings:
- Changed name creation of in-game backups and manual copies: to avoid game names becoming too long, those backups / copies now have date and time at the end
- Changed: NEW GAME default difficulty set to EASY instead of MEDIUM
- Changed: DECAYTIME 0 means OFF instead of instant (see dedicated.yaml)
- Changed Shadow Setting: De-activate light shadows in "Medium" setting
- Changed: Player can now set the maximal allowed frame rate
- Set Video Options to use negative progression (Low -> Medium -> High instead of High -> Medium -> Low)
- Added info to dedicated yaml that some difficulty changes only take effect for a NEW game

Changes / Improvements:
- Not showing 'No build' icon nearby ore deposits any more in Single Player
- Tweaked emissive of cockpits SV: screens are now black without power
- Default color of cockpits SV is now grey (instead of blue)
- Tweaked particles when drilling (reduced particle count and size of stone particles)
- Tweaked drill particle effect (improved texture of stones that drop)
- Removed glass from RCS block
- Added improved model for antenna
- Added more experience points for higher unlock levels

New Starter Blueprints:
- Added new Starter BA Tier 1 and 4 (thanks to Haroden). Old BA Tier 4 is now Tier 5
- Added new Starter SV Tier 3 (thanks to Vexray and gahro_nahvah) and SV Tier 5 (thanks to Vexray)
- Added Starter HV Tier 2 (thanks to |ANIMA|_|ULTRIX|) and HV Tier 3 (thanks to Tina_Pedersen)

Bug Fixes:
- Fixed: Placing an O2, H2 or O2/H2 generator no longer relocates the Survival Constructor map icon
- Fixed: Vessels are not docked when resuming a game for a couple of seconds
- Fixed: Placing blocks leads sometimes to lags
- Fixed: Endless loading screen in some use cases - you will now be able to enter the game
- Fixed: Backpacks falling through the world if player is too high up in the air or dying in a moving vessel
- Fixed: Turrets on Public structures (CV, BA) do not attack
- Fixed: Leaving a faction makes the Motorbike unusable
- Fixed: Strong FPS drop when mining terrain / mining meteorites
- Fixed: Tree trunc LOD culling immersion breaking on Fast
- Fixed: PDA Mission "Akua Huntsmen" does not work on MP (PDA action "SubjectKilled" didn't work on MP clients)
- Fixed: Weapon Range info on SV / CV does not update when switching playfield
- Fixed: Preview uses upside down orientation when adding a landing gear to a vessel
- Fixed: Switching Options with RMB does not unlock the APPLY button - Disabled RMB Activation for Menu Buttons
- Fixed: Space Durians Item still yellow instead of blue
- Fixed: Drilling in the snow brings up red particles in multiplayer
- Fixed mission trigger: Explosion splash damage was not considered in MP (e.g. you could not destroy a block with rocket launcher in MP)
- Fixed: Prevent Drones/Players glitching into Building Blocks
- Partially fixed: Sound clicks and cracks when turning vessels (Thrusters)
- Fixed Graphic settings: Shadow Quality & Sky Reflections Quality do not save (Visual issue only)
- Fixed: VSync does not work with BEST and FAST without manual action
- Fixed: Change Vsync on/off into a setting with different values
- Small fix for animator settings on doors
- Fixed: Error linked to dynamic collider (reported on support email)
- Fixed: Texture resolution change not working
- Fixed: Problem that escape pod is not moving after landing with it on a planet
- Fixed: Clipping of RCS block
- Possible fix: Empty Control Panel and Error Spam in Console
Empyrion - Galactic Survival - EmpyrionGame
Hi Galactic Survivalists!

Everyone who tried the experimental version of update 3.4 may already have noticed it: we dedicated most of the time for fixing bugs and working on some backend issues and game-mechanic improvements. For example, to reduce vessel loss, we added security check for playfield transfers and we changed the way how playfield servers save player and vessels. We hope this will improve the overall situation.

Besides bug fixing, we added a few new items and some smaller feature updates. For example, we reworked the landing gear mechanics. You can now dock your vessel in any direction and vessels remain docked when resuming a game (before vessels were not docked for the first couple of seconds after resuming a game which could lead to leaving-your-vessel-behind situations). However, the changes in docking mechanics have the following consequences:
1. You have to manually dock all your docked vessels once again when you resume a save game.
2. We had to change how the (i) Landing Gear T2 and (ii) Heavy Landing Gear T1 are orientated. If you load up your savegame after the update 3.4 you need to remove and replace those two to get the correct orientation again. These are the two affected landing gears:

Please note that workshop blueprints are not affected! We programmed a converter that automatically rotates the landing gears when spawning workshop blueprints.

3. All landing gears now have a docking point at their base, which means that you should not place them upside down anymore. We have seen that there are several blueprints out there that use landing gears upside down, as in this example:

Unfortunately, this will not be possible anymore because landing gears placed upside down will not dock anymore.

We are sorry for these inconveniences!

Moreover, we also changed the way how savegames are created: no ever-increasing savegame names anymore! The new mechanism will simply use the savegame name given when you first started your savegame and then just add or replace the suffix with the current the time and date. This works when making a copy or backup in the Resume Game menu and of course when saving the session from in-game!

We have also made the Vsync option more flexible. You can now set your desired framerate individually!.

Last but not least, we added several new deco items like benches, tables, storage containers and more. Give them a try and show us your designs!





We also added some animal bones as deco on planets:


.... and we added a new plant to Zeyhines:


Have fun playing! :)


CHANGELOG: Alpha 3.4.0 (Build 603)

General:
- Switched game engine to Unity 5.4

Improvements to avoid vessel loss:
- Added security check for playfield transfers as an interim measure to reduce vessel loss (player/vessel is set back to the old playfield if the destination playfield is not ready yet)
- Changed the way how playfield servers save player and vessels to avoid loss of vessels
- Improved spawn-to-surface if player or player-in-vessel falls through the ground

Landing gear:
- Docking is now possible in all directions
- Single and double landing gears (SV) are now placeable in all directions
- Heavy landing gear (previously only CV) can now also be placed on SV
- Re-balanced HP on landing gears

World:
- Added more deco blocks which can be found under block groups "Deco Blocks" and "Artificial Indoor Plants"
- Added animal bones as deco on some planets (for now: Akua and Omicron)
- Added new Alien Desert Plant

Game Settings:
- Changed name creation of in-game backups and manual copies: to avoid game names becoming too long, those backups / copies now have date and time at the end
- Changed: NEW GAME default difficulty set to EASY instead of MEDIUM
- Changed: DECAYTIME 0 means OFF instead of instant (see dedicated.yaml)
- Changed Shadow Setting: De-activate light shadows in "Medium" setting
- Changed: Player can now set the maximal allowed frame rate
- Set Video Options to use negative progression (Low -> Medium -> High instead of High -> Medium -> Low)
- Added info to dedicated yaml that some difficulty changes only take effect for a NEW game

Changes / Improvements:
- Not showing 'No build' icon nearby ore deposits any more in Single Player
- Tweaked emissive of cockpits SV: screens are now black without power
- Default color of cockpits SV is now grey (instead of blue)
- Tweaked particles when drilling (reduced particle count and size of stone particles)
- Tweaked drill particle effect (improved texture of stones that drop)
- Removed glass from RCS block
- Added improved model for antenna
- Added more experience points for higher unlock levels

New Starter Blueprints:
- Added new Starter BA Tier 1 and 4 (thanks to Haroden). Old BA Tier 4 is now Tier 5
- Added new Starter SV Tier 3 (thanks to Vexray and gahro_nahvah) and SV Tier 5 (thanks to Vexray)
- Added Starter HV Tier 2 (thanks to |ANIMA|_|ULTRIX|) and HV Tier 3 (thanks to Tina_Pedersen)

Bug Fixes:
- Fixed: Placing an O2, H2 or O2/H2 generator no longer relocates the Survival Constructor map icon
- Fixed: Vessels are not docked when resuming a game for a couple of seconds
- Fixed: Placing blocks leads sometimes to lags
- Fixed: Endless loading screen in some use cases - you will now be able to enter the game
- Fixed: Backpacks falling through the world if player is too high up in the air or dying in a moving vessel
- Fixed: Turrets on Public structures (CV, BA) do not attack
- Fixed: Leaving a faction makes the Motorbike unusable
- Fixed: Strong FPS drop when mining terrain / mining meteorites
- Fixed: Tree trunc LOD culling immersion breaking on Fast
- Fixed: PDA Mission "Akua Huntsmen" does not work on MP (PDA action "SubjectKilled" didn't work on MP clients)
- Fixed: Weapon Range info on SV / CV does not update when switching playfield
- Fixed: Preview uses upside down orientation when adding a landing gear to a vessel
- Fixed: Switching Options with RMB does not unlock the APPLY button - Disabled RMB Activation for Menu Buttons
- Fixed: Space Durians Item still yellow instead of blue
- Fixed: Drilling in the snow brings up red particles in multiplayer
- Fixed mission trigger: Explosion splash damage was not considered in MP (e.g. you could not destroy a block with rocket launcher in MP)
- Fixed: Prevent Drones/Players glitching into Building Blocks
- Partially fixed: Sound clicks and cracks when turning vessels (Thrusters)
- Fixed Graphic settings: Shadow Quality & Sky Reflections Quality do not save (Visual issue only)
- Fixed: VSync does not work with BEST and FAST without manual action
- Fixed: Change Vsync on/off into a setting with different values
- Small fix for animator settings on doors
- Fixed: Error linked to dynamic collider (reported on support email)
- Fixed: Texture resolution change not working
- Fixed: Problem that escape pod is not moving after landing with it on a planet
- Fixed: Clipping of RCS block
- Possible fix: Empty Control Panel and Error Spam in Console
Aug 31, 2016
Empyrion - Galactic Survival - EmpyrionGame
Hi Galactic Survivalists!

We just released a small hotfix, setting the spawn-to-surface mechanism to a less aggressive level for now. Sorry for the inconveniences. :-)

We'll refine this feature in the upcoming updates.

Please note: servers need to be updated to v3.3.1 build 579 as well!
Aug 31, 2016
Empyrion - Galactic Survival - EmpyrionGame
Hi Galactic Survivalists!

We just released a small hotfix, setting the spawn-to-surface mechanism to a less aggressive level for now. Sorry for the inconveniences. :-)

We'll refine this feature in the upcoming updates.

Please note: servers need to be updated to v3.3.1 build 579 as well!
Empyrion - Galactic Survival - EmpyrionGame
Hi Galactic Survivalists!

We have just released Alpha 3.3, which is focused on bugfixing, stability and small improvements. For example, we significantly reduced lagging / rubber-banding of vessels on a dedicated server, fixed the problem that the infinite drone wave setting did not work, ensured that the player does not die in a cockpit through explosion damage as long as the cockpit is intact and fixed several other bugs. In addition, we added the effective range of a weapon to the HUD - so you know exactly how far a weapon shots on a particular planet and integrated several other changes & improvements. See below for the full list of the changes and improvements.

Don’t forget and make use of the upcoming features survey to give us an idea which of the features we plan to add in the coming months would be most desirable for YOU: http://survey.empyriongame.com/index.php/597715

The full list of possible features can be found attached to this news: http://empyriononline.com/threads/gamescom-2016-recap-and-upcoming-features.7250

Now please enjoy Alpha 3.3 and send us your feedback!

We added the "effective range" of a weapon to the HUD (see bottom right corner):


The new starter HV Tier 2 (thanks to ShadowRavenRaz):



The refurbished crashed ship (thanks to Vexray):



The new starter Base Tier 4 (thanks to Vexray):



CHANGELOG: Alpha 3.3. (Build 577)

Changes / Improvements:
- Added spawn-to-surface mechanism in case a player or player-in-vessel has fallen through the ground
- Added info about the effective range of a weapon to the HUD
- Added new server setting: AntiGriefDistance now separates Player BA from Ore Deposits (see dedicated.yaml)
- Motorbike can now turn faster (decreased turn radius)

World:
- Added new starter BA Tier 4 (Thanks to Vexray)
- Added new starter HV Tier 2 (Thanks to ShadowRavenRaz)
- Added refurbished model for crashed ship (thanks to Vexray)
- Added alien dead tree to Masperon
- Added orange bush to Oscutune

Other Tweaks:
- Reduced volume and distance of flie sound (worm plant)
- Increased opening speed of Automatic Doors (player does not stop anymore when approaching a door while walking)
- Tweaked escape pod landing sequence slightly: longer black fade time, added sound on exit, slightly changed particle effect
- Structure performance improvements
- Slightly updated starter CV Tier 2
- Changed: Old HV Tier 2 is now Tier 3
- Tweaked hand position on Open Cockpit SV / HV
- Open Cockpit SV / HV is now Level 7 instead of 10
- A ‘No build’ icon is now also shown when near a resource deposit
- Improved hit animation on Zirax
- Replaced durian plant with better model
- Changed growing stage 1 of Pumpkin plant
- Updated some tree models on Omicron
- Added missing triggers (more plants) for PDA Chapter 2 - Gardening

Bug Fixes:
- Fixed: Movement lagging when flying / snatchy when turning (MP only)
- Fixed: Ultra high GPU load leading to severe issues with overheating in idle state
- Fixed: Infinite Drone Waves (settings 5,6,7) does not enable infinite waves
- Fixed: Flying through green barrier when descending with capsule leads to capsule loss and broken movement
- Fixed: Explosion damage kills player in SV cockpit
- Fixed: Severe FPS drops when passing by a large firing ship or base
- Fixed: Motorbike can be destroyed by other players in PVE
- Fixed: Some terrain placeable can be picked up by any player in PVE
- Fixed: Endless pickup exploit for plants
- Fixed: Tools/weapons sometimes severely shaking when idle
- Fixed: Vertically placed grass shows up sometimes
- Fixed: Change & Rotate Tool handling: Rotate Box not covering the to be rotated object
- Fixed: Water Jug used in Food Processor blocks production / jams device
- Fixed: Memory leak due to decorations
- Fixed: Dying in open or closed seat (SV+CV) leads to player being locked in place after respawn
- Fixed: Muzzle fire of handheld minigun blocking view
- Fixed: Docked SV/HV vanishes when passenger dies too close to orbit and re-enters the vessel (MP only)
- Fixed: Sometimes grass not removed after teleport
- Fixed: Problem with UseFixed Seed in playfield.yaml
- Fixed: Seed problem with decoration - sometimes decoration is different on clients
- Fixed: Player bike placing problems
- Fixed: Corner Long B Placement issue
- Fixed: Can't upgrade HS blocks to CA blocks on CV Starter Tier 3
- Fixed: Sitting position in Cockpit 3
- Fixed: Missing collider on Umbrella Tree (Akua) in multiplayer
- Fixed: Placing a Motorbike while walking and pressing ‘F’ often leads to error
- Fixed: Player view clipping into roof when seated on Planet (Tier 2 Starter CV)
- Fixed: Hit animation loop and shader of Spinosaurs (Note: Spinosaurs not used in official playfields)
- Fixed: Telnet: Setposition does not work via Telnet
- Fixed: T2 drill charges available before unlock
- Fixed: Preview image of Mission "Dangerous space" is now shown also in action
- Fixed: Occasional error on escape pod exit when you join a server with incompatible PDA data
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