In contrast to earlier experimental releases where we released the first experimental version almost feature complete and quite stable, we decided to have a different approach this time: Given the fact that we integrated many new features, feature changes and game changers, we seek your feedback already at a very early state of the Alpha 6.0 development cycle. Thus, we released a very rough and literally “experimental” first version. Nearly all of the features are still Work-In-Progress!
NOTICE: please switch to the experimental branch only if you are willing to accept bugs, issues and un-balanced features.
Main Features of EXPERIMENTAL Alpha 6.0: - Oxygen System
These are the force fields that prevent rooms from decompressing:
We are planning to have around three major (weekly) Experimental releases before Alpha 6.0 will be pushed to the public branch. Thus, this Experimental phase will run longer than usual, as we want to catch as much of your appreciated feedback to make the new features an awesome Alpha 6.0 experience
PLEASE NOTE THAT "EXPERIMENTAL ALPHA 6.0" IS NOT YET RELEASED ON PUBLIC BRANCH
In contrast to earlier experimental releases where we released the first experimental version almost feature complete and quite stable, we decided to have a different approach this time: Given the fact that we integrated many new features, feature changes and game changers, we seek your feedback already at a very early state of the Alpha 6.0 development cycle. Thus, we released a very rough and literally “experimental” first version. Nearly all of the features are still Work-In-Progress!
NOTICE: please switch to the experimental branch only if you are willing to accept bugs, issues and un-balanced features.
Main Features of EXPERIMENTAL Alpha 6.0: - Oxygen System
These are the force fields that prevent rooms from decompressing:
We are planning to have around three major (weekly) Experimental releases before Alpha 6.0 will be pushed to the public branch. Thus, this Experimental phase will run longer than usual, as we want to catch as much of your appreciated feedback to make the new features an awesome Alpha 6.0 experience
PLEASE NOTE THAT "EXPERIMENTAL ALPHA 6.0" IS NOT YET RELEASED ON PUBLIC BRANCH
We just released a patch that incorporates some of your feedback and fixes several issues from Alpha 5.5. For example, we fixed the problem that Structural Integrity (SI) was not working anymore or the problem with cockpits that changed their colors when entering with multitool.
IMPORTANT: All bases that were built during the 24h time period between Alpha 5.5.0 and Alpha 5.5.1 unfortunately did not save their SI value and can now easily collapse. We are sorry for the inconveniences.
Changelog: Alpha 5.5.1 (Build 883)
Changes: - Tweaked Alien blocks: * if used on a player structure, the corresponding Blueprint will not be spawn-able anymore (red color in Blueprint library) * alien blocks now only placeable on BA, CV - Improved grass shader: it now adapts better to the color of the terrain - Added names of new Drone Bases to localization
Bug Fixes: - Fixed: Problem that Structural Integrity SI was not working anymore - Fixed: Problem that weapons and tools were using SI shader - Fixed: Problem that cockpits changed color when entering with multitool
------------------
Edit: March 1, 2017 (9:50PM)
Changelog: Alpha 5.5.1 (Build 884)
Bug Fixes: - Possible fix for problem that explosions sometimes turn blocks into other strange blocks
We just released a patch that incorporates some of your feedback and fixes several issues from Alpha 5.5. For example, we fixed the problem that Structural Integrity (SI) was not working anymore or the problem with cockpits that changed their colors when entering with multitool.
IMPORTANT: All bases that were built during the 24h time period between Alpha 5.5.0 and Alpha 5.5.1 unfortunately did not save their SI value and can now easily collapse. We are sorry for the inconveniences.
Changelog: Alpha 5.5.1 (Build 883)
Changes: - Tweaked Alien blocks: * if used on a player structure, the corresponding Blueprint will not be spawn-able anymore (red color in Blueprint library) * alien blocks now only placeable on BA, CV - Improved grass shader: it now adapts better to the color of the terrain - Added names of new Drone Bases to localization
Bug Fixes: - Fixed: Problem that Structural Integrity SI was not working anymore - Fixed: Problem that weapons and tools were using SI shader - Fixed: Problem that cockpits changed color when entering with multitool
------------------
Edit: March 1, 2017 (9:50PM)
Changelog: Alpha 5.5.1 (Build 884)
Bug Fixes: - Possible fix for problem that explosions sometimes turn blocks into other strange blocks
Today we are releasing the final regular update for the 5.x version branch, adding visual and performance tweaks, more than three dozen updated POIs and structures, three new drone bases, new freighter routes and more. Moreover, we have added several new truss block shapes and updated some turret models.
Finally, we integrated a first set of optimizations by activating GPU instancing for all devices (windows, containers, thrusters, deco blocks, etc). This change can potentially have a huge performance improvement in playfields with a lot of structures. More optimizations to follow (decorations and grass).
For a list of all the changes please read the full changelog and let us know if you like the changes!
Alpha 6.0 Teaser: We are working hard on Alpha 6.0, which will be one of the biggest updates since we released the game back in August 2015. Alpha 6.0 will be focused on gameplay improvements and the survival aspects of the game. We will introduce oxygenated rooms, different player armors (each with its own characteristics and upgrade possibilities), environmental hazards (heat / cold, radiation, acid rain, etc), AI controlled vessels on planets, more diversity in AI enemies and much more.
Given the content and scale of the Alpha 6.0 update, we decided to have a longer development cycle as usual. Thus, please do not expect the Alpha 6.0 release before 4-6 weeks (we are aiming for a release in the 2nd week of April - but this may be subject to change). In the meantime, enjoy Alpha 5.5 and keep an eye on the Experimental branch.
We are planning to regularly update you regarding the progress on Alpha 6.0 with a dev blog series "Road to Alpha 6.0".
Here are some screenshots from Alpha 6.0: In the harsh and toxic environment of Aitis, you should wear your new medium armor to give you enough protection against heat & radiation.
In Alpha 6.0 you will be able to oxygenate your base and walk around with your interior suit (there is a little O2 icon when the room is oxygenated)
------------------------------------------
Changelog: Alpha 5.5.0 (Build 880)
Overall Turret Model Update: - Tweaked some of the current CV turrets (minigun turret, plasma turret, artillery turret and laser turret) and made them more streamlined - Updated model of CV turrets: cannon turret, rocket turret and flak turret - Updated model of HV turrets: minigun turret, rocket turret and plasma turret - Added more emissive to turrets - Updated all turret preview icons - Default placement color of turrets is now blue metallic
Visuals: - Improved terrain shader We improved the terrain shader by introducing more color variations for terrain textures on most playfields. For example, on Akua the grass texture is not a boring green anymore but it now varies from green to brown (we are currently working on the grass shader for the grass to adapt to the color of the terrain texture). You have to start a new game or copy over the new playfield.yamls to fully take advantage of this feature - Reduced pattern on terrain textures - Updated specular texture on laser turret and drill turret - Tweaked laser tracer shots - Tweaked muzzle of minigun turrets (smaller flash)
Performance Optimizations: - Activated GPU instancing for all devices - Memory optimization for structures - Optimization regarding periodic updates on structures (block power and fuel calculation, turret target detection, plant growing) - Several other optimizations for explosions and particles
Weapons - Rebalancing and (Performance) Optimization: - Projectiles of SV and CV mounted pulse lasers are now much faster (in fact, they instant hit the target) - Removed explosion particle effects of pulse laser weapons - Reduced splash damage area of Artillery Rockets (this might alleviate the so-called "lag shot problem")
Rebalancing: - It is now easier to get Bio Fuel on Masperon (Seaweed underwater) and Ningues (NPC Oviraptor drops seaweed -> this is only a temporary solution) - Increased drop rate of crushed stone on Ningues and Masperon (however, you have to dig some layers deep before crushed stone drops) - Increased speed of laser tracers on mounted weapons (SV + CV)
Update POIs: Almost 40 structures have been updated and a few are entirely new to the game. A big “Thank You” to all the talented creators that contributed with their builds to make Empyrion awesome. For a complete list of updated structures, please refer to the changelogs of the Alpha 5.5 Experimental branch: http://empyriononline.com/threads/alpha-experimental-5-5.9955
- Added new drone bases: Thanks to Dinkelsen, Frigidman, Savinwraith - Added new Alien Orbital Base to Masperon (see first screenshot). Thanks to Maloverci - Added 2 new Orbital Trading Stations (Skillon and Zeyhines). Thanks to Arturius1967 and Gh0stZ3r0 - Updated several old POIs (dungeons and orbital stations) with armored/combat steel and new deco. Thanks to Frigidman, LiftPizzas, Captain Jack II, Arturius1967, Pantera - Updated several old drones bases with armored/combat steel and new deco. Thanks to Arturius1967, Captain Jack II, Frigidman, LiftPizzas
Changes: - Added several new truss block shapes - Added more freighters to space playfields (Zeyhines, Skillon and Trading Station) and updated freighter routes in several playfields - Added coordinates of objects in starmap when hovering over them - Hydrogen Oxygen Generator now only produces Hydrogen - Removed Flares from Blueprint-Class light count calculation (note: they still count as devices) - Obsolete turrets (very old cannon and rocket) are now forbidden (BP becomes red) - Increased hitpoints of stairs group - Increased hitpoints and mass of alien blocks to same level as Combat Steel - Added space drones to Trading Station space playfield - Tweaked freighter "Stalos-MK4" - Added server option "KickPlayerWithPing" to drop players when they have connection problems or too high ping to avoid lag-cheating - Tweaked CV Prefab Tier 1 (turrets were covering thrusters) - Added "resetcore" console command (empties the fuel tanks for debugging and testing)
Bug Fixes: - Fixed: Problem that sun and moon were visible through walls (especially at sunrise/-set) - Fixed: Problem that accessing turrets after having reloaded mounted weapons lead to ammo loss - Fixed: Problem that Hangar Doors sometimes have bitten after passing ships (when they were long) - Fixed: Explosives did not damage blocks they are attached to if aligned vertically - Fixed: Generators (terrain placeable) removed water patches if placed too close together - Fixed: Constructor using double amount of resources when only one template is ordered (MP) - Fixed: Problem with craft start timing in MP by discarding the time passed before template has been put in construction queue - Fixed: Problem that mounted weapons on the CV were working in the atmosphere of planets - Fixed: Problem that bottles sometimes disappeared from inventory of (oxygen and hydrogen) generator - Fixed: Problem that jetpack sound used only left side speaker in first person view when weapon is equipped - Fixed: Problem that blueprint factory requested more materials than it should - Fixed: Problem that one could access box content from everywhere in one playfield via registry - Fixed: Problem that turrets sometimes did no damage when aimed all the way down - Fixed: Problem that Fuel and Oxygen tanks did not drop container with their content when destroyed or salvaged - Fixed: Problem that adding more templates in MP while in production, resulted in only 50% output - Fixed: Problem that FOV of 70-90 lead to clipping issues for several turrets - Fixed: Problem that Multitool removed different amounts of HP for some devices - Fixed: Problem that "Round Corner Long Thin" had a missing face when placed against a full block - Fixed: Problem that Starmap tilted when pressing O while floating in space - Fixed: Problem that MP Faction Mission GasStation did not complete - Fixed: Flickering glasfront of warp tank when moving camera - Possible Fix: Some players did not have lakes/water while using DX11 -> for those who experienced this problem, please let us know if the issue is solved - Fixed: PDA Chapter 2 Task 4: "Harvest Crops" missing new grow-able plants - Fixed: Sides of Walkway and Walkway Slope 2 blocks could not be colored anymore - Fixed: Truss corner did not mirror correct - Possible Fix for: Ship atmosphere effects not disappearing on a client - Fixed: Alien Honey (growing plot) had only a 3-blocks view distance - Fixed: Transparency issues/speckles with Color Tool sprites and some selection glows/icon sprites - Fixed: Block position of Oxygen Station (BA / CV) - Fixed: Stone Statue deco was listed usable for CV - but cannot be used - Fixed: Typo in text for loading screenshots - Fixed: Word wrapping was missing for some lines in the dedicated.yaml - Fixed: Several internal exceptions
Today we are releasing the final regular update for the 5.x version branch, adding visual and performance tweaks, more than three dozen updated POIs and structures, three new drone bases, new freighter routes and more. Moreover, we have added several new truss block shapes and updated some turret models.
Finally, we integrated a first set of optimizations by activating GPU instancing for all devices (windows, containers, thrusters, deco blocks, etc). This change can potentially have a huge performance improvement in playfields with a lot of structures. More optimizations to follow (decorations and grass).
For a list of all the changes please read the full changelog and let us know if you like the changes!
Alpha 6.0 Teaser: We are working hard on Alpha 6.0, which will be one of the biggest updates since we released the game back in August 2015. Alpha 6.0 will be focused on gameplay improvements and the survival aspects of the game. We will introduce oxygenated rooms, different player armors (each with its own characteristics and upgrade possibilities), environmental hazards (heat / cold, radiation, acid rain, etc), AI controlled vessels on planets, more diversity in AI enemies and much more.
Given the content and scale of the Alpha 6.0 update, we decided to have a longer development cycle as usual. Thus, please do not expect the Alpha 6.0 release before 4-6 weeks (we are aiming for a release in the 2nd week of April - but this may be subject to change). In the meantime, enjoy Alpha 5.5 and keep an eye on the Experimental branch.
We are planning to regularly update you regarding the progress on Alpha 6.0 with a dev blog series "Road to Alpha 6.0".
Here are some screenshots from Alpha 6.0: In the harsh and toxic environment of Aitis, you should wear your new medium armor to give you enough protection against heat & radiation.
In Alpha 6.0 you will be able to oxygenate your base and walk around with your interior suit (there is a little O2 icon when the room is oxygenated)
------------------------------------------
Changelog: Alpha 5.5.0 (Build 880)
Overall Turret Model Update: - Tweaked some of the current CV turrets (minigun turret, plasma turret, artillery turret and laser turret) and made them more streamlined - Updated model of CV turrets: cannon turret, rocket turret and flak turret - Updated model of HV turrets: minigun turret, rocket turret and plasma turret - Added more emissive to turrets - Updated all turret preview icons - Default placement color of turrets is now blue metallic
Visuals: - Improved terrain shader We improved the terrain shader by introducing more color variations for terrain textures on most playfields. For example, on Akua the grass texture is not a boring green anymore but it now varies from green to brown (we are currently working on the grass shader for the grass to adapt to the color of the terrain texture). You have to start a new game or copy over the new playfield.yamls to fully take advantage of this feature - Reduced pattern on terrain textures - Updated specular texture on laser turret and drill turret - Tweaked laser tracer shots - Tweaked muzzle of minigun turrets (smaller flash)
Performance Optimizations: - Activated GPU instancing for all devices - Memory optimization for structures - Optimization regarding periodic updates on structures (block power and fuel calculation, turret target detection, plant growing) - Several other optimizations for explosions and particles
Weapons - Rebalancing and (Performance) Optimization: - Projectiles of SV and CV mounted pulse lasers are now much faster (in fact, they instant hit the target) - Removed explosion particle effects of pulse laser weapons - Reduced splash damage area of Artillery Rockets (this might alleviate the so-called "lag shot problem")
Rebalancing: - It is now easier to get Bio Fuel on Masperon (Seaweed underwater) and Ningues (NPC Oviraptor drops seaweed -> this is only a temporary solution) - Increased drop rate of crushed stone on Ningues and Masperon (however, you have to dig some layers deep before crushed stone drops) - Increased speed of laser tracers on mounted weapons (SV + CV)
Update POIs: Almost 40 structures have been updated and a few are entirely new to the game. A big “Thank You” to all the talented creators that contributed with their builds to make Empyrion awesome. For a complete list of updated structures, please refer to the changelogs of the Alpha 5.5 Experimental branch: http://empyriononline.com/threads/alpha-experimental-5-5.9955
- Added new drone bases: Thanks to Dinkelsen, Frigidman, Savinwraith - Added new Alien Orbital Base to Masperon (see first screenshot). Thanks to Maloverci - Added 2 new Orbital Trading Stations (Skillon and Zeyhines). Thanks to Arturius1967 and Gh0stZ3r0 - Updated several old POIs (dungeons and orbital stations) with armored/combat steel and new deco. Thanks to Frigidman, LiftPizzas, Captain Jack II, Arturius1967, Pantera - Updated several old drones bases with armored/combat steel and new deco. Thanks to Arturius1967, Captain Jack II, Frigidman, LiftPizzas
Changes: - Added several new truss block shapes - Added more freighters to space playfields (Zeyhines, Skillon and Trading Station) and updated freighter routes in several playfields - Added coordinates of objects in starmap when hovering over them - Hydrogen Oxygen Generator now only produces Hydrogen - Removed Flares from Blueprint-Class light count calculation (note: they still count as devices) - Obsolete turrets (very old cannon and rocket) are now forbidden (BP becomes red) - Increased hitpoints of stairs group - Increased hitpoints and mass of alien blocks to same level as Combat Steel - Added space drones to Trading Station space playfield - Tweaked freighter "Stalos-MK4" - Added server option "KickPlayerWithPing" to drop players when they have connection problems or too high ping to avoid lag-cheating - Tweaked CV Prefab Tier 1 (turrets were covering thrusters) - Added "resetcore" console command (empties the fuel tanks for debugging and testing)
Bug Fixes: - Fixed: Problem that sun and moon were visible through walls (especially at sunrise/-set) - Fixed: Problem that accessing turrets after having reloaded mounted weapons lead to ammo loss - Fixed: Problem that Hangar Doors sometimes have bitten after passing ships (when they were long) - Fixed: Explosives did not damage blocks they are attached to if aligned vertically - Fixed: Generators (terrain placeable) removed water patches if placed too close together - Fixed: Constructor using double amount of resources when only one template is ordered (MP) - Fixed: Problem with craft start timing in MP by discarding the time passed before template has been put in construction queue - Fixed: Problem that mounted weapons on the CV were working in the atmosphere of planets - Fixed: Problem that bottles sometimes disappeared from inventory of (oxygen and hydrogen) generator - Fixed: Problem that jetpack sound used only left side speaker in first person view when weapon is equipped - Fixed: Problem that blueprint factory requested more materials than it should - Fixed: Problem that one could access box content from everywhere in one playfield via registry - Fixed: Problem that turrets sometimes did no damage when aimed all the way down - Fixed: Problem that Fuel and Oxygen tanks did not drop container with their content when destroyed or salvaged - Fixed: Problem that adding more templates in MP while in production, resulted in only 50% output - Fixed: Problem that FOV of 70-90 lead to clipping issues for several turrets - Fixed: Problem that Multitool removed different amounts of HP for some devices - Fixed: Problem that "Round Corner Long Thin" had a missing face when placed against a full block - Fixed: Problem that Starmap tilted when pressing O while floating in space - Fixed: Problem that MP Faction Mission GasStation did not complete - Fixed: Flickering glasfront of warp tank when moving camera - Possible Fix: Some players did not have lakes/water while using DX11 -> for those who experienced this problem, please let us know if the issue is solved - Fixed: PDA Chapter 2 Task 4: "Harvest Crops" missing new grow-able plants - Fixed: Sides of Walkway and Walkway Slope 2 blocks could not be colored anymore - Fixed: Truss corner did not mirror correct - Possible Fix for: Ship atmosphere effects not disappearing on a client - Fixed: Alien Honey (growing plot) had only a 3-blocks view distance - Fixed: Transparency issues/speckles with Color Tool sprites and some selection glows/icon sprites - Fixed: Block position of Oxygen Station (BA / CV) - Fixed: Stone Statue deco was listed usable for CV - but cannot be used - Fixed: Typo in text for loading screenshots - Fixed: Word wrapping was missing for some lines in the dedicated.yaml - Fixed: Several internal exceptions
We just released Alpha 5.5 on the EXPERIMENTAL Branch where we added several new truss blocks and updated some turret models - please let us know what you think about the design of the updated turret models.
We just released Alpha 5.5 on the EXPERIMENTAL Branch where we added several new truss blocks and updated some turret models - please let us know what you think about the design of the updated turret models.
We just released Alpha 5.4, which is a relatively small update (for our standards). The reason for this “minor” update is that - in parallel - we are working hard on the Alpha 6.0 release. We will inform you very soon in more detail about the development progress and the content of A6.0.
For Alpha 5.4, we have worked on a few more bugfixes. As always, besides some tweaks and refinements, we also introduced something new: the reworked orbital starmap (M). This is now a real 3D map, giving you more control over your view angle and camera rotation.
Starmap controls: - You can rotate the map with pressing LMB / RMB and moving your mouse (rotation around 2 different axis) - Scrollwheel: zoom in and out - W / S / A / D / C / Space => move around in map (should we keep this movement throughout the map?) - Pressing O reset the camera to default position
Thanks a lot in advance for your feedback - and have fun playing! :)
Cheers,
Empyrion Dev Team
------------------------------------------
Changelog: Alpha 5.4.0 (Build 867)
Changes: - Added first version of new starmap
- Added damage states for new thrusters and updated texture
- Added flares + sound to jetpack
- Updated texture on pulse rifle - Slightly re-sized antenna blocks so they have exactly "full sized" length (eg 4 blocks high)
Bug Fixes: - Fixed: Problem that turrets and fixed weapons used twice the amount of ammo on reload (MP only) - Fixed: Problem that BA stock prefabs Tier 1 - 4 were marked red in Blueprint library - Fixed: Problem that the center of gravity of CV, SV, HV was not always correctly set - Fixed: CV extreme vibration when build on a flat space (steel/concrete blocks or terrain) - Fixed: Problem that Pulse Rifle only had a flashlight in third person view - Fixed: Problem that Portable Worklight stopped emitting light when leaving and coming back - Fixed: Problem that Terrain Placeables (Oxygen Generator, Hydrogen Generator etc) switched to OFF if player walks away - Fixed: Green water patches - Fixed: Problem that line between Trading Station and Masperon in sector map had no arrow (actually it is a one-way jump) - Fixed: Problem that Light Lantern (Light Group) had no bottom plane - Fixed: Typo in "CONNECTION ESABLISHED AGAIN" - Possible fix for another registry exception - Fixed: Internal exception related to UMA character (we finally fixed this exception that follows us for a while now. Thanks to everyone who has sent in a log on the support email: Build 0859 #61AC6, Build 0857 #8FBA2, Build 0844 #D3DBB)
Alpha 6.0 Teaser: (debug view of a major Alpha 6.0 feature)
We just released Alpha 5.4, which is a relatively small update (for our standards). The reason for this “minor” update is that - in parallel - we are working hard on the Alpha 6.0 release. We will inform you very soon in more detail about the development progress and the content of A6.0.
For Alpha 5.4, we have worked on a few more bugfixes. As always, besides some tweaks and refinements, we also introduced something new: the reworked orbital starmap (M). This is now a real 3D map, giving you more control over your view angle and camera rotation.
Starmap controls: - You can rotate the map with pressing LMB / RMB and moving your mouse (rotation around 2 different axis) - Scrollwheel: zoom in and out - W / S / A / D / C / Space => move around in map (should we keep this movement throughout the map?) - Pressing O reset the camera to default position
Thanks a lot in advance for your feedback - and have fun playing! :)
Cheers,
Empyrion Dev Team
------------------------------------------
Changelog: Alpha 5.4.0 (Build 867)
Changes: - Added first version of new starmap
- Added damage states for new thrusters and updated texture
- Added flares + sound to jetpack
- Updated texture on pulse rifle - Slightly re-sized antenna blocks so they have exactly "full sized" length (eg 4 blocks high)
Bug Fixes: - Fixed: Problem that turrets and fixed weapons used twice the amount of ammo on reload (MP only) - Fixed: Problem that BA stock prefabs Tier 1 - 4 were marked red in Blueprint library - Fixed: Problem that the center of gravity of CV, SV, HV was not always correctly set - Fixed: CV extreme vibration when build on a flat space (steel/concrete blocks or terrain) - Fixed: Problem that Pulse Rifle only had a flashlight in third person view - Fixed: Problem that Portable Worklight stopped emitting light when leaving and coming back - Fixed: Problem that Terrain Placeables (Oxygen Generator, Hydrogen Generator etc) switched to OFF if player walks away - Fixed: Green water patches - Fixed: Problem that line between Trading Station and Masperon in sector map had no arrow (actually it is a one-way jump) - Fixed: Problem that Light Lantern (Light Group) had no bottom plane - Fixed: Typo in "CONNECTION ESABLISHED AGAIN" - Possible fix for another registry exception - Fixed: Internal exception related to UMA character (we finally fixed this exception that follows us for a while now. Thanks to everyone who has sent in a log on the support email: Build 0859 #61AC6, Build 0857 #8FBA2, Build 0844 #D3DBB)
Alpha 6.0 Teaser: (debug view of a major Alpha 6.0 feature)