Welcome to Part IV of our Alpha 7 experimental phase! This will be the final experimental version release - the next update will already be the Release Candidate.
Part IV has a lot to offer: XenoSteel as a new material to build with, a slew of updates on the scenarios, optimizations and refinements, like the Color/Texturing now working with the UNDO button in creative and the furnace now working in full-auto-mode.
As we are making good progress, we also managed to add a long wanted feature: Blueprints are now showing a preview! No guessing of front and back sides anymore ahead of placing it. ;-)
The biggest undertaking in Part IV has been the first ever rebalancing of all the handheld weapons.
Said that, the settings you experienced until now were a first attempt of how they could work but weren’t based on the limits of the game, like view distance of objects etc. Some weapons (like the T2 or Epic Pistol) had a damage output which was far over the top and not in a meaningful relation to all other weapons yet.
Our goal of this re-balance is to give each weapon a better identity and role. We want players to make a meaningful decision which tool to pick for the task they intend to do. Keep in mind that these updates do not attempt to simulate features of similar real-world weapons.
One change is the reduction of weapon ranges. Some of the prior ranges made little sense: You had long-range weapons up with 600m range - but the graphic engine currently shows spawned creatures, like wildlife, only up to 120m. You had no benefit of using a long range weapon at all unless floating in space shooting drones. A place where you are always better off sitting in a spaceship anyway.
We also intend to reduce the sitting duck problem: Some weapons allowed you take out drones before they were even able to react to you on a planet. This made taking out drones a shooting gallery without challenge. Now you must approach them with most weapons or have a proper long range weapon to get an advantage.
Major Re-balancing of Handheld Weapons: - Range of all weapons have been reduced or equalized. - Plasma and laser weapons now ignore atmospheric density. - Added bullet spread except for laser weapons - Damage of all close-range weapons has been increased. - The damage for the shotgun has been altered so it’s devastating at very short range but much less effective at its max range - Damage for long-range weapons have been reduced. Their range is already their benefit. The headshot multiplier for the sniper rifle has been increased. - All weapon versions of the same kind (no matter if they are T1, T2 or epic) now have identical weapon ranges to ease up making a choice which weapon to use. - You can build your own epic weapons by upgrading a T2 weapon with a weapon kit; you have a choice now if you want to stick with your T2 weapon, which can be repaired, or upgrade it with another kit to an epic version, which is more powerful but won’t last forever. A Large or Advanced Constructor is required for crafting it. Additionally epic weapons can still be found in ultra rare containers as usual. - Epic weapons can no longer be repaired - Epic weapons and weapon kits can now be recycled in the Blue Print Factory - Changed: Instead of "Eff.Range" now display "Current Range" in Weapon HUD - No sniper zoom with Shotguns anymore > otherwise: overpowered - Do not display head multiplier anymore - Removed “Ammo Type” from weapon HUD - Reduced impact of atmo density on weapon range For more details and feedback, see https://empyriononline.com/threads/a7-0-experimental-faq-feedback-weapon-balancing.21724/
Updated Playfields / Terrains: - Tweaked Akua playfield: added NPC spawning on mountains, tweaked grass texture, tweaked deco + grass - Minor update to terrain of Akua (to avoid shallow shore line) - Added more underwater deco on Akua - Updated Tutorial playfield with new deco distribution on Akua - Updated deco for Omicron (NewDesert) - eg added green version of Omicron Palm for Oasis on Omicron - Added new terrain for moon: NewMoon2 - Updated terrain for Skillon (barren planet)
Added Alien Xeno Steel: - Added new Alien Block "Xeno Steel" that can be found on POIs - Added new crafting component: Xeno Substrate (you need this component to craft the Xeno Steel blocks) - Added Xeno Substrate to loot (Alien Container grey) - Added new alien textures (more to come)
Optimizations: - Major optimization for POM shader: on average, you should get around 10-15 FPS more inside structures when you have set POM shader to high (compared to before)
Default Scenario Updates: - Omicron / Masperon: The atmospheric density has been increased, reducing your effective weapon range and those of drones and POI turrets to around 50% to 60% of the weapon’s full range. - Omicron: You will start with Light Armor on all difficulty levels - Akua: Reduced the average amount of Copper and Silicon a bit - Moon (Akua and Omicron): The atmospheric density is now nearly non-existent like space - Eleon anniversary cake for every new game start :)
Gameplay: - Excluded Bio Fuel from "AutoFill" in Control Panel - Implemented: Furnace full auto mode > auto-processing of ores into ingots - Reduced the effect of atmospheric density; drones, turrets and handheld weaopns have a longer range as a result now - Drone weapons shooting with plasma or laser weapons ignore atmospheric density - Zirax equipped with Laser guns shot up to 120m now - The Pulse Rifle and the Shotgun T2 can now be built with components available earlier in the progression - Added proper space playfield Aestus for Default MP (with regenerating resource asteroids and POIs) - Reactivated “Predator” mode: cut down those trees with a minigun :)
Visuals / Sounds: - Removing now larger patches of grass when digging - Updated model for flashlight - Updated model for Light Lantern and Light Work 02 - Updated preview icons of new items (eg Erestrum Gel etc) - Tweaked space nebula in Aestus and Aitis space playfields - Multitool window (eg Updgrade) is now broader (as broad as the ammo info window below) - Added emissive to Alien Containers and tweaked grey color - Aloe Vera farming plant does not show wind movement anymore
PDA Update: - Implemented: Add CHECK for spawning a Prefab Blueprint or any structure type - Implemented: Allow InventoryEmptied to also work with NPC/looting - PDA GameOps: Added missing ArmorBoost parameter "DegradationFac" - Enhanced PDA InventoryContains check to also work for player inventory (use "Player" as inventory name) - Enhanced: BlocksRemoved can now optionally check for a Structure Name
Changes: - Show complete object when spawning Blueprint via F2 - Activate Undo/Redo also for Coloring/Texturing - Changed "High" Quality shadows to only Manual Activation (ie they are not activated automatically anymore with Best setting) - Updated POI Abandoned Mine + Factory: thanks to Fractalite - Updated several POIs + added a new POI: Mining Hub - Updated PDA languages - Removed text that 2 players are needed for ESR mission - Set time until dropped empty container disappears from 60s to 30s
Updated Invader vs Defender Scenario: - Peplaced several planets with splatmap planets - Changed starter system resource distribution to fit recent gameplay update (no magnesium, no rare resources) - Invader & Defender starter systems are <15 AU away from next orbits (you can reach them with your SV warp drive) - Changed starter gear - Reworked a lot of POI distributions and add missing regenerate keys for them
Bug Fixes: - Fixed: Prevent other players / structures activating OP in AntiGrief Area - Fixed: NPC do not attack player anymore as soon as player enters cockpit - Fixed: Only the 1st placed passenger seat allows free view any other passenger seats placed after do not allow free view - Fixed: Grass not always got removed when using drill at slopes - Fixed: Swamp golem still walking on the spot after being killed. - Fixed: Resource meteorites aren't appearing when deposits have been depleted. - Fixed: Flare of flashlight was shining through player in 3rd person view - Fixed: Name tags of depleted deposits were sometimes reappearing - Fixed: Cutout box for POI: currently the terrain cutout is sometimes very sharp for small POI - Fixed: PDA message's ExtraText part (that part that is only shown in PDA Log) can now use loca keys - Fixed: Large PDA notification messages: high prio variant had wrong vertical layout - Fixed: PDA check InventoryOpened did not work with ATM, O2 and Fuel tanks - Fixed: Lootbox disintegrating into smaller boxes when pressing F twice in a row - Fixed: Problem that some displays/screens were still on even if a base had no power - Possibly Fixed: NPC spider getting stuck in terrain. - Fixed: Problems with holo screens on Media Center and Computer Table - Fixed: Mining ore (mining an SSOR) does not give XP anymore - Fixed: PDA log-info button switch issue - Fixed: Ore Scanner: Resource Outline order still reversed - Fixed: Preview selection on SVs in space sometimes wrong. - Fixed: Tutorial scenario demanded cobalt - Fixed: Problem with transparent grass - Fixed: Wrong step sound and particle effect was shown for some block textures - Fixed: Problem that "Top Gun" instance was no accessible
Welcome to Part IV of our Alpha 7 experimental phase! This will be the final experimental version release - the next update will already be the Release Candidate.
Part IV has a lot to offer: XenoSteel as a new material to build with, a slew of updates on the scenarios, optimizations and refinements, like the Color/Texturing now working with the UNDO button in creative and the furnace now working in full-auto-mode.
As we are making good progress, we also managed to add a long wanted feature: Blueprints are now showing a preview! No guessing of front and back sides anymore ahead of placing it. ;-)
The biggest undertaking in Part IV has been the first ever rebalancing of all the handheld weapons.
Said that, the settings you experienced until now were a first attempt of how they could work but weren’t based on the limits of the game, like view distance of objects etc. Some weapons (like the T2 or Epic Pistol) had a damage output which was far over the top and not in a meaningful relation to all other weapons yet.
Our goal of this re-balance is to give each weapon a better identity and role. We want players to make a meaningful decision which tool to pick for the task they intend to do. Keep in mind that these updates do not attempt to simulate features of similar real-world weapons.
One change is the reduction of weapon ranges. Some of the prior ranges made little sense: You had long-range weapons up with 600m range - but the graphic engine currently shows spawned creatures, like wildlife, only up to 120m. You had no benefit of using a long range weapon at all unless floating in space shooting drones. A place where you are always better off sitting in a spaceship anyway.
We also intend to reduce the sitting duck problem: Some weapons allowed you take out drones before they were even able to react to you on a planet. This made taking out drones a shooting gallery without challenge. Now you must approach them with most weapons or have a proper long range weapon to get an advantage.
Major Re-balancing of Handheld Weapons: - Range of all weapons have been reduced or equalized. - Plasma and laser weapons now ignore atmospheric density. - Added bullet spread except for laser weapons - Damage of all close-range weapons has been increased. - The damage for the shotgun has been altered so it’s devastating at very short range but much less effective at its max range - Damage for long-range weapons have been reduced. Their range is already their benefit. The headshot multiplier for the sniper rifle has been increased. - All weapon versions of the same kind (no matter if they are T1, T2 or epic) now have identical weapon ranges to ease up making a choice which weapon to use. - You can build your own epic weapons by upgrading a T2 weapon with a weapon kit; you have a choice now if you want to stick with your T2 weapon, which can be repaired, or upgrade it with another kit to an epic version, which is more powerful but won’t last forever. A Large or Advanced Constructor is required for crafting it. Additionally epic weapons can still be found in ultra rare containers as usual. - Epic weapons can no longer be repaired - Epic weapons and weapon kits can now be recycled in the Blue Print Factory - Changed: Instead of "Eff.Range" now display "Current Range" in Weapon HUD - No sniper zoom with Shotguns anymore > otherwise: overpowered - Do not display head multiplier anymore - Removed “Ammo Type” from weapon HUD - Reduced impact of atmo density on weapon range For more details and feedback, see https://empyriononline.com/threads/a7-0-experimental-faq-feedback-weapon-balancing.21724/
Updated Playfields / Terrains: - Tweaked Akua playfield: added NPC spawning on mountains, tweaked grass texture, tweaked deco + grass - Minor update to terrain of Akua (to avoid shallow shore line) - Added more underwater deco on Akua - Updated Tutorial playfield with new deco distribution on Akua - Updated deco for Omicron (NewDesert) - eg added green version of Omicron Palm for Oasis on Omicron - Added new terrain for moon: NewMoon2 - Updated terrain for Skillon (barren planet)
Added Alien Xeno Steel: - Added new Alien Block "Xeno Steel" that can be found on POIs - Added new crafting component: Xeno Substrate (you need this component to craft the Xeno Steel blocks) - Added Xeno Substrate to loot (Alien Container grey) - Added new alien textures (more to come)
Optimizations: - Major optimization for POM shader: on average, you should get around 10-15 FPS more inside structures when you have set POM shader to high (compared to before)
Default Scenario Updates: - Omicron / Masperon: The atmospheric density has been increased, reducing your effective weapon range and those of drones and POI turrets to around 50% to 60% of the weapon’s full range. - Omicron: You will start with Light Armor on all difficulty levels - Akua: Reduced the average amount of Copper and Silicon a bit - Moon (Akua and Omicron): The atmospheric density is now nearly non-existent like space - Eleon anniversary cake for every new game start :)
Gameplay: - Excluded Bio Fuel from "AutoFill" in Control Panel - Implemented: Furnace full auto mode > auto-processing of ores into ingots - Reduced the effect of atmospheric density; drones, turrets and handheld weaopns have a longer range as a result now - Drone weapons shooting with plasma or laser weapons ignore atmospheric density - Zirax equipped with Laser guns shot up to 120m now - The Pulse Rifle and the Shotgun T2 can now be built with components available earlier in the progression - Added proper space playfield Aestus for Default MP (with regenerating resource asteroids and POIs) - Reactivated “Predator” mode: cut down those trees with a minigun :)
Visuals / Sounds: - Removing now larger patches of grass when digging - Updated model for flashlight - Updated model for Light Lantern and Light Work 02 - Updated preview icons of new items (eg Erestrum Gel etc) - Tweaked space nebula in Aestus and Aitis space playfields - Multitool window (eg Updgrade) is now broader (as broad as the ammo info window below) - Added emissive to Alien Containers and tweaked grey color - Aloe Vera farming plant does not show wind movement anymore
PDA Update: - Implemented: Add CHECK for spawning a Prefab Blueprint or any structure type - Implemented: Allow InventoryEmptied to also work with NPC/looting - PDA GameOps: Added missing ArmorBoost parameter "DegradationFac" - Enhanced PDA InventoryContains check to also work for player inventory (use "Player" as inventory name) - Enhanced: BlocksRemoved can now optionally check for a Structure Name
Changes: - Show complete object when spawning Blueprint via F2 - Activate Undo/Redo also for Coloring/Texturing - Changed "High" Quality shadows to only Manual Activation (ie they are not activated automatically anymore with Best setting) - Updated POI Abandoned Mine + Factory: thanks to Fractalite - Updated several POIs + added a new POI: Mining Hub - Updated PDA languages - Removed text that 2 players are needed for ESR mission - Set time until dropped empty container disappears from 60s to 30s
Updated Invader vs Defender Scenario: - Peplaced several planets with splatmap planets - Changed starter system resource distribution to fit recent gameplay update (no magnesium, no rare resources) - Invader & Defender starter systems are <15 AU away from next orbits (you can reach them with your SV warp drive) - Changed starter gear - Reworked a lot of POI distributions and add missing regenerate keys for them
Bug Fixes: - Fixed: Prevent other players / structures activating OP in AntiGrief Area - Fixed: NPC do not attack player anymore as soon as player enters cockpit - Fixed: Only the 1st placed passenger seat allows free view any other passenger seats placed after do not allow free view - Fixed: Grass not always got removed when using drill at slopes - Fixed: Swamp golem still walking on the spot after being killed. - Fixed: Resource meteorites aren't appearing when deposits have been depleted. - Fixed: Flare of flashlight was shining through player in 3rd person view - Fixed: Name tags of depleted deposits were sometimes reappearing - Fixed: Cutout box for POI: currently the terrain cutout is sometimes very sharp for small POI - Fixed: PDA message's ExtraText part (that part that is only shown in PDA Log) can now use loca keys - Fixed: Large PDA notification messages: high prio variant had wrong vertical layout - Fixed: PDA check InventoryOpened did not work with ATM, O2 and Fuel tanks - Fixed: Lootbox disintegrating into smaller boxes when pressing F twice in a row - Fixed: Problem that some displays/screens were still on even if a base had no power - Possibly Fixed: NPC spider getting stuck in terrain. - Fixed: Problems with holo screens on Media Center and Computer Table - Fixed: Mining ore (mining an SSOR) does not give XP anymore - Fixed: PDA log-info button switch issue - Fixed: Ore Scanner: Resource Outline order still reversed - Fixed: Preview selection on SVs in space sometimes wrong. - Fixed: Tutorial scenario demanded cobalt - Fixed: Problem with transparent grass - Fixed: Wrong step sound and particle effect was shown for some block textures - Fixed: Problem that "Top Gun" instance was no accessible
The above screenshot shows the updated terrain for Akua
Update: Build 1277 - Fixed: Problem that rotate gizmo for selection tool was not visible
========================
Hi Galactic Survivalists!
Welcome to Part III of our Alpha 7 experimental phase! Our main topic this time: Optimization and refinement. We added more handmade terrains for you to test out and the new grass is now nicer and is eating up less performance. We also added a density setting for grass!
For our builders, testing the new features in the Building Helper menu (N): You now can rotate your copied parts!
If you do not see your issue fixed in the current changelog, it would be of great help, if you could re-test your issue with the new version and report it again in the bug section - in case your problem is not fixed yet.
What’s next? We are also slowly but steadily approaching the public release. We are planning to release Part IV next week and the Release Candidate the weekend after the Part IV release. Both will now concentrate more on bug fixing and optimizations. Small feature updates not ruled out, of course. ;-)
Cheers,
Empyrion Dev Team
============
CHANGELOG: Alpha Experimental 7.2.0 (Build 1276)
Important: We renamed the playfield NewSnow2 into NewSnow and removed NewSnow2: Consequence is that all save games where you have been on Ningues are not useable anymore! Sorry for the inconveniences (note: it will only affect save games that have been started during the EXP phase)
Updated / Added Planetary Terrains: - Updated terrain of Akua: less mountains, more valleys (renamed playfield: instead of NewTemperate500 > NewTemperate) - Added new terrain for the Moon - Added new terrains for Aitis - Switched terrain for Masperon moon and planet (+ added new terrain for Masperon moon - still WIP) - Renamed NewSnow2 into NewSnow and removed NewSnow2: Consequence = all save games where you have been on Ningues are not useable anymore!!! (only affects EXP save games)
Updated Grass: - Added new grass with more natural looks, higher render distance and better performance - If you have a slow PC, it's now possible to modify grass density without changing the render distance > see "Grass Density" under Video Options Note: New grass is still WIP and will improve in the next update (color, distribution, removal etc)
Selection Box Update: - Switch between scaling and moving of selection box now via clicking on the black sphere of the gizmo - Added possibility to rotate a selection
Changes: - Overall optimization: reduced stuttering when flying over the terrain - Reduced spawn rate of NPC: what do you think - how does it feel now? - Added new texture table for alien blocks (for now only 2 textures to choose from - more to come) - Instead of "current number of repairs" now display "number of repairs left" - Added some default metal textures to wood texture tool on page 2 - Improved local coop connection timing if you have slow internet access - Updated POI: abandoned factory -> thanks to Fractalite - Updated Localization for several languages
Gameplay / Balancing: - Slightly increased drill speed of Drill Attachment HV - All Auto Mining Devices can now only be crafted in advanced constructor - HV drills and drill turrets can now mine/destroy any surface-rock
Visuals / Sound: - Updated model for Constructor Mobile - Tweaked outline for resources of ore scanner
PDA Update: - Enhanced PDA check 'NearUnit' to work with fixed POI's, use the spawn name (not the Blueprint name) to specify the POI - NearUnit markers are now placed a little lower (not above the device) - Log a warning if a playfield contains no POI's at all and a NearUnit or NearPOI check is used in PDA - Prohibit auto-completion of PDA NearUnit actions if the specified POI and / or device cannot be found
Updated Scenario: Dawn of Galaxy - replaced Elia, Maiy, Moons and some other planets with new splatmap terrain - changed some resource deposits due new gameplay changes (e.g. no Magnesium on Elia) - added promethium pellets to Ex-7 Station due new requirement for ammunition receipt - prepared new PDA additions (e.g. spawn Drones via PDA)
Added new Instances / Missions for Default SP and MP: 1. Top Gun Mission: fight in a fast paced battle with your SV against massive space drones and capture the Enemy Base to escape 2. Elemental Space Race: a PDA driven space race through 15 checkpoints with a big reward - in case you are fast enough and get rid of your Alien followers > thanks to RexXxus and sacredglade
Added "PerlinCol" parameter to Playfield Yaml: - Color Variation for Grass/Deco Plants. 0 = No color change 1 = Greyscale Color Variation 2 = Full Color Variation Default is 1 (Greyscale)
Updated internal references due to renaming of some items: If you are using a custom TraderConfig.ecf, you need to update the following names: Pipes > Nanotubes ReactorCore > CobaltAlloy Cables > OpticalFiber MetalComponents > MechanicalComponents AdvancedCPU > Oscillator ControlPanel > EnergyMatrix
Bug Fixes: - Fixed: Problem with spawning of AI Planet Vessel HQ (sometimes it spawned on top of other POIs) - Fixed: Signal toggle in Control Panel not working in MP - Fixed: AlienBug03 can fire through thin wall blocks & Inward round slope - Fixed: Holoscreens show "micro tiling" when placed the first time - Fixed: NPC spider getting stuck in terrain - Fixed: Random resources may not appear in-game when too much deposits are already placed near POIs - Fixed: Blocks sometimes did not vanish after being removed - Fixed: AutoMiner can be placed below a deposit and works - Fixed: AutoMiner creates Ore when placed AFTER a deposit reached 0% - Fixed: Ore Scanner won't show ore if it's in the toolbar whilst sat inside a cockpit. - Fixed: Ore scanner in inventory does not work when resuming game - Fixed: Ore Scanner overlay sometimes stay visible - Fixed: Ore deposit does not vanish from HUD / Map when emptied but still showing with 0% - Fixed: Enabling Turrets is causing drones to not track or fire at player vessels - Fixed: Auto Mining Devices sometimes didn't resume production when resuming a savegame - Fixed: Problem that rotating a texture was not possible on blocks that were not in their default rotation - Fixed: Problem with bullet spread of shotgun - Fixed: Problem that emissive of some devices were not switched off when power was off - Fixed: Distorted effected with parallax mapping on textures - Fixed: Levels, XP and UP do not work as reward - Fixed: Problem that one face was missing for "Hull Armored" preview icon - Fixed: Internal error when opening the PDA - Fixed: Problem with "Localization key 'abc' is already present" - Fixed: BAO Dion III Player Admin spawning randomly on Omicron sometimes under terrain or on top of other POI's - Fixed: 'File exception' when saving using the terrain editor - Fixed: DrillT1 info for Stone Removal now correctly states that it automatically collects ores - Fixed: Problem that Man on Moon mission could not be completed in MP
The above screenshot shows the updated terrain for Akua
Update: Build 1277 - Fixed: Problem that rotate gizmo for selection tool was not visible
========================
Hi Galactic Survivalists!
Welcome to Part III of our Alpha 7 experimental phase! Our main topic this time: Optimization and refinement. We added more handmade terrains for you to test out and the new grass is now nicer and is eating up less performance. We also added a density setting for grass!
For our builders, testing the new features in the Building Helper menu (N): You now can rotate your copied parts!
If you do not see your issue fixed in the current changelog, it would be of great help, if you could re-test your issue with the new version and report it again in the bug section - in case your problem is not fixed yet.
What’s next? We are also slowly but steadily approaching the public release. We are planning to release Part IV next week and the Release Candidate the weekend after the Part IV release. Both will now concentrate more on bug fixing and optimizations. Small feature updates not ruled out, of course. ;-)
Cheers,
Empyrion Dev Team
============
CHANGELOG: Alpha Experimental 7.2.0 (Build 1276)
Important: We renamed the playfield NewSnow2 into NewSnow and removed NewSnow2: Consequence is that all save games where you have been on Ningues are not useable anymore! Sorry for the inconveniences (note: it will only affect save games that have been started during the EXP phase)
Updated / Added Planetary Terrains: - Updated terrain of Akua: less mountains, more valleys (renamed playfield: instead of NewTemperate500 > NewTemperate) - Added new terrain for the Moon - Added new terrains for Aitis - Switched terrain for Masperon moon and planet (+ added new terrain for Masperon moon - still WIP) - Renamed NewSnow2 into NewSnow and removed NewSnow2: Consequence = all save games where you have been on Ningues are not useable anymore!!! (only affects EXP save games)
Updated Grass: - Added new grass with more natural looks, higher render distance and better performance - If you have a slow PC, it's now possible to modify grass density without changing the render distance > see "Grass Density" under Video Options Note: New grass is still WIP and will improve in the next update (color, distribution, removal etc)
Selection Box Update: - Switch between scaling and moving of selection box now via clicking on the black sphere of the gizmo - Added possibility to rotate a selection
Changes: - Overall optimization: reduced stuttering when flying over the terrain - Reduced spawn rate of NPC: what do you think - how does it feel now? - Added new texture table for alien blocks (for now only 2 textures to choose from - more to come) - Instead of "current number of repairs" now display "number of repairs left" - Added some default metal textures to wood texture tool on page 2 - Improved local coop connection timing if you have slow internet access - Updated POI: abandoned factory -> thanks to Fractalite - Updated Localization for several languages
Gameplay / Balancing: - Slightly increased drill speed of Drill Attachment HV - All Auto Mining Devices can now only be crafted in advanced constructor - HV drills and drill turrets can now mine/destroy any surface-rock
Visuals / Sound: - Updated model for Constructor Mobile - Tweaked outline for resources of ore scanner
PDA Update: - Enhanced PDA check 'NearUnit' to work with fixed POI's, use the spawn name (not the Blueprint name) to specify the POI - NearUnit markers are now placed a little lower (not above the device) - Log a warning if a playfield contains no POI's at all and a NearUnit or NearPOI check is used in PDA - Prohibit auto-completion of PDA NearUnit actions if the specified POI and / or device cannot be found
Updated Scenario: Dawn of Galaxy - replaced Elia, Maiy, Moons and some other planets with new splatmap terrain - changed some resource deposits due new gameplay changes (e.g. no Magnesium on Elia) - added promethium pellets to Ex-7 Station due new requirement for ammunition receipt - prepared new PDA additions (e.g. spawn Drones via PDA)
Added new Instances / Missions for Default SP and MP: 1. Top Gun Mission: fight in a fast paced battle with your SV against massive space drones and capture the Enemy Base to escape 2. Elemental Space Race: a PDA driven space race through 15 checkpoints with a big reward - in case you are fast enough and get rid of your Alien followers > thanks to RexXxus and sacredglade
Added "PerlinCol" parameter to Playfield Yaml: - Color Variation for Grass/Deco Plants. 0 = No color change 1 = Greyscale Color Variation 2 = Full Color Variation Default is 1 (Greyscale)
Updated internal references due to renaming of some items: If you are using a custom TraderConfig.ecf, you need to update the following names: Pipes > Nanotubes ReactorCore > CobaltAlloy Cables > OpticalFiber MetalComponents > MechanicalComponents AdvancedCPU > Oscillator ControlPanel > EnergyMatrix
Bug Fixes: - Fixed: Problem with spawning of AI Planet Vessel HQ (sometimes it spawned on top of other POIs) - Fixed: Signal toggle in Control Panel not working in MP - Fixed: AlienBug03 can fire through thin wall blocks & Inward round slope - Fixed: Holoscreens show "micro tiling" when placed the first time - Fixed: NPC spider getting stuck in terrain - Fixed: Random resources may not appear in-game when too much deposits are already placed near POIs - Fixed: Blocks sometimes did not vanish after being removed - Fixed: AutoMiner can be placed below a deposit and works - Fixed: AutoMiner creates Ore when placed AFTER a deposit reached 0% - Fixed: Ore Scanner won't show ore if it's in the toolbar whilst sat inside a cockpit. - Fixed: Ore scanner in inventory does not work when resuming game - Fixed: Ore Scanner overlay sometimes stay visible - Fixed: Ore deposit does not vanish from HUD / Map when emptied but still showing with 0% - Fixed: Enabling Turrets is causing drones to not track or fire at player vessels - Fixed: Auto Mining Devices sometimes didn't resume production when resuming a savegame - Fixed: Problem that rotating a texture was not possible on blocks that were not in their default rotation - Fixed: Problem with bullet spread of shotgun - Fixed: Problem that emissive of some devices were not switched off when power was off - Fixed: Distorted effected with parallax mapping on textures - Fixed: Levels, XP and UP do not work as reward - Fixed: Problem that one face was missing for "Hull Armored" preview icon - Fixed: Internal error when opening the PDA - Fixed: Problem with "Localization key 'abc' is already present" - Fixed: BAO Dion III Player Admin spawning randomly on Omicron sometimes under terrain or on top of other POI's - Fixed: 'File exception' when saving using the terrain editor - Fixed: DrillT1 info for Stone Removal now correctly states that it automatically collects ores - Fixed: Problem that Man on Moon mission could not be completed in MP
Based on your feedback, we tweaked the handheld drills again a bit: - The T1 drill speed is now 30% faster compared to the speed of the live version (Alpha 6.7) - The T2 drill speed is now as fast as the terrain removal mode of the live version (Alpha 6.7)
CHANGELOG: Alpha Experimental 7.1.1 (Build 1268)
Changes:[/i] - Increased damage/mining speed of handheld drills - Increased size of colliders on Spiders to make them easier to hit - Added outlinesize/intensity change to Ore Scanner Shader: closer Ore has stronger/larger scan outline: what do you think? - Minor tweaks to terrain of Omicron - Better visuals of asteroid field in space: smoother fading of fog - Added damage states to Repair Station - Set moon a bit further away from Omicron to avoid jumping of LOD0/1
Bug Fixes:[/i] - Fixed: Selection Box Copy-Paste throws an error - Fixed: POM video setting is showing as set to High when set to low or off after relauching the game. - Fixed: Problem that asteroids in Asteroid Field playfield were still named Titan and Germanium (named back to Zascosium and Copper) - Fixed: Template missing for Pentaxid in Mobile constructor. - Fixed: Could not add more than 2 blocks to pillar of Armored Concrete - Fixed: Ore scanner: Ore that lies behind another ore is shown, instead of being hidden - Fixed: Texture problem for BA Tier 3
============
Update: Build 1266 - Fixed: SV mobile constructor was not placable on SV's & was only placable on terrain.
============
Hi Galactic Survivalists!
We were blown away by your feedback about the first Alpha Experimental 7.0 release. Thank you so much - we are grateful to have such an amazing community! Keep it up...
Here comes Part II of Alpha Experimental 7.0. Check out the changelog below.
P.S. Not an update but a reminder as some people seem to have skipped this news bit:
Server admins will be able to set how many AU a Short Distance Warp Drive will take you with a SV. If there are concerns about negative PvP consequences they can set it to a really low value - lower than the server’s planet distances. Or they can set it to a really high number which makes SVs able to warp jump to all planets within their star system.
It’s planned that this will be a scenario based setting in the future instead. This way SP scenario makers don’t have to rely on the standard game setting.
=======================
CHANGELOG: Alpha Experimental 7.1.0 (Build 1265)
Updated templates for ammunition: - Updated templates for ammo: using promethium pellets as propellant - Replaced Energy Cells requirements for ammo with Promethium Pellets - Changed some Steel requirements for late game ammo as an optimization preparation for later
We understand that players enjoy the survival aspect that every bullet counts in the early game. The complete removal of Magnesium in early game ammo was heavily discussed and questioned. We still believe that the reduction of different ore types on the starter planets is a good move to streamline the beginner’s game experience. There will be much more to explore beyond the first planet at one point. We could easily add plenty more ores types on a single planet. But we aim to bring you a survival experience which covers the whole galaxy with this game. While veteran players are used to settle down on a single planet - most likely the starter planet - we want to make expanding your territory to a wider range of playfields more attractive. It’s up to you if you want to stick to single planet only. But we will make sure leaving the planet and exploring will be rewarding, too. However the abundance of iron also made defending yourself a bit too easy - especially in the early game. Thus all early and mid game ammunition templates require Promethium now (additionally to the iron ingredients). Since we associate Promethium with energy in EGS this should make it more plausible as either ammunition propulsion, explosive component, or sci-fi alloy. You have to make a decision now how to split up your Promethium supply: which amount will you use to power your ship or base and how much will you save for ammunition?
Gameplay: - Increased distance at which offline protection shield can be seen from 150m to 400m - Slightly increased visibility under water - Drill T1 now also picks up Crushed Stones automatically - Tweaked underwater deco on Akua: added back Seaweed, Alien Thorn etc - Changed deco distribution on Akua (now again old plants from A6.7) - Separated Constructor SV <> HV: The constructor for the HV and the constructor for the HV are two independent objects now. If you prefer a more nomadic lifestyle before you leave the planet you have the option to build a small constructor on a HV with materials found on the starter planet now. The small constructor SV and the small constructor for HV can build the exact same items and objects at this point. The SV version requires resources found in the the starter planet orbit or moon to build it though (at least in the default setting) - Pentaxid can be refined in a small constructor (HV and SV) now to lower the chance that you get stranded when jumping to a nearby system with your SV - If you upgrade certain objects (like a Constructor T1) with a Multitool to generate the next Tier version in its place (T2), you no longer need an additional (T1) object in your inventory. The game now detects that the object you want to upgrade fulfills the ingredient requirement already. - Moved Portal to Taipane instance from Omicron to Aitis
Balancing: - Reduced food consumption when walking and running by 50% - Added Rotten Food to templates (made from SeaWeed) in order to make Bio Fuel more accessible - Reduced strength of handheld drills - Akua: Added the Ore Scanner as Escape pod starting gear on Easy and Normal setting as well as to the "Fresh Start" setting - Omicron: * Reduced the amount of ore for Iron, Silicon, Copper and Promethium * Removed the chance that resources spawn next to the wreckage building * A Xenu alien robbed the wreckage building. There’s less starting loot in it now. * Added the Ore Scanner as starting gear on Easy setting; also reduced Biofuel amount as starting gear on all difficulty settings on Omicron a bit * Increased stock of drones
Building block texture update (concrete): - Added alternative to brick P1(2,1) - Added new white brick P1(1,6) and stone floor P2(3,8)
Visuals / Audio: - Updated shutter windows: reduced weathered effect - Updated model for metal stairs - Slightly reduced intensity of particle effect when mining with Drill T2 - Improved visuals of offline protection shield - Added better stones for lake shore of Akua - Tweaked water color on Akua and increased underwater brightness in general - Modified Coloring on Walkway, Shutter, Old-style Windows and Stairs shader to closer match hull coloring - Updated model for Repair Station - PDA Message Box: Removed PDA Title and changed to Blue Message Box colors - Adjusted Build Settings Window Layout
Creative Tools: Improved Selection Box: - Show preview before pasting an object - Workflow: * make a selection and copy * press paste once > preview of copied object appears * now you can move the preview selection as you want * press paste again > selection will now be placed (Rotate feature will come in next update)
Changes: - Added texturable and colorable stair blocks: wood and concrete - Changed version name to "Experimental 7.1.0" - Build Settings Window: Disable Blueprint Part tools in Survival Mode - Updated Localization - Metal Pieces are not dropped in loot anymore - Added NPC spawn also to Swamp area on Akua - Changed name: Metal Pieces -> Metal Trash - Removed wreckage POIs from Ningues and Masperon
Bug Fixes: - Fixed: Problem that not all resource deposits that were defined in playfield.yaml were also spawned, e.g. Moon (temporarily deactivated SpawnResource near POI) - Fixed: Problem that in MP default scenario there were only PvP Playfields. Now Akua + Omicron are PvE - Fixed: Wrong terrain textures when changing splat map terrains - Fixed: Griefing with depleting AutoMiner - Fixed: Connection problems with dedi server - Fixed: Error when a planet vessel is shot down - Fixed: Problem that render distance of some devices was very low (ie the devices were culling to early) - Fixed: Problem that not enough animals spawned on planets - Fixed: Problems with undo/redo and selections - Fixed: Updating blueprint to workshop is showing the wrong name in the update dialog - Fixed: Mining with HV's returns no ore in a harvest box. - Fixed: Cannot drill SSOR with HV drills (Turret and fixed) - Fixed: Untouched ore deposits show 99% in HUD - Fixed: Several internal exceptions
Based on your feedback, we tweaked the handheld drills again a bit: - The T1 drill speed is now 30% faster compared to the speed of the live version (Alpha 6.7) - The T2 drill speed is now as fast as the terrain removal mode of the live version (Alpha 6.7)
CHANGELOG: Alpha Experimental 7.1.1 (Build 1268)
Changes:[/i] - Increased damage/mining speed of handheld drills - Increased size of colliders on Spiders to make them easier to hit - Added outlinesize/intensity change to Ore Scanner Shader: closer Ore has stronger/larger scan outline: what do you think? - Minor tweaks to terrain of Omicron - Better visuals of asteroid field in space: smoother fading of fog - Added damage states to Repair Station - Set moon a bit further away from Omicron to avoid jumping of LOD0/1
Bug Fixes:[/i] - Fixed: Selection Box Copy-Paste throws an error - Fixed: POM video setting is showing as set to High when set to low or off after relauching the game. - Fixed: Problem that asteroids in Asteroid Field playfield were still named Titan and Germanium (named back to Zascosium and Copper) - Fixed: Template missing for Pentaxid in Mobile constructor. - Fixed: Could not add more than 2 blocks to pillar of Armored Concrete - Fixed: Ore scanner: Ore that lies behind another ore is shown, instead of being hidden - Fixed: Texture problem for BA Tier 3
============
Update: Build 1266 - Fixed: SV mobile constructor was not placable on SV's & was only placable on terrain.
============
Hi Galactic Survivalists!
We were blown away by your feedback about the first Alpha Experimental 7.0 release. Thank you so much - we are grateful to have such an amazing community! Keep it up...
Here comes Part II of Alpha Experimental 7.0. Check out the changelog below.
P.S. Not an update but a reminder as some people seem to have skipped this news bit:
Server admins will be able to set how many AU a Short Distance Warp Drive will take you with a SV. If there are concerns about negative PvP consequences they can set it to a really low value - lower than the server’s planet distances. Or they can set it to a really high number which makes SVs able to warp jump to all planets within their star system.
It’s planned that this will be a scenario based setting in the future instead. This way SP scenario makers don’t have to rely on the standard game setting.
=======================
CHANGELOG: Alpha Experimental 7.1.0 (Build 1265)
Updated templates for ammunition: - Updated templates for ammo: using promethium pellets as propellant - Replaced Energy Cells requirements for ammo with Promethium Pellets - Changed some Steel requirements for late game ammo as an optimization preparation for later
We understand that players enjoy the survival aspect that every bullet counts in the early game. The complete removal of Magnesium in early game ammo was heavily discussed and questioned. We still believe that the reduction of different ore types on the starter planets is a good move to streamline the beginner’s game experience. There will be much more to explore beyond the first planet at one point. We could easily add plenty more ores types on a single planet. But we aim to bring you a survival experience which covers the whole galaxy with this game. While veteran players are used to settle down on a single planet - most likely the starter planet - we want to make expanding your territory to a wider range of playfields more attractive. It’s up to you if you want to stick to single planet only. But we will make sure leaving the planet and exploring will be rewarding, too. However the abundance of iron also made defending yourself a bit too easy - especially in the early game. Thus all early and mid game ammunition templates require Promethium now (additionally to the iron ingredients). Since we associate Promethium with energy in EGS this should make it more plausible as either ammunition propulsion, explosive component, or sci-fi alloy. You have to make a decision now how to split up your Promethium supply: which amount will you use to power your ship or base and how much will you save for ammunition?
Gameplay: - Increased distance at which offline protection shield can be seen from 150m to 400m - Slightly increased visibility under water - Drill T1 now also picks up Crushed Stones automatically - Tweaked underwater deco on Akua: added back Seaweed, Alien Thorn etc - Changed deco distribution on Akua (now again old plants from A6.7) - Separated Constructor SV <> HV: The constructor for the HV and the constructor for the HV are two independent objects now. If you prefer a more nomadic lifestyle before you leave the planet you have the option to build a small constructor on a HV with materials found on the starter planet now. The small constructor SV and the small constructor for HV can build the exact same items and objects at this point. The SV version requires resources found in the the starter planet orbit or moon to build it though (at least in the default setting) - Pentaxid can be refined in a small constructor (HV and SV) now to lower the chance that you get stranded when jumping to a nearby system with your SV - If you upgrade certain objects (like a Constructor T1) with a Multitool to generate the next Tier version in its place (T2), you no longer need an additional (T1) object in your inventory. The game now detects that the object you want to upgrade fulfills the ingredient requirement already. - Moved Portal to Taipane instance from Omicron to Aitis
Balancing: - Reduced food consumption when walking and running by 50% - Added Rotten Food to templates (made from SeaWeed) in order to make Bio Fuel more accessible - Reduced strength of handheld drills - Akua: Added the Ore Scanner as Escape pod starting gear on Easy and Normal setting as well as to the "Fresh Start" setting - Omicron: * Reduced the amount of ore for Iron, Silicon, Copper and Promethium * Removed the chance that resources spawn next to the wreckage building * A Xenu alien robbed the wreckage building. There’s less starting loot in it now. * Added the Ore Scanner as starting gear on Easy setting; also reduced Biofuel amount as starting gear on all difficulty settings on Omicron a bit * Increased stock of drones
Building block texture update (concrete): - Added alternative to brick P1(2,1) - Added new white brick P1(1,6) and stone floor P2(3,8)
Visuals / Audio: - Updated shutter windows: reduced weathered effect - Updated model for metal stairs - Slightly reduced intensity of particle effect when mining with Drill T2 - Improved visuals of offline protection shield - Added better stones for lake shore of Akua - Tweaked water color on Akua and increased underwater brightness in general - Modified Coloring on Walkway, Shutter, Old-style Windows and Stairs shader to closer match hull coloring - Updated model for Repair Station - PDA Message Box: Removed PDA Title and changed to Blue Message Box colors - Adjusted Build Settings Window Layout
Creative Tools: Improved Selection Box: - Show preview before pasting an object - Workflow: * make a selection and copy * press paste once > preview of copied object appears * now you can move the preview selection as you want * press paste again > selection will now be placed (Rotate feature will come in next update)
Changes: - Added texturable and colorable stair blocks: wood and concrete - Changed version name to "Experimental 7.1.0" - Build Settings Window: Disable Blueprint Part tools in Survival Mode - Updated Localization - Metal Pieces are not dropped in loot anymore - Added NPC spawn also to Swamp area on Akua - Changed name: Metal Pieces -> Metal Trash - Removed wreckage POIs from Ningues and Masperon
Bug Fixes: - Fixed: Problem that not all resource deposits that were defined in playfield.yaml were also spawned, e.g. Moon (temporarily deactivated SpawnResource near POI) - Fixed: Problem that in MP default scenario there were only PvP Playfields. Now Akua + Omicron are PvE - Fixed: Wrong terrain textures when changing splat map terrains - Fixed: Griefing with depleting AutoMiner - Fixed: Connection problems with dedi server - Fixed: Error when a planet vessel is shot down - Fixed: Problem that render distance of some devices was very low (ie the devices were culling to early) - Fixed: Problem that not enough animals spawned on planets - Fixed: Problems with undo/redo and selections - Fixed: Updating blueprint to workshop is showing the wrong name in the update dialog - Fixed: Mining with HV's returns no ore in a harvest box. - Fixed: Cannot drill SSOR with HV drills (Turret and fixed) - Fixed: Untouched ore deposits show 99% in HUD - Fixed: Several internal exceptions
Welcome to our first Experimental 7.0 release! Be aware that this is still a very rough version - so expect bugs and unpolished features. But we wanted to release Alpha EXP 7.0 as early as possible to get your feedback!
What is Alpha 7.0 all about? Short answer: Creative tools, textures, visuals and a rebalancing of some of the game contents and functions such as the game start, templates and mining. With Alpha 7.0 we also introduce a new type of playfield: handmade, heightmap-fixed planets.
As this is a lot of info to pack into a single announcement, we used the same approach like with the previous major updates and created FAQ threads for all of the major changes.
The following threads offer additional details, small howtos and explanations and will be monitored for you dedicated feedback and questions!
New Planetary Terrains: - Added more realistic handmade terrains (based on heightmaps and splatmaps) - Extended terrain height to 500m. This applies for both handmade and procedural playfields. Save games should be compatible. - Improved map generation for heightmap planets - Added a simple Texture Editor to easily change textures on a heightmap planet (accessible via console cmd "terraineditor" or "te") - All planets in the default scenario are the new heightmap planets, except: Masperon, Aitis and all the Moons Note: We actived the new handmade terrains also in the MP default scenario. However, we did not yet adapt the balancing to a MP setting (e.g., the resource amount is not correctly balanced etc.)
Major Texture Update for Building Blocks: - Added 38 new textures (19 Metal, 15 Concrete, 4 Wood) - Added several new interchangeable textures on Page 2 for Concrete (+additional metal textures) and Wood (+additional metal & concrete textures) - Updated most of existing textures Metal: Concrete: Wood:
Added Parallax Occlusion Mapping (POM) shader for building blocks: With this new shader all block textures have a 3d look
New Game Start and Rebalancing: Some highlights of the new game start: - Warp Drive for Small Vessels - Crafting: We felt that the game is currently very front loaded with things you can build right from the start, giving you little motivation to explore the galaxy and visit other planets. - Armored concrete block - Weapon updates - Many other changes and balancing Please refer to this separate thread for more details: https://empyriononline.com/threads/a7-0-experimental-faq-feedback-new-game-start-rebalancing.15374/ We would be very interested in what you think about these changes. Please test the new setting in SP and give us your feedback
New Underground Resources for Mining: - Added 3d models instead of Voxel terrain for resource deposits - Added Ore Scanner (it is active when you have the drill equipped and the Ore Scanner in your inventory)
Better Creative / Building Tools: - Added selection box as building tools (N window): Copy, Paste, Cut, Delete whole areas: WIP - Added possibility to save and display Blueprint parts: WIP - Separated building and debug tools in N window - Symmetry plane can now positioned on a half block basis. - Added possibility to color and texture large areas - Added possibility to rotate block textures - Changed “Build Settings” window to toggle mode (instead of holding down "N" to keep open)
Improved Autominers: - Added first version of new deposit-depleting Autominers - Deposit-depleting Autominer calculates its efficiency via the remaining deposit size - Autominers can be configured in dedicated.yaml whether they deplete the resource deposit or not (see dedicated.yaml)
Improved Offline Protection: - Added delay before OP is active ("ProtectDelay" defined in dedicated.yaml) - Turrets continue shooting but do not use ammo when OP is active
Visuals / Sounds: - Increased strength of emissive on block textures - Improved transition orbit-planet: less clouds on planet, bit more clouds in space and seen earlier, less fog on planet seen from orbit - Integrated New Camera Effects: * Frost: appears if suit temperature is below 15C * Heat: appears if suit temperature is above 40C - Tweaked screen space reflection to have a less oily look on the hull reflection - Added new gun scope shader - Updated model for capacitor (deco) - Updated model for warp drive - Updated model for warp drive tank CV - Updated model for railing blocks - Updated model for elevator block
PDA Update: - Added PDA log - PDA reward can now be XP, UP and levels (increase or set) in addition to known items - All individual player stats, armor boost settings and status effects can be changed - Implemented chapter and task start delay - Implemented enhanced message format - Added task start and completed messages - Added SpawnDrone (around player). Allows to specify a target to be attacked (near player or by Blueprint group name) - Added more pre-checking if PDA actions are already complete when they are activated - Simplified PDA console command - Notification popup messages now use a specific PDA version (more space, with PDA title)
Changes: - Added new drill "DrillDebug" for faster drilling (only for testing in Creative - not available in Survival) - Added POM and Anisotropic Filtering to Quality Options - Supporting splat map for procedural terrain (WIP) - Re-arranged worklights in Techtree. - Improved drop positions of items (backpack, drop container etc) to prevent flying through terrain - Moved all terrain files (dll, xml, raw) into same folder. - Switch to half-res textures when RAM < 10 GB (<5 GB quarter, VRAM < 2GB half) - Improved: Since some players have problems with access rights we do a file system test write/delete to warn the player if a problem exists - Group / Spawn name can now also be set for player SV's and HV's - When spawning a new structure it gets the name as listed in the Blueprint Library (in contrast to be simply named "Small Vessel (SV)", for example). If a Spawn name has been assigned, that one has priority, though. - Godmode invisible is now able to place blocks within an OP protected area - Crushed Stone is now dropped by more terrain blocks. - Reduced time between escape pod hits ground and fading to black by 0.5s - Changed display of estimated ore amount in HUD: now rounded the 100th amount of ore (not greater than the original value) - Almost all POIs are regenerating in MP default scenario
Gameplay: - Removed Core from targeting options (AI and turret) and added warp drive instead - When withdrawing o2 / fuel you now obtain Large O2 Bottle and Fuel Cell. - Added more exact colliders for turret bases - Player gets full health after respawn (instead of 50% before) - Visibility of HUD markers for enemy / other faction structures increased from 350m to 500m on planets - AI planet vessel: When PV is down, devices start to explode but own core can be placed to extend looting time - Improvement behavior of drone when it lost target - Drill mode: terrain removal deactivated on Drill T2 (not needed anymore because drill is now more powerful anyways) - New console command to spawn guard area drone type - Changed return rate of Multitool when deconstructing a block (T1: 30%, T2: 60%) - Reduced effect of height on temperature on planets by 20%
Optimizations: - Major optimization by combining devices - Optimizations with threading - Memory optimization when sending chunks from server to client
Bug Fixes: - Fixed: Problem that when a door was open and the game continued, this door shown closed - Fixed: Blocks with mirror issues (Note: blocks that have left/right version still have mirror issues) - Fixed: Problem that sometimes backpack was flying through terrain after dying (detter backpack drop position) - Fixed: XP exploit still possible in cases when you find NPCs that are stuck moving around at max render distance - Fixed: Map marker is positioned at the wrong place when clicking outside of the checkbox - Fixed: Problem with Map Markers when resource Y position get overridden by ground position - Fixed: Ambient sound is muted in some use cases - Fixed: Problem that no snow particles were visible during Snow Light - Fixed: Problem that particle effect of texture and color tool was briefly active when tool was equipped - Fixed: Drone bases do not spawn below water anymore - Fixed: gaps / holes in terrain when entering a planet from space - Fixed: Texture artifacts on Food Processor and Constructor - Fixed: Having fixed and random POI activated at the same time leads to no drones showing up - Fixed: Some NPC glows from distance - Fixed: Problem that top speed for some CV's is 115m/s & HV's could reach 40m/s. - Fixed: Issue with placing a symbol on Corner Long B. - Fixed: Strange color on Lizard Mule when far away - Fixed: Tooltips going off screen in some Aspect Ratios - Fixed several internal exceptions
KNOWN ISSUES: Distorted view of overlays (eg symbols) in some use cases with Parallax Shader
Welcome to our first Experimental 7.0 release! Be aware that this is still a very rough version - so expect bugs and unpolished features. But we wanted to release Alpha EXP 7.0 as early as possible to get your feedback!
What is Alpha 7.0 all about? Short answer: Creative tools, textures, visuals and a rebalancing of some of the game contents and functions such as the game start, templates and mining. With Alpha 7.0 we also introduce a new type of playfield: handmade, heightmap-fixed planets.
As this is a lot of info to pack into a single announcement, we used the same approach like with the previous major updates and created FAQ threads for all of the major changes.
The following threads offer additional details, small howtos and explanations and will be monitored for you dedicated feedback and questions!
New Planetary Terrains: - Added more realistic handmade terrains (based on heightmaps and splatmaps) - Extended terrain height to 500m. This applies for both handmade and procedural playfields. Save games should be compatible. - Improved map generation for heightmap planets - Added a simple Texture Editor to easily change textures on a heightmap planet (accessible via console cmd "terraineditor" or "te") - All planets in the default scenario are the new heightmap planets, except: Masperon, Aitis and all the Moons Note: We actived the new handmade terrains also in the MP default scenario. However, we did not yet adapt the balancing to a MP setting (e.g., the resource amount is not correctly balanced etc.)
Major Texture Update for Building Blocks: - Added 38 new textures (19 Metal, 15 Concrete, 4 Wood) - Added several new interchangeable textures on Page 2 for Concrete (+additional metal textures) and Wood (+additional metal & concrete textures) - Updated most of existing textures Metal: Concrete: Wood:
Added Parallax Occlusion Mapping (POM) shader for building blocks: With this new shader all block textures have a 3d look
New Game Start and Rebalancing: Some highlights of the new game start: - Warp Drive for Small Vessels - Crafting: We felt that the game is currently very front loaded with things you can build right from the start, giving you little motivation to explore the galaxy and visit other planets. - Armored concrete block - Weapon updates - Many other changes and balancing Please refer to this separate thread for more details: https://empyriononline.com/threads/a7-0-experimental-faq-feedback-new-game-start-rebalancing.15374/ We would be very interested in what you think about these changes. Please test the new setting in SP and give us your feedback
New Underground Resources for Mining: - Added 3d models instead of Voxel terrain for resource deposits - Added Ore Scanner (it is active when you have the drill equipped and the Ore Scanner in your inventory)
Better Creative / Building Tools: - Added selection box as building tools (N window): Copy, Paste, Cut, Delete whole areas: WIP - Added possibility to save and display Blueprint parts: WIP - Separated building and debug tools in N window - Symmetry plane can now positioned on a half block basis. - Added possibility to color and texture large areas - Added possibility to rotate block textures - Changed “Build Settings” window to toggle mode (instead of holding down "N" to keep open)
Improved Autominers: - Added first version of new deposit-depleting Autominers - Deposit-depleting Autominer calculates its efficiency via the remaining deposit size - Autominers can be configured in dedicated.yaml whether they deplete the resource deposit or not (see dedicated.yaml)
Improved Offline Protection: - Added delay before OP is active ("ProtectDelay" defined in dedicated.yaml) - Turrets continue shooting but do not use ammo when OP is active
Visuals / Sounds: - Increased strength of emissive on block textures - Improved transition orbit-planet: less clouds on planet, bit more clouds in space and seen earlier, less fog on planet seen from orbit - Integrated New Camera Effects: * Frost: appears if suit temperature is below 15C * Heat: appears if suit temperature is above 40C - Tweaked screen space reflection to have a less oily look on the hull reflection - Added new gun scope shader - Updated model for capacitor (deco) - Updated model for warp drive - Updated model for warp drive tank CV - Updated model for railing blocks - Updated model for elevator block
PDA Update: - Added PDA log - PDA reward can now be XP, UP and levels (increase or set) in addition to known items - All individual player stats, armor boost settings and status effects can be changed - Implemented chapter and task start delay - Implemented enhanced message format - Added task start and completed messages - Added SpawnDrone (around player). Allows to specify a target to be attacked (near player or by Blueprint group name) - Added more pre-checking if PDA actions are already complete when they are activated - Simplified PDA console command - Notification popup messages now use a specific PDA version (more space, with PDA title)
Changes: - Added new drill "DrillDebug" for faster drilling (only for testing in Creative - not available in Survival) - Added POM and Anisotropic Filtering to Quality Options - Supporting splat map for procedural terrain (WIP) - Re-arranged worklights in Techtree. - Improved drop positions of items (backpack, drop container etc) to prevent flying through terrain - Moved all terrain files (dll, xml, raw) into same folder. - Switch to half-res textures when RAM < 10 GB (<5 GB quarter, VRAM < 2GB half) - Improved: Since some players have problems with access rights we do a file system test write/delete to warn the player if a problem exists - Group / Spawn name can now also be set for player SV's and HV's - When spawning a new structure it gets the name as listed in the Blueprint Library (in contrast to be simply named "Small Vessel (SV)", for example). If a Spawn name has been assigned, that one has priority, though. - Godmode invisible is now able to place blocks within an OP protected area - Crushed Stone is now dropped by more terrain blocks. - Reduced time between escape pod hits ground and fading to black by 0.5s - Changed display of estimated ore amount in HUD: now rounded the 100th amount of ore (not greater than the original value) - Almost all POIs are regenerating in MP default scenario
Gameplay: - Removed Core from targeting options (AI and turret) and added warp drive instead - When withdrawing o2 / fuel you now obtain Large O2 Bottle and Fuel Cell. - Added more exact colliders for turret bases - Player gets full health after respawn (instead of 50% before) - Visibility of HUD markers for enemy / other faction structures increased from 350m to 500m on planets - AI planet vessel: When PV is down, devices start to explode but own core can be placed to extend looting time - Improvement behavior of drone when it lost target - Drill mode: terrain removal deactivated on Drill T2 (not needed anymore because drill is now more powerful anyways) - New console command to spawn guard area drone type - Changed return rate of Multitool when deconstructing a block (T1: 30%, T2: 60%) - Reduced effect of height on temperature on planets by 20%
Optimizations: - Major optimization by combining devices - Optimizations with threading - Memory optimization when sending chunks from server to client
Bug Fixes: - Fixed: Problem that when a door was open and the game continued, this door shown closed - Fixed: Blocks with mirror issues (Note: blocks that have left/right version still have mirror issues) - Fixed: Problem that sometimes backpack was flying through terrain after dying (detter backpack drop position) - Fixed: XP exploit still possible in cases when you find NPCs that are stuck moving around at max render distance - Fixed: Map marker is positioned at the wrong place when clicking outside of the checkbox - Fixed: Problem with Map Markers when resource Y position get overridden by ground position - Fixed: Ambient sound is muted in some use cases - Fixed: Problem that no snow particles were visible during Snow Light - Fixed: Problem that particle effect of texture and color tool was briefly active when tool was equipped - Fixed: Drone bases do not spawn below water anymore - Fixed: gaps / holes in terrain when entering a planet from space - Fixed: Texture artifacts on Food Processor and Constructor - Fixed: Having fixed and random POI activated at the same time leads to no drones showing up - Fixed: Some NPC glows from distance - Fixed: Problem that top speed for some CV's is 115m/s & HV's could reach 40m/s. - Fixed: Issue with placing a symbol on Corner Long B. - Fixed: Strange color on Lizard Mule when far away - Fixed: Tooltips going off screen in some Aspect Ratios - Fixed several internal exceptions
KNOWN ISSUES: Distorted view of overlays (eg symbols) in some use cases with Parallax Shader
The above screenshot is from our internal Alpha 7.0 development branch and shows the new desert planet Zeyhines.
Update: September 25, 2017 - Build 1219
We just released another small patch to fix an issue with the Empyrion Admin Helper (EAH) tool. It seems that the EAH tool was reported by several virus scanners due to the obfuscation tool we are using. We changed the obfuscator and it should be fine now.
Changelog: Alpha 6.7.1 (Build 1219)
Changes: - Empyrion Admin Helper (EAH) tool now uses a different obfuscator to avoid reports by virus scanners - Added community translation for Polish: Thanks to ChrisMatters
Bug Fixes: - Fixed: Exploit with Stamina Recovery
--------------------------------------------
Hi Galactic Survivalists,
We just released another small patch for the Alpha 6.7 development cycle and included the "Empyrion Admin Helper" (EAH) tool. When you are a server admin, you might already know this tool because it is one of the best out there to manage your server.
To facilitate the life of all server admins, we decided to include EAH as a separate program into the Dedicated Server package of Empyrion - in other words, it will now automatically be distributed with the Empyrion Dedicated Server. A big thank you to Jascha and RexXxus for developing this tool.
Please let us know what you think about EAH and what we can still improve.
Changelog: Alpha 6.7.1 (Build 1218)
Changes: - Added "Empyrion Admin Helper" tool to dedicated server package
Bug Fixes: - Fixed: Problem that first-person and third-person camera was sometimes clipping into objects - Possible Fix: Connection to workshop BP's list sometimes being lost (we increased the subscription limit from 100 to 300) - Fixed: LCD Panels not updating after initial edit.
----------------------------
Road to Alpha 7 - Progress Report
Two weeks ago, we gave you a few insight on the main features of the Alpha 7.0, which can be summarized as “World Design, Creative Tools and Visuals”.
If you missed the info, please follow these links:
While adding more textures for different materials and refining the visuals, as well as the world build-tech and related features, we also made some changes, that will directly impact a very central gameplay element: mining and building
First and foremost: Alpha 7.0 will not change the way HOW you build and mine - the gameplay mechanic itself has not changed on a global scale - you still drill for ore and use the constructors and the templates to build devices. The new version will instead change, how deposits are handled, how resources look and it will address the composition of most of the templates.
Mining: - The planetary deposits are no large spheres or “blobs of ore” anymore, but are now split up into smaller chunks of “sub-surface ore rocks” (SSOR) that can be found inside the perimeter of a deposit. These SSOR work similar to the surface rocks, which break and drop ore when you drill them. The difference: The SSORs currently hold a single type ore and a larger amount of it. As a side note: With this new method, we could even have “mixed ore deposits” in a future iteration. - As the new deposit parameters allow to have those rocks scattered in a certain area (dense or wide-spread), and while you will need to remove more dirt, you’ll get the first iteration of an ore scanner as a new gadget to help with the discovery process. This device, which you simply put in your toolbar, works like a “near field ore scanner”. When activated, it will visualize the position of the SSOR close to you, so you do not need to do a lot of guesswork where to drill. The discovery of an ore deposit itself, is still done the old way (This might change in the future as well) - Asteroid mining will not change - Handheld drill speeds will be increased.
Components and Templates: - We reviewed the names of some of the components and found that they do not sound appropriate to a sci-fi game - thus we added new names. For example instead of cable, we now use optical fiber. Pipes are replaced with Nanotubes. And so on. This might change or get expanded in future patches, but we think you get the idea behind this new approach ;-) - Most of the templates now use these changed names.
Both Mining and Components/Templates are a first iteration and will require your dedicated feedback as soon as the Alpha 7.0 Experimental is released! :)
Said that, and if everything goes accordingly, we aim for a first Alpha 7.0 Experimental Release very soon (in less than a week)!
We also added a new SV device - can you guess, what it will do? ;-)
Little hint: it is a device that is already used in CVs: Note: we updated the model of this device because the shape of the old model reminded too much of something to eat (other hint) ;)
The above screenshot is from our internal Alpha 7.0 development branch and shows the new desert planet Zeyhines.
Update: September 25, 2017 - Build 1219
We just released another small patch to fix an issue with the Empyrion Admin Helper (EAH) tool. It seems that the EAH tool was reported by several virus scanners due to the obfuscation tool we are using. We changed the obfuscator and it should be fine now.
Changelog: Alpha 6.7.1 (Build 1219)
Changes: - Empyrion Admin Helper (EAH) tool now uses a different obfuscator to avoid reports by virus scanners - Added community translation for Polish: Thanks to ChrisMatters
Bug Fixes: - Fixed: Exploit with Stamina Recovery
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Hi Galactic Survivalists,
We just released another small patch for the Alpha 6.7 development cycle and included the "Empyrion Admin Helper" (EAH) tool. When you are a server admin, you might already know this tool because it is one of the best out there to manage your server.
To facilitate the life of all server admins, we decided to include EAH as a separate program into the Dedicated Server package of Empyrion - in other words, it will now automatically be distributed with the Empyrion Dedicated Server. A big thank you to Jascha and RexXxus for developing this tool.
Please let us know what you think about EAH and what we can still improve.
Changelog: Alpha 6.7.1 (Build 1218)
Changes: - Added "Empyrion Admin Helper" tool to dedicated server package
Bug Fixes: - Fixed: Problem that first-person and third-person camera was sometimes clipping into objects - Possible Fix: Connection to workshop BP's list sometimes being lost (we increased the subscription limit from 100 to 300) - Fixed: LCD Panels not updating after initial edit.
----------------------------
Road to Alpha 7 - Progress Report
Two weeks ago, we gave you a few insight on the main features of the Alpha 7.0, which can be summarized as “World Design, Creative Tools and Visuals”.
If you missed the info, please follow these links:
While adding more textures for different materials and refining the visuals, as well as the world build-tech and related features, we also made some changes, that will directly impact a very central gameplay element: mining and building
First and foremost: Alpha 7.0 will not change the way HOW you build and mine - the gameplay mechanic itself has not changed on a global scale - you still drill for ore and use the constructors and the templates to build devices. The new version will instead change, how deposits are handled, how resources look and it will address the composition of most of the templates.
Mining: - The planetary deposits are no large spheres or “blobs of ore” anymore, but are now split up into smaller chunks of “sub-surface ore rocks” (SSOR) that can be found inside the perimeter of a deposit. These SSOR work similar to the surface rocks, which break and drop ore when you drill them. The difference: The SSORs currently hold a single type ore and a larger amount of it. As a side note: With this new method, we could even have “mixed ore deposits” in a future iteration. - As the new deposit parameters allow to have those rocks scattered in a certain area (dense or wide-spread), and while you will need to remove more dirt, you’ll get the first iteration of an ore scanner as a new gadget to help with the discovery process. This device, which you simply put in your toolbar, works like a “near field ore scanner”. When activated, it will visualize the position of the SSOR close to you, so you do not need to do a lot of guesswork where to drill. The discovery of an ore deposit itself, is still done the old way (This might change in the future as well) - Asteroid mining will not change - Handheld drill speeds will be increased.
Components and Templates: - We reviewed the names of some of the components and found that they do not sound appropriate to a sci-fi game - thus we added new names. For example instead of cable, we now use optical fiber. Pipes are replaced with Nanotubes. And so on. This might change or get expanded in future patches, but we think you get the idea behind this new approach ;-) - Most of the templates now use these changed names.
Both Mining and Components/Templates are a first iteration and will require your dedicated feedback as soon as the Alpha 7.0 Experimental is released! :)
Said that, and if everything goes accordingly, we aim for a first Alpha 7.0 Experimental Release very soon (in less than a week)!
We also added a new SV device - can you guess, what it will do? ;-)
Little hint: it is a device that is already used in CVs: Note: we updated the model of this device because the shape of the old model reminded too much of something to eat (other hint) ;)