After our big Anniversary update last week, today we are releasing a smaller update Alpha 8.6 with bug fixes and a few more additions, like a new planet type, more retractable turrets, as well as UI and visual improvements!
New Swamp Planet: - Added new temperate swamp planet with a high biome diversity. The new planet can be found in the Random Default scenario and in the Akua-Omicron scenario as Roggery planet (Note: It is not (yet) integrated as a new starter planet) - The planet includes more than 20 new POIs (thanks to binhthuy71, rainyday, Ramachandra, jmcburn, jrandall, Needleship for their POIs) and several new terrain stamps (2 biomes on this planet were inspired by Vexray's creations)
Additions: - Added retractable turrets for Bases and Hover Vessels - Added Base Turrets in groups (similar to CV) - Added retractable versions for alien sentry guns - Added wall version for human sentry gun - Added retractable version for all human sentry guns (and put into block group) - Added Prefab Stock Tier 0 HV (very light, cheap and maneuverable by only using Hover Thrusters):
Gameplay: - Limiting camera third person zoom to 300 meter - Survival Tool does not consume Stamina anymore - Increased rotation speed of all sentry guns
User Interface: - Re-added weapon name to right-bottom HUD - Allow to select Structure type (BA, SV, CV, HV) and Object type for more menus (similar behavior as with Constructor): BP Menu (F2) and Creative Menu - Added tooltips to N Building Menu (Build Settings Window) - Updated preview icons for Plastic (darker to better distinguish from other blocks)
Visuals: - Added new static image when using Warp Jump (instead of white screen) - Re-added parallax high setting
Planet Update: - Updated Arid planet: Added Epsilon Main Radar Complex + Auxiliaries - Added new POI: Xenu Fuel Storage (by fractalite): group name "XenuMain"
Balancing: - Re-balanced NPC spawning on Temperate Starter planets (less spiders during night, more diversity in spawning) - Re-balanced temperate starter (Default Scenario): starter POIs are now a bit closer to starter biome (ca 150m)
Other Changes: - Enhanced Deconstructor to deconstruct group block's children - Furnace no longer shows construction queue (not needed since furnace does step-by-step auto-crafting) - Non-retractable turrets occupy now 1 block space less in y direction - Added console command ("unlockdevices", "ud") for unlocking all devices - Added console command ("calcunlockpoints", "cup") that calculates how many unlock points are needed to unlock everything in all tech trees - TurretTemplate is now exported to Config.ecf - Reduced night light intensity on desert planet
Bug Fixes: - Fixed: Mounted weapons can't reload if some of the other mounted weapons are inactive - Fixed: Instant reloading for retractable turrets by turning them on and off constantly - Fixed: Sometimes when returning to docked vessels they can be positioned incorrectly but still docked. - Fixed: Spawned docked ships don't move anymore if vessel it was docked to is gone - Fixed: Problem that sold stacks to NPC Trader were not split properly - Fixed: Coloring with Mirror plane does not work for several blocks (eg Windows, Railing etc) - Fixed: Item dupe after playfield change (landing to planet) - Fixed: Solar Panels only show one yellow dot after a few restarts / after a while - Fixed: Solar panels calculate the sun at the wrong position in some cases - Fixed: Solar energy production displays wrong numbers in some cases - Fixed: Problem that block texture and color was not visible when using "Lock" feature in N Building Menu (Build Settings Window) - Fixed: Sometimes when approaching a structure in a vessel the vessel will be slowed down or stopped for a few moments - Fixed: Some underwater flora is transparent when SSAO is on low - Fixed: Sometimes after leaving a planet a random POI is appearing close to the planet & the player can be teleported far away - Fixed: Block preview not showing original texture when Lock mode is switched off - Fixed: Sporadic problem that docked ships did float above the base after spawning and when returning to the server - Fixed: Sporadic error "Error assigning texarray texture to 2D texture property" - Fixed: When the player enters a planet from orbit you see for a split second the terrain close up - Fixed: Sprinting into a cockpit keeps Stamina draining - Fixed: Furnace idle/working mode not correct - Fixed: Revealed sectors not displayed in scroll list in sector map. - Fixed: Issue with Emissive textures with bloom enabled. - Fixed: Terrain Placeables could be stacked on top of each other (Tents, Work Lights, Water Generator etc) - Fixed: Custom new game name is reset after changing difficulty settings. - Fixed: Slot info missing from Armor info UI. - Fixed: Internal AI Exception - Fixed: Page down camera glitch through ground - Fixed: Several internal exceptions - Fixed: “EnergyIn” is displayed at bottom for Drill Turret (and all other drills) in Block Info (unlike for other devices) - Fixed: Upgrade Info in tooltip sometimes showing "null" (instead of "None")
New Swamp Planet: - Added new temperate swamp planet: it can be found in the Random Default scenario and in the Akua-Omicron scenario as Roggery planet - The new planet includes more than 20 new POIs and several new terrain stamps (thanks to binhthuy71, rainyday, Ramachandra, jmcburn, jrandall, Needleship for their POIs). 2 biomes on this planet were inspired by Vexray's creations
Additions: - Added retractable turrets for Bases and Hover Vessels - Added Base Turrets in groups (similar to CV) - Added retractable versions for alien sentry guns - Added wall version for human sentry gun - Added retractable version for all human sentry guns (and put into block group) - Added Prefab Stock Tier0 HV
Gameplay: - Survival Tool does not consume Stamina anymore - Increased rotation speed of all sentry guns - Limiting camera third person zoom to 300 meter
UI: - Re-added weapon name to right-bottom HUD - Allow to select Structure type (BA, SV, CV, HV) and Object type for more menus (similar behavior as with Constructor): BP Menu (F2) and Creative Menu - Added tooltips to N Building Menu (Build Settings Window) - Updated preview icons for Plastic (darker to better distinguish from other blocks)
Visuals: - Added new static image when using Warp Jump (instead of white screen) - Re-added parallax high setting
Planet Update: - Updated Arid planet: Added Epsilon Main Radar Complex + Auxiliaries - Added new POI: Xenu Fuel Storage (by fractalite): group name "XenuMain"
Balancing: - Re-balanced NPC spawning on Temperate Starter planets (less spiders during night, more diversity in spawning) - Re-balanced temperate starter (Default Scenario): starter POIs are now a bit closer to starter biome (ca 150m)
Changes: - Enhanced Deconstructor to deconstruct group block's children - Furnace no longer shows construction queue (not needed since furnace does step-by-step auto-crafting) - Non-retractable turrets occupy now 1 block space less in y direction - Added console command ("unlockdevices", "ud") for unlocking all devices - Added console command ("calcunlockpoints", "cup") that calculates how many unlock points are needed to unlock everything in all tech trees - TurretTemplate is now exported to Config.ecf - Reduced night light intensity on desert planet
Bug Fixes: - Fixed: Mounted weapons can't reload if some of the other mounted weapons are inactive - Fixed: Instant reloading for retractable turrets by turning them on and off constantly - Fixed: Sometimes when returning to docked vessels they can be positioned incorrectly but still docked. - Fixed: Spawned docked ships don't move anymore if vessel it was docked to is gone - Fixed: Problem that sold stacks to NPC Trader were not split properly - Fixed: Coloring with Mirror plane does not work for several blocks (eg Windows, Railing etc) - Fixed: Item dupe after playfield change (landing to planet) - Fixed: Solar Panels only show one yellow dot after a few restarts / after a while - Fixed: Solar panels calculate the sun at the wrong position in some cases - Fixed: Solar energy production displays wrong numbers in some cases - Fixed: When the player enters a planet from orbit you see for a split second the terrain close up - Fixed: Sprinting into a cockpit keeps Stamina draining - Fixed: Furnace idle/working mode not correct - Fixed: Revealed sectors not displayed in scroll list in sector map. - Fixed: Issue with Emissive textures with bloom enabled. - Fixed: Terrain Placeables could be stacked on top of each other (Tents, Work Lights, Water Generator etc) - Fixed: Custom new game name is reset after changing difficulty settings. - Fixed: Slot info missing from Armor info UI. - Fixed: Internal AI Exception - Fixed: Page down camera glitch through ground - Fixed: Several internal exceptions - Fixed: “EnergyIn” is displayed at bottom for Drill Turret (and all other drills) in Block Info (unlike for other devices) - Fixed: Upgrade Info in tooltip sometimes showing "null" (instead of "None")
On August 5, 2015, the first public version of "Empyrion - Galactic Survival" was released on Steam. Today, we want to celebrate together with you Empyrion's 3rd Anniversary with our Alpha 8.5 "Anniversary Update"!
Three years might sound like a long time, but for most of us and our veteran players it feels like yesterday when we started in Pre-Alpha 2 next to a crashed vessel in the deadly deserts of Omicron...
In the beginning, we started out with only a handful of players, but the community has grown in leaps and bounds in the meantime. Features got introduced, changed, reverted, refined and re-introduced - thus broadening the sandbox, building, fighting, exploration and many other aspects of Empyrion.
With the last major update Alpha 8, Empyrion reached another milestone - and of course, this will not be the last step forward: Alpha 9 development plans are already in the works and they are as ambitious as you would expect them to be ;)
Said that, today's "Anniversary Update" is dedicated to you - our awesome community - and includes some highly requested features such as retracting landing gears, turrets and weapons, infinite color palettes, blinking lights, texturable devices, new creatures, blocks, devices like the deconstructor and a lot more are waiting for you!
As always: 1. Please closely read through the changelog below BEFORE starting into the new version! Especially if you did NOT play or follow the EXPERIMENTAL version! 2. You do not NEED to start a new savegame (as this is not a savegame-break), but you will miss out some of the new AI models and of course the new missions will not work as they require updated playfields and POIS (which will not be updated automatically for already existing save games). 3. Make sure tor report any bug or issue over here AFTER reading through the 1st post: > BUG REPORTS: https://empyriononline.com/threads/bug-reports-8-5-x-gameplay-read-introduction-before-reporting.43628/ 4. Please make sure to report feature-specific feedback and questions about new 8.5 features and game mechanics (what you like, what you do not like, what you would want to be improved) in the pinned threads in this forum, so we can collect and review your ideas and suggestions: > FEATURE FEEDBACK: https://empyriononline.com/forums/faq-feedback.25/
When starting a new save game, make sure you look for the newly added Chapter 2 and 3 Story Missions in the PDA (F1 > Story tab)!
Now, join the party! :)
Yours,
Emp Dev Team
===========
CHANGELOG: Alpha 8.5.0 (Build 1847)
MAIN FEATURES
1. Retractable Landing Gears: - Added retractable landing gears (gear automatically extends if it is in contact with ground and retracts if it loses contact with ground) - Added retractable functionality to all landing gears (except docking pads)
2. Retractable Turrets and Vessel Weapons: - Added retractable turrets (turret automatically retracts into its box when deactivated) - Added vessel weapons (weapon automatically retracts into its box when deactivated) - If the turret or weapon is retracted into its box, it has 20% stronger armor - Control Panel: Renamed "Turrets" switch to "Turrets & Weapons" and added turrets + mounted vessel weapons to switch for fast activation/de-activation 3. Blinking Lights: - Added blinking lights (customizable blink frequency, blink length and blink delay) - Added possibility to use a light as a spotlight (with customizable spot angle)
Custom Color Palettes: - You can now set up your very own color palettes (free color picker!) beyond the 31 predefined colors we had before - Each color palette can then be used for a certain structure (Base, CV, HV, SV) - Added second default color palette (more to come)
Device Texturing: - It is now possible to add custom textures to some of the devices: Thrusters (not the Jet Thrusters), Modular Wings and Heavy Window Blocks
5. Modular Wings: - Added a set of more than 20 modular wing parts that allow for infinite customizations of your Small Vessels - You can now even attach thrusters, weapons etc below your wings via pylons
6. Deconstructor: - Added deconstructor device to disassemble other devices or components into smaller parts
7. New and Updated NPC Creatures:
Telluropod: - Amphibian behavior: can be found close to water / in shallow water on Temperate planets - Roams around spawned position, but tends to walk in water - When it is alerted by player, but the player is too far for attack (20 meters), it will follow the player but will stay in the water - If player get's a bit closer, it will attack the player - If lured too far from water, it will return to water - If its HP is low, it will run from player into the water - If it encounters the player in water - it will follow him on the bottom of the water body slowly, if the player will be close enough both in distance and not too far from the bottom of the water, it will attack him
Pangolin: - Replaces Triceratops with updated behavior
Arachnid: - Replaces old Arachnid ((internal CaveWorm) with updated behavior (aggressive, attack player on sight, during the attacks sometimes retreats a bit to make angry gesture)
Otyugh: - Replaces old Otyugh with updated behavior (aggressive with roaring before attack, big and slow)
Desert Worm: - Replaces old Desert Worm with updated behavior
8. New Story Missions You can now play Chapter 2 ( Ancient Revelations ) and Chapter 3 (Totally Overpowered aka "Anniversary Mission" ). Open your PDA (F1) and activate the appropriate Chapter from the STORY tab. Both missions start in TEMPERATE ORBIT !
For now these missions do not activate themselves and you do not need to have played Chapter 1 (Robinson Protocol), although you might need to land on the temperate planet and go back to space for the 1st task of Chapter 2 (Going to Space).
Both Chapters are also available for any Player Level, although they might require advanced tech to survive the plot (Player Level requirement will be changed in the future.)
Please note: these missions are laid out for single player and are not (yet) specifically adapted to Coop or multiplayer. Thus, we did not yet add them to the "Faction Missions" tab.
9. Improved Turret Targeting Options: - Added more detailed targeting options: BA, CV, SV, HV, Troops Notes: - Since ‘Troops’ is now a separate setting, you need to always select a faction (Alien, Player, Prey, Predator) and have the ‘Troops’ checkbox selected as well in order to allow turrets to pick up NPCs as a target! - Just having Predator selected will NOT make the turrets fire on those anymore! - Check the handling info given on the bottom of the turrets device group page on the device tab in the Control panel
====================
MORE FEATURES:
Planet Update: - Added new moon (MoonNascent) as a Zirax resource outpost for Lava planets - includes new mountain stamp, new POIs and new PV - Updated: Lava Planet (Higher temperature, POI + creature spawning, etc)
Better Target Info: - Added info panel for NPCs and other players displaying name/type and health
Additions: - Added Hover Thruster: it is a weak "all-in-one" device (hover engine, thruster, RCS) to make building of a HV in the beginning straightforward. > We updated some Stock Prefabs HV and integrated the new hover thruster (both Tier 1 HVs). Maxlimit for a HV is 4 (can be deactivated for Servers and in NEW GAME start options), Max Hover Height is 1.5m - Added new building block: Plastic (lightweight with very low hitpoints) - Added more Heavy Window shapes - Added Detector device for SVs - Added Epic Drill - Added Epic Heavy Armor - Added “Special Event Container” which can be used for loot during special events. Now it contains Epic Heavy Armor and Epic Drill as loot - Added dancing NPCs for "Anniversary Mission" > check out the teaser: [MEDIA=facebook]323026601599942[/media] - Added Beer as new item - Added Radiation Immunity Shot
Gameplay: - Plants and trees can now be destroyed (again) by vessels - Allow to use Quick-Loot (SHIFT-F) also with drone wreckages and dead bodies/corpses - Added idle energy mechanic for saw and drill attachments (drill/tool turrets will follow) - Added In-game message when harvest box is full or missing - Activated Detector also for SV - Added MaxCount to turret groups (MaxCount is now applied to the whole group and not the single block) - Added idle energy mechanic for drill/tool turrets - AMMO is now taken into account when filtering for BA/SV/CV/HV - Show info message once when player switches to Survival Constructor - Added on-screen message for status effects as a reminder for players that these will evolve into something worse - Hover Vessel: When placing multiple emergency hover boosters, their effect adds up (but also charge time increase) - When using multitool on Teleporter block, it now gives back Steel Plates instead of Teleporter block - Templates update: Added some deconstruction Rules - Added BlastDamage and BlastRadius also to weapon info - Added Skill tree double click to unlock stuff
Visuals and Sound: - Increased resolution of many block textures > textures should look crisper now (high res textures also for low graphics setting without any performance loss) - Major update of color masks for devices (more areas remain now uncolored) - Texture bleeding on building blocks removed We fixed the texture bleeding of block textures when looking in a flat angle on a large structure. - Updated model for Drill T2 - Added random rotation of asteroid fields to all orbits - Exchanged some models for BA turrets (now using consistently CV turret models - before we had a mix between models) - Switched off lights now show 25% of the emissive color to immediately see if it is a colored light - Updated textures on more containers - Added icon to lower right corner of blocks that are block groups so a player knows which blocks can be extended via RMB - Removed thruster sound from Turret Robot NPC - Tweaked damaged windows of Cockpit 04 - Sound is now played when picking up an inventory item as well as when placing one - Updated model for Multiturret CV - Added hover texts to more GUI elements - Slightly increased size of flare - More details on texture preview of texture tool - Updated sound when coloring or texturing something - Added new POI sound "ExtraktTechno"
New NPC Behaviors: Raptor: - when calm: roams the surroundings - low alert: searches the player - when player is spotted: circling formation attack Circling formation attack: - all animals in the group will circle in random direction around player - only one animal can attack at the same time. - animal can only attack when it is in front of the player - when the animal attacks the player, the attack can be interrupted by weapon fire or evasion
Lizard Mule: Updated behavior (similar to before but in the new AI framework)
AlienBug04: Updated behavior (similar to AlienBug03 and in the new AI framework)
General AI Behavior Improvement: - When there is no attackable target, but the AI has a non attackable threat - the agents will run away (applied for: Raptors, Parasaur, Spider, CaveWorm, Crawler, Overseer, Alien Assassin) - better terrain analysis - avoiding mountains and water Better Target Info: - Added info panel for NPCs and other players displaying name/type and health New Terrain and Planet Generation: - Re-activated new terrain and optimized colliders - Activated improved planet generation: biome stamps support now OverlapAll, OverlapOff and OverlapOther - Added possibility that stamps have own splatmap
UI Update: - Added keyboard navigation to line lists in Control Panel, including group expanding/collapsing - Keep Custom Button assignments in Device Group Header dropdown when using AutoGroup - Custom Keybinds: Input config data is now versioned and saved in an XML file in the savegame folder, i.e. no more reset of custom keybinds after an update (however, we need to reset keybindings in A8.5 a last time) - Adjustments to Blueprint Factory Window (show Life Stats + toolbar while window is open, some other re-arrangements to the window) - Added farming, medicine, and food categories to the creative menu - Add message that SHIFT+F works on dropcontainers/lootboxes - Control Panel: Ordering of properties is now same as Block Info - Use new Format Convention for Craft Time - Updated UI Sliders: allow click-to-set
Status Effects Update: - Using now better status effects for Shower and Survival Tent (set neutral body temp) - Added “WellFed” effect that slowly regenerates health if you have more than 485 food (Note: this is the current setting, we could change it to 85%). This effect is negated by Indigestion and Poison Food - Added count-down timer to status effect icon panels to show how long a status effect will remain active. If the effect has no time limit (e.g. Broken Leg), a message 'No time limit' will display - Added 'Radiation Immunity' effect. For a short time, radiation will not build up in the body - Added the possibility to suspend effects for a limited duration. For example, the new 'Poison Antidote'. This type of effect will temporarily suspend the negative effects of Poison Food (others to follow). The Poison will still be present in the body and its effect time will still count down, but no negative effect will be applied. - Added messages to inform players of when a particular effect will 'evolve' into a worse effect: "Dermal Parasite will evolve soon into Endo Parasite!" - Added several additional console commands for working with status effects (additional information, removal of a specific effect or all effects, effects attached to the player will also show the next stage, if applicable - Added possibility to attach particle effects to players when an effect is active (f.e. Fire now ignites the player model) - Added possibility to attach sound effects to players when an effect is active (f.e now you can hear the player burning if on fire)
Optimizations: - Major optimization of deco trees and plants to improve performance when inside dense vegetation - Optimized animal spawning through PlanetLifeManager - Improved performance of thruster particle systems by switching them off in distance Playfield.yaml Changes: - Added probability and flag to other Compound structures in space: all scenario creators have to take this into account
Updated Random Scenario: - Added several new POIs (thanks to our Builder's League) - Updated Radar Station POI on Temperate Starter - Added Minefield and Destroyed SV with warp to starter orbit - Updated Robinson Protocol: Added Lockdown Gate for Mainframe entrance (floating POI, Indestructible) and deactivated Teleporter, to prevent accidentally teleporting to the Radar Station when SV is parked up in the Mainframe (You cannot go back to Mainframe this way! Required: Complete Radar Station quests first) - Updated Prefabs and Space Graveyard - Added Random Rotation to Asteroid Rings - Probability that one-way warp connection appear is now zero (so there will be no unreachable sectors anymore)
Improved Wipe Mechanism: - Improved "wipe poi": now we do not rely on "regenerate" any more as regenerate will wait until no player is adjacent that can lead to delays for wiping - Implement console command ‘wipe poi’ + wipe will now also work in orbits
Other Changes: - Weapon display: showing now if weapon has automatic firemode and how accurate it is (Weapon Spread) - "Repairs Left" is no longer displayed for items that can't be repaired. - Dynamic display of weapon damage (affects Damage property in Config.ecf) - Do not display the ammo capacity if a weapon has unlimited ammo (eg Harvester Module etc) - Removed root steam_api64.dll (the one in Plugins should be the only one) - Parameters ReturnFactor and EnergyInIdle is now exported for config.ecf usage - Added playfield type to console command 'stats' - Added help+description to console command 'regenerate' - Invader-vs-Defender scenario: updated Sect playfield to A8 - CV drill attachment: switching off now hit effect when drill attachment is too far away from target - Better 3rd person camera position on all stock prefabs - Removed GrilledVegetables from Config.ecf (since no longer in use) - Removed old LandinggearShort from HV allow list, if you still have old BPs please use console cmd: replaceblocks <ID of HV> LandinggearShort DockingPad - Renamed RadarVesselT1 into DetectorHVT1 (since it is only useable on HVs) - First draft of spectator mode for other player/entity within the same playfield - Allow Blueprint default pics "BP_Default..." to be in jpg format (in addition to png) - Updated Localization.csv
We just fixed the exception on start up that occured for those of you who used a custom Config.ecf. The custom Config.ecf needs to be updated to take into account the changes we did in Alpha 8.5.
Bug Fixes: - Fixed: Exception on startup due to backward-incompatible changes in Config.ecf > we increased Config.ecf version. you have to adapt your Config.ecf to incorportate A8.5 changes
Changes: - Added Deconstructor to "Constructor" group in Control Panel (autogroup)
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Update: August 28, 2018 (Build 1850)
Bug Fixes: - Fixed: When activating CV turrets via Control Panel device list, they did not shoot when main "Weapon & Turret" switch is off - Fixed: Color Tool - icons "Replace Mode" and "Apply to Whole Block" were switched - Fixed: Problem that dancing NPC were stuck to the ground (now they are moving) - Fixed: Exception when applying Adrenaline Boost status effect
Changes: - Re-scaled some retractable turret models - Updated several device textures (Consoles, Cockpit CV, Passenger Seat, Warp Drive, Warp Drive Tank etc) to match new coloring convention - Updated PDA: Mission "Huntsmen" and changed Triceratops to Pangolin
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Update: August 30, 2018 (Build 1852)
Changes: - Updated vessel weapon box model and textures: now the box has slanted edges - Reduced oxygen capacity of Heavy Epic Armor to 1000 (due to save format constraints)
Bug Fixes: - Fixed: Barrels of retractable turrets do not stick out anymore from the box when pointing up while being retracted - Fixed: Playfield exception causing planets to become inaccessible - Fixed: When filtering for CV weapons/turrets in a constructor some of the ammo for them doesn't appear
We just released the Release Candidate 2 for Monday's Anniversary Update. Please check it out and let us know if you find any show stoppers.
CHANGELOG: Alpha Experimental 8.5 (Build 1843)
Changes: - Added Chapters 2 and 3 to Robinson Protocol - Renamed Turrets switch to "Turrets & Weapons" and added turrets + mounted vessel weapons to switch - Added old turret template (hidden) so that A8.2 turrets can be deconstructed - Added Input Fields to Light Blink Settings - Added new BA Stock Prefab Tier 7: thanks to CrazyZ https://steamcommunity.com/workshop/filedetails/?id=1485520595 - Tweaked barren planet: reduced grass density - LCDs: Use always Preset Color Palette and remove “Configure” - When using multitool on Teleporter block, it now gives back Steel Plates instead of Teleporter block - Further increased speed of Deconstructor - Tweaked sound when taking an item (same as when placing it)
Bug Fixes: - Fixed: MP Blast damage does not pass to target when shooting from some BA turrets - Fixed: Problem that turret jumped back to wrong position when leaving with player in MP - Fixed: Rewired exception that would occur when booting the game with no input save data and a controller connected. - Fixed: NPC spawner (thin plate) show no alignment before placement (ANOTHER FIX) - Fixed: CV mounted weapons shoot through blocks - Fixed: SV guns can be shot through blocks - Fixed: Blink Frequency is reset when re-opening CP - Fixed: Problem Color Tool Updating Color when switching between painting different vessels/structures
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Hi Galactic Survivalists,
We just released the first Release Candidate for Monday's Anniversary Update. Please check it out and let us know if you find any show stoppers.
Reminder: 1. Please closely read through the changelog below BEFORE starting into the new version! 2. Make sure to start a NEW game in the Experimental version. (This is not a savegame break, but we might change a few things again and thus we recommend to not risk your current public savegame becoming unplayable!) 3. Make sure tor report any bug or issue over here AFTER reading through the 1st post: > BUG REPORTS: https://empyriononline.com/threads/bug-reports-8-5-experimental.43234/ 4. Please make sure to report feature-specific feedback and questions about new 8.5 features and game mechanics (what you like, what you do not like, what you would want to be improved) in the pinned threads in this forum, so we can collect and review your ideas and suggestions: > FEATURE FEEDBACK: https://empyriononline.com/forums/experimental-features-discussion.35/
Thanks in advance
Empyrion Dev Team ==========
CHANGELOG: Alpha Experimental 8.5 (Build 1841)
Updated Retractable Landing Gears: - Added retractable landing gears to CVs - Added retractable functionality to all landinggears (except docking pads) - Better landing gear behavior on uneven terrain - Landing gears open/close now synchronously - Added info if Retractable landing gear to Block Info - Removed old LandinggearShort from HV allow list, if you still have old BPs please use console cmd: replaceblocks <ID of HV> LandinggearShort DockingPad
Updated Retractable Mounted Weapons: - All mounted weapons for vessel are now retractable - Updated box in which mounted vessel weapons retract Color Palette UI Changes: - Added button APPLY TO CURRENT button to custom tabs - Added button to hide Main Panel while changing colors (for better preview) - Added infobox with handling info - Add better titles to make clear that you change color of current structure - Added second preset - Save Optimization: Only create new palette tabs as needed (with "New" tab button)
Changed: - Re-added Robinson start to Arid Planet (removed Wreckage start): the Arid start is now again as in A8.2 - Added detector device for SVs - Added new turret groups to loot - Added template for RadiationImmunityShot - AutominerCore cannot be d-econstructed further - Renamed RadarVesselT1 into DetectorHVT1 (since it is only useable on HVs) - Updated textures on more containers - Adapted speed and sound of mounted weapon animations - Updated block info for new turrets about retract info and additional armor - Better 3rd person camera position on all stock prefabs - Deco Destruction: improved behavior when deco is only damaged - Added POI "Inferno" to Alien planet (thanks for Fractalite) - Deco NPC are now distributed to different block groups
Balancing: - Wings + Modular Wings rebalancing: increased hitpoints and weight - Epic Armor has now 800 Heat protection
Bug Fixes: - Fixed: Texturable thrusters lose their default details when using certain textures - Fixed: Issue with grey emissive colors or no emissive enabled at all on devices - Fixed: Difficulty settings change back to Medium preset after changing the seed - Fixed: Exception triggered sometimes when changing setting on lights. - Fixed: Light Settings not carrying over in MP when loading old saves (pre 8.5) - Fixed: Blinking light settings not maintained after loading back into save games - Fixed: NPC spawner (thin plate) showed no alignment before placement - Fixed: Custom Color Palette not saved with blueprint - Fixed: HV's when approaching a structure over water can sink underwater when a structure ahead loads in - Fixed: Structural integrity visualization texture issue - Fixed: Exception on New Game and problems to properly refresh when seed changes and other button clicks - Fixed: Difficulty settings change back to Medium preset after changing the seed when using any other preset or custom settings. - Fixed: Circuit list lowering down after reopening the Signal logic window - Fixed: ColorPalette: Some blocks do not take customized color but the previous color (in-session) > real fix with Combiner re-enabled - Fixed: Several AI behavior exceptions - Fixed: Top part of the Retractable rocket turret can be seen when loading back into a save game when the turrets are off - Fixed: Problem that special event container had wrong size - Fixed: NPC Spawner (thin plates) display the older version of textures - Fixed: Circuit list remaining positional issues - Fixed: Label for “Planet” in Vessel view is too small
Reminder: 1. Please closely read through the changelog below BEFORE starting into the new version! 2. Make sure to start a NEW game in the Experimental version. (This is not a savegame break, but we might change a few things again and thus we recommend to not risk your current public savegame becoming unplayable!) 3. Make sure tor report any bug or issue over here AFTER reading through the 1st post: > BUG REPORTS: https://empyriononline.com/threads/bug-reports-8-5-experimental.43234/ 4. Please make sure to report feature-specific feedback and questions about new 8.5 features and game mechanics (what you like, what you do not like, what you would want to be improved) in the pinned threads in this forum, so we can collect and review your ideas and suggestions: > FEATURE FEEDBACK: https://empyriononline.com/forums/experimental-features-discussion.35/
You can expect at least one other EXP release before the public release next Monday.
Have Fun! Empyrion Dev Team
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CHANGELOG: Alpha Experimental 8.5 (Build 1836)
Gameplay: - Added retractable landing gears: For testing, we activated "Landing Gear 2" (SV) and "Heavy Landing Gear 1" (SV) as retractable landing gears - Activated destruction of decorations by vessels - Enabled Blink Settings for "Flares" - Added MaxCount to turret groups (MaxCount is now applied to the whole group and not the single block) - Using now better status effects for Shower and Survival Tent (set neutral body temp) - Reactivated sniper zoom distance
Visuals / Sound: - Texture tool preview texture: better contrast of texture - Added new Plastic block texture - Improved UVs on retract turrets - Updated model for Drill T2 - Switched off lights now show 25% of the emissive color to immediately see if it is a colored light - Added new POI sound "ExtraktTechno" - Slightly increased size of flare - Updated sound when coloring or texturing something
UI: - Color Palette UI: Added Multi-Select Hue-Shift, Saturation and Value adjustment - Adjusted Turret Target UI: Now using Headers for Information instead of all info at the bottom - Added hover text for radioactivity and temperature symbols - Updated UI Sliders: allow click-to-set
Additions: - Added dancing NPC for anniversary POI - Added Beer as new item (no template yet) - Added radiation immunity shot (no template yet)
Other Changes: - Exporting now EnergyInIdle and display correctly in Block Info
Bug Fixes: - Fixed: Ships will not fall through BAs on planets any more - Fixed: Missing Textures for some NPCs - Fixed: CV turrets cost nothing in BP and do not return components when deconstructed via Tool - Fixed: Artillery retractable turret animation and placement - Fixed: RtoBP not repairing missing Turrets on CV - Fixed: Flash sometimes appearing when using texture & colour tool. - Fixed: Portable Constructor placed in OFF mode randomly - Fixed: Multi + Drill turret don't have sound when retracting - Fixed: ColorPalette: Copy & Paste color slots in CURRENT palette does not update color in-session - Fixed: Parasaurs direction sensor fix - Fixed: Techtree not fully displayed for SV (moved some level 2 unlock to level 3 again) - Fixed: Able to change color slot 0 (Clear Color) - Fixed: Problem with double entry of tool turret in own group and artillery group - Fixed: Reverted accidental use of Epic Drill model for Drill T2 model - Fixed: NPC sound played on a Coop server if Worm was spawned
Updated EAH Server Tool: - Added: Check Faction change event to statistic log - Added: Credit change by tool in log - Added: Structure limit wrong message - Added: A8.3 changes
Preparations for the upcoming major Alpha 8.5 Anniversary Update are nearly done (no, you did not miss Alpha 8.3 and Alpha 8.4 - given the huge amount of new content and features, we decided that the Anniversary Update merits the A8.5 name tag).
Most of the new features, blocks and items are implemented and we now need your help to test them thoroughly until the public release on August 27!
Said that, we have updated the EXPERIMENTAL Steam branch to 8.5 just a few seconds ago.
As always: 1. Please closely read through the changelog below BEFORE starting into the new version! 2. Make sure to start a NEW game in the Experimental version. (This is not a savegame break, but we might change a few things again and thus we recommend to not risk your current public savegame becoming unplayable!) 3. Make sure tor report any bug or issue over here AFTER reading through the 1st post: > BUG REPORTS: https://empyriononline.com/threads/bug-reports-8-5-experimental.43234/ 4. Please make sure to report feature-specific feedback and questions about new 8.5 features and game mechanics (what you like, what you do not like, what you would want to be improved) in the pinned threads in this forum, so we can collect and review your ideas and suggestions: > FEATURE FEEDBACK: https://empyriononline.com/forums/experimental-features-discussion.35/
Please check back regularly to this announcement, as several updates to the Experimental version are to be expected until public release next week!
Now please go ahead, update and enjoy! But before, check out this short teaser video:
CHANGELOG: Alpha Experimental 8.5 - Part I (Build 1833)
MAIN FEATURES
1. Modular Wings: - Added a set of more than 20 modular wing parts that allow for infinite customizations of your Small Vessels - You can now even attach thrusters, weapons etc below your wings via pylons
2. Blinking Lights: - Added blinking lights (customizable blink frequency, blink length and blink delay) - Added possibility to use a light as a spotlight (with customizable spot angle)
3. Infinite Colors & Device Texturing:
Custom Color Palettes: - You can now set up your very own color palettes (free color picker!) beyond the 31 predefined colors we had before - Each color palette can then be used for a certain structure (Base, CV, HV, SV) - You simply need to be close enough to a vessel or base and right-click while having the color tool in your hand. If you are close enough, the “Configure” button on the top right will light up. Use it to open the color picker and the custom palettes. Select a slot and configure the color to add with the sliders on the right. You can copy, paste and swap the color of any slot to your likings. Note: The color palettes are saved with the structure you are ‘in touch with’, what means you can set up several color palettes with EACH structure individually!
Device Texturing: - It is now possible to add custom textures to some of the devices: Thrusters (not the JetThrusters!), Modular Wings and Heavy Window Blocks
4. Retractable Turrets: - Added retractable turrets (turret automatically retracts into its box when deactivated) - If the turret is retracted into its box, it has 20% stronger armor
5. Deconstructor: - Added deconstructor device to disassemble other devices or components into smaller parts
6. New and Updated NPC Creatures:
Telluropod: - Amphibian behavior: can be found close to water / in shallow water on Temperate planets - Roams around spawned position, but tends to walk in water - When it is alerted by player, but the player is too far for attack (20 meters), it will follow the player but will stay in the water - If player get's a bit closer, it will attack the player - If lured too far from water, it will return to water - If its HP is low, it will run from player into the water - If it encounters the player in water - it will follow him on the bottom of the water body slowly, if the player will be close enough both in distance and not too far from the bottom of the water, it will attack him
Pangolin: - Replaces Triceratops with updated behavior
Arachnid: - Replaces old Arachnid ((internal CaveWorm) with updated behavior (aggressive, attack player on sight, during the attacks sometimes retreats a bit to make angry gesture)
Otyugh: - Replaces old Otyugh with updated behavior (aggressive with roaring before attack, big and slow)
Desert Worm: - Replaces old Desert Worm with updated behavior
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OTHER FEATURES:
Improved Turret Behavior: - Prevent shooting of turrets when turret is "built-in" (you cannot use hull blocks anymore to built-in turrets anymore) - Added more detailed targeting options: BA, CV, SV, HV, Troops Notes: - Since ‘Troops’ is now a separate setting, you need to always select a faction (Alien, Player, Prey, Predator) and have the ‘Troops’ checkbox selected as well in order to allow turrets to pick up NPCs as a target! - Just having Predator selected will NOT make the turrets fire on those anymore! - Check the handling info given on the bottom of the turrets device group page on the device tab in the Control panel
Planet Update: - Added new moon (MoonNascent) as a Zirax resource outpost for Lava planets - includes new mountain stamp, new POIs and new PV - Updated: Lava Planet (Higher temperature, POI + creature spawning, etc)
New NPC Behaviors:
Raptor: - when calm: roams the surroundings - low alert: searches the player - when player is spotted: circling formation attack Circling formation attack: - all animals in the group will circle in random direction around player - only one animal can attack at the same time. - animal can only attack when it is in front of the player - when the animal attacks the player, the attack can be interrupted by weapon fire or evasion
Lizard Mule: Updated behavior (similar to before but in the new AI framework)
AlienBug04: Updated behavior (similar to AlienBug03 and in the new AI framework)
General AI Behavior Improvement: - When there is no attackable target, but the AI has a non attackable threat - the agents will run away (applied for: Raptors, Parasaur, Spider, CaveWorm, Crawler, Overseer, Alien Assassin) - better terrain analysis - avoiding mountains and water Better Target Info: - Added info panel for NPCs and other players displaying name/type and health
Better Target Info: - Added info panel for NPCs and other players displaying name/type and health
Additions: - Added more Heavy Window shapes - Added Hover Thruster: it is a weak "all-in-one" device (hover engine, thruster, RCS) to make building of a HV in the beginning straightforward): we updated some Stock Prefabs HV and integrated new hover thruster; Maxlimit for a HV is: 4 (maxlimit can be deactivated for Servers and in NEW GAME start options) - Added Epic Drill - Added Epic Heavy Armor - Added “Special Event Container” which can be used for loot during special events. Now it contains Epic Heavy Armor and Epic Drill as loot
We plan to add it temporarily to the Anniversary Update as a special loot: how do you think it handles?
New Terrain and Planet Generation: - Re-activated new terrain and optimized colliders - Activated improved planet generation: biome stamps support now OverlapAll, OverlapOff and OverlapOther - Added possibility that stamps have own splatmap
Improved Wipe Mechanism: - Improved "wipe poi": now we do not rely on "regenerate" any more as regenerate will wait until no player is adjacent that can lead to delays for wiping - Implement console command ‘wipe poi’ + wipe will now also work in orbits
Gameplay: - Allow to use Quick-Loot (SHIFT-F) also with drone wreckages and dead bodies/corpses - Added idle energy mechanic for saw and drill attachments (drill/tool turrets will follow) - Added In-game message when harvest box is full or missing - Added idle energy mechanic for drill/tool turrets - AMMO is now taken into account when filtering for BA/SV/CV/HV - Show info message once when player switches to Survival Constructor - Added on-screen message for status effects as a reminder for players that these will evolve into something worse - Hover Vessel: When placing multiple emergency hover boosters, their effect adds up (but also charge time increase) - Templates update: Added some deconstruction Rules - Added BlastDamage and BlastRadius also to weapon info - Added: Skill tree double click to unlock stuff
Balancing: - Faster crafting for Adv Constructor (x2 instead of x1.4) and Furnace (x5 instead of x3) - Updated EnergyIn and added IdleEnergyIn of several devices (Drills, Drill Turrets, Multitool Turrets, FoodProcessor, all Constructors, Furnace, Deconstructor, etc) - Increased Range of CV Multitool Turret from 80 to 120m (space) - Increased speed of Retrieve-Blocks mode of CV Multitool turret - Increased speed of Retrieve-Blocks mode and Salvage mode of HV Multitool turret - Increased Range of DrillAttachementCV from 40 to 80m - Increased Range of TurretMSDrill from 80 to 120 - Reduced BlastRadius of drone bombs
Techtree Changes: - Portable Constructor: added Composite Hover Engine - Added block description for Composite Hover Engine - HV Starter now available per default (level 0) - HV basic equipment set to Level 1 (auto-unlock): Generator, Fuel Tank, O2 Tank, Cockpit Blocks, Docking Pad - Moved Light from level 7 to level 1 - Moved Fridge (HVSV) to level 3 - Moved Mobile Constructor HV to level 5 and Mobile Constructor SV to lvl 7 - Moved O2 Station from level 3 to 2 - Moved Detector HV from level 5 to 3 - Moved Detector Suit from level 3 to 1 - Moved Ore Scanner from level 3 to 2 - Moved HoverEngineSmall up to Level 3 - Moved Spotlight form level 5 to 2 - Detector (Suit) now parent for Ore Scanner (Techtree) - Survival Tool now parent for Multitool T1 (Techtree) - DockinPad & O2 Tank now available in Portable Constructor - Techtree changed unlock order for HV > Light, Spotlight, Detector
Traders Update: - Added all new Sprouts to Aunt Marys (removed ingredients to craft sprouts) - Added all new medical items to Ok'Y Medical (removed ingredients to craft items) - Added Energy Drink to food-traders and Market Cafe
UI Update: - Added keyboard navigation to line lists in Control Panel, including group expanding/collapsing - Keep Custom Button assignments in Device Group Header dropdown when using AutoGroup - Custom Keybinds: Input config data is now versioned and saved in an XML file in the savegame folder, i.e. no more reset of custom keybinds after an update (however, we need to reset keybindings in A8.5 a last time) - Adjustments to Blueprint Factory Window (show Life Stats + toolbar while window is open, some other re-arrangements to the window) - Added farming, medicine, and food categories to the creative menu - Add message that SHIFT+F works on dropcontainers/lootboxes - Control Panel: Ordering of properties is now same as Block Info - Use new Format Convention for Craft Time
Status Effects Update: - Added “WellFed” effect that slowly regenerates health if you have more than 485 food (Note: this is the current setting, we could change it to 85%). This effect is negated by Indigestion and Poison Food - Added count-down timer to status effect icon panels to show how long a status effect will remain active. If the effect has no time limit (e.g. Broken Leg), a message 'No time limit' will display - Added 'Radiation Immunity' effect. For a short time, radiation will not build up in the body - Added the possibility to suspend effects for a limited duration. For example, the new 'Poison Antidote'. This type of effect will temporarily suspend the negative effects of Poison Food (others to follow). The Poison will still be present in the body and its effect time will still count down, but no negative effect will be applied. - Added messages to inform players of when a particular effect will 'evolve' into a worse effect: "Dermal Parasite will evolve soon into Endo Parasite!" - Added possibility to increase status effect condition checks with 'AND' clauses in addition to the 'OR' clauses - Added several additional console commands for working with status effects (additional information, removal of a specific effect or all effects, effects attached to the player will also show the next stage, if applicable - Added possibility to attach particle effects to players when an effect is active (f.e. Fire now ignites the player model!) - Added possibility to attach sound effects to players when an effect is active (f.e now you can hear the player burning if on fire!)
Visuals and Sound: - Major update of color masks for devices (more areas remain now uncolored) - Color bleeding removed We fixed the color bleeding of block textures when looking in a flat angle on a large structure. Here is a screenshot that shows the old problem of color bleeding: https://i.imgur.com/3BQMOgw.jpg - Increased resolution of many block textures > textures should look crisper now (high res textures also for low graphics setting without any performance loss) - Individual texturing is now possible for the following devices: Thrusters, HeavyWindows and ModularWings (areas that have standard plain hull on it) - Added random rotation of asteroid fields to all orbits - Exchanged some models for BA turrets (now using consistently CV turret models - before we had a mix between models) - Added icon to lower right corner of blocks that are block groups so a player knows which blocks can be extended via RMB - Tweaked damaged windows of Cockpit 04 - Sound is now played when picking up an inventory item as well as when placing one - Updated model for Multiturret CV - Added hover texts to more GUI elements - More details on texture preview of texture tool
Optimizations: - Major optimization of deco trees and plants to improve performance when inside dense vegetation - Optimized animal spawning through PlanetLifeManager - Improved performance of thruster particle systems by switching them off in distance Playfield.yaml Changes: - Added probability and flag to other Compound structures in space: all scenario creators have to take this into account
Updated Random Scenario: - Updated Radar Station POI on Temperate Starter - Added Minefield and Destroyed SV with warp to starter orbit - Updated Robinson Protocol: Added Lockdown Gate for Mainframe entrance (floating POI, Indestructible) and deactivated Teleporter, to prevent accidentally teleporting to the Radar Station when SV is parked up in the Mainframe (You cannot go back to Mainframe this way! Required: Complete Radar Station quests first) - Updated Prefabs and Space Graveyard - Added POI for start of chapter 2 (Ancient Prison)
Added test setting: Arid Start is now like in A7 (with wreckage) - Idea is to have a start with faster progression and more equipment > What do you think?
Other Changes: - Weapon display: showing now if weapon has automatic firemode and how accurate it is (Weapon Spread) - "Repairs Left" is no longer displayed for items that can't be repaired. - Dynamic display of weapon damage (affects Damage property in Config.ecf) - Added Random Rotation to Asteroid Rings - Do not display the ammo capacity if a weapon has unlimited ammo (eg Harvester Module etc) - Removed root steam_api64.dll (the one in Plugins should be the only one) - Parameter ReturnFactor is now exported for config.ecf usage - Added playfield type to console command 'stats' - Added help+description to console command 'regenerate' - Invader-vs-Defender scenario: updated Sect playfield to A8 - CV drill attachment: switching off now hit effect when drill attachment is too far away from target - Removed GrilledVegetables from Config.ecf (since no longer in use) - First draft of spectator mode for other player/entity within the same playfield - Allow Blueprint default pics "BP_Default..." to be in jpg format (in addition to png) - Updated Localization.csv
Bug Fixes: - Fixed: Rocket explodes immediately after being fired from a rocket launcher when player looks down (eg shooting from an elevated position down) - Fixed: Improved problem that on a client the wheels of the player bike keep spinning too long when getting off the bike - Fixed: DSL is not fast enough for some orbit structures - Fixed: MP: Bikes jump back and forth when player disembarks - Fixed: MP: Players often driving 'sideways' when observed by other players - Fixed: It is possible to lose control of a vessel if parked in the green barrier zone - Fixed: Scoped Pistols can shoot through blocks - Fixed: Sometimes when returning to docked vessels they can be positioned incorrectly but still docked (partly fixed) - Fixed: After deleting a circuit the circuit list always scrolls back to the top of the list - Fixed: Touch Screen controller calibration (No touch drag allowed for Templates or Items) - Fixed: shared map markers stopped saving; in space playfields, shared map markers not created in map - Fixed: Troop Transporter cannot land / stuck in landing in some use cases - Fixed: Keep Device customized names when moving between groups - Fixed: Problem that Harvest Module and Drill attachments had "Access" button in CP but were not accessible - Fixed: MP: Food Processor acts like a fridge even when not powered - Fixed: [MP] When a player gets into a passenger seat the mounted weapons of a vessel lose the loaded ammo. - Fixed: Landing a vessel on a repair bay with 'Automatic mode' on the vessel can be repositioned away from the bay - Fixed: Solar capacitors are not being charged by solar panels when in space - Fixed: O2 used up in a vessel on a breathable atmosphere planet - Fixed: MP: Markers can not be renamed in-session. Relog needed - Fixed: SHIFT+F was not working correctly - Fixed: Solar Capacitor empties although output is high enough - Fixed: Damage dealt by some AI was inconsistent - Fixed: Furnace never continues crafting after Output has been full once - Fixed: Furnace does not work when playfield is unloaded or if DSL got active - Fixed: Problems with lags on a dedicated server - Fixed: health/info overlay appearing while loading/spawning after quitting/dying while looking at something with an overlay - Fixed: Autofill takes bio fuel from the player inventory on HV's with a harvester - Fixed: Rail gun can be crafted in large and adv. constructor, ammo only in advanced constructor - Fixed: HUD objects lagged behind a bit when camera rotated - Fixed: DSL: Structures/Vessels use many times more fuel than loaded (SP and MP) - final fix - Fixed: Trying to name a group 'Oxygen' in the device list gets changed to 'Oxygen Storage' automatically - Fixed: Turret looks/shoots in wrong direction - Fixed: [Regen] Approaching structures in space in a ship does not trigger regeneration - Fixed: Problem with bloom and color bleeding of some brighter colors - Fixed: Possible to place more than one AMD on a very large ore deposit - Fixed: Problem that console command 'regenerate' did not set the faction back to original faction - Fixed: Alien bug trying to shoot at the player through blocks - Fixed: exception when attempting to set more than just a couple of starter planets in solarsystemconfig.yaml. - Fixed: Water prevents stamps from spawning on land - Fixed: Pathing problem in POIs with armored golem - Fixed: Exception: TerrainEngine.GrassProcessor.GrassCell.Set - Fixed: Symmetry plane not activating automatically when selecting a symmetry plane, and vice versa - Fixed: Max, Min stamps show too much splatmap-texture - Fixed "Overbright" problem with some Colors - Fixed: Particle effect on some turrets appeared on the wrong position - Fixed: Hover engines can be rotated by the selection tool (now they are deactivated when rotated) - Fixed player bike animation errors in console - Fixed: Texture issues on MoonIce - Fixed: Some commands do not work for structures that were never loaded since Playfield load - Fixed: Player jumping back and forth on radar - Fixed: Removed seam in the middle of texture in SSG - Fixed: PDA MP: PlayFieldOps "DeviceUnlock[Multi]" don't work
Today, we are excited to reveal the release date of the upcoming 3-Year Anniversary Update of Empyrion:
August 27, 2018
Get ready to celebrate the 3-Year Anniversary together with us with some awesome features that are waiting for you in the Anniversary Update. Check out this short teaser video:
We just released a small patch for Alpha 8.2. While our team is working hard on the Anniversary Update, we noticed a problem with the pathing of the AI in some use cases and decided to release this fix to the public rather than letting you wait for the next major update.
Stay tuned - the release date of the Anniversary Update will be announced soon!
Changelog: Alpha 8.2.4 (Build 1793)
Bug Fixes: - Fixed: Zirax NPC not moving in POIs in space and underground - Fixed: Alien Assassin NPC not moving in bases - Fixed: Occasional error when starting a new game
Slightly more than 3 years ago - on August 5, 2015 - the first public version of "Empyrion - Galactic Survival" was released on Steam. We want to celebrate Empyrion's 3rd birthday together with you with a big "Anniversary Update" which will be released this August (we will announce the exact release date soon).
The anniversary update is dedicated to you - our awesome community - and will include some highly requested features and some fun surprises. Of course, as each good birthday present, we will keep it a secret (at least until the first Experimental version ;)
Here are some teaser screenshots from the upcoming Anniversary Update (maybe you can already guess what it is):
However, this is only a part of the new eatures waiting for you in the upcoming Anniversary Update. Stay tuned for more teasers...
Pre-Alpha Souvenirs:
When looking back at the first public release of Empyrion and what has changed since then, we believe that our small team can be proud of what it has achieved. Have a look at some screenshots from the 2015 version that was released on Steam (and yes, these pics are taken from a "Best of Collection"):
If you are now getting nostalgic and want to play again the old 2015 version (Pre-Alpha 2.0.2), we made it available on a Steam branch called "alpha_pre"
Please note that you must start this 2015 version directly via Empyrion.exe found here: Steam\steamapps\common\Empyrion - Galactic Survival\ (you cannot start it via Steam Client)
Even though we have come a loooong way with Empyrion, we are not stopping here - we still have big plans for our baby. Here are some features that we still want to integrate in the near future (either during Early Access or shortly after):
- More solar systems - Better skill, research and progression system (rework of the current tech tree unlock system) - Better collision model and more realistic controller for vessels - Energy shields for vessels - Automatization - Introducing realistic weight - More threats (AI and environmental)
(note these features will not make it into the Anniversary Update)
Thanks for reading and stay tuned for the Release Date announcement of our upcoming Anniversary Update.
Yours,
Emp Dev Team
P.S. If you did not yet make a review for Empyrion on Steam, we would like to encourage to do so because it helps us to know what you like or not.
This version is not only adding a few new features and fixing bugs but is addressing an important, technically related topic: loading and unloading structures in a sensitive manner in order to reduce performance cost - which also adds the possibility to significantly increase the amount of structures per playfield (bases, POIs) from 255 to over 65.000!
The "Dynamic Structure Loading" (DSL) will achieve something that may sound as a no-brainer, but actually has a lot of side effects and implications: It will completely unload structures when they are out of render distance. This means, if a base or vessel is farther away than 1200m on a planet (or 3000m in space) the game will unload the structure and save performance. This is similar to when you leave a playfield, all the bases and vessels are unloaded - but now this will happen an active playfield. And dynamically. And in realtime!
DSL affects a lot of game functions, which are now needed to be handled ‘on runtime’ although they are technically unloaded. That’s not only affecting plants growing, fuel in bases is used up, constructors and furnaces crafting, solar power charging, but also elements like spawning in a medic station that is in a base outside DSL range (and thus unloaded).
DSL is not a technique that allows to increase the actual build size of bases or vessels (that’s a future topic!), but to reduce the load for structures that you cannot see anyhow! The latter is also the reason why we can now have more than the 255 structures, as it now does not make any difference if you cannot see 250 or 65530 POIs ;)
With 8.2, we of course also added more content and features, like the new Arid starter planet, homogenous group settings, a quick-pickup for your backpack, AI improvements and more.
Check out the Version 8.2 update trailer below for a quick overview. https://youtu.be/B5qF-SX3m1A (thanks a lot to Ashrai for the update video)
Dynamic Structure Loading (DSL): - First implementation of loading only the the structures around players (Planet < 1200m, Orbit < 3000m) We introduced a new technique - so-called "dynamic structure loading" (DSL) - to load only structures that are around a player. Before, we loaded all structures on a planet which slowed down performance and increased load times. The current implementation will unload the structures immediately when they are not near the player any more (more than 1200m away).
New Desert Planet: - Added new desert planet (former: Desert2, now: Desert) We changed the PlanetType of the old Desert Planet into Arid Planet. Then new Desert Planet is a real Tatooine-style desert planet with interesting natural POIs:
New Starter Planet: - Added ‘Arid’ starter planet for Default Random scenario
Please note that the PDA missions other than the Robinson Protocol are not yet fully adapted to the new Arid Starter planet. So you might (for example) not be able to find certain plants or crops required for those (will be added and refined in 8.3).
Added Homogeneous Group Settings to Control Panel: - Added possibility to set Turret Attack Groups and Light Settings from the "Group" Heading - There must be only a single type of device (eg: only Turret Blocks in Group) - Added Spotlights into own control panel group so that on Autogroup Light/Spotlights are separated and Lights are in homogeneous group
Tweaked Default Random Scenario to be better compatible with MP: - Set all POIs to regenerate - Set "LandClaimZone: Device" so that buried crashed ships can be dug out and still regenerate - Added resources to regeneration via resource asteroids
AI Update: - Updated Overseer and Crawler basic AI - Zirax: better search behavior - Zirax: shotgun fast approach search, minigun with slow approach - Approximate target position replaced with accurate position - Troop transport: improved landing and take off
Gameplay: - Extended structure limit from 255 to 65535 per playfield - Use SHIFT+F to instant-pickup backpack and drop container - Added "Instant" as gameoption speed for Blueprint production / Repair-2-Template - Turret Targeting: Ignore Structures and their sub-devices IF structure is fully deactivated (Main Power OFF) - When salvaging a block doesn't return anything this is indicated by a red tool icon - Removed MaxCount in Config.ecf for Capacitor (Solar) [internal: SolarGenerator] > Battery Capacity can now be increased by placing more Capacitors - Display Maximum Fuel/Battery capacities in Statistics - Local Coop games now use the SinglePlayer game options dataset - Added "show bounds" checkbox to repair bay that will show the bounds of the ship to repair. This will switch off after 10 seconds - Added screen-message for Repair-2-Template Intake when adding a second stack which is then larger than requirement - Changed "Current Durability" display to also include current max durability, e.g. 450/500 - Added Coordinates and Distance in 3d Planetary Map when circle marker is placed - Reduced shaking of Multitool, Survivaltool, DrillT2 (not camera shake but shaking of tool itself) - Added O2 tank to Essential Category - Increased O2 value of small O2 bottles (from 50 to 75) and large O2 bottles (from 200 to 250) - Removed light from Survival Tool - Deny manual usage of weapons and turrets of docked vessels - Moved LizardMule to Arid planets - Crafting: 1 Vegetable now gives 2 PlantProtein
Updated Player Growable Plants: - Added Coffee Plant as player harvestable plant (Crop Type: Natural Stimulant) - Added Big Flower as player harvestable plant (Crop Type: Buds) - Rebalanced player growable plants: crop yield and growth time - Added Crop Yield and Crop Type as info to harvestable plants
Visuals: - Updated model and textures for Ion Cannon - Updated model and textures for Lizard Mule NPC - Improved particle effect of slime ranged attack (AlienBug03 + AlienBug04) - Tweaked interior glass of Cockpit 4 (SV/HV): more transparent - similar to the other cockpits - Tweaked “Highest” setting in Shadow Quality setting (it is now similar to old Medium setting) - WaterGenerator + Autominer are now grey instead of blue (to be consistent with other terrain placeables) - EggPlant has better harvested model - Better particle effects for Survival Tool
UI Update: - Added option to switch between metric and imperial measurement systems - Updated preview icons for several blocks (devices, components, ammo, etc) - Updated Block info: added first batch of new descriptions for items and devices with Infos on how to use them and in which context + adjusted some descriptions that were outdated or not fitting anymore - Info panel window: Consistent placement of units: unit always be behind value - Added "CRAFTING" heading to Info Window - Added Output Count and Craft Time to "CRAFTING" header in tooltip/info window - Changed Power/Workload "Off" to "None" in Control Panel main page under "Power" - All Pentaxid based materials (Pentaxid, raw and refined) are now colored in Magenta to make it easier to distinguish from Promethium (blue) and to be consistent with Warp Tank color - Better UI Font Rendering - Improved "Status Effect" display in Block Info - GrowthTime is now displayed correctly with localized "minutes" behind number - Made some visual tweaks to the ingame console
Planet Update: - Higher resolution of splatmap for Class 3 planets (the higher resolution splatmap allows for a more accurate texture distribution - here the new Dust Bowl biome on the temperate planet)
- Added new mountain stamps and updated all temperate planets with new mountains stamps and better beaches - Update temperate planet: terrain texture in swamp biome is now a bit greener. Updated reeds grass - Activated resource asteroids on starter planet in Akua-Omicron scenario - Added description to starter planet in Akua-Omicron scenario - Tweaked deco on desert planet - Xenu Bunker on starter planet (Akua-Omicron) is set to regenerate as well - Added AlienBug01 to swamp biomes - Slightly reduced density of purple biome fog - On starter planet now only green biome fog - GolemDesert only spawns during night on temperate planets - Added new biome "DustBowl" to Temperate Planets - Added new stamps for desert planet
SSG Update: - Adjusted stamp preview images to correct aspect to prevent distortion. - Included AtmosphereFog, GroundFogIntensity, GroundFogHeight as procedural parameters. Introduced GroundFogProb. - Updated all playfields with new dynamic values for fog and atmo - Changed preview display name of MountainStamp to GlobalStamp - Added stamp usage to statistical information output - Increase resolution of biome area display to 2 decimals - Support neighbor configuration when designing solarsystemconfigs - Removed unused sector.yaml parameters (OrbitLine, Icon, Color) - variable declarations remain in SectorYamlData.cs as unused for backward compatibility with existing servers' sectors.yaml files. Most scenario files updated to match.
Controller Update: - Added "right-clicking" functionality to cursor mode with gamepads, mapped to X button on xbox controller. - Improved map controls for controller
PDA Update - General: - Internal change of localization references to prevent currently active tasks to get broken after an update - For single player you can find the Story Missions now in the "STORY" tab in the PDA (F1) - PDA Random Default: Made clear that in COOP/MP it is not possible to set a core in a regenerated structure - Added Chinese (simplified) for Robinson Protocol and other Missions - Updated FR translation
PDA Update - Robinson Protocol: - Adjusted distribution and spawn-frequency of enemies in Radar Station - Change Control Room and Uplink Room in Radar Station so the levers used for game progress are better protected from accidental destruction - Moved core of Radar Station somewhere else so it is not destroyed or removed unintentionally (which will break the mission progress) - Fixed some issues with Robinson Protocol COOP triggers
Optimizations: - Optimization for loading/saving of class 5 planets - Network optimizations - Optimization for deco (trees) generation
Console Commands Update: - Console command : add the sub command "spawn" to the "depleteresource" command - Enhanced console cmd "gameoptions" to allow to set a parameter value - Console command 'ents' does now not list any structure proxy entities any more (only if you use 'ents -all'). - Added: Console command "gameoptions" to list all current values - Console cmd "aimanager": sub command "triggerdronewave" will now force the attack even when there is no player around the base - Console command 'ents' now also shows the entity type - Console command 'stats' now shows the land claim mode
Other Changes: - Config.ecf: Removed "Range", "Damage", "AmmoCapacity", "AmmoType", "ReloadDelay", "ROF" from device because it will now be read from weapon itself - Changed: Random placing of POIs and resources now excludes 200 (instead of 100) meters around the pole areas - Added more detailed colliders on Ion Cannons (enemy turrets) and all player turrets - When hovering with a drill/survival drill, we are now hiding the name of the deco item if Localization does not exist (this avoids to be distracted by strange names of deco items) - Added AlienBug04 to spawn menu - The white warp effect now lasts 5 seconds longer to hide the longer planet loading times - Limiting number of blueprint parts to 32 to improve network traffic - Debug weapons are now blue to better distinguish them from the epic weapons - Better explanation for Special parameters (eg AllowBlueprintSV etc) in ExamplePlanet - Replaced POIDistance with SpawnPOIAvoidDistance in all playfield.yamls
Bug Fixes: - Fixed: Dead drones fall through terrain in some cases (especially MP) - Fixed: Parasaur NPC sliding over terrain when trying to run away - Fixed: Exception when you change to any option in the repair bay console - Fixed: NPCs firing through wall (proper fix) - Fixed: Turret targeting settings were not saved when creating a blueprint - Fixed: Tent removes terrain - Fixed: Server shutdown keeps processes open - Fixed: Sometimes chunks of terrain were missing - Fixed: Flickering on grass with "Low" SSAO setting - Fixed: Mobile constructor starts crafting even if turned off - Fixed: Players seated on a bike are shown as 'PlayerBike' in MP - Fixed: Exploit when two players try to pickup the same block at the same time - Fixed: Plants did not always continue to grow while a playfield was unloaded - Fixed: Asteroid resource: Area limit of the asteroid resource did not match the new big planet size - Fixed: When POI regenerates, NPCs remained in structure and sometimes were falling through the structure and could shut from below - Fixed: After RT2 is performed any devices that are put back onto the vessel are not put back into the group they were in (MP) - Fixed: Plants sometimes dying when returning to a base (MP) - Fixed: Turrets do not attack alien POIs in some use cases - Fixed: Game Start pages broken for Akua-Omicron and other scenarios - Fixed: Exception when clicking between STATISTICS page and CONTROL Panel in a vessel - Fixed: Exception when quitting with alt-f4 with open statistic screen - Fixed: Display of correct planet stats with ad hoc playfield generation - Fixed: Light Suit not protecting from RAD - round random radiation to nearest 1/10th - Fixed: Techtree: Range info is missing from Weapons - Fixed: Sorting Error with Tooltip and Tech Tree Window - Fixed: Motion sensor breaks after placing & picking a bike up in the sensor area - Fixed: Moving far away from a vessel that is using R2T & returning to it the R2T is not maintained whilst away. - Fixed: Enter key not working in password dialog when connecting to a protected server - Fixed: Missing description text for starter playfield in Default Random when multiple starters available - Fixed: Mechanoid rotation + movement speed - Fixed: Exception if Orbit has Instance Data - Fixed: Repair Station could get stuck while in R2T Mode when no template is available - Fixed: Sometimes it was not possible to repair a vessel (happened when no template was available) - Fixed: Repair Station does not allow manual repair start & broken info for ingots - Fixed: Back button does not work in Repair Console - Fixed: Vessels not able to warp in some use cases - Fixed: Exploit: Endless production of Energy bars and other templates - Fixed: Alien Palm tree (Oranges) explodes when being harvested - Fixed: Billboard appears too early for Cactus plant - Fixed: Shared markers are visible on playfields they do not belong to (MP) - Fixed: Resources & Time list in statistic window is not scrollable with mouse wheel - Fixed: Problem that no NPC spawned in Sand biome on arid planets - Fixed: When opening PDA, Log texts didn't update if not a chapter (but a task) was selected previously - Fixed: Drone attacking base when player is away - Fixed: Black square appears for split-second when opening sector map. - Fixed: Several problems with colliders being at wrong position for NPCs - Fixed: Possible network disconnect exploit for mod API: item add/remove, credits, full inventory update - Fixed: Random exception after drone attacks - Fixed: Epic Pulse Rifle was not colored correctly (grey instead of red) - Fixed: Constructors still using old "On/Off" Buttons - Fixed: Possible network disconnect exploit for mod API: item exchange - Fixed: POI spawning on Temperate planet > now EpsilonAuxT1 and EpsilonDefence POI will spawn close to Bunker - Fixed: UI Highlight showing incorrectly/not showing when item is being dragged during enable/disable event - Fixed: Some materials/textures on deco plants (were over bright) - Fixed: Problem with AtmosphereFogRange in +ExamplePlanet dynamic playfield - Fixed: PDA exception when loading old savegame - Fixed: Hover Info 'Effective Against' is shown as KEY not as LOCA - Fixed: AI Vessel : patrol in Long range management not updating next destination - Fixed: missing description and additional info for Shadows of Starlight and Default Akua-Omicron scenarios.
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HOTFIXES:
Update: July 27, 2018 - Alpha 8.2.3 Build 1792
Bug Fixes: - Improved fix for "Asteroid regen no longer working for 8.0 saves in MP"
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Update: July 26, 2018 - Alpha 8.2.3 Build 1791
Bug Fixes: - Asteroid regen no longer working for 8.0 saves in MP - other small bugs
Please note: This regeneration fix is working for most but not all cases. We're sorry for that and will release a better fix hopefully tomorrow.
Changes: - Temporarily removed SHIFT-F (Needs to be redone for 8.3 in a proper way so exploits and issues with picking up backpacks are avoided)
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Update: July 21, 2018 - Alpha 8.2.2: Build 1783
Bug Fixes: - DSL: Structures/Vessels use many times more fuel than loaded (SP and MP) - AI behaviour exceptions - After returning to a CV with docked vessels sometimes the docked vessels are not visible until a relog is done [edge case] - CropYield display was not always correct
Changes: - Blue AlienPlant07 now drops PlantProtein (to find sth to eat in Forest)
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Update: July 19, 2018 - Alpha 8.2.2: Build 1780
Bug Fixes: - Fixed: Exploit - using shift + F could give infinite loot - Fixed: NPC / Trader were dropping through the ground when DSL structure is reloaded - Fixed: Possible network problem - Fixed: Several internal exceptions ========
Update: July 18, 2018 - Alpha 8.2.1: Build 1779
Bug Fixes: - Fixed: Resuming A8.1 save game leads to Personal Cargo Boxes become inaccessible in A8.2 - Fixed: HV tilts and flips when transported from one planet to another with a CV - Fixed: Missing info for several blocks stats when hovering over them in Techtree - Fixed: Billboard of player growable Berry bush shows up too early - Fixed: Several internal exceptions
Changes: - Reduced XP gain when picking up player grown plants - Updated gameoptions_example.yaml with info about instant repair
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Update: July 17, 2018 - Alpha 8.2.1: Build 1778
Bug Fixes: - Fixed: Exception when hovering in TechTree or in Inventory over certain devices - Fixed: Exception when connecting as client with B1775 to a server running B1775 - Possible fix for System.Collections.Generic.Dictionary - Fixed: AMD's are placeable in random locations on class 5 planets - Fixed: Missing rifle on Security Guard (Deco NPC) - Fixed: Several internal exceptions
Changes: - Added line break after Output Count in block info
EAH Tool Update: - Added: Discord: Ignore chat starting with certain characters - Fixed: Gameoptions Max Structures limited to 255 - Fixed: Server Stop/Restart doing another SaveAndExit 4 after 4 minutes - Fixed: Another discord parse exception
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Update: July 17, 2018 - Build 1777
Changes: - Reactivated DSL again - Added: Emergency O2 bottles to Survival Constructor (require 1 purified water)
Bug Fixes: - Fixed: Problem that vessels sometimes disappeared when loading into a playfield on dedicated servers - Fixed: Problems with DSL (actually not a DSL problem but root cause was exception spam on pf server) - Fixed: AI drone detection not working in some circumstances - Fixed: Black side textures that sometimes occurred on snow planet (and others) - Fixed: Multiple Request_Player_AddItem remove former given items in quick access
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Update: July 17, 2018 - Build 1776 (Server only update)
- Temporarily deactivated DSL on servers We are working on a fix for the problem with DSL on servers - sorry for the inconveniences.