Empyrion - Galactic Survival - EmpyrionGame
Hi Galactic Survivalists!
First of all, thanks a lot for your patience, while he had to delay Phase 4. We have made good use of these additional days and a lot has happened in the code and in the game.



A few highlights:
  • The galaxy is now a lot more configurable. You can now use ‘Regions’ for local hotspots and for the general shape and design (amount and type of stars etc).
  • We have added the ‘Scoreboard’ to the old player overview (Button: B). You can now see a lot of stats and info in a leaderboard style
  • The Registry now allows to directly jump to a system with the ‘show on map’ button
Please find the full changelog added below.

There is one caveat, though: the flexibility for the galaxy-setup, database changes and other adjustments, now require a new game start. As already announced, old savegames from the previous Experimental phases are no longer compatible anymore.

The good thing: starting a new savegame will allow you to play the updated story missions and explore the reworked POI, as those cannot be updated in existing savegames as well. :)

As usual:
While the Experimental phases last, we will continue to update the following post with the latest Experimental version changelogs for hotfixes and intermediate patches

For discussing the new and updated features, please head over to the pinned threads in our Experimental Feedback forum

Have fun with Phase 4 - and tell us what you think about the changes! :)

= CHANGELOG =
GALAXY & GALAXY CONFIG
  • Better elliptical galaxy generation, improved naming algorithm for stars.
  • Added REGIONS: up to 99 StarRegions & StarClass are possible (See GalaxyConfig for examples)
  • Updated GalaxyConfig.ecf and created new galaxy appeal, using the new techniques
  • Added in-line documentation an info to the GalaxyConfig.ecf
  • Warp target playfield names 'around the sun' got renamed from f.ex. 'Ellyon_0,0,-1' to 'Ellyon [Sun Back]'
  • All warp target playfields are now PvE
  • Add player/hover target position to system/galaxy maps. Make input boxes bigger to accommodate full sector coordinates.
  • Info cards in the system map for sectors will now show a class of the playfield
  • Added display names for space sectors map
  • First draft of galaxy nebulas


GAME WORLD
  • Space Base Defense enabled for Pirates faction (FactionWarfare.ecf)
  • Adjusted TemperateStart planet and starter zone
  • Decreased spawning of ground AI on TemperateStarter
  • Added new icons for space sectors: Junkyard and SpaceEmpty (System map)
  • Updated: Moved Legacy galactic territory to new position + changed content
  • Updated playfields: Increased spawn probability of asteroids in space slightly
GAMEPLAY
  • TurretAlien ( Pulse Laser Turret T2 ) is now fully working (Legacy Infector and Decimator class vessels will now shoot back!)
  • Added Titanium Rods to MA Corp Traders
  • First draft: Item-Sorting now persistent per container/inventory (In-Session. Not yet saving to savegame)
SCOREBOARD
  • Added Ranking to scoreboard ( press B )
  • Added leaderboard values ( Visited systems, Blocks placed, deaths,..and a lot more)
  • Added sections to scoreboard window: Player, Player's Faction and All Factions


REGISTRY
  • Registry now remembers last selected entry and selects it again when reopening
  • Added "Show On Map" for selected stars and solar systems
  • Showing bookmark icon now always for all bookmarks and not the chosen icon of the bookmark, to easier identify bookmarks in registry
POI & BLUEPRINTS
  • In playfield yaml, random POI config: Added "UseEachGroupPoiOnlyOnce" flag to force each POI of a POI group to be spawned only once
  • POI in orbit are now distributed up to 15.000m from center in each direction (before: 2000)
  • Manually spawning blueprints: limiting the move down into terrain until the first device
  • Manually spawning blueprints: added game option 'UndergroundBpSpawn' to override spawn limit (see possible values and default in an gameoptions_example.yaml)
  • Improved RandomPlacer to overlap less, to better use the allowed distance between POIs (even before one POI fails to be placed)
  • Updated: Small adjustments to Ancient Revelation Control-Station POI
  • Updated: Removed cores from orbital CV wreckages
  • Updated: Reworked Unknown Artifact, Helix, Structure
  • Updated: Xenu POI groups (standard, advanced and special POI)
PDA, DIALOGUE & MISSIONS
  • All Story Missions are playable on all starter planets now
  • All Story Missions have been updated and improved (sometimes significant changes) for consistency with the game story ( Note: The missions are currently 'free to activate' or will activate automatically in certain conditions. They are not linked in a row, to make testing easier. This will change with the public version!)
  • PDA window improvements: for each category the last selection (chapter or task) is remembered, if the active chapter is displayed the currently active task is selected
  • PDA window: Added hint to "Activate" button if disabled because chapter is ChapterActivation controlled
  • Dialog window: Changed all texts to TextMeshPro, now all features of the Sign blocks can also be used here, e.g. alignment
  • DialogueSystem: added function GetInstanceTicket()
  • DialogueSystem: added dbglobal_int
  • Allow optional scenario Localization.csv (SP and MP!)



BALANCING
  • Added Radiation-removal to all Anti-Rad medicals ( Ointment: -1, Pill: -3, Injection: -5, Decontamination Kit: -7)
  • Reduced RP gain from killing a member of an NPC faction
DATABASE
  • Now logging player AI vessel destruction
  • Now logging player completed PDA chapters
  • Added network profiling data (package count + size), added IsPvp flag for playfields,
  • Added dialogue states visited, player structures visited, build nr and version, player credits
CONSOLE COMMANDS
  • ConsoleCmd GalaxyConfig: added output where the config file is loaded from
  • Added console command 'galaxy' to reload the GalaxyConfig.ecf of the current savegame and test the parameters on the galaxy. Might break the current savegame!


== BUGFIXES ==
(Experimental 12.4 2913)
  • Fixed: Regeneration of asteroids, POI's etc not working
  • Fixed: Can’t click "New Game" with some languages
  • Fixed: Terrain "Walls" appearing in or around structures
  • Fixed: Planet resource deposits are identifiable with map marker
  • Fixed: Clone chamber does not appear in the respawn options
  • Fixed: Autominer cannot be upgrade to T2 and T3 anymore
  • Fixed: A waypoint that is setup for a planet follows the player when the player enters the planet
  • Fixed: Unable to warp to a waypoint setup in another star
  • Fixed: Difference in distance between the warp line & "Lock button" distance
  • Fixed: Infinite fuel/CP access exploit with faction "none" POIs
  • Fixed: [MP] Vessels don't load/update in correct position for other clients
  • Fixed: Waypoints persist after picking up a waypointed terrain placeable
  • Fixed: Added touchable collider to station console hologlobe element
  • Fixed: Alien turrets should not attack predator animals (like spiders) any more
  • Fixed: LY distances between stars, as a result: galaxy radius is now 500 instead of 3000 LY (it was always smaller than 3000LY, the display before was faulty)
  • Fixed: Wipe command to work also with the new DB
  • Fixed: Label anchors for player position and other labels
  • Fixed: Incorrect display of LY label and distance in sector list
  • Fixed: Solar panel in space not producing energy bug
  • Fixed: Exception sometimes when opening system mapMode
  • Fixed: Menu tab not updated to system map when double clicking star to open console Window
  • Fixed: Missing entry for LY distance
  • Fixed: Access Constructor step did not work in RP-2 tutorial
  • Avoiding exception when ticks get out of bounds and opening player window
  • Fixed: Wrong tooltip for minimap when in various screen aspects
  • Fixed: Legacy planetary playfield issues
  • Possible fix for sometimes flickers when switching between system and galaxy maps
  • Fix for bookmarks in instances not showing up
  • Fixed missing scrollbars in system description panels
  • Fixed sorting visited star system list
  • Registry: fixed problem that two entries for some objects appeared
  • DB: fix for communication abort when entering a server the very first time and opening the player window
  • Fixed: Polaris Scout pivot issue
Empyrion - Galactic Survival - EmpyrionGame
Hi Galactic Survivalists!
Welcome to week 3 of Alpha 12 Experimental.

For all those waiting to get hands on the dedicated server files: With phase 3 we made good progress in terms of performance and functions of the database and in fixing issues related to the server files. That being said, although the changes now have to be tested with your help in the current update, we are quite confident that next week's phase 4 will have the server files included eventually! :)

Please also note, there are a few more adjustments to be made for phase 4, which will result in a savegame break for your current, running savegames - which will also result in a full wipe of our Experimental Server.

Although this might be a bit inconvenient, but as you know: only new games, started with each phase will have all the changes on playfields, POIs and missions - as these game elements, unlike config changes, do not get updated in a running savegame.


[ New mission: Offworld Grave ]

As usual:
While the Phase 3 lasts, we will continue to update the following post with the latest Experimental version changelogs for hotfixes and intermediate patches: https://empyriononline.com/threads/alpha-12-experimental-updates-and-hotfixes.92687/

For discussing the new and updated features, please head over to the pinned threads in our Experimental Feedback forum: https://empyriononline.com/forums/experimental-features-discussion.35/

= CHANGELOG =
REGISTRY
  • Added toggle button groups for private, faction, others to filter results
FACTIONS
  • Traders Guild is now an intractable faction (you can change your standing up and down now)
  • Updated Reputation actions for Traders Guild
  • Adjusted reputation points of other factions (reduced/adapted gains and losses; please check ingame NPC faction screen)
MISSIONS / DIALOGUE
  • Added / Full rework: Human Remains Solo Mission (WiP, Test Ready!)
  • Added: Offworld Grave as follow up to HR (WiP, Test Ready!)
  • NPC dialogue system: added function DeltaTimeToString()
  • DialogSystem: added control element "@d<n>" to set typewriter effect speed for current page, use "@d0" to show remaining text immediately
  • Updates/ fixes on Talon/Polaris/Zirax quest missions ( Approaching targets should now work again)
POI and PLAYFIELDS
  • Added Polaris Shuttle T1 ( PV )
  • Added OPV Corvettes for Pirates ( Original creators: urialia & Sulusdacor)(Note: Space Base Defense not yet set up)
  • Added new settlements for Polaris ( now following the "Polaris Style") + swapped all Polaris-held CivilSettlements on all playfields to new design group
  • Re-added Civil Settlements (remaining POI) to playfields
  • Added new water-floating settlements for Polaris on Ocean playfield (incl. Defenses!)
  • Added Kriel Defense T1 (by vermillion)
  • Added PV for Zirax (XenuCutter; Not yet added to PV group)
  • Updated Rados Fuel Depot Desert variant
  • Added more POI to Traders Guild faction
  • Added Traders Guild to more planets Now available at: Temperate, TemperateSwamp, Desert, Arid, Snow, Ocean, MoonDesert, MoonForest
  • Added more 'other' factions to galactic faction territories (Check \Content\Configuration\GalaxyConfig.ecf for details)
  • Added Kriel Empire to all planetary playfields (They only spawn their POI in their galactic territory, though)
  • Added Pirates to all Planets and Moons Main bases are often found on desert and forest moons; Ambush POI are most on the lush planets but also spread a lot; Waystations are seen on places where the Pirates only want keep up a presence for whatever undisclosed reason.
  • Removed mapdistance/huddistance from all playfields (where not necessary) as it breaks scanning mechanic and is not necessary anymore (except you want to really hide a POI from the scanners)
  • Added Crashed Legacy Infector to AlienLegacy playfield
Thanks to all builders and contributors! :)

GAME WORLD TECH
  • Extended space playfield area also in SP from +/-50k to +/-100k. Only outside this area, the warning message will appear
  • Supporting "Main" as a faction in playfield yamls to take the faction from the territory ( 'Faction: Main' ). If no territory then this POI will be left out
BALANCING / CRAFTING
  • Armored Windows S now made from TitanPlates instead of Hardened Steel (Sathium)
  • Reduced output of Fiber (40>30) and WoodPlanks (60>50)
  • Fridge (HV and SV) now available in Portable Constructor
  • Reduced PowerBar Food points to 45
  • Reduced CPU on Generators ( related to reduced power output and other changed parameters )
  • Reduced CPU on Harvester (HV)
  • Ground repulsor engine for HV : torque decrease from 10 -> 5
  • CV Projectile Turrets can now be crafted in Large Constructor as well
OTHER
  • Updated Armor Locker model for BA and CV as a preview test
  • Detectors can now also be fired underwater
  • Changed submarine-style scanner ping to a more sci-fi variant
  • Time in character window is now shown in "game time played" and not in "real time" as it was before
DATABASE & TECH
  • DB: optimized query for getting medic station on player death, added info what BP got spawned
  • DB: writing now player inventory on every player data save. added possibility to execute multiple update queries with one call
  • DB: Added deadticks and isdead to Entities
  • DB: added entity death timestamp, added bool if structure was spawned from BP library
  • The structure .txt files are not written into the Shared folder any more. Instead of that, we put this information into the DB table StructuresHistory
  • Relaxed timing for threads
  • Set Animator component to "AlwaysCull" on a lot of turret/weapon animations to improve performance (a bit)
  • Optimized Animator component on doors and retractable weapons to not be active when not needed
  • Stripped down some dedi unity prefabs for better performance of playfield server: CockpitSS04Prefab_dedi, VentilatorEdgeRoundMediumHalfPrefab_dedi, PassengerSeatSVPrefab_dedi, TurretMSCannonRetractPrefab_dedi, TurretMSMinigunPrefab_dedi, WeaponSSMinigunRetractPrefab_dedi, FuelTankSVSmallPrefab_dedi
  • Optimization from pf server profiling: mapped SphereCast to Raycast for all none player checks for "which structure we are on".
  • Added automatic VC Redistributable installation to fix missing dll dependencies problems
MOD API
  • ModApi.IPlayfield: added SolarSystemName and SolarSystemCoordinates
  • ModApi.IBlock: Implemented Get/SetTextures, added SetTextureForWholeBlock, added equivalent methods for colors
= BUGFIXES =
  • Fixed: Waypoints from space mirroring to the ship on the planet
  • Fixed: HUD markers do not show the shortest direction on a planet
  • Fixed: Wrong fps logging of playfield servers
  • Fixed: NPC dialogue arrow showing too high on HolographicAIConsole
  • Fixed: NPC dialogue system > fixed bug that when using OptionIf the wrong index was chosen if options were "thinned out"
  • Fixed: HV > unexpected oscillation with very light HV
  • Fixed: Polaris floating POIs
  • Fixed: HV ground repulsor engine switching back on unexpectedly when switched off in control panel bug
  • Fix for not possible to spawn blueprints in some orbit playfields (2nd try)
  • Fixed retractable weapons and hangar doors in MP
  • Fixed: Registry > fixed exception when a bookmark was corrupt
  • Fixed: Registry > corrected bug that when in faction private stuff was not displayed reliable
  • Fixed: Player window > fix for "day X" not displaying game time in days correctly (game time is roughly real time * 6)
  • Fixed: Waypoints from space mirroring to the ship on the planet (fixed special case)
  • Fixed: Devices morphing onto docked vessels (FIX UPDATED)


  • Fixed: CoQ regression if starting a new game and opening character window
  • Fixed: PDA > On re-log chapter-activation done even for active and repeat-waiting chapters and for not / no longer repeatable chapters
  • Fixed: PDA > fixed exception when starting a Creative game
  • Fixed Totally Overpowered intro (Finding TOP Manager on Akua Orbit)
  • Fixed: Serdu Monastery sunk into ground (plz retest)
  • Fixed: Devices morphing onto docked vessels
  • Fixed: NPC blocks showing only T-Pose
  • Fixed: Remove Seed from Game Start > CoQ
  • Fixed: Nothing is shown on devices for Energy in or out when the Italian [or Spanish] language is being used
  • Fixed: Ship cruise mode UI pin indicator not moving bug -> fixed
  • Fixed: [Possible fix for] Radial menu can become frozen when using "Back" whilst a device window is open
Empyrion - Galactic Survival - EmpyrionGame
Hello Galactic Survivalists!
Today we kick off the first testing phase of the Alpha 12 Experimental! :)



Main feature additions:
  1. The Galaxy
  2. Active detection system
  3. Registry journeybook
  4. Interactive dialogues
  5. Dynamic key-token generation
  6. Space Base Defense
  7. Player-build teleporter system
  8. Full config files exposition
Besides those major topics, we added several new NPC Factions, a slew of technical and feature additions, new crafting materials like Titanium, updated POIs, Model and a lot more.

Have a look at the full changelog over here



Remember: For the first days of the Experimental version, multiplayer games can only be played on our Alpha 12 Experimental server, because we first need to thoroughly test the new database, before we can release the EXP server version. The Singleplayer/Coop client version of the Experimental version are of course available with todays release! Please read the full reasoning over here

As with every major releases, the Experimental version phase will see several stages and last at least a few weeks, until we will release to the 'public' branch eventually. ;)

Please also note:
  • Report bugs and issues right over here
  • Any bug fixed for A12 can be found here
  • Known Issues List is here
For discussing the new and updated features, please head over to the pinned threads in our Experimental Feedback forum

There, we will also gladly answer your questions and set up help topics as we go.

Now, please have fun playing Alpha 12 Experimental Phase 1! :)
- Empyrion Dev Team

Empyrion - Galactic Survival - EmpyrionGame
Hi Galactic Survivalists!
Most of you might wonder, when the Alpha 12 Experimental will hit your PC. Good news!

If everything works out as planned, the Experimental phase will start anytime next week!
As always..no liabilities assumed.

There is one thing to know about the upcoming Experimental:

For Alpha 12 we made a real BIG change in how the game handles data and info by adding a persistent database. This offers a myriad of new possibilities - in fact, it made some of the Alpha 12 features possible in the first place - but this needs to be tested in-depth, especially for Multiplayer.

That’s why this time, in the first week of the Experimental release, we will only have our own EXP Server as a testing field.

This way, we will be able to grab all the logs directly and track the performance of the database in a live environment with the highest possible load. Again, and to be precise: this is for the initial phase (only!)
We hope everyone planning to set up an own EXP Server will understand this move, as testing the database is crucial for the progress of the game as a whole.

Rest assured the EXP will have a server version released, as soon as the tests are passed and we are confident about the stability of the database.

The Singleplayer version will of course be available from day one, just the dedicated server version will be delayed.

If things go accordingly, this initial phase might only last a few days. A minor period, given the Alpha 12 is a milestone release with an Experimental phase of several weeks, where we will be happy to see a lot of Experimental-version servers out there.

A note for the server owners, as this might not be known a lot: feel free to get in touch with us about any global topics via server@empyriongame.com (Feedback, Ideas etc.. no specific topic ;) )

Hope to see you soon playing the Experimental version! :)
- Empyrion Dev Team

PS: For all of you interested in an evening talk about Alpha 12 and maybe some gameplay right from the final Experimental pre-release candidate, tune in to our Dev Q&A, hosted by Spanj


Empyrion - Galactic Survival - EmpyrionGame
Welcome back, Galactic Survivalists!
For today's blog, we would like to give you more insight on a device feature, a lot of you have asked for.

Until now, you could make use of the device in question in NPC stations and some dungeons.
Now, it will be available to you players: Teleporters!


(New CV teleporter model)

The Teleporters will come in two versions:
  • Teleporter for bases. Their range will be 30 LY
  • Teleporter for capital vessels. They will allow you to teleport within a sector, what means between Planet <-> Orbit, Planet <-> Moon, Orbit <-> Moons etc. No need to EVA over to a space station anymore!
There are a few constraints of course.
  • You can NOT teleport to another PLAYER or PLAYER FACTIONS teleporters! You can only use your own teleporters, those of your faction and from NPC factions you are at least in a friendly state.
  • It is not possible to teleport FROM or teleport TO a CV that is currently MOVING
  • It is not possible to use a CV or BA teleporter (as outgoing-transport) when
    a) shields are active
    b) the structure is under fire (cooldown of 20 seconds after last “hit”)
Incoming teleports currently can end on devices that are off or behind a shield - of course only if you ‘allowed’ to use the teleporter as a target.

If there is any condition that denies you to use a teleport target, its destination simply will not show in the teleporter target overview.



We hope you will like this little feature improvement.
As usual, feel free to post an questions to the comments. :)

Read you soon,
Empyrion Dev Team
Empyrion - Galactic Survival - EmpyrionGame
Hello Galactic Survivalists!
It’s wednesday again! First and foremost: We hope you are all well - and if not, we hope you will get well very soon! And because we got a lot of concerned emails and messages: Everyone in the team is Ok or is already getting better. Thanks a lot for all the wishes. :)

We have been kind of silent the last 2 weeks, simply because a lot of code work had to happen, to flesh out the features.

Today we have a mix of different things that made good progress and got added until recently.
  1. The Empyrion ingame card game?
    Our Modelling team has been busy with some new stuff. We added two new devices (we will not disclose just yet. Sorry ;) ) and a few others, like the Zirax CV turrets that are currently in a finishing phase.

    A new entry to the blocks and devices are two gambling tables.



    What started as an internal use case, just for testing the NPC Dialogue system with a Black Jack script, found some interest in the tester group and the team itself. So we thought: Where Star Trek TNG has had Poker, Star Wars has Sabacc, BSG has Triad Cars .. how would the favored Card-game based amusement of Polaris, Talon, Zirax and other species in Andromeda be named and how would it work?
    Any ideas? Let us know your suggestions for a name and a system! We might use it! :)

  2. New playfield types!
    While the galaxy has grown the amount of stars to fill with something to explore, we are constantly looking for new playfield types to integrate. While we are happy to review any suggestion you send us via email, we have opened the CUSTOM PLAYFIELDS forum for that purpose.

    That being said, reworks of old playfield types and new iterations, are in the works already. A new Ice Moon and a Forest Moon will be part of the mix, soon.




    Hint: Alpha 12 will also see the addition of a menacing “Legacy Faction” playfield type, which will reveal a lot of what this faction is up to. Playfield will be revealed in the next weeks. ;)

  3. New models and resources!
    In Alpha 12 we will not only have Ice available on Asteroids in space eventually, but we will also add a new resource to the game the first time ever: Titanium

    And while we added a forest moon with endless quantities of Plant Fiber, and because the item has become a very popular meme in the current pandemic times, we added Toilet paper (including a slightly updated toilet model) as an item for your very discreete player avatar needs as well. Of course you cannot buy it at a trader. ;)

    Feel free to make suggestions which status effect we should allow to be cured with it! (except the obvious ;)



  4. Respawn changes
    Alpha 12 will also see some changes in the Respawn mechanic which everyone, who has run into a literal dead end, might like.

    First, the survival tent is now a possible respawn option. When you die, you can select the closest survival tent from the respawn menu. So make sure to be prepared.

    Second: you will now get a respawn option, even if you have NO home-button checked CV or BA or even a survival tent. You can respawn in a Clone Chamber or Medbay of the CLOSEST BA or CV that belongs to you or your faction, even if these structures have not been set in the HOME checkbox in the Control Panel!

    In addition, you get a third way of respawning: When you are at least NEUTRAL with a NPC Faction AND you discovered one of their stations, equipped with either Medbay or Clone Chamber, before, you will get offered the closest of these stations as a respawn option as well!

  5. Registry and Markers
    We are currently reworking how the REGISTRY works. Not only because the Registry needed an update to handle the new star systems, but with Alpha 12 it will offer a lot more options and work more like a real Journey-book, where all your discoveries are noted. Not only your own or your faction's stuff, but also terrain placeables like Autominers, ore deposits and a lot more. Filters will help to manage all these entries.

    In addition, when setting a Waypoint on one of those entries, those markers are now visible on planets while you are in space - and vice versa!

    And: the markers will also work in space as a pre-set warp target. So aim for them, accelerate and warp right away! No need to hammer the Lock-Target Button on the Map anymore.

As a closing comment - and because we got asked this quite a lot: we are currently preparing for the Experimental to start mid of April (if nothing goes wrong). As always: No liability assumed. :D

Watch out for a scheduled live Q&A ahead of the EXP.

Read you soon,
Empyrion Dev Team
Empyrion - Galactic Survival - EmpyrionGame
Hi Galactic Survivalist!
We recently completed the technical integration of the gas giants. Similar to the new suns, you cannot land or fly to the gas giant itself, but they will offer more than enough moons for your exploration demands.

Time for a few impressions of this milestone progress. :)

Cheers,
Empyrion Dev Team

PS: Find all the dev blogs over here








Empyrion - Galactic Survival - EmpyrionGame
Hi Galactic Survivalists!
What happens when you attack a POI in space?

The question may sound trivial. You fight, you win or you get defeated. But beyond that point, there is not a lot of interactivity. Small and large space bases alike do not seem to be that important for the NPC factions, otherwise they would defend them better and very likely have a garrison of combat ships or reinforcements, right?

We recently spoke to our Zirax Empire and Polaris consultants, and as especially our always slightly nervous, weapon wielding friends brought up very convincing arguments, we cannot let this be the case any longer.

Reinforcements incoming!

With Alpha 12, when you are on a hostile or unfriendly standing with the owner of the POI in front of your guns, the station commander will call for help when you are coming too close. Depending on the level of the playfield, the NPC faction's vessels will warp in after a while - or sometimes the call will remain unanswered. There are a few variations possible at that point.

You, as a player, will get a note as soon as enemy warp signatures are detected. But remember: the incoming vessels might only be a part of the full fleet coming for you. ;)

As always, the range of reactions, the ships used and other parameters can be defined by creative minds in the FactionWarfare.ecf.



Each of the current and upcoming factions will of course send their very own vessels. The Polaris, Zirax and also the Legacy have gotten a total overhaul of their combat vessels lineup only recently. If you do not yet follow our posts on hat topic, have a look in our ‘Lore, Story and Factions’ sub forum

You will not only find previews of the new ship types of the different factions, but also background info to the story of the game!

NPC Factions: Call For Papers!

That being said, we also want to add a few new NPC Factions to the upcoming galaxy. As promised, we will eventually open the submission phase for NPC Faction applications!

Submissions & Info: threads/npc-factions-call-for-papers

Spread the word!
We are looking forward to your creative ideas!

While you start to think about your NPC factions stories and lore, have a look at the all new Zirax CV turrets (WiP HighRes) you might soon run into. These will replace the generic “Alien turrets” on all Zirax AI Capital Vessels - step by step. :)

Cheers,
Empyrion Dev Team


Zirax CV Laser Turret (HighRes WiP)


Zirax CV Plasma Turret (HighRes WiP)


Zirax CV Rocket Turret (HighRes WiP)
Empyrion - Galactic Survival - EmpyrionGame
Hi Galactic Survivalists!

While the Content and the Global updates from the previous dev blogs are pretty much set - given nothing unexpected will keep us away from adding them to the game - the following topics are a bit more a ‘What we plan to add to the game, when time permits’ thing.


(WiP NPC Dialogue with 3 answer options)

The following Prototypes have been added only recently to the Alpha 12 feature list, but have a good chance to be in the initial Alpha 12 release. If not, then in Alpha 12.1 and onwards ;-)

Prototypes
  • NPC Dialogue with Multi-Answer options
    Ever wondered why the bartender in one of the Pax Purgatory bars only wants to sell his beverages but has nothing to say? Want to play a round of Black Jack with those NPCs that seem to dish out cards anyhows? These are only two straight forward possibilities for the upcoming Multi-Answer NPC Dialogue system, Alpha 12 will add. The new way to set up dialogues will be configurable in its own (public) config file and you, as a creative or POI designer, will be able to ‘assign’ a dialogue to certain NPCs. We are looking forward to all the ideas our community will come up with!

  • Dynamic Key Tokens
    This is more of a technical advancement, as the game can now modify an item dynamically in the game to provide a specific function.The first implementation will for example allow the game to create an individual “Keycard”-item, giving it an integrated lock code for use with a specific device in a POI, like a door or any devivce that is using lock codes. This specific Keycard (Token) can then either be placed in a container or be added as a loot item, given via PDA or by an NPC. Of course YOU can decide what the 4-digit lock code looks like, for example using the super safe 1234 combination is always a good way!

  • Per-Container Loot Table ID
    This is where the new loot setup system comes into play. Currently the loot IDs are set in a config file, so all Zirax Soldiers drop a fixed range of items. With Alpha 12 we plan to add new settings, which will add the possibility to set certain Loot Table IDs for each container or NPC (spawners) individually and directly in your POI - overwriting the “default” Loot Table ID. This will give all creators more granular control over the loot drops for anything that has an ‘inventory’.

  • Station Services
    By those we think of services like, re-arm, refill (Fuel, O2, Pentaxid), repair and other services. To make use of these services, we plan to allow the pilot to hail the station and use a dialogue system or a specific UI to make a choice. Although this has just been added to the schedule, there is a chance for this feature to make an appearance in the main release.
Part IV of the dev blogs is concluding the initial series of 'feature reveal’ info posts.

We plan to release more detailed explanations, single-topic blogs and also in-game teasers on a regular basis, as we are nearing the Experimental stage - which will possibly start more towards early April at the earliest (No liability assumed).

Until then. Read you soon,
- Empyrion Dev Team

PS: Do not forget to participate in our GAME SURVEY 2020!
Empyrion - Galactic Survival - EmpyrionGame
Hi Galactic Survivalists!
Today, while the developers are heavily at work with the galaxy generation, NPC dialogues and such, we will talk about some of the more global content and convenience updates.

Global Updates
  • Lots of POI updates, that should have made it to A11 already, like dust and snow versions, fixes on signals and triggers etc pp.
  • Multitool: now works with UNDO in Creative mode
  • Projectors can have a background layer
  • Removed Alien01 and Spiders from starter areas (Crashsite and starter area)
Feature Updates
  • Inventory Sorting (alphabetically, item type, food points, mass and volume)
  • Increased Stacksize (up to 4000 per stack; Stacksizes are derived from item mass)
  • Player Turrets can now be used on any NPC Faction POI (without having to cheat in ammo
    and ammo boxes!)

(Sorting Options)

There are of course more interesting changes coming with Alpha 12, for example the new SPACE POI DEFENSE mode: Meet the renewed Polaris and Zirax Patrol Vessels, called in as reinforcements when you attack their orbital POI. We plan to do an own dev blog on this topic anytime soon.


(Zirax Destroyer)

On the ground Base Attacks, the Talon got a new building, the Talon Ziggurat, which will serve as a headquarter or ‘end boss' which, when beaten, will stop any planetary Base Attack from that NPC faction. The end of the Base Attacks is also now tied to a so-called ‘headquarter setting’ which any playfield designer can individually set to any POI. For example you do not need to use the Dronebase as a BA Attack-Stop for Zirax anymore, if you do not want to.


(Talon Ziggurat)

More content updates include:

  • Reworks are planned for other devices as well (Armor Stations, Warp Tanks etc; feel free to make other suggestions in the comments!)
  • We plan to rework the Alien Turrets and give them a consistent design appeal, f.ex for the Zirax
  • All-new Energy Turret for the (planned) Legacy Faction ships and POI
  • Adding Heavy Blast Doors (two sizes for now)

We’ll of course release more screenshots on the model and blueprints as soon as they near their completion.


(Blast Doors, Size 1 and 2)


(SV and HV O2 Station and Armor Locker)

What‘s on your wish-list in terms of this blog posts context, model updates and alike? ;)

Cheers,
Empyrion Dev Team

PS: Do not forget to participate in our GAME SURVEY 2020!
...