Welcome to version 1.5 Experimental phase! As we detailed in the announcement and the blog posts, this is a code-heavy release, but it has a lot of nice additions to offer for builders, explorers, mission runners and beyond. Check out the version 1.5 Dev Blogs over here: https://empyriononline.com/forums/news-announcements.6/
Without further ado, please carefully read through the changelog below.
Mandatory maintenance: Due to changes in the game configs (additions, changes,..) everyone using CUSTOM config files (locally or for published scenarios) needs to update their custom files to these changes!
IMPORTANT: Scenario/local versions of ItemsConfig.ecf require at least the settings of the following entry to be added, otherwise scenarios might not start: “+Item Id: 549, Name: MeleeHunter”
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Patch: 2021-06-07 v1.5 (Build 3376)
Changes
DialogueSystem: added workaround for strange compiler errors in some use cases
Added Color Tool (old) and Texture Tool (old) to be usable in Creative mode only
Fixes
Exception when killing a telluropod NPC
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Patch: 2021-06-04 v1.5 (Build 3375)
Changes
Updated: Added story POI to swamp starter planet
Changed: removed some loading screens & adjusted texts
Changed: Ilmarinen > swapped infected Zirax for infected Alien soldiers
Changed: Tutorial scenario (standalone) now using fixed position escape pod
Fixes
Exception spam when shooting a troop transport
Fixed: action 'Leave system' did not work in 'Wins and Losses' mission
The projectile the 'Otyugh' fires is invisible
Fixed: Sanctuary not set to Polaris on Arid and Snow starter (Known Issue: Swamp starter not offering all story POI yet)
Fixed: Ilmarinen > sentry on lvl7 not destroyable
Fixed: Ilmarinen (Ancient Revelations) > 'Find Warp Control Room' triggered too early
Fixed: Tutorial scenario (standalone) > removed references to opening escape pod
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Patch: 2021-06-02 v1.5 (Build 3373)
Changes:
Added 'DropOnDeath' property to BlocksConfig.ecf, ItemsConfig.ecf and TokenConfig.ecf. If set to 'False' then this item is not dropped on player death. Use for important story items that players shall not lose on death. Default is set to 'True'.
small improvements to fullscreen loading pics: removed default background pic between two pictures and interpreting "\n" as newline char
Added new loading screenshots (removed old ones) + added new loading screenshot texts
Added: new model for Color Texture Tool
Updated: Loading screen descriptions
Dialogue System: Added 'OpenDevicePos' to get the block position (inside the structure) of the device whose window is currently open
Added: Farr Archive added to Farr Homeworld (set near Temple/CrashSite; unique; thx to sulusdacor); PLEASE check FPS at that area!
Added: GAL subfaction OPVs and BAOs (Warlord; thx to sulusdacor)
Added: Eagle Claw Outpost ( space dock, Warlord, Thx to Tim88 & Escarli)
Changed: Trading station (Starter System), Inferno Club & TOP Distillery changed to Colonists faction.
Changed: Escape alternatives in UCH Heidelberg updated
Changed: Blocked 2nd route on Ilmarien Level 7
Fixes:
Fix for an issue found with AI becoming ‘Frozen’
(Ancient Revelation) exit could be triggered too early on the Maintenance Deck.
Teleporting to certain systems leads to CoQ
example files for SolarSstemConfig_Defines missing
Activating godmode in some in situations can reposition the player underground
Player avatar becomes invisible when dialogue pops up while player is in 3rd person
Picking up quest items sometimes does not complete related PDA tasks. PLZ retest the following: Getting the Technical Artifact (Crashed Birds > Burial Chamber), Buying a beer (TOP > Orbital Trade Station); retrieving Technical Artifact (Unexpected Allies > Excavation Site)
Small Vessel Tutorial did not trigger on approach (after playing 'Crashed Birds')
Open Wound affliction description changed from Antibiotic Ointment to AntibioticPills
Colliding with a surface in zero-g causes the player to orient incorrectly
PDA exception when warping into a mission playfield
Prevent any button (except ESC) to close Dialogues
Removed unnecessary entries in Tales of the Past (yellow error messages in console. Please RETEST with fresh savegame!)
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Patch: 2021-05-26 v1.5 (Build 3366)
Changes:
NOTE: all changes made related to playfields, POI and missions require to start a new savegame as active savegames are not updated!
Added: Example files on how to use SolarSystemConfig_Defines (check folder ...\Content\RandomPresets )
Changed: (Starter Temperate) Heavy and rocket drones shall not appear around the Heidelberg wreckage anymore
Changed: (Starter Temperate) Increased safety zone around Damaged Com Stationa a bit more (Alien Insect spawns pushed a bit further away)
Changed: (Starter Temperate) Sanctuary is now Polaris property
Changed: (Crashed Birds) IDA and Kezzel will now remind you to bring the Space Anomalies report with you when entering the Sanctuary. (Otherwise Kezzel will not respond to you)
Changed: Set AlienBug01V2 (Alien Insect) to Predator faction
Changed: Drones in Ilmarinen Orbit now set to Pirates (chance to not get attacked when stranding is still ok)
Changed: Added additional color highlight to the Dialogue at the end of Robinson Protocol II to better indicate where the story continues/starts with Tales of the Past after the RP has finished.
Changed: (A Glacial Grave) Increased trigger display range on Radar Station for Core Room and 2nd Teleporter Room to avoid confusion on where to the mission continues.
Changed: (Crashed Birds) Swapped large spiders in Burial Chamber with smaller ones.
Changed: (UCH Heidelber) Added destroyable walls and jump platforms for rooms you cannot get out without jetpack
Changed: Removed "PlantHarvest" and "PlantDestroy" from Talon reputation matrix (relates to terrain-deco, not to plants picked in their villages!)
Changed: Added 'Prelude' story mission chapter for manual activating the story after rejecting Robinson Protocol.
Changed: (Tales of the Past) Removed trapdoor hatch on Ancient Tower to allow re-entering the tower when dying inside. (Exit was blocked before)
Small optimization for the wipeinfo file: now the entities are read only if a wipeinfo file is present (please retest quickly if wipe still works)
Added better error message when there is an entity named wrong in EGroupsConfig.ecf
PDA - for mission creators: when in Logistics window the fuel or O2 tank is opened in the right grid the PDA can check for WindowOpened, use name as in Logistics window's dropdown (e.g. "[Fuel]")
Fixes:
GameAnalytics validation fail with custom scenario
Fixed PDA ChapterComplete GameAnalytics event
07924: Unban issue with short session monitoring
Fixed: When rejecting the Robinson Protocol a marker was placed that did not vanish.
Fixed: (Starter Temperate) Talon/Troopers in some starter POI were set to a too high level for the temperate starter planet
Fixed (Starter Temperate) warning sign in sanctuary was active although alert was not triggered
Fixed: (Robinson Protocol I) Apollon log were not made visible in Journeybook (F1)
Fixed: (Tales of the Past) medical ingredients were given twice
Fixed text issues on mission and tutorial dialogues
Fixed: (Uncertain Outcomes) debriefing set player to Trading Station instead of Waystation
Fixed: (Crashed Birds) Burial chamber wooden door not breakable
Fixed an exploit with traders
SpaceMap: fixed ring around planet being too dark
SpaceMap: fixed problem that icon of structures disappeared when you approached a POI and then it got DSL'ed after travelling away from it again
Updated: Temperate Starter now uses new AI for Raptors, Alien Insect and Parasaur + new behavior for alien creatures in radiated & radiated fog biomes.
The following currently only relates to Temperate Starter:
Escape Pod now lands automatically (You can still look around)
Items and devices removed from Escape Pod and Player inventory; Survival Tool and Flashlight are dropped around the Escape Pod.
Added (skippable) tutorial mission (Robinson Protocol I + II) auto-activating on game start, helping new players to learn basic survival and building mechanics
Global Changes on game start and related settings
Escape Pod can be set to land automatically in the playfield_static.yaml (FixedPlayerStart section); Uses new particle and impact effects as well.
Items can be set to be dropped around the Escape Pod in the playfield_static.yaml (FixedPlayerStart section)
Removed player ability to sleep in the Escape Pod
Survival Tent (and all beds) can now be used for sleeping at any time of the day
Survival Tool now automatically picks up mined ores to the player inventory
Survival Tool Resources mode can harvest plants and trees for fiber and wood logs (before this function was tied to Defense mode)
Added: Brotherhood of Farr faction, POIs and vessels (initial integration. More tbd; thx to a LOT of builders + spanj!)
Added: Farr Homeworld
Added: Interest planets: Arid/Desert are MAIN interest worlds (large settlements/presence); Temperate/TemperatePlateau/TemperateSwamp/Barren nare SECONDARY interest worlds (lower presence)
Changed: reconfigured naming of internal folders of npc faction homeworlds and related playfields
Updated playfield example files with info about new parameter 'FactionTerritory'
Added 'FactionTerritory' (list of strings) to playfield.yaml and space_dynamic.yaml to allow specifying a list of faction territories a POI can spawn in.
Changed: Legacy laser turrets changed to proper green variant (TurretAlien)
Added new turret color and projectile variants for NPC factions diversification.
Added Posters now available at the GIN Store (Available at each GIN console in trading stations and alike)
Story missions are now spread over the starter system.
Story: Updated story chapters 1-6 PDA (F1) detail info with info on how to proceed (clarified/updated info given)
Changed: Sigma Fulcrum approach dialogue now points towards speaking to traders instead of barkeepers (only speaking to traders will advance the search for Yarod)
Sigma Fulcrum (mission) station is now civilian and all NPC with a gun will now shoot at you (easier to identify the threats + accidentally shooting other NPC does not lead to the station turning against you anymore)
Sigma Fulcrum (station) now has a GIN console. Being neutral ground there is now a way to turn in credibility seals at any time at the SF station.
Updated Story POI: Ilmarinen, Sigma Fulcrum (thx to ravien & escarli)
Updated: Updated Story POI on Arid and Snow starter. PLEASE retest story chapter 1+2 on those starters (Robinson Protocol will not work there)
POI's
Added Farr: Temple Prime and Farr Crash Site to Farr Homeworld (unique POIs; thx to spanj & Co)
Added Satellites: Deep Space Telescope, NavSat17 (thx to don2k7, -AKEVA-BANSHEE-)
Added UCH Trading Station , Protea Station (thx to don2k7, -AKEVA-BANSHEE-)
Added new Tribal Defense Tower for Talon (thx to vermillion; added around Tribal Ziggurat)
Added Colonist OPV '[JLN] MAC Cargo' (thx to RtBucco)
Updated: Tribal Ziggurat (Talon), Xenu Spaceports (Starter and normal version), Theta Labs (adjusted starter version); thx to vermillion
Added: Colonist Trading Station (thx to JupiterVesselCorp)
Added separate glass material copies for use with heavy windows - assigned them to the heavy windows. Changed the Inv/inside window tint opacity to make sure it's more transparent.- Added: Talon charged laser crossbow
Added Non-device Player Spawner for BA-POIs (has no model so it can be fit wherever you want; Preview mode like for NPC Spawner)
Added: Heavy Windows (patterned); No preview-icons yet. PLEASE TEST for symmetry, painting etc.
Added: Toilet (modern) available from deco furnishings group (no preview icon yet)
Shield can now be active again when warping
Changed: reduced range of handheld detector to 650m/1250m (planet/space)
Merged Dialogues.ecf & Dialogues.csv with Default SinglePlayer
Merged TokenConfig.ecf with Default SinglePlayer
Merged TraderNPCConfig.ecf with Default SinglePlayer
Add RepMatrix to DefRepuration.ecf
Removed Default PDA Pictures as they are read from Default Content Directory
Set Sun to SunRandom in Sectors.yaml
Update PDA > Add new Empyrionpedia Entries about the Game
Updated Many Space Playfields to new AI Vessel & Drone Config
Reworked BlackHole from FixedGen to RandomGen
Added ErestrumResource to Terrain.ecf on Alpol
Reworked Alpol from FixedGeneration to RandomGenenration
Reworked AtlonSector from FixedGen to RandomGen
Removed GrassGreen02D from Playfields due to Grass v2
Add Containers.ecf
Add CredibilitySeals as very Low Drop to some NPCs due to not haveing Default SinglePlayer Missions
Dialogues
SinglePlayer mode: protect player while a dialog window is open by deactivating/pausing the following game mechanics:
Player status drop (food, health, etc.)
Environmental hazards (effect of temperature, radiation)
Timed affliction (buff) progress
AI (NPCs/creatures/turrets don't attack)
Added: BlocksConfig/Dialogues documentation about using Skills in dialogues and in conjunction with modifying available block/device parameters
Added: BlocksConfig parameters > Added info about 'ExecuteOnActivate: YourDialogState' and 'ExecuteOnCollide: YourDialogState' to head area of blocksconfig.ecf
Added: Dialogue function > Added info about new function 'CallLater(Seconds,FunctionName)' to head area of dialogues-config-and-examples.txt
Dialogue System: Added 'OpenDevice' to easily access the device whose window is currently open
Dialogue System: Added IModApi's IApplication, use Application.xyz to use its functionality
Console & Configs
Add property 'RepairToTemplate' to BlocksConfig.ecf to allow excluding (rare or special) blocks from repairing to template to avoid exploits.
Updated StatusEffects.ecf with new parameter 'NextIsWorse' for status effects that get worse (indicate a direction)
Added file name to error message if space dynamic yaml has syntax errors.
Console command 'destroy': added '-dead' as 2nd parameter to show death model, if not specified the entity will get removed immediately
Added possibility to load a playfield from a scenario using console command "lpf <template name> -scenario '<scenario name>'".
Updated BlocksConfig.ecf and ItemsConfig.ecf inline docu about new parameter 'ShieldMultiplier' and weapons damage in general
Added server-side anti-cheat feature "short session monitoring" - this is configurable in dedicated.yaml under "ServerConfig":
ShortSessionMinutes: 0 #how many minutes of a client play session are regarded as "short session" (0 = disable short session feature completely)
ShortSessionCountToLog: 0 #after how many consecutive short sessions write a warning line in server log (0 = disable log feature)
ShortSessionCountToBan: 0 #after how many consecutive short sessions ban the player (0 = disable ban feature)
Solar System and Playfields
Playfield.yaml: added property AllowSavingBlueprints (default True) to disallow saving of BPs in playfields (f.e. in PvP playfields)
SolarSystemGen: added possibility to have solar systems with two stars (2nd star only decoration) by specifying a "CompanionStarClass" (f.e. CompanionStarClass: M) in GalaxyConfig.ecf
Solar System Generation Space: added possibility to specify a GroupName for space_dynamic.yaml POIs (instead of only a POI list); if a GroupName is specified and no DisplayName then the DisplayName is taken from the blueprint's DisplayName
Added entity 'Generic' to allow specifying decoration entities, f.e. gas clouds in space playfields (also for modders, will post information how to use it soon on the forums)
Added ShowInDistance and LOD0Distance to playfield yaml and dynamic space yaml to allow drawing decoration entities in the distance as well (more information will come soon)
Updated +ExampleSpace with new setting for AI space vessels avoiding area configuration.
Planets without atmosphere now use the same sun color as its orbit (only if OrbitUsesLightColor is NOT set) to make orbit/planet transition closer
Planet outside view: improvements for sharper visuals (f.e. on moons)
Grass: if YScale is specified, the XZScale now uses the exact same scaling
Set splat map stamps in tga format to not compressed as the alternative tga loader wants it that way
Added PfServerWeight to space_dynamic.yaml to be copied over to playfield.yaml
Modding
Added IModAPI.IApplication.GetBlockAndItemMapping() - returns a dict with name to id mapping (especially important for the dynamically assigned block ids)- XRefActivate now supports negative logic for enabling a GameObject if device gets disabled
Fixes
Exception when using projectiles loaded from an asset bundle, returning to main menu and resuming the game
Small fix to thruster particles so that particles do not stop from time to time without reason
Mounted weapons exploit
Fix for resource asteroids being transparent
Fixed: Credibility missions could not be completed, although destroyed cores were counted.
Fixed: Blocksmap.dat was not written in MP games, leading to problems if the order for blocks that have no id in the BlocksConfig.ecf changes
Possible fix for "temp allocator" warning message
Fix for harvesting is not putting items directly into inventory
Fixed: Ambassador Hyzanis vessel did not spawn in asteroid field
Fix for being able to use 'Proximity Log' button in registry although it was not allowed
SSG: fixed CoQ when the new resources (aluminium, ice, platin) were used
Truss blocks have no shadows
Fix for modded crosshairs bundle not getting loaded if vanilla game was loaded before
Driller: fixed problem that items got dropped twice when using the "retrieve blocks mode"
Fixed Sigma Fulcrum: Hostile Salurian troops now are using warlord faction instead of alien.
Console cmd lpf: small fix when used ingame
Items crafted in the survival constructor don't get stacked in the output cells
Fixed: issues with dialogues for GER loca.
Fixed Sigma Fulcrum: Hostile Salurian troops now are using warlord faction instead of alien.
Fixed issues of dialogues in GERMAN loca sometimes leading to a CoQ/Exception
Fixed: Thruster M (T2) only had 100 HP
Fixed: issues in dialogues config and csv leading to CoQ
Fixed: TSO_Variant2 had alien spawns (now "same as base")
Potential fix for modding API Event_Player_Info not sending ping information (please give feedback if it works)
Fixed “Explosive devices” not giving damage to shields
Please note: For being able to test all the features of version 1.5, starting a new game is mandatory, as updated missions, POI and related cannot be updated on already existing saved games. There is also the chance that it might become necessary to start new, in case we need to update the experimental version with critical fixes on these content items.
Reminder: Creating POI and missions with the experimental version will lead to issues when they are used in version 1.4.x! You need to wait for version 1.5 to release them to your subscribers!
Public version 1.5 release is currently scheduled for tuesday, 8th of june.
This date might still be subject to change. As always: depends on how well the experimental phase goes. ːsteamhappyː
Please note: Although v1.5 will NOT break saved games, starting a new game with version 1.5 is highly recommended, as the updated missions, POI and related content cannot be updated to previous saved games.
Our public servers will be wiped with the public release of version 1.5 as well.
When we made our first announcement we said that version 1.5 will focus on code work.
One of these code-heavy topics we are working on is artificial intelligence. Today we want to give you a little insight on what is going on with that.
The main goals of the introduction of the new ground AI creatures in version 1.5 is as follows:
● Introduction of a new set of AI vs AI interactions. This starts with predator AI hunting prey AI to feed. Or scavengers AI looking for corps to eat. In this way the player will have the new ability to not be at center of the action but also to observe action around him. This will let some new survival strategy arise.
● Some new states are added to the creature like the hunger, the thirst or the ability to hide. This will bring some slightly more sophisticated behavior that will create a more immersive environment.
● Overall some more complex behavior of creatures have been developed to bring some more unique action for each creature that will challenge the player in some new and unexpected way.
The following four, already existing creatures will mark the start of our efforts in terms of improving AI but also make the worlds of Empyrion even more immersive!.
Alien Insects The Alien Insects now have territorial behavior and will defend their chosen edible plants within their territory that is an area of about a radius of 30m. The behavior has also a new hunger state that will make the creatures eat their favorite plants whenever they are hungry.
Parasaur A hunger state and a thirst state have been added to the creature. This will imply that the Parasaur will have a hunger and a thirst that will increase over time. Whenever the creature reaches a hunger and thirst threshold it will go to eat his favorite plants or will go to drink nearby water. During the night the Parasaurs will hide in the grass to spend the night and avoid the predators.
Raptor The new version of the Raptor AI will have some new abilities like scavenging corpses, hunting AI prey, stalking the player and hiding to ambush him.
Alien Bug Group This mixed group of bugs will show a behavior of the mother bug creature spawning some guard bugs around her and firing at some distance. The guard bugs are aggressive and go for some melee attacks to any intruder.
These four updated AI creatures will be available with version 1.5.
We are looking forward to your suggestions and thoughts right below in the comments.
Have a great sunday! Read you soon. Empyrion Dev Team
PS: we will announce the start date and details about the upcoming Experimental version early next week.
Although the version 1.5 is heavily code-focused, we not only have new content for story runners and explorers (as detailed in the past dev blogs). We also have a few gifts for our builders.
To conclude the April fools joke from last year, we added the ‘modern’ variant for the restrooms to complete this model set, with the modern variant showers already available. We hope you know how to use the three sea shells.
Speaking of sets: when we added the Heavy Window, we also had an additional lineup idea with a few more ‘emperor style’ variants in mind. We are looking forward to what you will be doing with the Heavy Windows (patterned).
motivational posters, made by Rumepelstilskin! You can either get them as a reward from playing the story missions or find a GIN console in one of the trading stations and get a random poster for a minimal ‘GIN Gallery’ support fee! ːsteamhappyː
A few examples:
You want something more menacing for POI bases and NPC vessels? We have you covered! With version 1.5 we have set up the small ‘bulb turrets’ of The Legacy ships with different variants, colored in red, blue, green, cyan, yellow, orange, purple and black to guard the galaxy in style. Their weapons of course have the matching effect color as well! As a little side note: we have added these not only because we could, but with some future (post v1.5) weapon rebalancing in mind. ːsteamhappyː
Last, but not least, if you ever were done with building, but still envious of the Talon having these nice crossbows and you instantly remembered that hairy fellow wielding a similar, but lazer pew pew based weapon .. maybe check out the renewed Tales of the Past story mission!
We hope these new toys will be enjoyable and we had enough movie allusions for this dev blog. :D
Here is the changelog for v1.4.6 with some more changes & fixes we have been working on. Have fun and please report bugs and problems as usual - thanks a lot!
Patch: 2021-05-05 v1.4.7 (Build 3283)
Fixes:
Fixed dedi server exception
An exploit
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Patch: 2021-04-27 v1.4.6 (Build 3282)
Changes
Changed: Players can now respawn on Control Station as additional fallback for Ancient Revelations mission (Station is set to CIVILIAN now)
"Explosive Devices" can damage shields again
Added server-side anti-cheat feature "short session monitoring" - this is configurable in dedicated.yaml under "ServerConfig":
ShortSessionMinutes: 0 #how many minutes of a client play session are regarded as "short session" (0 = disable short session feature completely)
ShortSessionCountToLog: 0 #after how many consecutive short sessions write a warning line in server log (0 = disable log feature)
ShortSessionCountToBan: 0 #after how many consecutive short sessions ban the player (0 = disable ban feature)
Fixes
Fixed multiple exploits
Fixed 07866: PDA NearPOI Waypoint does not work in MP
In the last blog we teased you a little with the story arc that would be concluded later this year. This is still a bigger project, but we can update you on some other stuff in that regard.
Those of you that are with the game for a while might have played through most of the story missions already several times. Some of the major updates changed things here and there, due to the technical possibilities changed as well. We are trying to take advantage of every new addition that helps storytelling. Be it planet design, mission feature or dialogues.
That being said, with 1.5 the content team finally found the time to achieve most of the badly needed rework of the first six story chapters. These once existed individually, were joined together later but were lacking a lot of consistency - not only in the information they give to the player. This has now been improved to a merely pre-final state and will be ready for testing in the upcoming Experimental phase.
Without too many spoilers: the initial missions on the starter planet have been revamped a lot. The following missions have been spread in the starter system and do NOT take place in the same starter orbit anymore. Also: as we hope these are now in good shape in terms of story content, the missions are now following a certain progression of a literal story LINE, although most of them will NOT activate automatically anymore. Instead you will be given enough info on where to find the next story tidbit and how to activate it.
The question if this setup works and if the information is given in an adequate way, is of course to be answered with your feedback we hope to see a lot in the upcoming Experimental phase. ːsteamhappyː
Last, but not least, there is one open topic which is a quite delicate one: the ingame tutorial. For 1.5 we have re-added an improved ‘Robinson Protocol’ for everyone starting out in the galaxy of Empyrion the first time.
As always the tutorial can be skipped at game start for those that do not need it, but for all the others it should offer the most basic training for the most basic things you need to know about the game.
This is, again, a question that we hope to answer with your help in the upcoming Experimental phase. Although those participating in the Experimental are usually not new to the game, we hope you can help us to answer the question of the tutorial steps will help a new player to survive his first hours and be specific enough to give valuable info, but not be too annoying at the same time.
There is one addition to this topic, which might be quite important for those helping out on that topic: When playing the tutorial, most of you might still find it quite linear. It is still very linear, that is true, but the goal for 1.5 is to track down which elements are really necessary for a new player.
As we wrote in the first paragraph: we aim to include any new technique the game code allows us to use. While we develop version 1.6 and 1.7, new technical features will be added that shall allow us to leave most of the linearity behind and improve to a point where the presentation of the necessary lessons will feel more like an “inline explanation” than following a guide. Not only for the tutorial, but also for mission design.
Which of the current game story missions did you like the most? Which do you think needed improvement because they were too hard or confusing? Anything else you wanted to say on this topic?
Let us know - we still have time to evaluate your feedback. ːsteamhappyː
Have a great day! Read you soon. Empyrion Dev Team
Last week we made our first announcement on version 1.5 (read here). The main content of this update is quite code-heavy, which means a lot of things are going on behind the curtain without offering a good way to do a nice visual representation.
But while our programmers do their work to prepare the game for future feature changes and additions, quite a few things happen on the art and content side of things as well.
For example we will be adding a new NPC faction with tons of POIs and an own galactic territory, created by spanj and a lot of creators, contributing POIs and vessels: the Brotherhood of Farr!
Speaking of factions and POIs: those that have ventured into deep space might not only have run into the Colonists faction and even more Pirates, but also in the always-hostile Warlord faction and its various sub factions, like the Skaar, Tresari and others. Thanks to the contribution of the community, these factions have seen a serious upgrade in their lineup. So watch out next time you aim to warp to a seemingly non-claimed solar system.
Besides those named, most of the established and recently added factions, for example the Pirates, Tesch and others, got new ships and POIs as well.
Most of these factions, their bases and vessels, might play a role when the game's main story arc is concluded later this year. ;)
What are your thoughts about the current composition of the galaxy, its factions and the POI and vessels you ran into? What are you missing from the lineup or would suggest to add?
Let us know! :)
Enjoy the weekend & read you soon. -Empyrion Dev Team
Here is the changelog for v1.4.4 with some more fixes we have been working on. Have fun and please report bugs and problems as usual - thanks a lot!
Patch: 2021-03-17 v1.4.4 (Build 3277)
Changes
Added IModAPI.IApplication.GetBlockAndItemMapping() - returns a dict with name to id mapping (especially important for the dynamically assigned block ids)
Fixes
Multiple exceptions fixed found in logs
Fixed dialogue typos in english main loca (plz report typos/grammar issues to typo@empyriongame.com subject: english)
07816: Exception when starting a new default survival game after exiting a game using a custom scenario
07840: A use case of drones getting "removed" from a planet when returning to a save game
Fixed 07763: [MP - Player report] Save game progress not maintained when rejoining server (caused by this flag being set in the gameoptions.yaml "IsManagedScenario: true")
Here is the changelog for v1.4.3 with some more fixes we have been working on (more to come). Have fun and please report bugs and problems as usual - thanks a lot!
Patch: 2021-03-09 v1.4.3 (Build 3274)
Changes
Explosion damage optimizations:
Shield is now only decreased by the Damage not by the BlastDamage any more
If the shield is still active after applying the Damage, the explosion is not started any more
Added property ShieldMultiplier for shield generator blocks to specify its own shield damage multiplier name f.e. use ShieldMultiplier: "shieldBA" and this will be taken now preferred for a weapon attacking the shields of a BA
Playfield.yaml: added property AllowSavingBlueprints (default True) to disallow saving of BPs in playfields (f.e. in PvP playfields)
Removed obfuscation from ParticlesAudio else it won't work on steam builds
Fixes
Fix for explosions getting delayed when lots of explosions get started
Fixed 07838: Kick command while "Loading..." results in stuck in the loading screen
Fixed 06659: 'struct remove-device-signals' is not removing the signal from the receiving devices
Fixed 07823: Workshop-published scenarios cannot be used with local coop
Fixed: Yarod dialogue at the end of Sigma Fulcrum missing part 2 and 3
07792: Underground vessels can get repositioned above ground
Fixed problem that blocksmap.dat was not written in MP games, leading to problems if the order for blocks that have no id in the BlocksConfig.ecf changes
Fixed 07511: Custom Techtree categories are not removed when resuming a game with another scenario