For all of you who supported us with bug reports and feedback in the previous experimental version (many thanks for this!) and for all of you who followed the publications, the following is not entirely new. Nevertheless, it may contain one or two short-term bug fixes that you may have been waiting for. As always, you can find the list of fixed bugs below!
As a little additional info: Thanks to the support of our active community, more than 300 bugs have been fixed in the last few months alone! :)
For all others who are just starting with Empyrion or are looking for information on Update 1.7 for the first time, we have summarized the most important new features below.
New decoration system More than 200 new assets have been added to build even more exciting planets in the future. For now examples of the new decoration system which can be found on three distinctive demo planets in the game.
Visual Effects upgrade on water and grass Water is no longer a static surface, but shows a ripple effect, for example on the beach or when being affected by forces like thrusters or hover engines. The grass now also reacts to your movements and to pressure waves from vessels and other forces.
Harvestable Plants We have reworked the harvestable plants across the board with improved and high quality new models.
AI Wayfinding / Pathfinding The wayfinding has been improved for all creatures spawned on terrain. Additional changes have been made to prepare for new ways of handling in the future.
Status Effects & Medical system update The status effects have been newly coordinated. There is now also the possibility of using a medical item that is actually not suitable for a complete cure of the disease in order to at least slow down the progression of this disease!
Crouching is now possible! ;)
Aside from the changes mentioned above, for all creative galaxy builders, lots of new options for designing the galaxy, the nebulae to new settings for items and blocks have been added to the latest version!
For all players looking for new content, POI and missions, there is also new stuff to do and find. Almost 100 new ships and stations have been added to 1.7 thanks to the tireless builders from the community. Satellite hacking is now also fully implemented. More information on missions and gameplay is now also available in updated entries in the in-game Empyriopedia (F1).
As always, please remember:
All details, as well as the list of further changes, adjustments and especially bug fixes can be found in the changelog below!
Disclaimer You do not need to start a new game with this update. BUT in case you are continuing a single-player game from a previous version or from an pre-public release experimental version of this version and would like to see the new planets/playfields or play the new mission, manual action might (!) be required. Same accounts for Multiplayer games.
Please use the pinned help thread in the ’FAQ & Feedback’ forum which provides an overview of possible help workflows & further information on this topic & feedback threads for other topics: https://empyriononline.com/forums/faq-feedback.25/
Changes:
v1.7 B3632
Water system update
New water system update: Players, vessels & weapons can interact with waves
Quality settings in the video options: Low: No waves & no water interaction Medium: Waves enabled without water interaction High: Waves enabled & water interaction
New Deco system update
DECO TEST planet added with new terrain decoration. Go to the galaxy map and search for the 'ContAr1a95' and ‘SMbh’ sun types ( system search > type search). These planets are currently set up to show some of the upcoming new deco for terrain.
New harvestable models
The artists have put quite some effort in our "old" harvestable plant lineup and gave them a facelift in terms of optics and quality, sometimes creating all new versions!
First iteration of crouch enabled for player controller
Through improvements to the current player controller, it is now possible for your game avatar to kneel (aka ‘crouch’). Whether behind a cover, in front of the Zirax or so that you can crawl through a narrow passage - there are many new possibilities.
Improved character movement so when the movement keys are no longer pressed the character also stops moving.
To crouch hold down the C key & to toggle crouch double tap the C key
New Character Controller for AI
A new character controller (CC) has been implemented in the game as a first iteration to improve AI movement. The goal was primarily to avoid the huge zig-zags of AI when moving in certain circumstances.
The new controller affects only AI with the newest behavior and only outside while the AIs are on the terrain (not inside POI).
This new CC could be extended later to other ground AIs if there is a need.
What is new with the new CC compared to the old CC:
The new CC smooths the path generated by the path finder: The white boxes are generated directly by the path finder. The blue/black cube is the smoothed version of the original path.
The AI will now strictly follow the smoothed path (see above) contrary to the old CC where the AI was following only very roughly the path defined by the path finder especially at high speed: With the old CC here, the AI can be far from the path from time to time while zig-zagging (yellow) around the path defined by the path finder (white boxes).
The fact that the AI position and movement are precisely controlled now at any speed allows some new behaviors like for example a ramming behavior.
Important : the AIs can still get stuck. It seems that the path finder still has in some cases some flaws and inaccuracies that sometimes lead to bad paths. This is an old bug that will be addressed soon.
Re-assign items from player death backpack to previous slots in toolbelt
Auto-fillup of toolbar item stacks on manual pickup
Auto-fillup of toolbar item stacks on "take all"
PlayerDrone: adjusted movement/rotation so that it uses less momentum to get it nearer to the new player controller. Use key "AutoLevel" to toggle between "Z rotation enabled" on and off
Added possibility to extend the shield using new properties ShieldCapacityBonus and ShieldRechargeBonus (allowed on a block with an EnergyIn property). Added more information to console cmd 'shield <entity id>'
Added possibility to support tracer beams on ranged weapons. When you add 'TracerIsBeam: true' the tracer will be treated as a beam and set to the length of the hit ray.
First implementation of block penetration support for ranged weapons:
PenetrationDepth: 10, display: true
GalaxyMap: added possibility to show region names by using "LabelName", "LabelColor", "LabelSize",”LabelLYDistance”:
LabelName: "The Center" # Name shown on the galaxy map; Note: there are no default fallback values for COLOR and SIZE! If you set LabelName, you need to define LabelColor and LableSize as well!
LabelColor: "0.9, 0.2, 0.2" # Color of the label. Can add optional Transparency “0.9,0.2,0.2,0.2” as an Alpha Value
LabelSize: 100 # Size of the label (Font Size)
LabelLYDistance: <distance in LY> # optionally allows to set a distance to the player where the label shows up, if the player is farther away it will hide
GalaxyConfig: added better possibility to configure nebulas by using NebulaSpawnCount and NebulaColorIndex within a StarRegion_X block
GalaxyConfigFile: LabelName supports now "\n" to do a line break, also the size is not confined any more
Search star dialog: added type & key navigation
Ship Rigidbody collision detection mode changed to ContinuousSpeculative
Added: Localization for loading screens
Added: New model for Laser Pistol (T1)
Changed: Added dedicated SKIP answer options for dialogues with long text passages (Please Re-Test all missions & let us know where we could add SKIP answers in addition!)
Updated Empyriopedia with Explorer Token Missions for Default Multiplayer
Updated: Journeybook: Entries now become visible while playing through the story missions (Charakters, Important knowledge)
Updated: Empyriopedia: Main faction info entries now become visible while playing through the story missions
Updated: Main Loca, PDA Loca, Dialogues Loca (incremental update as of 14 10 2021)
Updated: Updated GalaxyConfig.ecf with new REGION label settings & examples
Added: Home Systems for all remaining factions (first iteration)
Added: Explorer token now given for warping to the sun of a factions home system
Added 'reloaddata' console command to allow in-game reloading of config file data (use 'help rd' to see usage details)
Added better error output to get rid of error messages like "IdMapping: no name for id CPUExtenderLargeT5 found in 'The Ayamara'! Skipping."
Added: Hacking satellites (placed in sun orbits) for reports now has dedicated Communication, Science, Exploration, Security and Military dialogues, consoles AND satellites for the main factions (Zirax, Polaris, Trader, Kriel); Others will follow.
Added report hacking satellites for Pirates, Colonists, ARC, Wastelanders and Farr
BlocksConfig: added new property "RepFac" (f.e. use RepFac: 0.1) to allow to scale the reputation loss/gain when destroying a block (f.e. to make some blocks more/less "valuable" for reputation changes)
Added possibility to give damage modifiers to entities: add in EClassConfig.ecf a new property "Material" with any string and reference this material in ItemsConfig.ecf for the weapon as DamageMultiplier_X material
Distant Stars: adjusted so they are a bit more crisp and do less flicker on camera movements. Nearer stars get more color and bigger, farther stars are smaller and less colored. Being at the center of the galaxy, stars should still be in acceptable size (only the nearer ones get big).
Rockets now orient themselves towards the turrets up direction when firing (and not towards the world up direction). This helps if the rockets use special animations or effects.
Updated localization for all languages (Main, PDA, Dialogues; incremental as of 11 11 2021)
DialogueSystem: added functions UnlockTechTreeItem/IsTechTreeItemUnlocked to allow unlocking tech tree items from dialog. Can be used for example in missions as reward. Use -1 as UnlockCost to only allow unlocking from the dialog system.
Updated Derpacks POI (Exclusively found in Polaris Homeworld Orbit)
Changed POI sound of Aeon Club POI (Exclusively found in Trader Homeworld Orbit)
Empyriopedia: Deactivated Doctors Journal, Biologists Guide, Explorers Journal for the time being in order to avoid confusion between game updates until relevant game and mechanic changes are finalized.
Swapped galactic position of Containment Areas 1a95 and 13b7 to better fit mission progress
Added story mission 11 'Murky Christmas' (For ease of testing, a new save game is recommended; Note: issues with deco growing into moon POI are known)
Added message when entering one of the new deco testing planets
Updated Robinson Protocol initial game start reflecting status effects changes of EXP Phase 2(now you get a Dermal Burn instead a Broken Leg); Please retest
Updated Tales of the Past mission in regards to the changed medical items you need to get rid of the dermal parasites; Please retest
Slightly increased health/food levels for Easy (full) and Medium (300 instead of 250) difficulty game start due to changed status effect on game start
Updated/adjusted both Robinson Protocol and Tales of the Past mission dialogues and texts related to the status effect changes and other required updates. Note: Your localization might show the English default texts until the changes are made in our languages.
Added a few new starter POI (Synth Lab around Ancient Tower, Convoy near the Heidelberg, Bunker near the Polaris Sanctuary, Wreckage near downed SV Dart in Zirax Territory)
Added FXAA/SMAA/TAA Anti-Aliasing Settings
Updated Empyriopedia on MP default scenario to current state
Activated Explorers Guild discovers missions for MP default scenario
Murky Hollow: moved moon closer to temperate planet (To not exceed 15 AU warp range of Santa Sleigh SV)
Fixes:
Fixed tracers clipping through target (fixed for static objects, still clipping if you are moving into the direction of the tracer)
Fix for driller beams and other ranged weapons staying active when ESC or other window get opened
"If you continue flying you will die" message appearing incorrectly when close to a planet now disabled
"Show on HUD" marker doesn't automatically get removed after the device has been removed by the player.
Parallax Occlusion Mapping texture issue with certain blocks
Removing O2/Fuel from tanks via logistics deletes them
Vessels sporadically moving after playfield changes when setup on a repair block
Blueprint window doesn't include tags in filter
Avatar size increase when exiting a seat
Exception spam when reactivating the HUD whilst in a cockpit
Faction Reputation Info page showing wrong info in some places for different factions
Today we start the final phase of Experimental Version 1.7! Included is a very special gift that we announced some time ago and that we know is high on the wish list of many players: Crouch!
From now on your player avatar can go down by pressing and holding the C key (standard assignment). Press C twice in succession and you will remain in this mode until you either stand up (press C once) or jump, provided there is enough space above you.
In addition, some improvements to the existing features have been made for phase 3, and some bugs have been fixed.
Also new is the next story mission: Murky Christmas. You can play this mission directly by jumping to the sun of the Ellyon system. It starts there automatically.
However, a note: If you visited the ContAr1a95 system in phase 2 to see two of the new deco planets, you either have to clean up this system first (we have a howto for you in the mission feedback thread!) or you simply start a new savegame with phase 3 - which we recommend for a "clean" test of the other changes and additions!
As always, take a close look and don't skimp on feedback and bug reports!
As always, you can find the complete changelog in the attachment below.
Please make intensive use of the Experimental Bug forum as well as the topic posts pinned in the Experimental Feedback forum!
Faction Reputation Info page showing wrong info in some places
Can't pass door with a lock code (also removed the annoying lock code dialog when moving away from an opened door)
NPC and creatures become unlootable after killed
Fix for reflection remaining with turning SSR off. With this the water reflections are tied to the "Screen Space Reflections" video option.
====
v1.7 B3622
First iteration of crouch enabled for the player controller
Through improvements to the current player controller, it is now possible for your game avatar to kneel (aka ‘crouch’). Whether behind a cover, in front of the Zirax or so that you can crawl through a narrow passage - there are many new possibilities. :D
To crouch hold down the C key & to toggle crouch double tap the C key
Harvestable plant models update
The artists have put quite some effort in our "old" harvestable plant lineup and gave them a facelift in terms of optics and quality, sometimes creating all new versions!
Misc:
Added story mission 11 'Murky Christmas' (For ease of testing, a new save game is recommended)
Added message when entering one of the new deco testing planets
Updated Robinson Protocol initial game start reflecting status effects changes of EXP Phase 2(now you get a Dermal Burn instead a Broken Leg); Please retest
Updated Tales of the Past mission in regards to the changed medical items you need to get rid of the dermal parasites; Please retest
Slightly increased health/food levels for Easy (full) and Medium (300 instead of 250) difficulty game start due to changed status effect on game start
Updated/adjusted both Robinson Protocol and Tales of the Past mission dialogues and texts related to the status effect changes and other required updates. Note: Your localization might show the English default texts until the changes are made in our languages.
Added a few new starter POI (Synth Lab around Ancient Tower, Convoy near the Heidelberg, Bunker near the Polaris Sanctuary, Wreckage near downed SV Dart in Zirax Territory)
Added FXAA/SMAA/TAA Anti-Aliasing Settings
Updated Empyriopedia on MP default scenario to current state
Activated Explorers Guild discovers missions for MP default scenario
Murky Hollow: moved moon closer to temperate planet (To not exceed 15 AU warp range of Santa Sleigh SV)
Fixes:
PDA activating more than the first ordered action
Door in Cryo Prison (Tales of the Past) was not locked and lever was not used (which broke mission progress)
FPS drop when aiming a drill at water
Exception spam when reactivating the HUD whilst in a cockpit
Reporting to Kezzel did not advance the quest when "Additional Info" answer branch was chosen.
Reporting to Kezzel did not remove Report when "Skip" answer branch was chosen.
Default Multiplayer scenario had all factions and vessels in the starter system.
Fixed an exploit
Updated IvD scenario:
Changes:
Added Christmas Event. (Follow the mission in the PDA)
Added Santa’s Workshop, Santa’s Express, Santa’s Sleigh and Santa’s Christmas Tree POIs. (Thanks to Decurion1965, iClustaFlux, Ray and Willow)
Phase 2 of the version 1.7 Experimental release has just been started!
This update will introduce a few testing planets of a completely new decoration system! For example, the grass under your feet/vehicle will now react correctly to you and your movement and other actions. In addition, we will increase the number of available decorative elements (i.e. plants, trees, stones, etc.) by more than 200, so that entirely new biomes and planet types will be possible in the future.
You can find three test planets for now: A temperate planet and a gas giant snow moon can be found in the system with the sun type 'ContAr1a95'. The third one, an alien type planet, can be found in the center of the galaxy (search for sun type ‘SMbh’). Use the ‘Search SYSTEM’ button on the galaxy map and type in the sun types to the TYPES field.
Note: If you have already visited these systems before the Experimental Update, the test planets will not be found there. We recommend starting a new savegame.
Also note that these planets might or might not be added to the final release, depending on your feedback and the issues that might need to be fixed.
Speaking of things to review: the status effects system, i.e. the diseases including how to heal them, has also been extensively revised and added to this phase update. While the status effects themselves have been largely retained, their interactions have been newly coordinated. There is now also the possibility of using a 'lesser' medicine, although it cannot cure a certain disease, to slow down the progression of that disease!
For the status effects as well as for the new decoration system, please head over to the feedback threads pinned in the EXPERIMENTAL forum!
DECO TEST planet added with new terrain decoration. Go to galax map and search for the 'ContAr1a95' and ‘SMbh’ sun types ( system search > type search). These planets are currently set up to show some of the upcoming new deco for terrain. See here for more information & where to leave feedback: https://empyriononline.com/threads/exp-1-7-new-deco-testing-planets.99073/
Updated Derpacks POI (Exclusively found in Polaris Homeworld Orbit)
Changed POI sound of Aeon Club POI (Exclusively found in Trader Homeworld Orbit)
Empyriopedia: Deactivated Doctors Journal, Biologists Guide, Explorers Journal for the time being in order to avoid confusion between game updates until relevant game and mechanic changes are finalized.
Swapped galactic position of Containment Areas 1a95 and 13b7 to better fit mission progress
PlayerDrone: adjusted movement/rotation so that it uses less momentum to get it nearer to the new player controller. Use key "AutoLevel" to toggle between "Z rotation enabled" on and off
Fixes:
Motorbike camera ‘shaking’ & exception that appears in MP when sitting on the motorbike
Laser pistol iron sight is not correct
Fix for an exception that can appear mostly when near POI’s that was reported by players
Welcome to the release of the version 1.7 EXPERIMENTAL update!
If you follow us on Discord, Twitter, Facebook or in our forums, you've probably already seen one or two changes for the upcoming version. Among other things, this is the first iteration of a new fluid effect system that reacts to interactions with the respective fluids (water, lava) - be it when a vehicle is moving fast, being shot at, wading through, or just having a nice swell on the shore. Further improvements for this are planned.
The AI pathfinding on terrain has also received a far-reaching improvement. Obstacles such as trees, stones and plants will be recognised better in future and the movement paths will be smoothened.
Aside from purely technical changes, for all creative galaxy builders, lots of new options for designing the galaxy, the nebulae to new settings for items and blocks have been added to the latest version!
For all players looking for new content, POI and missions, there is also new stuff to do and find. Almost 100 new ships and stations have been added to 1.7 thanks to the tireless builders from the community. Satellite hacking is now also fully implemented. More information on missions and gameplay is now also available in updated entries in the in-game Empyriopedia (F1).
We also updated Invader vs Defender with a big surprise coming at the end of Experimental for our Official Servers
As always, please remember that to test the new content (including the test planet for new biomes) it is best to start a new savegame with the Experimental version. Changes to this area during Experimental may make it necessary to restart or manually update certain areas of the game.
All details, as well as the list of further changes, adjustments and especially bug fixes can be found in the changelog below!
- New water system update: Players, vessels & weapons can interact with waves - Quality settings in the video options: Low: No waves & no water interaction Medium: Waves enabled & no water interaction High: Waves enabled & water interaction
New Character Controller for AI:
A new character controller (CC) has been implemented in the game as a first iteration to improve AI movement. The goal was primarily to avoid the huge zig-zags of AI when moving in certain circumstances.
The new controller affects only AI with the newest behavior and only outside while the AIs are on the terrain (not inside POI). This new CC could be extended later to other ground AIs if there is a need.
What is new with the new CC compared to the old CC: The new CC smooths the path generated by the path finder :
The white boxes are generated directly by the path finder. The blue/black cube is the smoothed version of the original path.
The AI will now strictly follow the smoothed path (see above) contrary to the old CC where the AI was following only very roughly the path defined by the path finder especially at high speed :
With the old CC here, the AI can be far from the path from time to time while zig-zagging (yellow) around the path defined by the path finder (white boxes).
The fact that the AI position and movement are precisely controlled now at any speed allows some new behaviors like for example a raming behavior.
Important : the AIs can still get stuck. It seems that the path finder still has in some cases some flaws and inaccuracies that sometimes lead to bad paths. This is an old bug that will be addressed soon.
POI’s:
- Added lots of new POI and vessels for UCH, ARC, Wastelanders, Legacy, Colonists, Warlords, Polaris! Thanks to all builders and contributors! Full overview: https://empyriononline.com/forums/showroom-submissions.108/ - Updated: TheLegacy now has some POI in BoF territory (Lore-related change; FarrAbandoned POI group will now spawn under THE LEGACY) - Updated POI: Trading Station (Col), Freighters, Burial Chambers, Kennex Station, Legacy Matter Converter, Trader Stations, Kriel Defense Station, Zirax DS Radar + Defenses. - Added new POI and vessels: Phoenix (Warlord), several Space Wreckages (SV, CV), Polaris Trading station (Homeworld), Ghyst Stations (HQ, Radar, Fusion Reactor, Forward Base), Zirax Gas Refineries & DIONIII Labs, Xenu Com Station, Rados Agristation, Kriel Arcanum+Nexus Dual stations (Homeworld), Murky Hollow (Arena) Thanks to Escarli, sulusdacor, Kaeser, Vermillion, ravien_ff & all contributors - Updated: Farr FAITH OPV (MatCz), Xenu Dronebase (Escarli/Vermillion) - Added: Hunter Warlord OPV (Funog)
Misc:
- Toolbelt changes: Re-assign items from player death backpack to previous slots in toolbelt Auto-fillup of toolbar item stacks on manual pickup Auto-fillup of toolbar item stacks on "take all" - Added possibility to extend the shield using new properties ShieldCapacityBonus and ShieldRechargeBonus (allowed on a block with an EnergyIn property). Added more information to console cmd 'shield <entity id>'
- Added possibility to support tracer beams on ranged weapons. When you add 'TracerIsBeam: true' the tracer will be treated as a beam and set to the length of the hit ray. - First implementation of block penetration support for ranged weapons: PenetrationDepth: 10, display: true - GalaxyMap: added possibility to show region names by using "LabelName", "LabelColor", "LabelSize",”LabelLYDistance”:
LabelName: "The Center" # Name shown on the galaxy map; Note: there are no default fallback values for COLOR and SIZE! If you set LabelName, you need to define LabelColor and LableSize as well!
LabelColor: "0.9, 0.2, 0.2" # Color of the label. Can add optional Transparency “0.9,0.2,0.2,0.2” as an Alpha Value
LabelSize: 100 # Size of the label (Font Size)
LabelLYDistance: <distance in LY> # optionally allows to set a distance to the player where the label shows up, if the player is farther away it will hide
- GalaxyConfig: added better possibility to configure nebulas by using NebulaSpawnCount and NebulaColorIndex within a StarRegion_X block - GalaxyConfigFile: LabelName supports now "\n" to do a line break, also the size is not confined any more - Search star dialog: added type & key navigation - Ship Rigidbody collision detection mode changed to ContinuousSpeculative - Added: Localization for loading screens - Added: New model for Laser Pistol (T1) - Changed: Added dedicated SKIP answer options for dialogues with long text passages (Please Re-Test all missions & let us know where we could add SKIP answers in addition!) - Updated Empyriopedia with Explorer Token Missions for Default Multiplayer - Updated: Journeybook: Entries now become visible while playing through the story missions (Charakters, Important knowledge) - Updated: Empyriopedia: Main faction info entries now become visible while playing through the story missions - Updated: Main Loca, PDA Loca, Dialogues Loca (incremental update as of 14 10 2021) - Updated: Updated GalaxyConfig.ecf with new REGION label settings & examples - Added: Home Systems for all remaining factions (first iteration) - Added: Explorer token now given for warping to the sun of a factions home system - Added 'reloaddata' console command to allow in-game reloading of config file data (use 'help rd' to see usage details) - Added better error output to get rid of error messages like "IdMapping: no name for id CPUExtenderLargeT5 found in 'The Ayamara'! Skipping." - Added: Hacking satellites (placed in sun orbits) for reports now has dedicated Communication, Science, Exploration, Security and Military dialogues, consoles AND satellites for the main factions (Zirax, Polaris, Trader, Kriel); Others will follow. - Added report hacking satellites for Pirates, Colonists, ARC, Wastelanders and Farr - BlocksConfig: added new property "RepFac" (f.e. use RepFac: 0.1) to allow to scale the reputation loss/gain when destroying a block (f.e. to make some blocks more/less "valuable" for reputation changes) - Added possibility to give damage modifiers to entities: add in EClassConfig.ecf a new property "Material" with any string and reference this material in ItemsConfig.ecf for the weapon as DamageMultiplier_X material - Distant Stars: adjusted so they are a bit more crisp and do less flicker on camera movements. Nearer stars get more color and bigger, farther stars are smaller and less colored. Being at the center of the galaxy, stars should still be in acceptable size (only the nearer ones get big). - Rockets now orient themselves towards the turrets up direction when firing (and not towards the world up direction). This helps if the rockets use special animations or effects. - Updated localization for all languages (Main, PDA, Dialogues; incremental as of 11 11 2021) - DialogueSystem: added functions UnlockTechTreeItem/IsTechTreeItemUnlocked to allow unlocking tech tree items from dialog. Can be used for example in missions as reward. Use -1 as UnlockCost to only allow unlocking from the dialog system. - Removed the momentum in rotation on ships as a test please try this out with all vessel types in first person view & third person view & give feedback on what you think about this change!
Fixes:
- Fixed tracers clipping through target (fixed for static objects, still clipping if you are moving into the direction of the tracer) - Fix for driller beams and other ranged weapons staying active when ESC or other window get opened - "If you continue flying you will die" message appearing incorrectly when close to a planet now disabled - "Show on HUD" marker doesn't automatically get removed after the device has been removed by the player. - Parallax Occlusion Mapping texture issue with certain blocks - Removing O2/Fuel from tanks via logistics deletes them - Vessels sporadically moving after playfield changes when setup on a repair block - Blueprint window doesn't include tags in filter - Avatar size increase when exiting a seat
- Added Short Range Prisoner Transport. (Thanks to Fractalite) - Reduced the Legacy Space Drones in Black Hole to 5-10 (from 10-20) - Forbid base building in Asteroid Field & Trading Station Systems - Removed the Legacy from Asteroid Field & Trading Station Systems - Adapted Explorer's Guild dialogue text to not hint for rewards anymore - Add second sun (Neutron Star) to Cygnus System - Add Credibility Mission for Free Colonists
Fixes:
- Fixed Merdar Start PDA Mission - Fixed Trader buy/sell on Carbon Substrate (PlasticMaterial) - Fixed trader buy/sell on Nitrocellulose (NCPowder) - Fixed trader MilitaryT2 not showing all items - Fixed Explorer's Guild reward been given in some cases - Fixed Vessel wasn't allowed to be in CSW System - Fixed not all meteors spawning on Void - Fixed Polaris Credibility Mission - Fixed exit portal in the Golden Freighter Mission
Even a slight ripple can change the world ... but if you're not #DrWho and are playing #Empyrion Galactic Survival in update 1.7, it may be a result of the optics and effects upgrade for water! 👽🛸🚀😎
Improved darkness with post processing inside structures
Fixes
Removing O2/Fuel from tanks via logistics deletes them
Vessels sporadically moving after playfield changes when setup on a repair block
Set of decorations not working correctly with deco knock down system -> fixed | DeadTree02aPrefab, AkuaBush1Prefab, OmicronPlantPrefab, OmicronWaterleafPrefab