In addition to the previous patch here is the changelog for v1.7.3 with some changes we have been working on. Have fun and please report bugs and problems as usual - thanks a lot!
Changes: Armored suits now have higher basic speed (Light: 1, Medium: 0.9, Heavy: 0.7)
Changed: Reduced speed penalties on Armor and EVA boost; Slightly reduces speed gain of Mobility Boost
Changed: Increased volume of Transportation Boost (100>250); added slight food and stamina drain increase
Respawn at medic station: the search for a medic station is limited now to the local solar system as on big servers the DB query takes to long to search.
Fixes:
Downgraded console IdMapping error log to normal logs
Dynamic code support change (for dialogues features + Mod.XXX): Updated compiler that works with all current Dialogue features & especially Mod.XXX
Added: New icons for Credibility Seals, Fire Sticks, Explorer Token, Ramps (Airtight)
Updated: Start of all story missions is now chapter-activated by specific conditionals! Starting conditions are always found in the chapter descriptions! (1)
Changed: To avoid confusion missions are now only visible when they also can be started either manually or by a chapter activation condition (1)
Changed: Temporarily deactivated Patrol Vessels on Snow Starter and Swamp Starter (until OPV/PV group strength are better aligned) (2)
Changed: Removed Space Base Defence from all space-based story POI (note: other POI in the same sector MIGHT call for reinforcements still; also roaming hostile patrol ships might attack you!) (2)
Changed: Sanctuary (Story) updated to ensure player speak to Carver ahead of going to Kezzel.(2)
Changed: Story Chapter 11 'Murky Christmas' now needs to be unlocked by playing chapter 10 (note: if you want to activate the chapter directly, open console and type in: pda rwdchap 13)(1)
Changed: Chainsaw now picks up automatically to player inventory.
Changed: Updated TOP mission Destillery POI to avoid breaking mission progress. (2)
Changed: changed drop container model for device/blocks drop from a destroyed container
Changed: Replaced christmas drop container with new small drop container standard model
Changed: Replaced old large drop container for devices/blocks with new model
Changed: Hand of Farr removed spawn-in-trap. (2)
Changed: Dr Mandors Space Anomalies report cannot be sold unintentionally anymore.
Changed: Removed christmas deco from POIs (2)
Changed: Removed old Alpha-5 Titan wreckage POI from spawn group (2)
Instances: added yaml property 'EnterWithEmptyInventory' that will block any player that has items in his inventory/toolbelt
Updated Localization on main, PDA and dialogues (incremental as of 20 01 2022)
Fixes:
[MP] AI will stop firing at the player when crouching
Weapons with block penetration cause exceptions
CV Minigun (Retractable) had wrong HP count (now set to 4500)
Items placed back in toolbar from the backpack disappear when the toolbar slot is changed
Signals changed by dialogue and used by logic circuits don't work in MP
Jetpack doesn't turn ON after leaving the elevator in space.
Multiple exceptions from logs sent in
Exception spam when AlienBug01V2 is used in a POI
Symmetry plane position not saved when using multiple symmetry planes
Player controller : Speed modifier not taken into account bug
RampDDestroyed and RoundCornerLongThinDestroyed missing from destroyed blocks shapes (steel S+L, concrete). Note: RampCHalfDestroyed was unintentionally added twice > RampDDestroyed took the place of its 2nd edition. Please watch out for unintentional shape replacements.
Destroying fuel tanks and generators of Zirax POI with quest "Pinholes Do Hurt II" did not count towards mission (1)
Color/Texture issues on Lava, LavaNascent & MoonDesert playfields
GIN console did not show text on some non-EN translations. (Please check in your language and report again if the issue persists!)
Sectioner32 door closed on mission debrief when going to a waystation in a different moon sector compared to mission start. (2)
Known issue for Story Missions/Missions: when manually deactivating a chapter-activated mission (SP or MP) in the PDA, the mission does not reactivate itself again. Workaround: Exit all missions > Open console > type in 'pda rd' Please file a bug report at empyriononline.com or write to mission@empyriongame.com in case of any mission-related issues (POI, Progression etc)!
(1) = requires manual PDA.yaml update to work: Exit all missions > Open console > type in 'pda rd' to reload PDA.yaml definitions.
(2) = change only works for new savegames AND on playfields that have not been visited before the update in ongoing savegames.
Christmas is just around the corner and even though there are still some hopefully quiet days ahead for everyone until the new year, we would like to take the opportunity to bring the past year 2021 to a close.
It was a successful year for us, and hopefully also for you. Starting with Update 1.4 in February, we have, as always with the help of your feedback, finally worked our way through four major updates with partly very different content. Even if each of you has a slightly different idea of what you enjoy in Empyrion Galactic Survival, in retrospect we hope that one or the other addition has met your taste ;) For the recent update 1.7 we started a feedback survey for the first time again: http://survey.empyriongame.com/index.php/114164.
A lot has happened outside the game as well. New team members as well as the cooperation with Brave Zebra have helped us in the past months to cope with all the necessary work and to contribute to what is still ahead of us.
An important point for us in 2021 was to make the game and the universe of Empyrion Galactic Survival fit for the future. Not only for 2022, but for many years beyond. In order to get the most out of the Unity Engine, we have therefore focused on development processes and the adaptation of underlying techniques over the past year. You could see some of the results throughout the year, e.g. the improved lighting systems and, most recently, the water effects and the first approach of the new decoration system. Further changes, both internally and on the game side, will follow in the coming months.
In the next year and years to come, we will build on these preparations to continuously expand the scope and content of the game together with you, the best community a development team can have.
In this spirit, we wish you a Merry Christmas and a successful start into the New Year!
We want to know from you how you liked the features, changes and additions in the latest patch! 🤔 Fill out the form and help us to improve the game even further📣: Survey #Empyrion #indiegame #indiedev
In addition to yesterdays patch we have been working on some more changes & fixes here is the changelog for v1.7.1.1. Have fun & also have a Merry Christmas & a Happy New Year!
v1.7.1.1 B3639
Changes:
Ship 3rd person view rotation camera reverted to a smooth rotation
Update: Added new model for player backpack
Fixes:
Fixed: ToTP Mission: Inscription plates were not mentioned in the SKIP dialogue with the Talon Chief.
Fixed: ToTP Cryo Prisoner dialogue did not trigger self destruction when not entering room (Prisoner now deeper in the room)
Fixed: No ore trader in Firebase (Tutorial; Now has one MA Corp in the Hangar in front of the crates)
Fixed: Ancient Revelation markers in Ilmarinen were broken
Fixed: Uncertain Outcome: made sure all large containers and alien containers are lootable without risking reputation drop (asteroid is actually polaris 'mining' property due to the rich elements of pentaxid and erestrum = not all things are lootable is intentional!)
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)