We have a fix for an issue some players have been reporting where they can fall under terrain when mining or picking deco from the terrain & would like to get some feedback from you if this build still has this particular problem for you.
If the experimental branch is not visible for you in the drop down list in steam > properties > betas please restart your steam client & check again.
Our Experimental server is also updated feel free to join!
Patch: 2022-03-10 v1.7.8 (B3720)
Fixes:
NPC's found dropping under terrain when the player is mining close to them
Mining with the survival tool causes character movement
Teleporters in trading station BAO_Waystation-02 were set to off
In addition to the previous patch here is the changelog for v1.7.6 with some fixes we have been working on. Have fun and please report bugs and problems as usual - thanks a lot!
While we are still putting the finishing touches to the current version 1.7.x, it is time to give you a short overview of the topics that are planned or expected to be worked on this year.
Version 1.8 & 1.8.5 For the big summer update 1.8 there are several major topics on the agenda!
First and foremost, we will be adding completely new models for NPCs and creatures that will soon be roaming the worlds of Empyrion. At the same time, we also plan to revamp some of the NPCs and creatures currently in use, replacing them with new and revised models that fit in with the general visual overhaul of the planets.
Apart from that, we will technically fully integrate the new decoration system that we have shown as an example in the last versions. In 1.8 we will revise the planets and partly completely redesign them so that they can unfold their potential in the light of the new possibilities. This includes new, but also revised models for decoration, rocks, harvestables and resources (e.g. Rock resources on the surface).
Another focus will be improvements to the UI, to various help and display systems and a partly completely new game start.
In conjunction with that, 1.8 will continue to be worked on in numerous other areas. In addition to bug fixes, work on the code base is planned to make the game fit for the next updates and game content. Some Quality of Life and Convenience will also be in focus.
We will publish more information about this in the next few weeks on the way to the experimental release! For version 1.8.5, the focus will then be on new playable content, missions and activities that will build on the innovations of 1.8. Fixing bugs is, of course, always part of the plan.
Version 1.8: approx. end of June/beginning of July Version 1.8.5: approx. middle/end of October
Version 1.9 The year-end update will be all about the player avatar, its appearance, its movement possibilities and related functions and features! The update will not only change some settings, but will be a complete rework!
This means a considerable intervention in the code base (which is currently already being prepared) and will challenge all departments in the team due to the deep integration of the functions of the player controller in features and gameplay. However, we are sure that the effort is worth it and that we will be able to present you with a completely renewed combat and movement feeling including numerous new gameplay features at the end of the year.
In addition to the previous patch here is the changelog for v1.7.6 with some fixes we have been working on. Have fun and please report bugs and problems as usual - thanks a lot!
With today's update 1.7.5 we are fixing more problems that were found and repaired thanks to you in the past experimental phase.
Also some changes and additions that didn't fit in 1.7.3 are included this time.
Among other things, the Empyriopedia has been updated with all the important information about each status effect, medical equipment and items! All information can now be found again in the groups Afflictions, Benefits and Medical Items / Devices. In addition, minor adjustments have been made here. For more details, see the list below.
We are also trying out a new feature for you by adding a 'REPORT' button to the top right of the player inventory (TAB). This will allow you to access the forum from within the game. Let us know how you like such a shortcut or what you would like to see there instead.
Many more changes and adjustments can be found in the full list below.
Important: Please note that all our Official Server will be wiped with this release.
Added:: PDA Descriptions can now contain images within the description text (insert with {imagename.ext})
Updated PoisonFood & Indigestion values for ItemsConfig.ecf
Updated: Registry and teleporter windows now sort the playfield entries (left content) alphabetically
Added: Information about BuffMod to head area of ItemsConfig.ecf
Added: Information about currently available INSTANCE settings added to example playfield
Renamed folder 'InstanceTaipane' into 'ExampleInstance' ( ../content/playfields/ )
Added: Medical Station Type 1 now cures PoisonBit (Stage 2)
Added: Medical Station Type 4 now cures EndoParasite Stage 2 and 3, RadiationOverload
Added a wearoff margin for RadiationOverload, as well as a cleansing effect on it for Scanner3
Updated Localization: Main loca, Dialogues, PDA (as of 08 02 2022)
Changed: Removed Intoxication chance from AkuaWine
Changed: Necrosis does not create Mutilation when healed anymore
Changed: Mineral Synth Lab and Bunker admin cores are now pre-damaged (2)
Changed: Underground Bunker: added ladder at entry ara so players without jetpack do not get trapped (2)
Changed: Prisoner (Dr. Mandor) on Heidelberg now drops report also when killed (unintentionally! ;) ) (2)
Changed: TOP: Root Beer Formular now removed after delivery (1)
Fixed: A Glacial Grave: task on entering snow planet was not set up in correct order (1)
NOTE: There is a known issue of the Zirax troops NOT spawning on TOP Distillery when playing the Non-English version.
NOTE: There is a known issue of chapter-activated missions not re-activating when they were deactivated manually (Fix > (1) )
(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.
Updated: Polaris Trading Station Variant 11 (thx to Kaeser)
Removed turret from core room in underground bunker
Changes/Additions: Configs and Technical
Added display of allowed boosts per armor type in hover info
Changes/Additions: Configs and Technical
Added display of allowed boosts per armor type in hover info
Map Info Panel: Fixed "Habitable Zone MIN/MAX" distance display (distance was shown too big before)
Instances: added "NoVolumeWeightForPlayer" to "InstanceData" to allow switching off the V&W checks for players in instances (f.e. to get more loot)
DialogueSystem: added new function AddItemsFromContainer(int containerId, int maxItemCount) to allow giving a player reward items that are specified in Containers.ecf
DialogueSystem: added new function OpenHtmlWindow(string title, string url, float widthPerc, float heightPerc); Please note: Please note: The function OpenHtmlWindow does not support H.264 / mp4 decoder. Other codecs like 'webm' can be used, though.
Added gameoptions.yaml parameter 'CustomPlayerTab' that allows to add a button in the players window that opens a HTML page.
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 too long (which could lead to timeouts.)
Dynamic code support change (for dialogues features + Mod.XXX): Updated compiler that works with all current Dialogue features & especially Mod.XXX
DialogueSystem: first implementation of supporting a RESET parameter to allow restarting a state with a reset of the dialogue:
GotoAndReset
Console command reloaddata/rd: added reload of items, blocks and materials. Attention: this will work only for changing existing entities!
Instances: added yaml property 'EnterWithEmptyInventory' that will block any player that has items in his inventory/toolbelt
Modded player props head can now specify a bundle name starting with @ f.e. PropHead=@bundle/hat
ModApi: better log of execution exception- DB optimization: not writing ground AI, items and drones to DB any more as the DB table with entities gets too big in MP games
Sqlite DB: added possibility for parallel read queries. This will decrease the waiting times for long lasting queries for other clients esp. in MP.
Enhanced ecf file format to accept multi-line <CDATA> sections of raw content:
Allows, for example, to use naturally written C# code in dialogues
Note: as with block comments no other content is allowed after the closing tag
We have some more changes & fixes to add to v1.7.5 find all the details below!
====
Patch: 2022-02-21 v1.7.5 (B3715)
Changes:
ModAPI: Add property IBlock.ParentBlock to get the parent block of a multi-block model
Fixes:
Fixed an exception caused by explosives
====
Patch: 2022-02-18 v1.7.5 (B3714)
Changes:
Added Dialogue function IsPdaTaskActive(chapTitle, taskTitle)
Changed: When opening the player window (TAB) for the first time the suit constructor is now shown (instead of the info panel, players overlooked it)
Fixes:
ModAPI: Adding an item via Request_Player_AddItem while Exchange window is open replaces the exchange window
Item reward counts higher than in config file no longer lead to a removed chapter but just a warning
Deactivating a chapter-activated mission leads to not being able to play the mission in the same session
====
Changes:
Added display of allowed boosts per armor type in hover info
Map Info Panel: Fixed "Habitable Zone MIN/MAX" distance display (distance was shown too big before)
Instances: added "NoVolumeWeightForPlayer" to "InstanceData" to allow switching off the V&W checks for players in instances (f.e. to get more loot)
DialogueSystem: added new function AddItemsFromContainer(int containerId, int maxItemCount) to allow giving a player reward items that are specified in Containers.ecf
DialogueSystem: added new function OpenHtmlWindow(string title, string url, float widthPerc, float heightPerc)
Updated: Polaris Trading Station Variant 11 (thx to Kaeser)
DialogueSystem: added "using System;" so programmers don't need to prefix all system functions any more
Html browser: if URL starts with %SHARED_DATA% it is replaced with a link to the actual shared data folder
Updated: Underground Bunker now does not explode anymore when removing the core (Note: breaking other parts might still lead to if falling apart as intentional part of the design. Signs put up )
Updated: Sigma Fulcrum and Derpacs station (thx Kaeser)
Fixes:
Epic suit boosts vanish when dropped into a suit slot
Tier 2 CPU Icon missing
NPC spawners are not switched on by PDA PlayfieldOps (fix can only work in new games - sorry)
Decreased EggPlant movement in strong wind.
Polaris homeworld orbit spawned wrong model for Orbital Control (should be the DERPACs model)
Removed turret from core room in underground bunker
Another update so soon after 1.7.3? Yes, because there are again some problems that we were able to fix thanks to your help and that shouldn't be put on hold until the next big update 1.8. ;)
There are also some improvements and adjustments that did not make it into version 1.7.3.
Today we start with the corresponding EXPERIMENTAL version. The final update will probably be released in 2 weeks. Depending on how the Experimental version goes, of course.
What's in it?
Among other things, the Empyriopedia has been updated with all the important information about each status effect, medical equipment and items! All information can now be found again in the groups Afflictions, Benefits and Medical Items / Devices. In addition, minor adjustments have been made here. For more details, see the list below.
From now on, it is also possible to call up a browser tab in the game. The CustomPlayerTab can be configured with a link and tab name. You will find the new button called "REPORT" in the top right corner of the player inventory!
Many more changes and adjustments can be found in the full list below.
Important: Please note that all our Official Servers will be wiped with the next Public branch release
Added:: PDA Descriptions can now contain images within the description text (insert with {imagename.ext})
Updated PoisonFood & Indigestion values for ItemsConfig.ecf
Updated: Registry and teleporter windows now sort the playfield entries (left content) alphabetically
Added: Information about BuffMod to head area of ItemsConfig.ecf
Added: Information about currently available INSTANCE settings added to example playfield
Renamed folder 'InstanceTaipane' into 'ExampleInstance' ( ../content/playfields/ )
Added: Medical Station Type 1 now cures PoisonBit (Stage 2)
Added: Medical Station Type 4 now cures EndoParasite Stage 2 and 3, RadiationOverload
Added a wearoff margin for RadiationOverload, as well as a cleansing effect on it for Scanner3
Updated Localization: Main loca, Dialogues, PDA (as of 08 02 2022)
Changed: Removed Intoxication chance from AkuaWine
Changed: Necrosis does not create Mutilation when healed anymore
Changed: Mineral Synth Lab and Bunker admin cores are now pre-damaged (2)
Changed: Underground Bunker: added ladder at entry ara so players without jetpack do not get trapped (2)
Changed: Prisoner (Dr. Mandor) on Heidelberg now drops report also when killed (unintentionally! ;) ) (2)
Changed: TOP: Root Beer Formular now removed after delivery (1)
NOTE: There is a known issue of the Zirax troops NOT spawning on TOP Distillery when playing the Non-English version.
NOTE: There is a known issue of chapter-activated missions not re-activating when they were deactivated manually (Fix > (1) )
(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.
Changes/Additions: Configs and Technical
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 too long (which could lead to timeouts.)
Dynamic code support change (for dialogues features + Mod.XXX): Updated compiler that works with all current Dialogue features & especially Mod.XXX
DialogueSystem: first implementation of supporting a RESET parameter to allow restarting a state with a reset of the dialogue: GotoAndReset
Console command reloaddata/rd: added reload of items, blocks and materials. Attention: this will work only for changing existing entities!
Instances: added yaml property 'EnterWithEmptyInventory' that will block any player that has items in his inventory/toolbelt
Modded player props head can now specify a bundle name starting with @ f.e. PropHead=@bundle/hat
ModApi: better log of execution exception- DB optimization: not writing ground AI, items and drones to DB any more as the DB table with entities gets too big in MP games
Sqlite DB: added possibility for parallel read queries. This will decrease the waiting times for long lasting queries for other clients esp. in MP.
Added airtight (forcefield) versions of certain ramps.
Enhanced ecf file format to accept multi-line <CDATA> sections of raw content
allows, for example, to use naturally written C# code in dialogues
note: as with block comments no other content is allowed after the closing tag
Added gameoptions.yaml parameter 'CustomPlayerTab' that allows to add a button in the players window that opens a HTML page: An example of how to use: add CustomPlayerTab: "Google;https://www.google.com/" to gameoptions.yaml, then in player window, right of the "Suit Constructor" button there will be a new button that displays the specified website when clicked:
Fixes:
CV pulse laser wrong collision model.
AI space vessels self destruct after ram into any static object
Device with animation can push the player into blocks
Main menu not showing correct background image
Exception spam when AlienBug01V2 is used in a POI
Fixed blood particles not showing up any more (because of caching)
Network communication: small fix to not hold a reference to a chunk object too long
Symmetry plane position not saved when using multiple symmetry planes
Selection tools not cutting correctly
Jetpack doesn't turn ON after leaving the elevator in space.
Signals changed by dialogue and used by logic circuits don't work in MP
ModAPI Entity.DockedTo throws NullReferenceException when used with entities that are not docked to anything
ModAPI Spawning a structure with Request_Entity_Spawn sets the ships rotation sensitivity to 0
Downgraded console IdMapping error log to normal logs
Continuous NPC sounds can be heard by the client in Co-op mode
Color/Texture issues on Lava, LavaNascent & MoonDesert playfields
Certain letters in BP Group menu leads to letter not typed
Fixed: A Glacial Grave: task on entering snow planet was not set up in correct order (1)
Updated IvD scenario:
Changes:
Added CustomPlayerTab where you can report bugs inside the scenario
Update PDA & added some new pictures
Disabled Christmas Event
Added Galaxy Territories
Added icon for Explorer Token
Added icons for Credibility Tokens (Farr, Kriel, Pirates, Polaris, Traders Guild, UCH and Zirax)
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