Welcome to the first round in the new Experimental version! As always, Experimental 1.8 will be divided into several phases. In the first stage we have a version for you, which mainly release the integration of the new features for testing, such as the new game start, the new tutorial and various technical functions, including to the PDA, servers and more!
You can find a list of the current contents of Experimental Phase 1 in the changelog below!
Please note that we have created specific areas for bugs as well as feedback in the Experimental forums linked below. Please use the pinned topics in the Feedback section to provide your feedback on specific new game features in Verison 1.8. This will help us tremendously in the ongoing evaluation and implementation of your suggestions!
We thank you already for your participation and all your feedback!
Eleon Dev Team
Disclaimer: Version 1.8 will not be a savegame break BUT as always we recommend starting a new game in the Experimental Version. Although we try to avoid this, starting a new game may be necessary again in the next phases of the Experimental Version.
Because we added the new decoration to more planets, all our Official Servers will be wiped on the Public Release.
Important note for modders: You have to update Unity to v2021.3.2f1
Changes:
New default scenario start:
We don't want to spoil too much here, so let's just say that the new game start has been completely reworked and may be very different from the previous game experience in the default scenario. Especially for players who have been in the game for a while, there might be some new strategies that can be pursued on the way up into space. Without giving too much away, it can be said that the starting playfield will not be limited to just one celestial body and that exploration will play a more important role than in the previous game start versions. However, as always, there are shortcuts for those who want to quickly launch into the galaxy. The primary test focus of this first phase is about the content of the new tutorial (please see the notes below!) as well as the content of the planets (poi, quests, etc) on the Temperate Moon named Akua. All other starter moons are playable in principle, but not yet tuned for survivability. HOWEVER, we also look forward to your play experience on the Snow, Barren, and Alien Swamp starter moons. Maybe their current setup is already interesting? Let us know! Stay open minded and have fun! We are looking forward to your feedback!
Debugging notes:
The PDA list in the tutorial and story tab has MANY entries visible! Do not get confused by them as they are merely for debugging and will vanish in the final version. That being said, when you are STUCK in a mission, like something in the PDA list on the right is not “closing”, open the PDA and take a screenshot of the list and the mission that is stuck/not resolving and add it to your feedback. Thx in advance!
Known issues:
You CAN start on Snow, Barren and Alien Swamp starter moons BUT they are not yet fully set up for “survivability” in terms of resources, animals etc. Would be great to hear your feedback (and suggestions!) about their CURRENT state anyways! :)
The first Tales of Tash log you find is possibly too low in volume and in german language. This is for EXP and for all non-english players to test if the text displayed can help to understand EVEN if you cannot follow the text that is voiced over! (Will be changed in the final version, though.)
There are videos and pictures marked with WiP or visible not finalized. Will be changed.
Quest item found messages might sometimes not be correct. (often happens when more than one quest is active on the same POI)
FPS visible on game start video. Ignore. (All video and sound materials are added to show different art directions that can be explored for different situations, e.g. if you like different voices more than others or different visual experiences. Let us know!!)
PDA tutorial tab has a lot of entries. Ignore. All of these are just visible for testing to see where things might break. All of them will be hidden in the final version (see ‘Debugging Notes’ above!).
All pickup-missions are active even when declining help at game start. This is set for testing in EXP so you can send in more feedback. See ‘Debugging Notes’ above!
PDA Changes:
Enhanced PDA: Added new Check 'BiomeChanged' to check for entered or left biomes
PDA: Added new Checks "PlayerLevelUp" and "PlayerStatChanged" to compare player stats with a specified value.
How to use:
Setup of PDA Check "PlayerLevelUp":
use "Value" parameter to specify the level the player has to reach so that the Action gets completed
example: Value: 5
Setup of PDA Check "PlayerStatChanged":
use "Names" parameter to specify an expression in the form "stat-name comparison-operator compare-value"
the action gets completed when the respective stat value changes from a "condition not satisfied" value to a "condition satisfied" value
this prevents the action from insta-completing if at the moment the Check becomes active the value is already "condition satisfied"
example: Names: [ Food < 100 ] - as soon as the player's Food value decreases from 100 or above (condition not satisfied) to below 100 (condition satisfied) the Action gets completed
supported stat-names: Health, Food, Oxygen (1), ArmorO2 (2), Radiation, Temperature (3) (1) this is the player's personal little oxygen reserve to not immediately have the "No Oxygen" alarm when, e.g. going under water (2) this is the oxygen in the armor suit the player has equipped (as displayed in the life stats UI) (3) this is the player's body temperature
use "Names" parameter to specify "Sunset" or "Sunrise"
example: Names: [ Sunset ]
Setup of PDA Checks "PlayfieldLeft" and "PlayfieldTypeLeft":
identical to "PlayfieldEntered" and "PlayfieldTypeEntered": - respectively specify the playfield name or the playfield type name (from "PlanetType" in playfield yaml)
example for PlayfieldTypeLeft: Names: [ Temperate ]
PDA: Added new Checks "StatusEffectApplied" and "StatusEffectRemoved" (setup via Names parameter)
PDA: Added new Check "PlantHarvested" (setup like ItemsPickedUp)
Config file changes:
Implementation of supporting a "_PoiGroupsConfig.yaml" file in Prefabs folders. (see _PoiGroupsConfig_example.yaml in ../Content/Configuration)
DialogueSystem: Update function OpenHtmlWindow & added CloseHtmlWindow() (see Dialogues-config-and-examples.txt in ../Content/Configuration)
Added new config file DamageMultiplierConfig.ecf to allow grouping damage multipliers in one file (see DamageMultiplierConfig.ecf in ../Content/Configuration)
DamageMultiplierConfig.ecf: added console command parameter "reloaddata dm" to reload the DamageMultiplierConfig.ecf
Templates.ecf: Simplified templates & replaced Iron components with PlasticMaterial components for some basic devices and tools (ArmorLight, Chainsaw, small SV/HV generator, Small BA generator,Player Bike,Deco Blocks, Core, Flashlight, Survival Tent); Preparing introduction of Carbon as a dedicated resource.
Templates.ecf: slightly modified templates (simplified) for medical items following the new progression
Factions.ecf: now outputting an error message on startup when a faction name contains an illegal character
DialogueSystem: added variable type dbglobalpoi_int to be globally valid for a poi/npc
Status effects & medical item changes:
On screen messages for Mitigation & Cures for Status effects updated
Changed: Split/added new health packs: Health pack small (restoring 75HP), medium (restoring 250HP) and large (restoring 450HP); Adjusted templates.
Changed: First Aid Kit now restores up to 250 HP; Detox/Decon Kit do not restore HP anymore. Health Pack does not cure Open Wound anymore
Changes to Medical items in ItemConfig:
Removed negative buffs from all of them except:
RadImmunityShot = unchanged
EnergyPills - Positive buff chance from 0.8 to 1 - BadTrip chance from 0.1 to 0.35 - PoisonFood chance from 0 to 0.1
AdrenalineShot - BadTrip chance from 0 to 0.25
Misc:
Updated unity to 2021.3.2f1
Core handling logic change: now if the LAST core gets removed, the structure is set to NoFaction (old: if any core was removed). This allows POIs with more than 1 core for higher difficulty.
Added console cmd "rd bp" to reload the blueprint headers + poi config yaml files
Added a warning to the changemode console command
Added Detector (handheld) as physical device
New resource rock models:
Now it is possible to equip light armor and boosters from inventory without an armor locker.
Implemented a Join Queue system for MP servers (example can found found in the stock dedicated.yaml or paste this in to a current dedicated.yaml):
### Number of players that will be put into a waiting queue if the server is full
PlayerLoginFullServerQueueCount: 10
### If specified, the number of parallel logins to a server are restricted to this number. This is important when you expect a big number of people to login at the same time
PlayerLoginParallelCount: 5
### Add steam ids for preferred players that will get a better position in the login queue
PlayerLoginVipNames: "steamID1,steamID2,steamID3"
ModAPI: Added function IStructure.SetColorOfBlocks(list-of-data) for setting colors of multiple blocks with one function call (and also only one network transfer)
Fixes:
Distant warp lines not showing after map is open
Taking off armor with the jetpack still enabled doesn't disable jetpack ability.
Firing sound plays on loop on death of player.
Vessel toolbar doesn't update what attached devices have been destroyed until exiting.
Teleporters in trading station BAO_Waystation-02 were set to off
Added new config files "_PoiGroupsConfig.yaml" & DamageMultiplierConfig.ecf See "_PoiGroupsConfig_example.yaml" & "DamageMultiplierConfig.ecf" in ../Content/Configuration
DialogueSystem: Update function OpenHtmlWindow & added CloseHtmlWindow(): See Dialogues-config-and-examples.txt in ../Content/Configuration
Implemented a Join Queue system for MP servers (example can found found in the stock dedicated.yaml):
### Number of players that will be put into a waiting queue if the server is full
# PlayerLoginFullServerQueueCount: 5
### If specified, the number of parallel logins to a server are restricted to this number. This is important when you expect a big number of people to login at the same time
# PlayerLoginParallelCount: 5
### Add steam ids for preferred players that will get a better position in the login queue
# PlayerLoginVipNames: "steamID1,steamID2,steamID3"
Fixes:
When a player has too much money in their Bank Account the Station Services don't work
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