Welcome to a new phase in Experimental Version 1.8! First of all, once again our heartfelt thanks to you for all the feedback and bug reports. Thanks to your efforts we are slowly approaching the end of the testing phase for version 1.8!
If all goes well, we plan to release the final version in mid-June ;)
The current version includes - besides a lot of bugfixes - numerous changes and adjustments for the start tutorial and the game start environment on the four starter moons. As always, you can read the details in the changelog below.
A note: To test the changed starting fields and tutorial content, it is necessary to start a new game with the current Experimental III version.
Added: BA Frame Module Concrete added to stock prefabs
Added: Preview of quest objectives added to mission dialogue
Added notification about the teleporter in the space station will not get the player stranded (they can teleport back)
Added fish to Ningues, Masperon, Barren; (Only spawn if water is deep enough, though)
Changed: Tutorial now only activates on Akua (new players starter moon; added notes to game start selection screens.)
Changed: removed all preplaced HV in favor of the new tutorial / improve challenge on other planets
Changed: Drops of golems now following their “biome” definition ( Swamp: Titanium ore chance, Ice: Cobalt ore chance, Desert: Neodymium ore chance); All golems have a chance to drop any of the base ores (iron, copper, silicon, carbon) plus chance of promethium ore and crushed stone.
Changed: Mosquitos now drop Alien Thorn (instead of Toxic Liquid)
Changed: Increased buds drop count for BigFlower from 1 to 2
Changed: removed poison food chance from berries and lowered indigestion chance)
Changed: Wreckage bases devices have been reduced and bases themselves are not airtight anymore ( you first need to fix them up !)
Changed: Non-story relevant ‘wreckage bases’ set to Alien faction (+core); Note: If your scenario uses Base-Wreckages (filenames BAW_*) without changes to the default BP group > these are now sorted into a BAW_Base blueprint group.
Added: Full guided tutorial for building a basic HV (using a Frame) Note: The HV Tutorial starts when the player reaches level 3; For the BA tutorial to test, place a Portable Constructor, then pick up 100 carbon substrates.
Changed: Increased amount of cobalt rocks in Tundra area
Changed: Improved guided tutorial for building a basic BA (using Frame)
Gamestart - Ningues
Added message to not approach convoy on Ningues unprepared
Changed: Updated Snow starter moon. Still WiP but can NOW be tested in terms of gamestart and survivability.
Changed: Increased pickable plants count in crash site area significantly to improve survivability. (Please retest on medium and hard mode if it is now too easy.Thx!)
Changed: crashsite temperature increased a little
Gamestart - Masperon
Changed: Optimized Alien Swamp starter moon
Changed: Deactivated “deco/screen effect” mosquitos (replaced by the “real” mosquitos) to avoid confusion.
Changed: Added a few mosquitos to crashsite
Gamestart - Skillon
Added: Gliding Overseer added to barren starter moon
Changed: Increased overall radiation +1
Changed: Reduced amount of Crashed Vessel
Changed: slightly reduced amount of mushroom in start area
Changed: Increased Radiation on NEST biomes (Pentaxid crystals)
PDA updates
PdaDataOps can now include an optional 4th parameter "Reset" to reset the modified chapter-
Fixes:
Blocks (tables, windows, doors etc) can go missing when arriving at a structure
Change & rotate option changes don't render their changed position until reloading back in to the save & changing the tint on a window not working
Box (Farm) and Sacks (Field) were not accessible
Tales of Tash Archive did not close sometimes
Matrix key was generated several times (sometimes caught in a loop dialogue)
EVA Booster tutorial info shown although not completed
Butterflies did block players from sleeping (tent / bed)
Angled blocks do not provide oxygen in sealed rooms
Entering cockpit of HV did trigger ‘cold in space’ tutorial info
Asteroids in crown sector had wrong lables
Mounted weapons can get forced to reload.
Issue with Shadows of NPC's & structures when shadows are off or set to "Low"
Chapter repeats only twice when set to activate 'when rewarded' + chapter activate action
Known issues:
Gliding Overseer cannot be looted yet
NPC's currently don't fire at the player & flee
Docking pads collison box prevents vessels from docking
The loca is not yet rolled out for other languages than English. The translations will be readded for the final release!
The quest system on Akua is not yet final. There might be issues in closing a quest or getting some quest items. Please test it anyways!
If you have already participated in the test version, you will see a lot of changes in the list below, which we were able to implement thanks to your feedback.
New additions are the first four NPCs and creatures that populate two entirely new game spaces for the first time: air and water! We are excited to see how you like them!
The new game start including the tutorial has also made great progress! For example, the tutorial-related info messages are now only displayed if you actually choose to play the tutorial at the beginning of the game. Messages about story and quests are of course not affected by this. Also, there is now an archive or log in the PDA for both tutorial and quests, where you can look up your progress, todos and next steps, or read past messages!
Our work on the other planets is also progressing steadily. In the current update are more revised versions included!
Due to the numerous changes to the starting planets and the mission structure, you should definitely start a new savegame, so that you can test all the changes, from tutorial to NPC to the quests!
We hope for numerous feedback on how you like the changes!
PS: Please note that for the duration of the EXP no localization languages other than English are available. Will be changed for the public release!
Changes:
New NPC’s added:
“Annoying Mosquito” which currently “Stuns” the player (Masperon > Swamp)
Butterflies that give "Bandage" heal to the player ( Akua > Forests )
"Scrapper Drones" (Skillon)
“Fish” (Akua > Water/Deep Water)
New Default Start Changes:
Major updates/changes:
Tutorial: All tutorial related messages are now hidden except the player decides to play with tutorial assistance activated
Tutorial: Updated wording and setup of all relevant tutorial messages and organized them into archives so the player that has chosen to play with tutorial assistance can re-read them at any time!
Game Start: Adjusted barren and alien starter moons in terms of survivability and challenge. Please retest in a new savegame. Note that SNOW starter is not fully ready for game start (> EXP3).
Quests: Changed quest structure and setup (Note: might require a new savegame to be started in EXP2 for testing; Quests are still work in progress!)
Quests: For the talon quest on the temperate starter moon, players can now check and manage active quests from remote (without approaching the quest giver) via the PDA quest log. (WiP)
Other updates/changes:
Added: The first time a player accepts a quest in 1.8 he will get an info where and how to manage these. (this is general info for all players, with or without tutorial activated!)
Added (more) Carbon Rock Resource to barren and alien starter moon crashsite area
Added plant for anti radiation ointment to barren starter moon crashsite area
Added: Scrapper Drones around wreckage type POIs and on Crashsite on Barren starter moon
Added: Annoying Mosquitos to swamp areas on Alien Swamp starter moon
Added: Butterflies added to temperate starter moon (forests)
Added: Shoal of Fish added to shallow water, water and deep water biomes on temperate starter
Added battered drones in space asteroid field (alien faction)
Added: message when first entering an obelisk (about portal/teleporters)
Added: Carbon resource entry added to Empyriopedia
Added new loot groups to Scrapper Drone (Spare Parts, Coolant, Optronics) and Mosquito (Toxic Liquid, Narcotics)
Added: Anti Radiation Ointment to Large Wreckages personal locker on barren starter moon
Added: Some anti-radiation helper now available in Opportunity base on barren starter
Added takeover guide for taking over the Opportunity base (focus on un-claimed POIs)
Added: Tutorial info popup when gold is found (EVA Boost) and when a growing plot is picked up
Changed: Disabled test-Asteroids in starter moon space (swapped with Ice Asteroids)
Changed: Added small Promethium and Neodymium voxel deposits to Barren Starter
Changed: Added small Titanium and Pentaxid voxel deposits to Alien Starter
Changed: Added Cobalt voxel deposits to Snow Starter
Changed: Added additional rewards to the temperate farm and plantation quests (WiP)
Changed: Tribal Barrel, Sacks and Buckets now have more appropriate loot
Changed: Tales of Tash Story now also uses the organized message archives to tell the player what he should do next.
Changed some texts (maintenance, grammar, typos, wording)
Changed: Increased wreckage count on Barren starter (Please check!)
Changed: Increased amount on damaged cyborgs around POI on temperate starter
Changed: Added note/help on Digsite Terminus for opening the underground cover
Changed: Furnishing deco is now available in the Portable Constructor and Small Constructor
Optimisations:
We have worked on some optimisations for the game which should result in your FPS increasing by at least 10 or more when inside or outside a structure (player made bases & vessels, POI's etc) depending on your hardware!
LOD Quality (Low, Medium & High) now sets the distance for render range of objects
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.