With update 1.8.5 we have not only fixed numerous bugs and added new features (see changelog below!).
With 'Stranded at Nemesis' we have also added a new scenario for you to play and have fun with. This is specifically a small survival challenge that we would like to offer you as a change: You start on a destroyed UCH ship and have the task to rejoin the fleet. How you do that is up to you, because there are several possible ways. ;) We are curious to see how you master the challenge! Please use the following feedback thread: https://empyriononline.com/threads/scenario-stranded-at-nemesis-survival-challenge.100395/
We are looking forward to your feedback - on the scenario and on further updates!
2022-08-01 v1.8.5 B3859
Changes:
Added Scenario: 'Stranded at Nemesis' is a WiP challenge scenario available from the scenarios menu.
DialogueSystem: added new database variable 'dbplayerpoipos_int' that can be used f.e. on traders in a POI and it will preserve its value even after the POI did regenerate
Done 00276: Added new PdaDataOp "DeactivateCurrentChapter"
Added more quality settings for Screen Space Reflections and Shadow Quality
Updated: Fully rebalanced (destroyable) deco rocks. Hitpoints and Crushed Stone drop are now based on their approximate default-size volume & size. (Note that the same model sized larger via playfield_dynamic config will not provide higher HP and will not drop more crushed stones); Please report rocks that are not destroyable/seem to have wrong values with screenshot + info about planet and biome name!
Updated: Updated all new (and some old) deco plants/trees with proper HP values & drops related to HP and appearance of model (Fiber/WoodLogs) (Part 1)
ExecuteOnActivate code is now also called when accessing blocks using logistics.
Changed: Quest missions are not deleted after leaving a planet anymore
Changed: Tales of Tash logs you found, can now be read on the Academy network-consoles in some POI of the moons with the ‘Private User History’ option (when available)
Changed: technical change to make quests more reliable
Changed: quests do not mark their location automatically anymore (the quest info has all details where to find them, though)
Changed: Robinson Protocol starts with a “pick up and read” list when accepted to give a better direction.
Changed: Robinson Protocol prompt to build a shelter is now triggered at sunrise at the first “morning” after you set up your first Portable Constructor the day before
Changed: PDA item no longer drops on crashsite (Info about HUD added to new PDA-mission list complete message)
Changed: AssaultCyborgDamaged now uses SMG instead of long range laser rifle
Changed: Slightly reduced amount of Corndog bushes in crashsite area on Skillon
Changed: Added more (dangerous) enemies to Skillon (removed Megalonopses)
Changed: Collection Point logic changed (removed Admin Core. Placed more loot)
DISCLAIMER: All changes made to Skillon will not apply in an ongoing savegame! New start on Skillon is required to see the changes!
Added: Scraper POI added to Skillon (thx to Fractalite)
Added Skillon Academy network console content
Added help for retrieving all tales of tash logs (usable from the Academy network consoles ‘Private User History’ options)
Added message when Digsite Terminus is activated
Added ‘conclusion summary’ message when all 16 Tales of Tash logs are found. (Can also be re-read in the Log archive and in the consoles!)
Added a few more infected warriors to Digsite Terminus to make the POI a little more interesting
Added a turret robot to lower level of Supply Bunker
Added: Pirates crashed vessel (prepare for Quest Lines on Skillon)
Added: occasional FireRain weather effect added to Skillon
Added PDA Action parameter "EndData" - if used that action (when completed) ends the game (with a fullscreen end picture and sound)
Updated: Changed Settlement Chief house (thx to Stellar Titan)
Updated Loca: Description for Survival Tent, Handling descriptions for Terrain Placeables
Fixed: Most traders hat no items in their list / empty lists
Fixed: some POI on Omicron did not spawn reliably
Fixed: Frame Module Concrete did not advance Base Building Tutorial
Fixed: Debug entries in PDA were still visible
Fixed: Quest Super Fertilizer could not be completed at quest NPC
Fixed: Quest-Cancel on Akua-exit does create a loop when teleporter is used (Known issue: Quests could still be seen active in the questlog)
Fixed: plants and trees could be salvaged with survival tool
Fixed MP: Set Signals over Dialogues do not work
Fixed: Opening Telluropod loot had metal-sound effect
Fixed DamageMultiplierConfig.ecf not considered for blast damage.
Fixed: Titanium rock resource was set to the wrong HP scale.
Fixed some seed instabilities on Omicron (Certain POI not spawning)
Fixed: TribalBurialChamber NPCs did not attack player (Set to Alien faction now; 1st iteration change)
Fixed: Settlement Chief did not offer info about Tash sometimes
Fixed: Robinson Protocol prompt to build a shelter did not trigger sometimes
Fixed: Some Ningues biomes were made of Cobalt resource (Default Multiplayer Scenario)
00274: Starter block core fall through the ground
00281: Talon guardians, infected etc that don't have crossbows aren't attacking the player
00243: PDA mission repeats although not set to repeat
Fixed bug that decals on a just placed BP did disappear when placing this BP once again.
00187: Map markers set by PDA vanish from map
Fixed: Alien Plant 01_1 and 01_2 cannot be destroyed. Important: PLEASE report other non-destroyable deco with a screenshot in our forums!
Fixed: Story did not start when not completing the RP Pickup Tasks
00289: Devices behind the rendering range do not take HIT damage
Fixed 00115: Items are not saved in an Admin Core blueprint
Fixed: GIN console not working for IT loca (Note: When running into a broken dialogue, please always open the console and make a screenshot of the FIRST rows of the error.)
In addition to the previous patch here is the changelog for v1.8.4 with some fixes we have been working on & more to come soon. Report bugs and issues for the public release right over here - thanks a lot!: https://empyriononline.com/forums/bugs.24/
In addition to the previous patch here is the changelog for v1.8.3 with some fixes we have been working on & more to come soon. Report bugs and issues for the public release right over here - thanks a lot!: https://empyriononline.com/forums/bugs.24/
2022-06-30 v1.8.3 B3849
Changes:
Added a few more infected warriors to Digsite Terminus to make the POI a little more interesting
Added a turret robot to lower level of Supply Bunker
Skillon: Initial Delay for FireRain and Heatwave were set to 0 (now set to 36 and 72)
Fixes:
Various seats would break the 3PV camera when sat in them & changing between 1PV & 3PV
Fixed a CoQ that can happen when a video starts to play
In addition to the previous patch here is the changelog for v1.8.2 with some fixes we have been working on & more to come soon. Have fun and please report bugs and problems as usual - thanks a lot!
📢Ready for the latest version #Empyrion Galactic #Survival v1.8 with new challenges, new starting planets, new creatures and more? Then get going & have fun! 👾🚀👽
In addition to the previous patch here is the changelog for v1.8.1 with some fixes we have been working on & more to come soon. Have fun and please report bugs and problems as usual - thanks a lot!
Localisation updates for PDA and Main Loca: DE, FR, IT, ES and RU. Note: the localization for the aforementioned languages was added by AI machine translation as a test and will be improved over time
Updated gameoptions.yaml for Default Multiplayer scenario
Fixes:
Fixed: some POI on Omicron did not spawn reliably
Fixed: Frame Module Concrete did not advance Base Building Tutorial
Fixed: Debug entries in PDA were still visible
Fixed: Quest Super Fertilizer could not be completed at quest NPC
Fixed: Quest-Cancel on Akua-exit does create a loop when teleporter is used (Known issue: Quests could still be seen active in the questlog)
After four experimental versions we are releasing the public version 1.8 of Empyrion Galactic Survival today! :)
The main themes of version 1.8 are the following: A new game start on the moons of Akua, Ningues, Masperon and Skillon. A new and improved Robinson Protocol tutorial & a first iteration of a quest system. Improved AI behavior, including all-new creatures on land, in water and in the air! First batch of visually overhauled playfields, including all-new models for above-ground rock resources & new deco. Lots of new toys for content creators, e.g. with new PDA and Dialogue functionalities.
There is of course a lot more! For full details on all of the additions, updates, and fixes, check out the changelog below!
Please do NOT post bugs here in the blog or other discussions, otherwise these important messages might get lost or overlooked!
Our heartfelt thanks go out to all those who, during the experimental phases, have been undauntedly throwing themselves into the latest changes, helping us with bug reports and comments to work towards a successful release!
We would also like to thank you for your continued help and that of all the new players who have - and will be - joining us. That's what makes a great community!
For now, have fun playing version 1.8! :) Eleon Dev Team
Important notes: Because we added the new decoration to more planets, all our Official Servers will be wiped. For modders: You have to update Unity to v2021.3.2f1
v1.8 B3842
Changes:
New game start:
The 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. Exploration will play a more important role than in the previous game start versions!
New tutorial:
For our new players we offer a revised ‘Robinson Protocol’ tutorial on the starting moon of Akua.
The new tutorial starts after you crash on the planet with picking up your equipment lying around. The new Robinson Protocol keeps track of all your activities and gives you situational tips and hints whenever you do something for the first time!
There is no prescribed procedure to follow. So just try it out, explore the surroundings and do what you like!
Quests:
Once you've gotten around the world a bit, you can accept one or several quests at a time from the NPCs.
Each quest is related to a specific activity. For example, finding a certain animal or obtaining an item. You will find the corresponding quest item specially marked in your inventory. It cannot be sold and will not be lost when you die.
You can always see the progress of your quests and what exactly you need to do for them in the PDA and in the associated factions quest log.
You can also drop quests there without having to visit the quest giver.
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 Distance (Low, Medium & High) now sets the distance for render range of objects
New NPC’s added:
“Gliding Overseer” (Skillon)
“Annoying Mosquito” “Stuns” the player (Masperon > Swamp)
"Butterflies" that give "Bandage" heal to the player ( Akua > Forests )
"Salvage Drones" (Skillon)
“Fish” (Akua > Water/Deep Water)
Status effects & medical item changes:
On screen messages for Mitigation & Cures for Status effects updated:
These can be seen on the top center of the HUD & in the player inventory window > “Stats” > Place your cursor over the Status effect icon
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 0.2
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
[expand type=showmore] Some more info: --------------------------------------- Setup of PDA Check "DayNightChange":
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)
[/expand]
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
Misc:
Added automated machine translations for DE,FR,IT, ES and RU as a test of the process
Updated unity to 2021.3.2f1
Now it is possible to equip light armor and boosters from inventory without an armor locker.
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
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)