Added a new button in N building tools menu to open BPP editor. This new button is only active in creative mode (The building tools menu will still work as it always has)
Slightly adjusted wireframe thickness of green/red boxes of blueprint parts
Opening the window via N menu only in creative allowed & added filter button for "internal blueprints", slightly more space for BP list, sorting BPs in list alphabetically now, selected BP filter buttons get now brighter background
Add requested blank playfield template to the Example Planet
Explosions: added a check to avoid an explosion if the structure was deleted already
Hoverbike:
Now allowed to go over water but with a speed reduction
Improved vertical stability on rough terrain.
Added Auto rotate Key O
Updated: Main Loca updated (manual changes + autotranslated for DE,FR,IT,SE,PT(br),RU,CHS; plz report issues to loca@empyriongame.com); thx to all contributors and helpers
Guided tutorial:
Several fixes for stability, clarity, flow: Space start:
Better armor locker interaction Salvage beach: Possible fixes for Player getting redirected back to beach:
Added task to access the Portable Constructor for the first time
Fix for task stopping when drilling Carbon early & when crafting Hoverbike very early in several combinations
Weather station:
Added reminder message and marker to open cargo palette Copper mine:
Added task to discover tower; prevent possible edgecase softlock if discovering Copper deposit early; message tweaks, better marker position Salt marshes:
Easier travel with Hoverbike at half-submerged beach section (Stamp: ‘Starter_7_Beaches’ very tiny tweak)
Lost Garden:
Clearer task description how to find buried tech cache Farm & Antenna
Added messages to inform player when skipped mining tower
DroneBay: Speed up launch / landing process added in file BlocksConfig with the parameter "ADBDockingSpeedFac" + increased detection range to 1000m
Added stationary hoverbike variants as pickup/for transportation use on some starter playfields mission hubs (Ningues, Masperon, Skillon and Ashon Moon; Note: applies to not-yet-visited playfields & new savegames only); Also available at some traders (Bertrams, Interweap, Servant Corp & Aunt Marys )
Changed: due to popular demand, removed all Omicron locks and limitations ;) (Only applies to new savegames).
Changed: removed Abyssal drones from Masperon to avoid ruining REP and reduce confusion. ( note: the free roaming drones are kept, but they are in the ALIEN faction anyways) (Only applies to new savegames)
Changed: Rebalanced FarrBlaster (now equal to ZiraxLaser)
Changed: Added dedicated, rebalanced weapons for UCH, Prenn, Arkenian and Legacy(infected) Shotgun and Assault soldiers (equals Zirax Shotgun & Minigun).
Changed: Treaders UI lables "Buy > Sells" and "Sell > Buys" to better indicate what the TRADER sells and buys (currently it is from the view of the player, which seems to be confusing)
Changed: ZiraxCommander and ZiraxGuard can now be "picked up" via SHIFT-F from OWN structures for easier relocating them (without having to shoot at them with a multitool/disassemble); Both NPCs are also now individual 'blocks' and not grouped anymore. (Immersion test)
Bad Wolf (Masperon): added Marker for where to find Commander Ezzren after talking to Ikkenz (Only applies to new savegames)
Deserted Powers (Skillon): adde guidance after having spoken to the Guard to better find the captain and oltimer for starting the mission (Only applies to new savegames)
Clear Skies (Akua): improved guidance (markers) assistance to start the mission (Only applies to new savegames)
Updated some Homeworlds to the new decoration system. (HomeworldARC, HomeworldFarr, HomeworldPolaris, HomeworldTesch, HomeworldTrader, HomeworldZirax)
Very slight biome tweaks: Arid, Barren
Guided Tutorial:
Space: Ship interior:
Starting tasks: Wording tweak for clarity
Fix: Missing trigger for eating cereals
Oxygen leak: Slightly better triggers & text clarity
POI tweaks for lighting if player uses best shadow setting
Planet: First island:
Teleporter box: Fix for swim help message playing prematurely. Added trigger for message when carrying tool and sinking into water; box is now SI stable when deconstructed
Added info message for Hoverbike controls
Fix for not getting enough steel plates when salvaging broken blocks
Possible fix for player wrongly getting redirected back to starting beach
Planet: Second island:
Farm: Increased despawn times for critical drop items: Core, BA Small fuel tank, BA Small generator, Solar capacitor, BA CPU Extender T2, Concrete farming plot, Large constructor
HV Workshop: Allow player to spawn in starter HV again (Set unlock cost to zero for Spotlight, Cargo box)
Planet: Challenge island:
Increased despawn times for critical drop items: Clone chamber, BA starter, Artillery turret
Reminder message for Tank third person camera / turret access
Added info of broken armor losing all protection, to keep EVA boost off for fighting
Better message cascade after closing armor locker
Epsilon Spaceport: Invisible commander spawn now visible; POI difficulty tweak
Planet: Dronebase:
Switched an invisible repeating spawner to static
Fix hint marker for switch to open Core Access
Fix for core door not opening
Fix for Patrol Vessels not spawning when fleeing the planet
Fixes:
Light source from the Portable Work Light block was turning off at a short distance
Boarding Ramps LOD were very short on the underside
01011: CV multitool turret cannot be moved
BP Factory gives wrong message when BP is restricted by Spawn Limit
Invader vs Defender: The Epic Gift mission keeps triggering
Fixed an exception with Blueprints when loading in playfields
01005: Cannot pick up a half-submerged hoverbike
00478: LCD projector block distance of text the projector displays was very short
01016: Underwater reflections are missing
O2 and Fuel tanks do not have interaction prompts
01033: Preview model for blocks and devices are missing underwater
00895: Signal triggering with no player in the detection area
00954: Exiting from vessel in the signal detection area breaks the signal Fixes for exceptions found in logs sent in to us
Fixed: Some messaged did not display correct on Akua gamestart (with RP active) (Only applies to new savegames)
Fixed: Team mission 'Gas station' could not be completed (fixed item reference)
Fixed: Updated main Dialogues (EN) typos & grammar (thx to imlarry)
Fixed: In some cases of an old 1.9 savegame, the mission 'Wins & Losses' could not be started. (note: this might not fix all cases; please write to mission@empyriongame.com in case of running into an issue with any mission or quest)
Fixed: Loca reference Golems > Hishkal updated to match changed lore naming
Fixed: Alien Soldiers using the growl of Zirax
Fixed: Bad Wolf > dead ripperdogs despawned on cage 3
Fixed: CutCornerB did not color correctly when mirrored. Note: A dedicated left/right variant was added for the fix to work. PLEASE RETEST!
Fixed: ZiraxCommander was available in two groups.
Fixed: Picking up Zirax Commander and Zirax Guard returned the wrong crew blocks group.
Fixed: Drone Bay Spawner did not return correct materials / device when picked up. PLEASE RETEST!
Fixed mismatched edge issues in new shape blocks; Updated device texture asset to include warm orange material.
Minor adjustments to geometry and UVs of new shapes.
Fixed some of the new shapes to fix gaps at the edges/corners.
Welcome to the 1.10 update of Empyrion Galactic Survival. The summer update has some cool features in store for you. Besides visual improvements of the game world you can expect among other things:
- Drones from your very own Drone Bay will now defend your bases and vessels. - The hoverbike replaces the motorbike! - 23 new block shapes were added together with water & lava blocks and a full blown blueprint parts collection toolset. - Over 300 new and revamped bases and vessels to fight and explore on and around the newly added. faction homeworlds, while the new combat soundtrack supports you in the battle. - 25 new missions on starter planets to sink your time into!
There are two things to note about some important gameplay settings: - Mass/volume & CPU & block limits are now active by default when you start a new game. - Blueprint factory requires all devices in a blueprint to be unlocked in the Techtree.
Note: You can change the above settings in the Difficulty menu when starting a new game.
Check out our release video for a quick overview:
Thanks a lot to all testers that went through the Experimental stages, submitting feedback and bug reports each day and week. :)
For all the features that were added for the game in the summer update, please head over to the feedback forum and check the pinned threads - or start your own: https://empyriononline.com/forums/faq-feedback.25/
We are looking forward to your feedback! Have fun with the Summer Update 1.10! :)
PS: Don’t forget to join our discord for live discussions about the update and its changes: https://discord.gg/empyrion
For Server owners: For any server using a custom scenario please make sure after updating & before you start your server you update the custom config files in the Scenario Configuration folder.
Changelog v1.10 B4232 2023-06-27
Gameplay
Added the ‘Drone Bay’: You can now craft and place the Drone Bay and equip it with Defense Drones. A Drone Bay Spawner is required for starting the drones.
Pay attention to the direction you set the drone spawner block & also place it on the outside of the vessel so the drones have easy access to it to spawn & despawn from.
To “retrieve” spawned drones toggle the power off for the drone bay & wait for them to return & despawn. When they are close to your vessel keep it still so they can find the spawner & despawn.
Please note this is the first iteration of this feature. Please leave you feedback here
Added possibility to create snap points to combine blueprint parts together. With that POIs can be created very fast and easy, especially out of construction sets.
Added console command 'bpcoll' to show the blueprint parts collection window
A demonstration video for the snap points feature to help guide you through the process of creating snap points and utilizing them in your blueprints effectively.
Snap points are an incredibly powerful addition, and once you become familiar with their functionality, you'll discover that they are a remarkable time-saving tool.
Building: Blocks & Shapes
Added 23 new blockshapes; You can find the new blockshapes by checking for missing slots and white blanks on the Cubes, Round and Connector tabs OR hover over the seemingly empty slots on the 2nd page of the "basic shapes" tab
Added: Ramp Round Medium Transition (All blockshapes for 1.10 are now added)
Fixed mirror issues with new blockshapes
Updated new shape icons for clarity
Water and Lava Blocks are now available from in the Item Menu for POI building
Added WaterSplash at high speed fall
Changed: Water block now has 8° temperature effect + drops purified water when picked up in survival
Changed: Lava block now drops rockdust when picked up in survival
Added/updated about 300 space & ground stations, wreckages, dungeons, small and large, weak and strong combat and civilian vessels - created, reworked and updated by various authors and community contributors (check details at: https://empyriononline.com/forums/showroom-submissions.108/).
Thanks a lot to everyone building for Empyrion <3
Missions
Added locale mission arcs (with 5 missions each) to all starter planets:
Akua: Clear Skies
Ningues: Andromeda Strain
Masperon: Bad Wolf
Skillon: Deserted Powers
Ashon: To Good Business
Note: To start the mission, find the main mission hub on the playfield (there are indications in PDAs and/or notifiers when approaching a mission relevant POI)
Adjusted main storyline contents, mission structure and dialogues (eg. shortened amount of text and/or added more SKIP routes)
Changed start location and context of main storyline (Prelude now starts when arriving on Omicron Sector!)
Updated: Story Mission 'Totally Overpowered' updated to new settings and faction references. Dialogues updated to reflect context changes.
Updated: Story Mission 'Glacial Grave': Reduced Log content (amount of text) found on the system consoles down to 1-page logs and made several other refinements on procedures.
Updated: Story Mission 'Ancient Revelations': fixed issues with opening doors too early, changed creatures to variants that better fit some room sizes. Staircase now cleared when using shortcut from main access to upper level; added some additional markers in some places.
Updated: Story Mission 'Uncertain Outcomes': fixed several issues in mission progression; Set stations to civil + admin cores; removed Tier3 ores from mission asteroids.
Updated: Story Mission Interlude 'Meet the GLaD': added some skip areas to Dialogues and streamlined text info for summaries
Updated: Story Mission 'Sigma Fulcrum': Reduced clickcount on station console (each message now only shown once as long as player stays in the dialogue); Fixed a few inconsistencies with mission progress; Note the station is still set to Colonists faction you won't damage your reputation with. So first ask, then shoot.
Updated: Story Mission 'Unexpected Allies': Fixed faction settings to not break mission progress. Updated some dialogues; updated info + added more SKIP routes in dialogues.
Updated: Story Mission 'Wins and losses': Adjusted some text elements; Fixed progression issues. (Note, this is currently the LAST mission. Final mission might be added for 1.11 or 1.12)
Deactivated 'Murky Christmas' mission (as this is seasonal content).
General change on story mission factions & enemies: When there is no chance to proceed in a story mission other than to fight against a dynamic-RP faction, the opponents will be set to "Alien" to not forcefully ruin player reputation. If there is a choice, e.g. to trade, talk or fight, a dynamic faction might be used & the decision to ruin the Reputation towards them is up to the players themselves.
Factions & Reputation & NPCs
Set UCH to dynamic faction reputation
Added a static player-friendly 'technical' faction 'PlayerAssistDefaultHostile' (PDH) to help with mission setups that require combat against default-hostile factions and RP is not spoiled by friendly-fire or the faction is already used in another context. The faction is not intended to have POI or territories but is a "technical" static faction only.
Reworked faction reputation matrix: eg. added more crossover effects (pos and negative), removed too strong level-drop effects and added specific RP-loss amounts to some blocks (f.ex. Cores)
Changed NPC groups (EclassConfig) and updated terrain-spawned patrol groups (Egroup)
Telluropod now available from NPC Spawners
Updated the UCH faction NPCs: the faction now uses a dedicated set of NPC types for military and civilians.
For builders, use the male and female military and non-military variants for NPC spawns that start with ‘UCH’ (eg. UCHSoldierFemale2AssaultRifle, UCHPilotMaleRed, UCHCivilianMale1 and so on.
Gameworld
Updated home systems and home planets for all major and minor factions (1st iteration)
Added home systems for community-submitted factions
Sorted/changed blueprint groups of lots of POIs for the factions
Sorted blueprint groups for all faction OPVs (space and planet) into tiers.
Note: if your scenario uses default BP groups, their contents might have changed!
Changed: Several story-mission-relevant POI did not have an admin core
Changed: Enemy attack in story mission context is now mostly set to "alien" faction to avoid spoiling reputation unintentionally.
Added a few battered, free-roaming cannon drones to Ningues, Skillon and Masperon (Alien faction; will attack player, but not other NPCs)
Changed: Activated Base Attacks on Akua (Talon) and Masperon (Zirax/Abyssal)
Changed: Akua SupplyDepot swapped Raptor02 with RaptorNight and interior AlienBug01v2 with Spider01
Added PlayerFaction Role dropdown UI to Control Panel's Devices page. To use this select a device on your base or vessel & select the role level you want to restrict the devices access to & in the Faction GUI window apply the appropriate roles to faction members.
Important change: Mass/Volume/CPU/Blocklimit = default on (Can be changed in settings at gamestart!); Full changelog & feedback & known issues thread: < >
Important change: Blueprints cannot be put into the Factory if the player hasn't unlocked the needed items in the techtree yet!
New optional parameter "ignoreOtherTarget" is available for Pf-Ops SpawnDrone, SpawnOPV and SpawnTroopTransport
Updated info in galaxyconfig.ecf about hiding a solar system
Added information about AuxPoi setup to example playfield yaml
Added new parameter 'DisableProximityLog' (true/false) for gameoptions.yaml to allow disabling the proximity log button in registry
Dialogue System
Added possibility to omit the cone for NPC with dialogues (class NPCDialogue) by adding the property OmitCone: true in BlocksConfig.ecf
Added function string GetFaction(int entityId) that returns the faction name from the FactionConfig.ecf
Added a property "DialogueState" to BlocksConfig.ecf to be used in blocks of class "NPCDialogue" to allow specifying a hard coded target dialog. If this is present, this block can be placed by users on player bases and be also triggered using "F".
Added new function GetStructure(entityId)[
Creative Mode / Scenario
Creative mode improvement: if SHIFT (run key) is pressed the focus box now focuses inside the target block (pressing RMB will remove it and LMB will replace it). The removal was working before, but now the focus is also placed correctly.
BuildSettingsMenu: Green pasted area can now also be mirrored "in place"
BuildSettingsMenu: Green pasted area will now collide with its surrounding structure if pressing LEFT-SHIFT while moving (using the move handles)
Default Creative scenario: Updated Temperate and Arid playfields to new decoration. Updated selection pictures.
Visual Refinements & Controller upgrades
Added Global Illumination, Dynamic Shadows & Terrain Tessellation & video options to toggle these on & off
Welcome to the second release candidate of Empyrion Galactic Survival v1.10. This update is mainly to resolve some issues we had fixes ready to release. As always, we extend our gratitude for your unwavering support and valuable feedback throughout this experimental phase.
====
Changelog v1.10 B4232 2023-06-26
Changes:
- Changed: Players starts at 6300 instead of 11800 with the Kriel (deeper into Unfriendly; closer to hostile)
- Changed: Skillon: Mission info now points to the guard at the La Grande Maira to start mission (to get into the vessel)
- Loca Main (EN) updates
- Blueprint Collection Parts: added two "S" buttons to be able to selected snap points according to CopyAir and Overlap, selected snap point is drawn now with "x-ray shader"
- Updated icons
- Hoverbike :
Added max slope allowed of 45deg
Reduction of turn speed with the mouse & smoothed the rotation.
Improve rotation input sharpness + tweaked the animation when taking off
Fixes:
Fixed an issue where explosives weren't damaging/destroying devices
Blueprint Collection Parts: fixed problem that rotated blueprints did break the "reload snap points" regarding the snap points when using the snap point tool (only works for y rotations!)
Fixed Default Multiplayer: Duplcated Key CoQ
Fixed Invader vs Defender: Duplcated Key CoQ
Fixed 00991: Sensor-related exception when changing playfields
Blueprint Collection Parts: fixed a selection of bugs
Blueprint Collection Parts: fixed snap point groups not showing correctly when pasting a part into the world
Fixed issue with Clear Skies (pt3) breaking when not killing NPCs in the correct order on Artifact Site
00947: Player avatar can be seen standing/running on top of the bike after a option in a GUI window has been changed
Fixed: Skillon starter-SV explosions do not set off
Fixed: Skillon La Grande Maira missing blocks (floor)
Fixed possible player-stuck location: BA/BAW CrashedShuttle
====
Changelog v1.10 B4230 2023-06-21
Changes:
Blueprint Collection Parts tool:
BPP texts now face the camera
Moved BPP texts a bit higher
Added group hierarchy selection
Removed yellow group name preview when focusing a group as this is not needed any more
Added checkbox "Copy Air", increased font by 50%, if pressing Left-Shift now group will be closed
Now you can also use the "Look Around" key for toggling groups, fixed group not showing if only one group and SP focused
Changed: added dedicated mirror model to RampRoundConnectorC, RampRoundMediumTransition and RoundedRampB (available also in the Block shapes selection)
Fixed: mirror issues with coloring and texturing for RampRoundConnectorC, RampRoundMediumTransition and RoundedRampB
NOTE: The change will affect every build that has been done with the current EXP/RC version. As always: Please do not create builds or blueprints for the public release with EXP devices and blocks as they can always change to the very last minute ahead of the public release.
Fixes:
00967: HV bike flying up into the air when getting back on after exiting the bike
00969: HV Bike can lose hover height & get catapulted in the air after going over planet border
00979: Player Drones will not spawn when an offline protection block is placed on a base & not "active".
Blueprint Collection Parts: fixed setting of snap point group name
00985: Open preview for some BP’s in the bpcoll menu can trigger exceptions
00917: Ctrl + Alt key combo toggles free look
00963: DroneBay: PlayerDrones shoot in PvE
0944: Sun reflection & clouds visible through forcefield effects
00964: Building and movement under water near structure issue
Preview model for block placement is still very hard to see when placing blocks underwater.
Fixed indestructible walkway (Abandoned Base Masperon)
Fixed issues with Science Station and Mineral Synth Lab (Ningues)
Fixed: Convoy (Ningues) was missing closte with Tales of Tash log
Fixed: Changed Obelisk faction to Progenitor (so turrets do not shoot at them anymore)
Fixed: Main story could not be started sometimes when starting from Ashon (Gamestart)
Fixed Invader vs Defender: Typo in BlockShapes
Fixed Default Multiplayer: Typo in BlockShapes
Fixes for missing faces in the new shape blocks.
Fixed issue with elemental blocks (error spam/coq)
00965: Filler Block Terrain bug <- In any playfield which you have already visited & already has an issue still with the filler blocks you will need to wipe the poi's of this playfield via the wipe command f.ex: wipe Omicron poi Then for SP leave the save & load back in & for MP saves restart the server & load back in.
Today we start the last round of the Empyrion Galactic Survival v1.10 Experimental Phase with a major focus on bugfixing!
Of course there are also some smaller and bigger additions this time! The new blockshapes for our builders are now implemented and also the Blueprint Parts Collection Tool got its last addition with the "Snap Point" feature. You can find a video about this below.
We also worked intensively on the Drone Bay and fixed many problems. We would like to ask you to try out again whether the errors are fixed and the functions are available as expected. Please destroy any spawned personal drones & remove & replace the drone bay & spawners once again to make sure everything is fresh with the latest bug fixes.
Changed Cut Corner F (left/right): smoothened model visual, fixed coloring/mirror issues.
Blueprint Collection Parts: improved readability of texts
Removed WaterSplash Log
Fixes:
TPV camera does not react with Water Layer.
00972: Player shoulder light is not working anymore -> fixed
Fixed: some missions could not be completed manually (in case of problems)
Fixed: some grammar / spelling fixes (missions)
====
Changelog v1.10 B4227 2023-06-14
Building: Blueprint Parts Collection Tool
Added console command 'bpcoll' to show the blueprint parts collection window
Now allowing to y rotate BPP with INS/DEL.
Now allows to set Snap Points!
Added GroupName for snap points
A demonstration video for the snap points feature to help guide you through the process of creating snap points and utilizing them in your blueprints effectively.
Snap points are an incredibly powerful addition, and once you become familiar with their functionality, you'll discover that they are a remarkable time-saving tool.
Added: Ramp Round Medium Transition (All blockshapes for 1.10 are now added)
Fixed mirror issues with new blockshapes
Updated new shape icons for clarity
Water and Lava Blocks are now available from in the Item Menu for POI building
Added WaterSplash at high speed fall
Changed: Water block now has 8° temperature effect + drops purified water when picked up in survival
Changed: Lava block now drops rockdust when picked up in survival
Gameplay
Faction Roles no longer require a lock code now just assign the players Faction Role within your faction (promote & demote options) then setup devices in your faction bases with the faction role drop down to allow sorting what devices you want to be accessible between the faction roles.
AI Drone Bay: If the core of the base/vessel is missing or all spawners are missing then all active drones will be destroyed.
Hoverbike: added a frontal light that will only turn on at night + thruster exhaust particles (wip)
Changed: Names and icons related to Playerbike > Hoverbike transition
Lowered the distance some NPC’s in POIs can be heard from
Game World Maintenance
GalaxyConfig / in-system map: Fix for SmBH ‘star halo’ having sharp edges
Removed some lore-unfitting creature spawns
Added some creature spawnzones
Fixed some missing deposit textures
Tweaked some POI spawning positions: Further away from poles
Fixed missing deposit textures for TemperateSwamp
Switched HomeworldUCH to new decoration system
Merged Default GalaxyConfig with the Default Multiplayer Scenario
Merged Default Factions with the Default Multiplayer Scenario
Merged Default DefReputation with the Default Multiplayer Scenario
Adjusted Tresari Group contents
Fixed: Karana playfield fixes
Planets:
Added Aluminium and Platinum ground deposit (removed Carbon for it)
Today we start phase 2 of the current Empyrion Galactic Survival v1.10 Experimental version.
Since this version focuses on building and creating, an important note: DO NOT create blueprints or build POIs while you are in the EXP version. There can always be changes that may cause your blueprints and POIs to not work in the upcoming public version!
That being said, this new phase of the Experimental Version is a milestone for several reasons.
For one, we've replaced the motorcycle with a hoverbike. Furthermore, we have added player-usable defense drones for the first time! You can use this feature by building the Drone Bay, filling it with up to 10 Defense Drones and placing at least one Drone Bay Spawner. The feature is available for both Bases and Capital Vessels! A maximum of 2 drones will be launched when a threat appears and attacks you.
The latter event got its own "battle soundtrack" with this update which is different from the planet battle soundtrack!
For all the builders among you there is also an additional treat: Not only have we added a Snap-Point function to the Blueprint Collection Tool, you can now also jump on 17 new block shapes. But important: Remember the disclaimer to avoid problems after the experimental version!
Please post your feedback in the feedback threads provided and pinned in the Experimental Forum. Links, as well as more details of the update, can be found in the full changelog below.
We wish you a lot of fun in phase II
PS: Want to share your feedback about the game and the Experimental live? Join our discord server right away! >> https://discord.gg/empyrion
Added the ‘Drone Bay’: You can now craft and place the Drone Bay and equip it with Defense Drones. A Drone Bay Spawner is required for starting the drones.
Pay attention to the direction you set the drone spawner block & also place it on the outside of the vessel so the drones have easy access to it to spawn & despawn from.
To “retrieve” spawned drones toggle the power off for the drone bay & wait for them to return & despawn. When they are close to your vessel keep it still so they can find the spawner & despawn.
Replaced player bike with a player hover bike: first addition of model and basic movement controller. Note that the Hoverbike cannot go over water and it has not yet an updated icon in the containers and toolbars. https://empyriononline.com/threads/v1-10-exp-hoverbike-feedback.101631/
Building
Blueprint Parts Collection Tool:
Added possibility to create snap points to combine blueprint parts together. With that POIs can be created very fast and easy, especially out of construction sets.
Added 17 new blockshapes (17); First addition/icons missing. You can find the new blockshapes by checking for missing slots and white blanks on the Cubes-, Round- and Connector- tabs OR hover over the seemingly empty slots on the 2nd page of the "basic shapes" tab https://empyriononline.com/threads/v1-10-exp-new-block-shapes-feedback.101629/
Factions
Updated the UCH faction NPCs: the faction now uses a dedicated set of NPC types for military and civilians.
Welcome to Empyrion Galactic Survival version 1.10 Experimental!
In this update for you to test, we've added locale missions for each starter playfield (5x5 = 25 in total) to offer more variation to the early gameplay experience. Although these missions are fully optional and do not (yet) relate to the main storyline they will be shedding some early light on a few important story backgrounds in the Empyrion universe.
The introduction of the location missions is accompanied by a major maintenance of the main missions to make the final adjustment to the new game start environments. To achieve this, we have implemented numerous fixes for improved story progression and several bug fixes for reported issues (see full changelog below)
In addition to the mission updates, we've expanded the game universe by updating the existing faction homeworlds and adding new ones. Thanks to our community contributors, these updates come with an impressive addition of over 300 new Points of Interest (POIs) and vessels, enhancing the scope of exploration and discovery..
On the technical side of things, we've worked on visual and auditory enhancements to provide a more immersive in-game environment. While the visuals of the suns got a general overhaul, the addition of ‘tessellation’ will significantly improve the planetary terrain quality. In the meantime, our sound department not only worked on the SFX themselves, but also added the long-wanted dynamic combat soundtrack feature!
For our multiplayer and co-op players, we've incorporated a new role system, designed to expand cooperative possibilities within the game. You can now grant access to devices based on your player faction role!
We also haven't forgotten our creative players, with improvements made to the Creative Scenario Building Helper Tools, adding several convenience features and even completely new functions to improve building and reduce friction.
Last, but not least, there are two crucial infos you should be aware of:
1. The Mass/Volume + CPU + Blocklimits are now enabled by default. This setting can be adjusted in the game start menu if desired.
2. The Blueprint Factory can now only be used when all devices of a blueprint have been unlocked in the tech tree. There are new (colored) info & messages to indicate what is missing.
Please refer to the full changelog for a comprehensive overview of all updates, adjustments, and fixes. We always appreciate your feedback on these changes.
Added/updated about 300 space & ground stations, wreckages, dungeons, small and large, weak and strong combat and civilian vessels - created, reworked and updated by various authors and community contributors (check details at: https://empyriononline.com/forums/showroom-submissions.108/).
Thanks a lot to everyone building for Empyrion <3
Missions
Added locale mission arcs (with 5 missions each) to all starter planets:
Akua: Clear Skies
Ningues: Andromeda Strain
Masperon: Bad Wolf
Skillon: Deserted Powers
Ashon: To Good Business
Note: To start the mission, find the main mission hub on the playfield (there are indications in PDAs and/or notifiers when approaching a mission relevant POI)
Adjusted main storyline contents, mission structure and dialogues (eg. shortened amount of text and/or added more SKIP routes)
Changed start location and context of main storyline (Prelude now starts when arriving on Omicron Sector!)
Fixed several reported bugs and issues with the main storyline (please retest!). Most important changes:
Updated: Story Mission 'Totally Overpowered' updated to new settings and faction references. Dialogues updated to reflect context changes.
Updated: Story Mission 'Glacial Grave': Reduced Log content (amount of text) found on the system consoles down to 1-page logs and made several other refinements on procedures.
Updated: Story Mission 'Ancient Revelations': fixed issues with opening doors too early, changed creatures to variants that better fit some room sizes. Staircase now cleared when using shortcut from main access to upper level; added some additional markers in some places.
Updated: Story Mission 'Uncertain Outcomes': fixed several issues in mission progression; Set stations to civil + admin cores; removed Tier3 ores from mission asteroids.
Updated: Story Mission Interlude 'Meet the GLaD': added some skip areas to Dialogues and streamlined text info for summaries
Updated: Story Mission 'Sigma Fulcrum': Reduced clickcount on station console (each message now only shown once as long as player stays in the dialogue); Fixed a few inconsistencies with mission progress; Note the station is still set to Colonists faction you won't damage your reputation with. So first ask, then shoot.
Updated: Story Mission 'Unexpected Allies': Fixed faction settings to not break mission progress. Updated some dialogues; updated info + added more SKIP routes in dialogues.
Updated: Story Mission 'Wins and losses': Adjusted some text elements; Fixed progression issues. (Note, this is currently the LAST mission. Final mission might be added for 1.11 or 1.12)
Deactivated 'Murky Christmas' mission (as this is seasonal content).
General change on story mission factions & enemies: When there is no chance to proceed in a story mission other than to fight against a dynamic-RP faction, the opponents will be set to "Alien" to not forcefully ruin player reputation. If there is a choice, e.g. to trade, talk or fight, a dynamic faction might be used & the decision to ruin the Reputation towards them is up to the players themselves.
Factions & Reputation & NPCs
Set UCH to dynamic faction reputation
Added a static player-friendly 'technical' faction 'PlayerAssistDefaultHostile' (PDH) to help with mission setups that require combat against default-hostile factions and RP is not spoiled by friendly-fire or the faction is already used in another context. The faction is not intended to have POI or territories but is a "technical" static faction only.
Reworked faction reputation matrix: eg. added more crossover effects (pos and negative), removed too strong level-drop effects and added specific RP-loss amounts to some blocks (f.ex. Cores)
Changed NPC groups (EclassConfig) and updated terrain-spawned patrol groups (Egroup)
Telluropod now available from NPC Spawners
Gameworld
Updated home systems and home planets for all major and minor factions (1st iteration)
Added home systems for community-submitted factions
Sorted/changed blueprint groups of lots of POIs for the factions
Sorted blueprint groups for all faction OPVs (space and planet) into tiers.
Note: if your scenario uses default BP groups, their contents might have changed!
Changed: Several story-mission-relevant POI did not have an admin core
Changed: Enemy attack in story mission context is now mostly set to "alien" faction to avoid spoiling reputation unintentionally.
Added a few battered, free-roaming cannon drones to Ningues, Skillon and Masperon (Alien faction; will attack player, but not other NPCs)
Changed: Activated Base Attacks on Akua (Talon) and Masperon (Zirax/Abyssal)
Changed: Akua SupplyDepot swapped Raptor02 with RaptorNight and interior AlienBug01v2 with Spider01
Space: Tweaked looks for star types O,B,F,A,G,K,M, LegacyNexusHub
Space: Adjusted playfield lighting colours and brightness. (O: Much brighter; B: Bright)
Galaxy map: Star types easier to tell apart in distance
Increased size class for G, A type stars and SmBH
Config Changes
Global configs
Important change: Mass/Volume/CPU/Blocklimit = default on (Can be changed in settings at gamestart!); Full changelog & feedback & known issues thread: < >
Important change: Blueprints cannot be put into the Factory if the player hasn't unlocked the needed items in the techtree yet!
New optional parameter "ignoreOtherTarget" is available for Pf-Ops SpawnDrone, SpawnOPV and SpawnTroopTransport
Updated info in galaxyconfig.ecf about hiding a solar system
Added information about AuxPoi setup to example playfield yaml
Added new parameter 'DisableProximityLog' (true/false) for gameoptions.yaml to allow disabling the proximity log button in registry
Dialogue System
Added possibility to omit the cone for NPC with dialogues (class NPCDialogue) by adding the property OmitCone: true in BlocksConfig.ecf
Added function string GetFaction(int entityId) that returns the faction name from the FactionConfig.ecf
Added a property "DialogueState" to BlocksConfig.ecf to be used in blocks of class "NPCDialogue" to allow specifying a hard coded target dialog. If this is present, this block can be placed by users on player bases and be also triggered using "F".
Added new function GetStructure(entityId)
Multiplayer / Coop
Added PlayerFaction Role dropdown UI to Control Panel's Devices page. To make use of this add a lock code for the device then check the “Private” box & select one of the roles from the drop down GUI
Creative Mode / Scenario
WIP: Added a new tool to manage blueprint part collections “Blueprint Parts Collection Tool”. To try this tool out in creative mode use 'di wdw' in the console to test it. See this video for tips on how to use it
Creative mode improvement: if SHIFT (run key) is pressed the focus box now focuses inside the target block (pressing RMB will remove it and LMB will replace it). The removal was working before, but now the focus is also placed correctly.
BuildSettingsMenu: Green pasted area can now also be mirrored "in place"
BuildSettingsMenu: Green pasted area will now collide with its surrounding structure if pressing LEFT-SHIFT while moving (using the move handles)
Default Creative scenario: Updated Temperate and Arid playfields to new decoration. Updated selection pictures.
Visual Refinements & Controller upgrades
Added Global Illumination, Dynamic Shadows & Terrain Tessellation & video options to toggle these on & off
New force field VFX added to all blocks that have a forcefield visible
New swimming animations added
Sound / SFX:
Added dynamic combat soundtrack change
WIP: Adjusted device volume levels to be lower overall
Guided Tutorial:
EndSpace: Fix for broken dialog of Fleet Command
Fixes:
Explorer Token for faction homeworlds should now work/be given again (also for the new dynamic factions!)
Explorer Token for first-pickup for ores did not work anymore or were given randomly
Falling animation is playing when you fly a vessel.
pf data not found if trying to respawn to it
00858: Collision model for deco block - Antena 05 is missed
00912: Collision model for block Deco SVDecoAeroblister01 is missed
00910: Large thrusters are flickering in 1PV after resume the game
00897: Retractable turrets can be invisible when they are turned off
We have just released a new build to fix some issues that have been found with logs that have sent in to us. Please update your dedicated server & client asap. More to come soon!
This year we want to focus on content and the community, we want to create something big that makes Empyrion shine, a Game Changer.
1.10 Expand the limits
Summer release. During the last releases, we were focused on solving pain points and fixing early-stage problems. It’s time to bring a better experience for the later stages of the game.
Content We want to provide our survivalists with new content to play with:
Working on the mission chapters to conclude the pre-final iteration of the main story arc
300+ new POI: The missing dynamic and static factions prepared will be finally integrated with their own homeworlds, fleets and POI.
New creatures: To bring more diversity to the game we will add new NPCs.
The game world changes and additional content will be added to our galaxy.
We aim to add fresh starter experiences
New Game starts: To make the start of the game on three of the four starter moons more varied, the normal Escape Pod drop is planned to be replaced by more exciting starting conditions for Masperon, Ningues and Skillon.
All game starter moons in the Ellyon system, as well as the game start in the Ashon system, are planned to get additional, optional mini-story missions limited to the game start sector.
General updates and leftovers
In a continued effort, planets with old deco will be updated and adjusted.
The stars of our galaxy will be updated in order to improve galaxy immersion.
AI New AI vs AI features:
A new block that generates drones to defend your base and vessels
Adjustments and improvements of the AI VS AI
Builders The building is important in our community and through it, you bring new experiences to all players. We want to add the most requested blocks to the game.
New Block shapes implementation
Water/Lava Blocks
Faction Permission for multiplayer
A system that allows creators to edit permissions depending on the faction
Pain points, polishment and fixing As developers, we are always valuing your feedback and we will fix and improve what we can with your insights.
Bug fixing & Polish
We will work through the reports we have been sent & work with what can be reproduced in debugging.
Motorbike rework
Motorbike update -> The current bike leads to many bad experiences and we will solve it by having a new vehicle that also better fits the game, the Hoverbike.
Optimization We know that it's important to have a smooth game, as well as to be able to play the game with friends that have lower-end devices.
Allow the customisation of visuals and others so you can improve performance by lowering the graphics.
Memory usage analysis to improve servers performance
Sound system
Finish the integration of the sound system fixing the most important issues.
Improvement of the dynamic sound system: Combat sound system.
Development tools
Refinements:
For more creative ways to set up playfields, we will add a way to Deny the player opening the BP Factory (F2)
In addition, we will add the requirement to have all devices actually unlocked from the tech tree before allowing to produce a blueprint in the BP Factory (currently only the player level is required)
PDA: several actions will be enhanced to also check for their relation to a particular faction
Visual Update
Tesselation, dynamic shadows, lightning: An improved immersive experience with more visual values to tweak for our players.
New devices: Visual redesign of our oldest device models.
1.11 NEW SCENARIO
Working title "THE DARK FACTION"
The winter release of 2023 is our most ambitious development yet at Eleon Studios - a true game changer.