You have waited patiently for us to reveal what you will get to experience in Season 04, and you won't have to wait much more - the Narrated Trailer for Season 04: Critical Corruption drops tomorrow, Thursday June 1st at 1 PM CEST here:
Following the premiere of the Narrated Trailer, this new season will be available on the Experimental Branch before its release on Thursday, June 15th.
What is that mawed monstrosity the dwarves are fighting? What's that coming out of their boots? Tune in tomorrow and find out!
Also, thank you to everyone for your support and feedback on the update to the Decontaminator DLC Pack we posted yesterday. We have been reading them all. We are really happy with where the DLC Pack is now - a heartfelt thanks for being part of this journey with us.
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
This update aims to address an issue where some players could crash, especially on later levels. We also add a few QoL things like faster load times, as well as a load progress bar!
What's New: - Overhauled level loading - load times should be a bit faster now! - Reworked level construction algorithm to lessen max VRAM requirements, which in turn should reduce the risk of the game crashing during level generation - Added progress bar in loading screen to better indicate loading progress - Fixed an issue where you would always get the same theme variations within a run (eg. always beach night and never daytime version) - Fixed an issue where it was possible for the game to create a checkpoint right before getting hit by an axe, resulting in run-ending repeating damage - Fixed an audio issue where there could sometimes be repeated hissing/noise bursts while in the screen between levels - Fixed a few objects that had lost their sound material and thus didn't have impact sounds
Volcano Princess is celebrating her first major update today, and we wish a Happy Children's Day for everyone in&out Volcano Kingdom!
This is a major update of adding new romance endings and modifying one important storyline. More fixes and adjustments will be updated in the upcoming small patches as usual.
Thank you all for your continued support of Volcano Princess!
v2.00.00 Feature:
1- Made a new revision and interpretation of the ;Lebsa Event.
A. This story scene has been modified. More explanations and details have been added to the plot to make the story happen more reasonable. More than 10 drawings are added for this modification.
B. Added a special romance ending with Lebsa: Gain 10 ❥, accept 3 invitations from Lebsa, and choose the right option in her special scene, the special romance ending with Lebsa will occur at the end.
2 - Added three New Multi-NPC Romance Endings A. Ze & Hackett & Daughter B. Lon & Craig & Daughter C. Gwyneth & Mona & Daughter
That's the end of the Patch Note today. Thank you for reading!
【Savedata Hint】 Steam Cloud function is now unavailable for Volcano Princess. It still takes time for devs to solve it, so if you are playing the game on different PCs, please remember to copy all the files under this route to move savedata:
[SYSTEM DISK]\Users[Your Windows Username]\AppData\LocalLow\EggHatcher\VolcanoPrincess (or copy this to the address line and press enter: %APPDATA%\..\LocalLow\EggHatcher\VolcanoPrincess)
If you meet any bugs, please submit a Gle Form. And welcome to our Discord!
There are tons of rewards up for grabs with Battle Pass Season XI! The latest Season brings new Commanders and both 2D and 3D styles, but you can earn even more with bundles that include the Improved Pass and an exclusive female crew member.
The Improved Pass is available without bundles for 2,500 gold per Chapter through the Battle Pass screen in your Garage or the in-game Store.
However, if you want to save some gold and instantly secure access to all the Base and Improved Rewards, we have some offers for you. Take a look at these three special Battle Pass packages—available now!
Full Access
The pack contains the Improved Pass for all three Chapters, allowing you to receive basic and advanced rewards for each completed Stage until the end of the current Season.
Improved Rewards
Each Battle Pass Stage has two Reward Tracks: Base Rewards and Improved Rewards. The Base Rewards Track contains plenty of goodies that you can obtain for free, but if you want even more, you'll need an Improved Pass to collect the prizes in the Improved Rewards Track.
After purchasing an Improved Pass, you will receive all Improved Rewards for the Stages you have already completed. You will also unlock the Improved Rewards for completing subsequent Stages.
Daily Gold
Receive 250 gold every day you fight in a Random Battle over a period of 30 days, for a total of 7,500 gold. The bundle also contains an Improved Pass for all three Chapters of Season XI which allows you to receive both Base and Improved Rewards for each completed Stage until the end of the current Season.
Bundle Contents
Improved Pass for the 3 Chapters of Battle Pass Season XI
1 daily mission for gold
Special Mission
Purchasing the Battle Pass Special Mission bundle will reward you with bonds (up to 500), Battle Pass Points (up to 1,000), crew member Katherine Sanders, the Heart of Stone 2D style, and Training Manuals for all nations. The chain of tasks will be available until the end of the season.
This bundle does not contain the Improved Battle Pass.
Bundle Contents
A chain of missions for the following rewards:
1,000 Battle Pass Points
3 Training Booklets and 1 Training Manual
500 bonds
Heart of Stone 2D style
1 female crew member*: Katherine Sanders with Brothers in Arms as a zero perk and enough Crew XP to train 2 additional perks to 100%
*You can choose the nation and qualification.
[expand type=details] [/expand] Maximize your Battle Pass Season XI earnings today with a selection of bundles featuring the Improved Pass, daily missions for gold, missions for an exclusive crew member, and more great rewards.
Thank you for your continuous support for "Screaming Chicken"! We have received feedback from some players regarding unstable frame rates in the game. Considering the diverse device configurations of our players, we have prepared a detailed game graphics settings guide for you. We hope this will help our chicken friends enjoy a smoother and more seamless "Screaming Chicken" experience!
If you encounter issues such as low frame rates in the game, you can try the following steps to adjust the game graphics settings:
1. Open game graphics settings First of all, please launch the game and click on the "Options", and then select "Graphics".
2. Adjust global illumination You can adjust "Global Illumination". Turning off global illumination can effectively improve the frame rate while slightly reducing the image quality. If you encounter stuttering or low frame rates, disabling this option will greatly enhance your gaming experience.
3. Enable vertical sync You can enable "V-Sync", which will allow a more stable frame rate.
4. Lower Cube Piece Show Time You can reduce the Cube Piece display time, which will significantly increase the frame rate performance on the maps with a number of such elements.
5. Lower resolution & graphics quality presets If points 1 to 4 didn’t help a lot, we recommend lowering the game resolution and setting the overall graphics quality to "Low or Lowest". Please note that different hardware configurations may require different settings. We recommend that you experiment with the settings based on your own hardware configuration to find the most suitable settings for you. We hope this guide helps you resolve major game performance issues and improve your gaming experience. If you still encounter problems after adjusting the settings, please feel free to contact our customer service team, and we will be happy to help you.
Meanwhile, we continue working on improvements and optimization and hope to provide you with a better performance soon.
Thank you once again for your support of our game, and we wish you a pleasant gaming experience!
Thank you for the feedback on the last update. We continue to improve and update Ghost Exorcism INC so that our game constantly pushes the limits and can provide the best gaming experience possible.
We are releasing the beta update from 05/24/2023 on the public branch with some additional fixes and improvements.
Here are the patch notes for this update, as well as the corrections and additional modifications that we have made since the beta.
New Feature: Favorite Equipment! You can now mark equipment as "Favorite" by clicking the heart icon when the item is selected. Additionally, we've introduced a new button that automatically spawns one of each item from your favorites list.
New Photo Category: Invisible Cursed Objects. You can now see and photograph Invisible Cursed Objects using the Photo Camera. These objects will behave like normal cursed objects once they're made visible by the Instant Camera's flash.
We've adjusted some of the pentagrams, infestations, and surface writings/drawings on various maps. These should be easier to find now.
We've expanded the number of unique spawn locations in the "deposit zone", allowing more large objects to spawn without stacking on top of each other.
After gathering player feedback, we have removed Steam achievements for the Silver, Gold, Emerald, Amethyst, Ruby, Diamond, and Prism prestige levels. However, you can still achieve these prestige levels in-game, and they will be displayed to your teammates in multiplayer games. We have decided this was good feedback, and a good change, because we have noticed some players really want to complete all achievements in the game. After extensive testing we have found that some of the prestige achievements simply took longer to obtain than we had intended/expected.
Players will no longer receive secondary objectives to "witness an entity hit/break a door" when the only entity present is a Memory.
The keybindings displayed on the Tutorial and Hub boards will now accurately reflect any custom keybindings set by players. We now support additional keys for both QWERTY and AZERTY layouts.
We've fixed a bug that made some players' custom keybindings appear to reset upon starting a contract.
We've fixed issues with salt piles and lit incense on the floor, which sometimes wouldn't activate on entities that had these steps in their exorcism process.
(All Maps) We've fixed over 80 miscellaneous issues across various maps, including missing textures, incorrect textures, decoration adjustments, lighting problems, decoration placement issues, and low texture resolutions. The huge amount of minor map corrections is simply too extensive to list here.