We are still collecting your feedback after playing Espresso Tycoon! We are impressed by your creativity and commitment ːsteamhappyː You are helping us a lot in preparing the next update. Thank you!
But before we explain what's actually in this update, here's a brief instruction.
Sometimes you can have a problem with launching the game (or some parts of it) after the update. This issue could be related to Steam and not the game itself. If you encounter a problem like that, please check your local files here:
Sometimes Steam can have issues with updates, and this is a simple solution. :)
And now, let's get back to our update...
Here's what we've done!
added TEA (a few kinds of tea, to be more specific) as new ingredients in the Coffee Editor - there were a lot of requests about adding them to the game ːsteamhappyː
added the option to click on the rubbish counter, which will move the camera to random rubbish, making it easy to track it down
added the ability to search for ingredients in the Supplies window by group, not just specific ingredients. For example, you can now type 'Mint Syrup' (or any other ingredient) to see the entire group of supplies
added the ability to set the probability of animals in Sandbox mode in every location
added some improvements in the Korean, German, and Japanese languages (work on improvements with Chinese is still ongoing ːsteamhappyː)
fixed the problem with the disabled game save button after staying in an already-completed mission
fixed a problem in the London mission where it was impossible to hire security if one did not follow the tutorial correctly
fixed the issue where people stopped coming to the cafe when someone acted out of line with the tutorial
fixed the problem of 'hidden rubbish' that could sometimes hide in certain furniture
fixed the problem with NPCs stuck because of the pets
fixed a problem with the outline
fixed a problem with employee photos in the Employees window that didn't always refresh correctly
improved the drawing of values in Temporal Trends in the Coffee Editor so that requirements that can't be met don't appear
resolved a minor bug related to the music after completing a mission
implemented various other minor bug fixes. ːsteamhappyː
Many, many thanks to those who helped us test this update! Remember to change your version of the game for yourself on Steam:
It would be good to restart Steam, too - to be sure you have the newest version of the game ːsteamhappyː
Kruger & Flint Productions is thrilled to announce that the heart-pounding, adrenaline-fueled horror FPS, Bloodhound, will be hitting Steam for PC on July 18th! Prepare yourself for an intense battle against darkness as you embark on a mission to annihilate the nefarious Cult of Astaroth.
In Bloodhound, you'll step into the shoes of a valiant member of the Order of Keepers of the Gates, entrusted with the perilous duty of safeguarding the gates of Hell. With your finger on the trigger, navigate through meticulously crafted hellish locations, drawing inspiration from cult horror movies and real-world horrors, and never waver in your quest to vanquish evil.
Prepare to face a myriad of devilish enemies, ranging from demonically nude devil-spawns to terrifying bat-baby hybrids and formidable Hell bosses. Arm yourself with an array of deadly weapons, including machetes, double-barreled shotguns, crossbows, rocket launchers, and even a chainsaw-flamethrower combo. Are you ready to take on the demonic hordes and emerge victorious?
Mark your calendars for July 18th and gear up to experience the legend of the 90s reborn in Bloodhound. Get ready for an unforgettable battle against darkness that will keep your heart racing and your trigger finger itching for more. Stay tuned for more updates and get ready to unleash hell!
For more information, visit our official Steam page and join our thriving community of demon slayers. Prepare yourself for the ultimate adrenaline rush – Bloodhound is coming, and salvation lies in your hands!
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
Kruger & Flint Productions is thrilled to announce that the heart-pounding, adrenaline-fueled horror FPS, Bloodhound, will be hitting Steam for PC on July 18th! Prepare yourself for an intense battle against darkness as you embark on a mission to annihilate the nefarious Cult of Astaroth.
In Bloodhound, you'll step into the shoes of a valiant member of the Order of Keepers of the Gates, entrusted with the perilous duty of safeguarding the gates of Hell. With your finger on the trigger, navigate through meticulously crafted hellish locations, drawing inspiration from cult horror movies and real-world horrors, and never waver in your quest to vanquish evil.
Prepare to face a myriad of devilish enemies, ranging from demonically nude devil-spawns to terrifying bat-baby hybrids and formidable Hell bosses. Arm yourself with an array of deadly weapons, including machetes, double-barreled shotguns, crossbows, rocket launchers, and even a chainsaw-flamethrower combo. Are you ready to take on the demonic hordes and emerge victorious?
Mark your calendars for July 18th and gear up to experience the legend of the 90s reborn in Bloodhound. Get ready for an unforgettable battle against darkness that will keep your heart racing and your trigger finger itching for more. Stay tuned for more updates and get ready to unleash hell!
For more information, visit our official Steam page and join our thriving community of demon slayers. Prepare yourself for the ultimate adrenaline rush – Bloodhound is coming, and salvation lies in your hands!
This is already the 10th dev journal of “METAL SUITS”. METAL SUITS is confirmed to participate in GamesCom(B2B, B2C) and Tokyo Game Show (B2C) exhibitions this year, and will participate in exhibitions at BIC (Busan Indie Connect Festival).
Today I am going to talk about the new planet Tenal and how it’s improved over the original game.
Tenal is a planet made entirely of machines. As a factory planet in the Hellios system, it is difficult to tell whether it is day or night as it produces various mechanical devices.
<Tenal screen configuration>
Your mission this time is to defeat the Golida tribes who have conquered the planet Tenal, where you can produce various mechanical devices. As it is a factory planet, there are various obstacles, so you should always play carefully.
2. Objects added to the planet Tenal
(1) Portal & Portal Circle <Moving through the portal>
Users can move to other areas connected to the portal through the portal.
<Portal circle - users can only come out through the circle>
The portal is configured to be able to enter and exit, but in the case of the portal circle, it is configured to only be able to exit. You never know where the portal will lead, so always be careful before entering it.
(2) Jump platform <Jump platform>
Climbing on a jump platform will make you jump upwards. It works by the same mechanism as the ‘Spring mushroom’ from the planet Mushdora.
(3) Steampipe <Steampipe>
It is a steampipe from which hot gas is ejected. A small burst of steam is released from the cracked pipe before it erupts, followed by a large burst of steam after a period of time. Contact with steam can cause death, so be careful.
(4) CCTV Gun
<CCTV Gun>
It is a device with a gun attached to CCTV to defend against trespassing enemies. It cannot be destroyed, so be aware of the CCTV and move around while avoiding bullets.
(5) Electric guard
<Activating and deactivating Electric Guard>
An electrical guard that is activated by default and impassable, but becomes inactive when certain conditions are met (using a lever, etc.).
(6) Responsive door
<Responsive door>
It is a responsive door designed to open when a certain area is reached. It doesn’t open that fast.
3. Added Enemies to the Tenal Planet
(1) Golida Jet and the Shockwave Machine
<Golida Jet and the Shockwave Machine> The Golida Jet is a Golida-type unit that attacks from the air with a jet engine attached to its back, and the Shockwave Machine is a mechanical unit that attacks by firing shockwaves at ground units. Shockwaves will be fired in both directions, so be careful.
(2) Golida Scientist
<Golida scientists panic when they see Kevin> Golida scientists are purely research scientists so they do not attack.
(3) Mad Golida scientist
<Mad Scientist’s Red/Blue Flask Attack>
The Mad Golida Scientist will attack by throwing a red or blue flask. Red flasks turn into pillars of fire, and blue flasks turn into paralyzing gas.
(4) Robot Dog
<Robot Dog>
The robot dog sounds an alarm when it detects an enemy. When the alarm goes off, enemies will spawn from nearby Golida Warp Doors. Also, watch out for the robot dog as it will lunge near Kevin.
4. METAL SUITS advancement work
METAL SUITS is under development, but since the exhibition is ahead, the overall game is in the process of upgrading. Added lights and improved various effects.
(1) Improved light, fog area, chapter 1 background, and added rain effect
Get ready for a new kind of support in NosTale: from 27th June (11 AM CEST), the specialist partner card of the Wood Elf Archer Forga will be available on the NosWheel. With Forga’s cunning skills and sharp arrows, virtually no opponent is a match for her. Whether it’s the Poisoned Arrow that slowly wears down your enemies, or the Deadly Seeds that lower their defence and health points, Forga is an invaluable ally!
Wood Elf Archer Forga
Pick up the stealthy Wood Elf Archer Forga now with this specialist partner card! While she’s accompanying you, you benefit from the effect ‘Accompanied by Wood Elf Archer Forga’, which increases your champion experience by up to 25% and gives you a chance to increase all of your attacks by 7%.
Skills
Poisoned Arrow – Increases ranged attack and the water element. Causes Special Poison: every 4 seconds, reduces the opponent’s HP and their hit rate.
Vine Arrow – Increases ranged attack and the water element. Causes Binding Vines: triggers Strangling Vines after its effect duration. 50% chance to inflict ‘Fatal Bleeding’ on your opponent.
Strangling Vines – Reduces the opponent’s HP and movement speed. If the affected target is attacked, all attackers have a certain chance of having their damage increased by 5%.
Deadly Seeds – Increases ranged attack and the water element. Causes Deadly Seeds: increases the long-range damage taken, reduces the opponent’s defence and HP.
Fixed errors that would happen when handling directory names with accented characters, eg è
We unified network libraries across all platforms to address odd crashes that cropped up since the last patch (the one that fixed Windows 7 compatibility).
If you notice any issues or would like to report a bug, you can do so either through our official Nomad Games Discord or here on the Steam Forums! ːheartː