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Empyrion - Galactic Survival News

v1.10 Experimental I

Hello Galactic Survivalists!

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.

Report bugs over here: https://empyriononline.com/forums/bugs.34/

Feedback: https://empyriononline.com/forums/experimental-features-discussion.35/

Best regards,
The Empyrion Team

[h2]Changelog: v1.10 B4201 2023-05-31[/h2]

[h2]Default Scenario Update (WiP): [/h2]
POI & OPVs:
  • 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
[h2]Missions[/h2]
Added locale mission arcs (with 5 missions each) to all starter planets:
  1. Akua: Clear Skies
  2. Ningues: Andromeda Strain
  3. Masperon: Bad Wolf
  4. Skillon: Deserted Powers
  5. 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.

[h2]Factions & Reputation & NPCs[/h2]
  • 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

[h2]Gameworld[/h2]
  • 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.

[h2]Note: if your scenario uses default BP groups, their contents might have changed![/h2]
  • 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
  • Updated Ocean planet (decoration, atmosphere, textures & biomes)



[h2]Gameworld - Stars[/h2]
  • 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

[h2]Config Changes[/h2]
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

[h2]Dialogue System[/h2]
  • 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)

[h2]Multiplayer / Coop[/h2]
  • 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


[h2]Creative Mode / Scenario[/h2]
  • 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
    [previewyoutube][/previewyoutube]
  • 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.

[h2]Visual Refinements & Controller upgrades[/h2]
  • 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

[h2]Sound / SFX:[/h2]
  • Added dynamic combat soundtrack change
  • WIP: Adjusted device volume levels to be lower overall

[h2]Guided Tutorial:[/h2]
  • EndSpace: Fix for broken dialog of Fleet Command

[h2]Fixes: [/h2]
  • 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

[h2]EAH:[/h2]

v1.9.14 Hotfix

Hi Galactic Survivalists!

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!

As always:
For bug reports and errors, please post in this forum:
https://empyriononline.com/forums/bugs.24/

For feedback on specific points, please share your thoughts in the pinned or new threads here:
https://empyriononline.com/forums/faq-feedback.25/


[h2]2023-11-05 v1.9.14 B4139[/h2]

[h2]Fixes:[/h2]
  • Multiple MP log exceptions fixed from logs that were sent in to us
  • Pf data not found if trying to respawn to it
  • New line in Token Description not considered in NPC Trader Window
  • Exception triggered when trying to load in to saves first started in MP (DOES NOT FIX existing savegames)
  • Exception after activating the player drone inside POI (tutorial)


[h2]EAH:[/h2]

Roadmap 2023!

Hello Galactic Survivalists!

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.

News soon

Taelyn
Community Manager
Eleon Game Studios

New Build Tools!

Up for a creative build session this weekend?

🎨Be sure to take a closer look at the comfort- and functionality improvements we added this week with #Empyrion #update 1.9.13!

More to come! 😎

[previewyoutube][/previewyoutube]

v1.9.13 Patch

Hi Galactic Survivalists!


Included in this update are a few additions that are designed to help streamline your building process.

First up is the new hotkey for the Building Helper menu (N): Using CTRL + A will automatically grow the selection box for a blueprint part until it encompasses all connected blocks. This will also work as a multi-select!

Check out this video:
[previewyoutube][/previewyoutube]

In addition there is also now a quick-cloning-mirroring functionality (first iteration) and other refinements for the blueprint part handling, eg. by adding additional buttons to organize them more easily.

Stay tuned for more updates, and happy building!

[h2]Changes:[/h2]
  • Added a new hotkey for Building Helper menu (N): CTRL + A. It will grow the selection box for a structure until it encompasses all blocks that have no space in-between. (perfect use case for construction sets)
    • if you press CTRL + A again, the whole structure will get a selection
    • expanding the selection over multiple separated structures and then pressing CTRL + A will select them.
  • Addition of clone-mirroring selection to easily clone blueprint parts (first iteration)
  • Improved Blueprint Parts handling: added buttons for DeleteAll, AutoDetect, MoveUp/Down.
  • 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.
  • Changed Damage Wheel Indicator opacity and size.
  • DialogueSystem: 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".
  • Turrets and Weapons performance improvements. What this means is a higher framerate should be seen when a lot of vessel turrets/weapons are being drawn in a scene.
  • Changed the damage wheel opacity & size
  • Lowered the jetpack flame light
  • Added new parameter “DisableProximityLog: true/false” to the GameOptions.yaml
    Setting it to True will disable the Proximity Log button. The Default is False so Server Owners who don't want any changes do not have to do anything

[h2]Fixes:[/h2]
  • 00883: Sentry turrets & LCD's can sometimes be invisible when arriving at a structure
  • 00864: Lag when modifying blocks
  • 00863: Some blocks take invisible faces near other blocks
  • 00866: CoQ is appearing after Teleporting while taking damage
  • Falling animation is playing when you fly a vessel.
  • Invisible Spot Light Blocks when the player is at certain angles to them
  • Fixed CoQ from UMA.UMAMeshData found triggering in MP

[h2]EAH:[/h2]
  • https://eah.empyrion-homeworld.net/download/patch-notes-emp-admin-helper-full