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Empyrion - Galactic Survival News

v1.11.8 Patch

Hello Galactic Survivalists!

First of all, we want to thank you very much for your feedback that reached us during the Experimental Phase of Update 1.11.8 through our various feedback channels.

As you may have already experienced in the testing phase or at least seen in the blogs, in addition to numerous bug fixes and the completion of the Dark Faction Scenario Story Campaign, the new "Freeze & Board" gameplay for the Dark Faction DLC expansion is another central focus of this update.

In brief: The Dark Faction has gained the ability to disable your capital and small vessels as well as hover vessels. If you are in a disabled capital vessel, a boarding crew will be teleported over to you. If you don't take them out, they can cause some serious damage to the interior of your ship!

How exactly this works is explained in the following video:
https://www.youtube.com/watch?v=uWqdLVLUrC0

You can also find all the details in the corresponding feedback thread here:
https://empyriononline.com/threads/v1-11-8-exp-dark-faction-dlc-disruptor-translocator-turrets.102503/

With the current update, you also get the revamped and expanded Dark Faction Story Campaign - fully playable in both solo and co-op modes, including two possible story endings!

In addition to this, the current update includes, among other things, a small hitpoint balancing, a new Pentaxid Tank model, and over 470 new and updated icons in the areas of Building Blocks, Wings, Windows, Railings, Farming, Plants, Ingots, Components, Medical, Food, Cooking, Trading & more.

As always, all the contents of the update can be found in detail below in the comprehensive changelog.

Please use the feedback forum for your feedback:
https://empyriononline.com/forums/faq-feedback.25/


Please use the bug report forum for bug and error reports:
https://empyriononline.com/forums/bugs.24/


We hope you have fun with the update as always and look forward to your feedback!
:)

[h2]Changelog: v1.11.8 B4531 2024-09-12[/h2]

[h2]Main game & Dark Faction DLC[/h2]
[h2]Changes:[/h2]
  • MP: Updated EAC
  • Assigned new icons for Destroyed Blocks (Signal/Touch; Wood, Xeno), Epic Upgrade Kits, AlienSting & more
  • Partial preview icon update ( ~470; eg. Building Blocks, Wings, Windows, Railings, Farming, Plants, Ingots, Components, Medical, Food, Cooking, Trading & more)
  • New Pentaxid tank model
  • Changed: Game client now checks server version and shows the version in red if not matching client's version, also disables Connect button in this case
  • Hitpoint changes acc to a more unified ruleset around the following HP ranges:
    - Regular soldiers and troops 500
    - Elites & special 700-800
    - Civilians: 300
    - Damaged / infected: 400
    - Special HP ranges for larger entities (Golem, Hishkal), Talon, Kriel

[h2]Fixes:[/h2]
  • 00906: Players can take damage when in a cockpit & being fired on
  • 01195: Dialogue Input Disables AI Permanently Until Reload MP
  • 01030: Infinite loading screen after teleporting to a destination that was destroyed
  • Fix: On server update of SharedDataURL no longer the player produced Blueprints and PDA log are deleted
  • 01520: [MP/Co-op] PDA signals (*Signal) are not stored in Blueprints when used as Logic Circuit input signal
  • Fixed an error on the dedicated server when "HeartBeat:" is enabled in the dedicated.yaml
  • Fixed a crash that was triggering when approaching certain structures (player & POI’s)
  • Fixed Pivot Point Polaris Scout Stock Prefab
  • Fixed an issue with street lights despawning in Survival mode when placed.
  • Fixed PL translations (default scenario; UI/Messages) being shifted to wrong original texts

[h2]EAH:[/h2]

Dark Faction DLC

[h2]Changes:[/h2]
  • Added Dark Faction Disruptor & Translocator turrets:
When a vessel gets hit by the beam:
  1. The targeted vessel will be less and less mobile in a gradual way.
  2. The UI immobilization bar will grow indicating the level of mobility. When full the targeted vehicle will be totally immobile.
  3. When hit by the Freeze beam the UI Freeze Icon will blink indicating that the targeted vehicle is actually hit by the Freeze beam.
  4. When the targeted vehicle escape the beam or the beam stops then the UI immobilization bar will diminish with time => recovery of mobility
  5. When UI immobilization bar is full then the ship is totally frozen and the next frozen phase will start
When ship is totally frozen:
  1. The ship will not be able to move anymore.
  2. The ship will rotate to the horizontal plane (only for CV).
  3. The UI Freeze icon will turn to red color (not blinking anymore).
  4. A timer countdown will start with a duration of FreezeDuration second.
  5. The UI Immobilization bar will change its color to red and become hence now the UI Freeze countdown bar. The UI Freeze countdown bar will start full and will decrease with time.
  6. When the UI Freeze countdown bar is empty the targeted vehicle will be able to move fully at once (no progressive mobility recovery).
  7. The translator Turret will fire at the stopped vessel as long as it has a line of sight to the player vessel & teleport some NPC's over. They will despawn after all of them get killed or their boarding timer runs down.


RotDF scenario update:
For DLC owners: A rework of the Dark Faction scenario has been done with the changes below into a full campaign with a proper mid and end game.
Your progression is reflected in the story to defeat the Dark Faction, which spreads throughout the universe at a slower pace now.
You prepare with different Simulations how to fight against the Dark Faction, gather enough Symelite resources and research the proper tech to beat it.
There are two different endings you can choose from that impact the whole universe.

[h2]Changes[/h2]
  • Updated Story with a full campaign: When you reach Aratos more missions are available from NPC’s at the UCH HQ.
  • Updated Research HQ POI & dialogues
  • Added Campaign Token reward for the HQ factions
  • Updated Aratos playfield with new decorations
  • Adjusted faction spreading speed to be slower by default in the Config
  • Updated translations for Dark Faction DLC on supported languages (DE,FR,IT,ES,PTb,RU,CHS)

[h2]Fixes:[/h2]
  • [01329] Dark Field Nullifiers don't appear to work
  • Fix random trigger PDA mission when entering area set to other players to spawn if they missed the start of the scenario
  • Fix Auto Pillar Chapter trigger
  • Fix Oxygen Leak in Research HQ
  • Fixed a variety of issues with the translocator & disruptor turrets

v1.11.8 Experimental III RC

Hello Galactic Survivalists!

Today we start the last phase of the current v1.11.8 Experimental Version. We plan to release next week on Tuesday the 10th September.

Please see the changelog below.

As always:
- Please post bugs and errors to this forum:
https://empyriononline.com/forums/bugs.34/

- Feedback on specific points, please post here in the pinned or new threads:
https://empyriononline.com/forums/experimental-features-discussion.35/

====

Changelog: Hotfix v1.11.8 B4531 RC 2024-09-11


[h2]Dark Faction DLC:[/h2]
[h3]Fixes:[/h3]
  • 01375: Repeated corruption of the playfield generates a new indestructible DF pillar



====

Changelog: Hotfix v1.11.8 B4530 RC 2024-09-10


[h2]Main Game: [/h2]
[h3]Fixes: [/h3]
  • 01541: POIs & BP's are not rendering


====

Previous change logs for v1.11.8:
https://steamcommunity.com/games/383120/announcements/detail/4253173037914982503

https://steamcommunity.com/games/383120/announcements/detail/4239662874042815013

====

Changelog v1.11.8 B4529 RC 2024-09-06

[h2]Dark Faction DLC:[/h2]


[h2]RotDF scenario:[/h2]
  • Add more Manual Allow true to PDA chapters
  • Better transformation of Queen on Uta
  • Do not show generic PDA Completed Messages
  • Arena Signal revert to
  • Signals again & Polish Arena spawner placement
  • Polished end with Dr Obinski as End Boss
  • Fix door not opening after queen kill on Uta
  • Fix explosive did not destroy pillar on Uta
  • Fix loca merge, Fix floating NPCs in COOP/MP in Fight Arena
  • RotDF translations updated for PDA, Dialogues, Main Loca (supported languages)
  • Updated Content: Polished end with Dr Obinski as End Boss

[h2]Fixes:[/h2]
  • 01537: Exception that triggered after playfield change with some morphed blocks appearing on structures
  • 01529: DF Turrets in Co-op are extremely loud (Sound system issue)
  • 01483: DF sword shield bar can appear always on HUD
  • 01503: DF turrets beam do not hit the target and ends in the empty space
  • 01304: While moving, CV device performance in a neutralized Alpha Field is not constant
  • [MP/Co-op] Translocator & Disruptor beams were not visible
  • Fix an issue with POI after it was respawned on terrain (terrain gaps appearing due to wrong position)
  • Fixed unintentionally shifted language entries in polish main translation
Main Game & Dark Faction DLC:

[h2]Changes:[/h2]
  • Default Random translations for Dialogues updated (supported languages)

[h2]Fixes:[/h2]
  • 01520: [MP/Co-op] PDA signals (*Signal) are not stored in Blueprints when used as Logic Circuit input signal
  • Fix an error on the dedicated server when "HeartBeat:" is enabled in the dedicated.yaml

Sneak Peek!

📢Empyrion Galactic Survival v1.11.8 will be released soon! 💥

Use the weekend to play the EXPERIMENTAL version and test the fully revamped Dark Faction story campaign (coop and solo!), the new “Freeze & Board” gameplay and more! 👽🛸👾All info 👉https://www.empyriononline.com/



Taelyn
Community Manager
Eleon Game Studios

v1.11.8 Experimental II

Today we start the 2nd phase of the current 1.11.8 Experimental Version.

Please see the changelog below.

[h2]As always[/h2]

Changelog v1.11.8 B4523 2024-08-23


Main game & Dark Faction DLC

[h2]Changes[/h2]
Game Icons
  • Assigned new icons for Destroyed Blocks (Signal/Touch; Wood, Xeno), Epic Upgrade Kits, AlienSting & more
  • Partial preview icon update ( ~470; eg. Building Blocks, Wings, Windows, Railings, Farming, Plants, Ingots, Components, Medical, Food, Cooking, Trading & more)
Dark Faction DLC

[h2]Changes:[/h2]
  • Added Dark Faction Disruptor & Translocator turrets:
  • The Disruptor turret will aim at CV, SV, HV vessels.
When a vessel gets hit by the beam:
  1. The targeted vessel will be less and less mobile in a gradual way.
  2. The UI immobilization bar will grow indicating the level of mobility. When full the targeted vehicle will be totally immobile.
  3. When hit by the Freeze beam the UI Freeze Icon will blink indicating that the targeted vehicle is actually hit by the Freeze beam.
  4. When the targeted vehicle escape the beam or the beam stops then the UI immobilization bar will diminish with time => recovery of mobility
  5. When UI immobilization bar is full then the ship is totally frozen and the next frozen phase will start
  • When ship is totally frozen:
  1. The ship will not be able to move anymore.
  2. The ship will rotate to the horizontal plane (only for CV).
  3. The UI Freeze icon will turn to red color (not blinking anymore).
  4. A timer countdown will start with a duration of FreezeDuration second.
  5. The UI Immobilization bar will change its color to red and become hence now the UI Freeze countdown bar. The UI Freeze countdown bar will start full and will decrease with time.
  6. When the UI Freeze countdown bar is empty the targeted vehicle will be able to move fully at once (no progressive mobility recovery).
  7. The translator Turret will fire at the stopped vessel as long as it has a line of sight to the player vessel & teleport some NPC's over. They will despawn after all of them get killed or their boarding timer runs down.
  • When the target vehicle is unfrozen after being totally frozen then a cooldown timer will be applied. It will prevent the target vehicle from being hit again during this time period.
  • A potential target will not be considered as a target and will not be fired on if by any other Freeze turrets if:
  1. It is already frozen or it is in its cool down phase.
  2. It is currently on a boarding or a boarding cool down process.

All other considerations of target selection and firing rules are the same as regular turrets.

[h2]RotDF scenario[/h2]
  • Main campaign changes are completed. A variety of fixes/Changes have been done:
  • Fix for delay Fight Simulation Doors
  • Fix Fight Arena had wrong signal sign door sequencing
  • Fix Pillar Core name was not up to date
  • Reduced Reinforcement Cooldown on the three Factions at the end
  • Fixed Reinforcement sequencing at the end
  • Rename some Dialogue waypoints
  • Fix Radesk was killable

[h2]Fixes[/h2]
  • 01502: COQ appear near DF story pillar on DF Simulator playfield
  • 01514: DF Story - Bosses from Zirax sim waves can be killed before countdown timer finishes

Note: it is advised to start a new RotDF save game from now to rule out issues.

v1.11.8 Experimental I

V1.11.8 EXP 1
Hello Galactic Survivalists!

We have an update to share with you with some fixes that are ready for the game & and for DLC owners an update for the RotDF scenario.

For Experimental branch bugs:
https://empyriononline.com/forums/bugs.34/

We have a MP server ready for v1.11.8 for anyone to join & use:
"Eleon Game Studios - Official EXPERIMENTAL Server"

Changelog v1.11.8 B4517 2024-08-14


Main game & Dark Faction DLC:

[h2]Changes:[/h2]
  • New Pentaxid tank model


  • Hitpoint changes acc to a more unified ruleset around the following HP ranges:
    Regular soldiers and troops 500
    Elites & special 700-800
    Civilians: 300
    Damaged / infected: 400
    Special HP ranges for larger entities (Golem, Hishkal), Talon, Kriel
  • Changed: Game client now checks server version and shows the version in red if not matching client's version, also disables Connect button in this case

[h2]Fixes:[/h2]
  • 01195: Dialogue Input Disables AI Permanently Until Reload MP
  • 01030: Infinite loading screen after teleporting to a destination that was destroyed
  • 00906: Players can take damage when in a cockpit & being fired on
  • Fix: On server update of SharedDataURL no longer the player produced Blueprints and PDA log are deleted
  • Fixed Pivot Point Polaris Scout Stock Prefab
  • Fixed an issue with street lights despawning in Survival mode when placed.

[h2]EAH:[/h2]
Dark Faction DLC:

[h2]Changes:[/h2]
RotDF scenario update:
For DLC owners: A rework of the Dark Faction scenario has been done with the changes below into a full campaign with a proper mid and end game.
Your progression is reflected in the story to defeat the Dark Faction, which spreads throughout the universe at a slower pace now.
You prepare with different Simulations how to fight against the Dark Faction, gather enough Symelite resources and research the proper tech to beat it.
There are two different endings you can choose from that impact the whole universe.
  • Updated Story with a full campaign: When you reach Aratos more missions are available from NPC’s at the UCH HQ.
  • Updated Research HQ POI & dialogues
  • Added Campaign Token reward for the HQ factions
  • Updated Aratos playfield with new decorations
  • Adjusted faction spreading speed to be slower by default in the Config

[h2]Fixes:[/h2]
  • Fix random trigger PDA mission when entering area set to other players to spawn if they missed the start of the scenario
  • Fix broken Auto Pillar Chapter trigger
  • Fix NPC Research NPC Dialogue logic
  • Fix Oxygen Leak in Research HQ
  • Fix Rapier fixed location
  • Fix model rotation on dialogue entity