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Alpha 12 Experimental - Phase 4.1 Update

[h3]Hi Galactic Survivalists![/h3]
Although phase 4 was released just a few days ago, we have worked on some important bugfixes which we do not want to delay any longer.

That being said, this is not only a bugfix update or a hotfix to phase 4, but also adds several new elements in terms of gameplay and visuals for you to test as well! Some of these are currently work-in-progress, but - as always - require your dedicated feedback to improve them up to the next phase-release. :)


Please find the full changelog added below.

As usual:
  • Report bugs and issues here
  • Any bug fixed for A12 can be found here
  • Check known Issues List here
  • Fixed Experimental version bugs can be found here


While the Experimental phases last, we will continue to update this post with the latest Experimental version changelogs for hotfixes and intermediate bugfix patches.

For discussing the new and updated features, please head over to the pinned threads in our Experimental Feedback forum.

Have fun! :)

[h3]= CHANGELOG =[/h3]
Gameworld
  • Space: now using real stars and nebulas instead of skybox images. (only for games started with 12.4.1; For old scenarios: remove the Nebula/Stars property from playfield.yaml )
  • Space: POIs now will be placed within a max radius of 15000m around the center of the playfield (only for games startet with 12.4.1)
  • Galaxy Map: coordinates are now displayed as LY instead as sector coordinates

Story and POI
  • Added story intro mission: Starting The Journey (auto-activates on completion or decline of Tutorial BUT can also be activated manually!)
  • Storyline missions now require a RP of 'neutral' (Talon, Polaris); Note: All story missions can be activated manually!
  • Uncertain Outcome: Improved waypoints to avoid being guided to the wrong POI
  • Uncertain Outcome: Asteroid Mining Station now has an Admin Core to avoid ruining Polaris RP while fighting with the Zirax
  • Totally Overpowered: Removed secondary trading station from AridStarter to not confuse the pda mission
  • Human Remains: Removed creature spawns from UCH Heidelberg position on starter planets ( avoids distraction by being attacked while reading )
  • Added Defense stations for Traders Guild (thx to sulusdacor)
  • Added Polaris Gas Refining orbital station (thx to Kaeser; for now added to playfields: Asteroid, Asteroid Few)
  • Added more VOID and Progenitor Artifacts (thx to Fractalite)
  • Updated Legacy POI and ships (thx to vermillion)
  • Updated Legacy Matter Converter (thx to Kaeser)

Materials & Crafting
  • Added Platinum ( Ore > Bar > Ounce) and Aluminum ( Ore > Powder > Coil); Currently only as collectibles and for trading; not used in crafting yet. Obtainable from planetary deposits and asteroids in certain locations only (Hint: Watch out for Zirax Commanders ;) )
  • Known issue: Resource icons might not shown on some planet info cards (only number of deposits displayed; Will be fixed in Phase 5)
  • Added back Iron/Copper/Silicon ore deposits around Tutorial 'Large Wreckage' site to reduce search-frustration at game start (for new players).
  • Renamed 'Hardened Steel Plates' to 'Sathium Plates' to reflect the changed crafting logic and to reduce confusion (As of Alpha 12, Hardened Steel blocks use Titanium; Combat Steel blocks use Sathium).

Registry
  • Added a ‘proximity log’ for own structures in the registry (see new button)
  • Reduced amount of information shown in the Registry.
  • Explanation: In the old version there was way too much data shown, also it was too expensive on opening (network traffic, etc). This is the first implementation in a try to optimize the data that is shown in the registry (compromise regarding performance and usability).


Multiplayer
  • Added offline chat messages via DB (WIP): In Private and Faction channels, you can now send chat messages to a player who is offline. He will receive the message when coming online again and opening the chat window for the first time.

Technical changes
  • Not showing star distribution on loading the game any more but only when using console command 'galaxy info' (new parameter)
  • Removed custom VC Redistributable installation
  • Better compression quality for nebulas

[h3]== BUGFIXES ==[/h3]
  • Database: API Destroy calls don’t set parameter in DB
  • Fixed NPC Spawn on Polaris Smelter POIs
  • Fixed: CV RCS could not be upgraded to T2 version
  • Fixed: Solar panel producing energy during night bug
  • Fix for sporadic CoQ when crossing the 'green wall' border on a planet with a player bike
  • Fixed error message in PF log: Kinematic body only supports Speculative Continuous collision detection.
  • Fix jittering distance labels in maps. Correct distance label in system map.
  • Fixed CoQ when taking over an enemy POI and spawners still try to spawn entities
  • Fixed problem that you could choose a freighter CV as spawn point as medic station/clone chamber
  • Fixed: sporadic exception when closing the space map before all planets were generated
  • Fix for legacy (old) scenarios not sending all playfields to clients
  • Fixed random POI overlapping bug
  • Fixed container/constructor logic on Firebase POI (thx to Pantera)
  • Fixed ore texture for Titan underground voxel deposits
  • Fixed: Missing damage state for Armor Locker (BACV) made it vanish when damaged
  • Fixed: Teleporter (CV) now returns the appropriate crafting materials on deconstruction and requesting the appropriate materials for Repair and BP Factory
  • Fixed sporadic CoQ when opening registry
  • Fixed: CoQ spam from Troop transport when loading into a save game
  • Fixed missing loca entries for Orbit Lines and other panel toggle buttons
  • Fixed: CoQ when opening Registry/Teleporter UI
  • Fixed: Thruster torque at 0 for yaw, pitch & roll

Alpha 12 Experimental - Phase IV

[h3]Hi Galactic Survivalists![/h3]
First of all, thanks a lot for your patience, while he had to delay Phase 4. We have made good use of these additional days and a lot has happened in the code and in the game.



A few highlights:
  • The galaxy is now a lot more configurable. You can now use ‘Regions’ for local hotspots and for the general shape and design (amount and type of stars etc).
  • We have added the ‘Scoreboard’ to the old player overview (Button: B). You can now see a lot of stats and info in a leaderboard style
  • The Registry now allows to directly jump to a system with the ‘show on map’ button

Please find the full changelog added below.

There is one caveat, though: the flexibility for the galaxy-setup, database changes and other adjustments, now require a new game start. As already announced, old savegames from the previous Experimental phases are no longer compatible anymore.

The good thing: starting a new savegame will allow you to play the updated story missions and explore the reworked POI, as those cannot be updated in existing savegames as well. :)

As usual:

While the Experimental phases last, we will continue to update the following post with the latest Experimental version changelogs for hotfixes and intermediate patches

For discussing the new and updated features, please head over to the pinned threads in our Experimental Feedback forum

Have fun with Phase 4 - and tell us what you think about the changes! :)

[h3]= CHANGELOG =[/h3]
GALAXY & GALAXY CONFIG
  • Better elliptical galaxy generation, improved naming algorithm for stars.
  • Added REGIONS: up to 99 StarRegions & StarClass are possible (See GalaxyConfig for examples)
  • Updated GalaxyConfig.ecf and created new galaxy appeal, using the new techniques
  • Added in-line documentation an info to the GalaxyConfig.ecf
  • Warp target playfield names 'around the sun' got renamed from f.ex. 'Ellyon_0,0,-1' to 'Ellyon [Sun Back]'
  • All warp target playfields are now PvE
  • Add player/hover target position to system/galaxy maps. Make input boxes bigger to accommodate full sector coordinates.
  • Info cards in the system map for sectors will now show a class of the playfield
  • Added display names for space sectors map
  • First draft of galaxy nebulas


GAME WORLD
  • Space Base Defense enabled for Pirates faction (FactionWarfare.ecf)
  • Adjusted TemperateStart planet and starter zone
  • Decreased spawning of ground AI on TemperateStarter
  • Added new icons for space sectors: Junkyard and SpaceEmpty (System map)
  • Updated: Moved Legacy galactic territory to new position + changed content
  • Updated playfields: Increased spawn probability of asteroids in space slightly

GAMEPLAY
  • TurretAlien ( Pulse Laser Turret T2 ) is now fully working (Legacy Infector and Decimator class vessels will now shoot back!)
  • Added Titanium Rods to MA Corp Traders
  • First draft: Item-Sorting now persistent per container/inventory (In-Session. Not yet saving to savegame)

SCOREBOARD
  • Added Ranking to scoreboard ( press B )
  • Added leaderboard values ( Visited systems, Blocks placed, deaths,..and a lot more)
  • Added sections to scoreboard window: Player, Player's Faction and All Factions


REGISTRY
  • Registry now remembers last selected entry and selects it again when reopening
  • Added "Show On Map" for selected stars and solar systems
  • Showing bookmark icon now always for all bookmarks and not the chosen icon of the bookmark, to easier identify bookmarks in registry

POI & BLUEPRINTS
  • In playfield yaml, random POI config: Added "UseEachGroupPoiOnlyOnce" flag to force each POI of a POI group to be spawned only once
  • POI in orbit are now distributed up to 15.000m from center in each direction (before: 2000)
  • Manually spawning blueprints: limiting the move down into terrain until the first device
  • Manually spawning blueprints: added game option 'UndergroundBpSpawn' to override spawn limit (see possible values and default in an gameoptions_example.yaml)
  • Improved RandomPlacer to overlap less, to better use the allowed distance between POIs (even before one POI fails to be placed)
  • Updated: Small adjustments to Ancient Revelation Control-Station POI
  • Updated: Removed cores from orbital CV wreckages
  • Updated: Reworked Unknown Artifact, Helix, Structure
  • Updated: Xenu POI groups (standard, advanced and special POI)

PDA, DIALOGUE & MISSIONS
  • All Story Missions are playable on all starter planets now
  • All Story Missions have been updated and improved (sometimes significant changes) for consistency with the game story ( Note: The missions are currently 'free to activate' or will activate automatically in certain conditions. They are not linked in a row, to make testing easier. This will change with the public version!)
  • PDA window improvements: for each category the last selection (chapter or task) is remembered, if the active chapter is displayed the currently active task is selected
  • PDA window: Added hint to "Activate" button if disabled because chapter is ChapterActivation controlled
  • Dialog window: Changed all texts to TextMeshPro, now all features of the Sign blocks can also be used here, e.g. alignment
  • DialogueSystem: added function GetInstanceTicket()
  • DialogueSystem: added dbglobal_int
  • Allow optional scenario Localization.csv (SP and MP!)




BALANCING
  • Added Radiation-removal to all Anti-Rad medicals ( Ointment: -1, Pill: -3, Injection: -5, Decontamination Kit: -7)
  • Reduced RP gain from killing a member of an NPC faction

DATABASE
  • Now logging player AI vessel destruction
  • Now logging player completed PDA chapters
  • Added network profiling data (package count + size), added IsPvp flag for playfields,
  • Added dialogue states visited, player structures visited, build nr and version, player credits

CONSOLE COMMANDS
  • ConsoleCmd GalaxyConfig: added output where the config file is loaded from
  • Added console command 'galaxy' to reload the GalaxyConfig.ecf of the current savegame and test the parameters on the galaxy. Might break the current savegame!


[h3]== BUGFIXES ==[/h3]
(Experimental 12.4 2913)
  • Fixed: Regeneration of asteroids, POI's etc not working
  • Fixed: Can’t click "New Game" with some languages
  • Fixed: Terrain "Walls" appearing in or around structures
  • Fixed: Planet resource deposits are identifiable with map marker
  • Fixed: Clone chamber does not appear in the respawn options
  • Fixed: Autominer cannot be upgrade to T2 and T3 anymore
  • Fixed: A waypoint that is setup for a planet follows the player when the player enters the planet
  • Fixed: Unable to warp to a waypoint setup in another star
  • Fixed: Difference in distance between the warp line & "Lock button" distance
  • Fixed: Infinite fuel/CP access exploit with faction "none" POIs
  • Fixed: [MP] Vessels don't load/update in correct position for other clients
  • Fixed: Waypoints persist after picking up a waypointed terrain placeable
  • Fixed: Added touchable collider to station console hologlobe element
  • Fixed: Alien turrets should not attack predator animals (like spiders) any more
  • Fixed: LY distances between stars, as a result: galaxy radius is now 500 instead of 3000 LY (it was always smaller than 3000LY, the display before was faulty)
  • Fixed: Wipe command to work also with the new DB
  • Fixed: Label anchors for player position and other labels
  • Fixed: Incorrect display of LY label and distance in sector list
  • Fixed: Solar panel in space not producing energy bug
  • Fixed: Exception sometimes when opening system mapMode
  • Fixed: Menu tab not updated to system map when double clicking star to open console Window
  • Fixed: Missing entry for LY distance
  • Fixed: Access Constructor step did not work in RP-2 tutorial
  • Avoiding exception when ticks get out of bounds and opening player window
  • Fixed: Wrong tooltip for minimap when in various screen aspects
  • Fixed: Legacy planetary playfield issues
  • Possible fix for sometimes flickers when switching between system and galaxy maps
  • Fix for bookmarks in instances not showing up
  • Fixed missing scrollbars in system description panels
  • Fixed sorting visited star system list
  • Registry: fixed problem that two entries for some objects appeared
  • DB: fix for communication abort when entering a server the very first time and opening the player window
  • Fixed: Polaris Scout pivot issue

Alpha 12 Experimental - Phase III

[h3]Hi Galactic Survivalists![/h3]
Welcome to week 3 of Alpha 12 Experimental.

For all those waiting to get hands on the dedicated server files: With phase 3 we made good progress in terms of performance and functions of the database and in fixing issues related to the server files. That being said, although the changes now have to be tested with your help in the current update, we are quite confident that next week's phase 4 will have the server files included eventually! :)

Please also note, there are a few more adjustments to be made for phase 4, which will result in a savegame break for your current, running savegames - which will also result in a full wipe of our Experimental Server.

Although this might be a bit inconvenient, but as you know: only new games, started with each phase will have all the changes on playfields, POIs and missions - as these game elements, unlike config changes, do not get updated in a running savegame.


[ New mission: Offworld Grave ]

As usual:
  • Report bugs and issues right over here: https://empyriononline.com/forums/bugs.34/
  • Any bug fixed for A12 can be found here: https://empyriononline.com/forums/tracking-filed.91/
  • Known Issues List: https://empyriononline.com/threads/...own-issues-troubleshooting.47118/#post-290341
  • Fixed Experimental version bugs can be found there: https://empyriononline.com/forums/fixed.90/

While the Phase 3 lasts, we will continue to update the following post with the latest Experimental version changelogs for hotfixes and intermediate patches: https://empyriononline.com/threads/alpha-12-experimental-updates-and-hotfixes.92687/

For discussing the new and updated features, please head over to the pinned threads in our Experimental Feedback forum: https://empyriononline.com/forums/experimental-features-discussion.35/

[h3]= CHANGELOG =[/h3]
REGISTRY
  • Added toggle button groups for private, faction, others to filter results
FACTIONS
  • Traders Guild is now an intractable faction (you can change your standing up and down now)
  • Updated Reputation actions for Traders Guild
  • Adjusted reputation points of other factions (reduced/adapted gains and losses; please check ingame NPC faction screen)
MISSIONS / DIALOGUE
  • Added / Full rework: Human Remains Solo Mission (WiP, Test Ready!)
  • Added: Offworld Grave as follow up to HR (WiP, Test Ready!)
  • NPC dialogue system: added function DeltaTimeToString()
  • DialogSystem: added control element "@d" to set typewriter effect speed for current page, use "@d0" to show remaining text immediately
  • Updates/ fixes on Talon/Polaris/Zirax quest missions ( Approaching targets should now work again)
POI and PLAYFIELDS
  • Added Polaris Shuttle T1 ( PV )
  • Added OPV Corvettes for Pirates ( Original creators: urialia & Sulusdacor)(Note: Space Base Defense not yet set up)
  • Added new settlements for Polaris ( now following the "Polaris Style") + swapped all Polaris-held CivilSettlements on all playfields to new design group
  • Re-added Civil Settlements (remaining POI) to playfields
  • Added new water-floating settlements for Polaris on Ocean playfield (incl. Defenses!)
  • Added Kriel Defense T1 (by vermillion)
  • Added PV for Zirax (XenuCutter; Not yet added to PV group)
  • Updated Rados Fuel Depot Desert variant
  • Added more POI to Traders Guild faction
  • Added Traders Guild to more planets [Spoiler]Now available at: Temperate, TemperateSwamp, Desert, Arid, Snow, Ocean, MoonDesert, MoonForest[/Spoiler]
  • Added more 'other' factions to galactic faction territories (Check \Content\Configuration\GalaxyConfig.ecf for details)
  • Added Kriel Empire to all planetary playfields (They only spawn their POI in their galactic territory, though)
  • Added Pirates to all Planets and Moons [Spoiler]Main bases are often found on desert and forest moons; Ambush POI are most on the lush planets but also spread a lot; Waystations are seen on places where the Pirates only want keep up a presence for whatever undisclosed reason.[/Spoiler]
  • Removed mapdistance/huddistance from all playfields (where not necessary) as it breaks scanning mechanic and is not necessary anymore (except you want to really hide a POI from the scanners)
  • Added Crashed Legacy Infector to AlienLegacy playfield
Thanks to all builders and contributors! :)

GAME WORLD TECH
  • Extended space playfield area also in SP from +/-50k to +/-100k. Only outside this area, the warning message will appear
  • Supporting "Main" as a faction in playfield yamls to take the faction from the territory ( 'Faction: Main' ). If no territory then this POI will be left out
BALANCING / CRAFTING
  • Armored Windows S now made from TitanPlates instead of Hardened Steel (Sathium)
  • Reduced output of Fiber (40>30) and WoodPlanks (60>50)
  • Fridge (HV and SV) now available in Portable Constructor
  • Reduced PowerBar Food points to 45
  • Reduced CPU on Generators ( related to reduced power output and other changed parameters )
  • Reduced CPU on Harvester (HV)
  • Ground repulsor engine for HV : torque decrease from 10 -> 5
  • CV Projectile Turrets can now be crafted in Large Constructor as well
OTHER
  • Updated Armor Locker model for BA and CV as a preview test
  • Detectors can now also be fired underwater
  • Changed submarine-style scanner ping to a more sci-fi variant
  • Time in character window is now shown in "game time played" and not in "real time" as it was before
DATABASE & TECH
  • DB: optimized query for getting medic station on player death, added info what BP got spawned
  • DB: writing now player inventory on every player data save. added possibility to execute multiple update queries with one call
  • DB: Added deadticks and isdead to Entities
  • DB: added entity death timestamp, added bool if structure was spawned from BP library
  • The structure .txt files are not written into the Shared folder any more. Instead of that, we put this information into the DB table StructuresHistory
  • Relaxed timing for threads
  • Set Animator component to "AlwaysCull" on a lot of turret/weapon animations to improve performance (a bit)
  • Optimized Animator component on doors and retractable weapons to not be active when not needed
  • Stripped down some dedi unity prefabs for better performance of playfield server: CockpitSS04Prefab_dedi, VentilatorEdgeRoundMediumHalfPrefab_dedi, PassengerSeatSVPrefab_dedi, TurretMSCannonRetractPrefab_dedi, TurretMSMinigunPrefab_dedi, WeaponSSMinigunRetractPrefab_dedi, FuelTankSVSmallPrefab_dedi
  • Optimization from pf server profiling: mapped SphereCast to Raycast for all none player checks for "which structure we are on".
  • Added automatic VC Redistributable installation to fix missing dll dependencies problems
MOD API
  • ModApi.IPlayfield: added SolarSystemName and SolarSystemCoordinates
  • ModApi.IBlock: Implemented Get/SetTextures, added SetTextureForWholeBlock, added equivalent methods for colors

[h3]= BUGFIXES =[/h3]
  • Fixed: Waypoints from space mirroring to the ship on the planet
  • Fixed: HUD markers do not show the shortest direction on a planet
  • Fixed: Wrong fps logging of playfield servers
  • Fixed: NPC dialogue arrow showing too high on HolographicAIConsole
  • Fixed: NPC dialogue system > fixed bug that when using OptionIf the wrong index was chosen if options were "thinned out"
  • Fixed: HV > unexpected oscillation with very light HV
  • Fixed: Polaris floating POIs
  • Fixed: HV ground repulsor engine switching back on unexpectedly when switched off in control panel bug
  • Fix for not possible to spawn blueprints in some orbit playfields (2nd try)
  • Fixed retractable weapons and hangar doors in MP
  • Fixed: Registry > fixed exception when a bookmark was corrupt
  • Fixed: Registry > corrected bug that when in faction private stuff was not displayed reliable
  • Fixed: Player window > fix for "day X" not displaying game time in days correctly (game time is roughly real time
  • 6)
  • Fixed: Waypoints from space mirroring to the ship on the planet (fixed special case)
  • Fixed: Devices morphing onto docked vessels (FIX UPDATED)


  • Fixed: CoQ regression if starting a new game and opening character window
  • Fixed: PDA > On re-log chapter-activation done even for active and repeat-waiting chapters and for not / no longer repeatable chapters
  • Fixed: PDA > fixed exception when starting a Creative game
  • Fixed Totally Overpowered intro (Finding TOP Manager on Akua Orbit)
  • Fixed: Serdu Monastery sunk into ground (plz retest)
  • Fixed: Devices morphing onto docked vessels
  • Fixed: NPC blocks showing only T-Pose
  • Fixed: Remove Seed from Game Start > CoQ
  • Fixed: Nothing is shown on devices for Energy in or out when the Italian [or Spanish] language is being used
  • Fixed: Ship cruise mode UI pin indicator not moving bug -> fixed
  • Fixed: [Possible fix for] Radial menu can become frozen when using "Back" whilst a device window is open

Alpha 12 Experimental - Phase I

[h3]Hello Galactic Survivalists![/h3]
Today we kick off the first testing phase of the Alpha 12 Experimental! :)



Main feature additions:
  1. The Galaxy
  2. Active detection system
  3. Registry journeybook
  4. Interactive dialogues
  5. Dynamic key-token generation
  6. Space Base Defense
  7. Player-build teleporter system
  8. Full config files exposition

Besides those major topics, we added several new NPC Factions, a slew of technical and feature additions, new crafting materials like Titanium, updated POIs, Model and a lot more.

Have a look at the full changelog over here



Remember: For the first days of the Experimental version, multiplayer games can only be played on our Alpha 12 Experimental server, because we first need to thoroughly test the new database, before we can release the EXP server version. The Singleplayer/Coop client version of the Experimental version are of course available with todays release! Please read the full reasoning over here

As with every major releases, the Experimental version phase will see several stages and last at least a few weeks, until we will release to the 'public' branch eventually. ;)

Please also note:
  • Report bugs and issues right over here
  • Any bug fixed for A12 can be found here
  • Known Issues List is here

For discussing the new and updated features, please head over to the pinned threads in our Experimental Feedback forum

There, we will also gladly answer your questions and set up help topics as we go.

Now, please have fun playing Alpha 12 Experimental Phase 1! :)
- Empyrion Dev Team

Alpha 12 Experimental - Info

[h3]Hi Galactic Survivalists![/h3]
Most of you might wonder, when the Alpha 12 Experimental will hit your PC. Good news!

If everything works out as planned, the Experimental phase will start anytime next week!
As always..no liabilities assumed.

There is one thing to know about the upcoming Experimental:

For Alpha 12 we made a real BIG change in how the game handles data and info by adding a persistent database. This offers a myriad of new possibilities - in fact, it made some of the Alpha 12 features possible in the first place - but this needs to be tested in-depth, especially for Multiplayer.

That’s why this time, in the first week of the Experimental release, we will only have our own EXP Server as a testing field.

This way, we will be able to grab all the logs directly and track the performance of the database in a live environment with the highest possible load. Again, and to be precise: this is for the initial phase (only!)
We hope everyone planning to set up an own EXP Server will understand this move, as testing the database is crucial for the progress of the game as a whole.

Rest assured the EXP will have a server version released, as soon as the tests are passed and we are confident about the stability of the database.

The Singleplayer version will of course be available from day one, just the dedicated server version will be delayed.

If things go accordingly, this initial phase might only last a few days. A minor period, given the Alpha 12 is a milestone release with an Experimental phase of several weeks, where we will be happy to see a lot of Experimental-version servers out there.

A note for the server owners, as this might not be known a lot: feel free to get in touch with us about any global topics via [email protected] (Feedback, Ideas etc.. no specific topic ;) )

Hope to see you soon playing the Experimental version! :)
- Empyrion Dev Team

PS: For all of you interested in an evening talk about Alpha 12 and maybe some gameplay right from the final Experimental pre-release candidate, tune in to our Dev Q&A, hosted by Spanj