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Empyrion - Galactic Survival News

Alpha 9.6: Unity 2018.1

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Update: April 4, 2019 - 2.30pm CEST

Unity 2018 (Build 2307) is live again on the public branch!

Bug Fixes:
- Possible fix for login problems
- Fixed: Server communication hangs
- Fixed: Several internal exceptions
- Fixed: Corrupt player avatar colors
- Fixed: HullArmoredFull / HullArmoredThin had no dynamic HP calculation (now the dynamic calc is based on SV/HV structures)
- Fixed: Cockpits collision model is incorrect
- Fixed: Problem that player could respawn underground in crashed ship that was buried (removed medic station/clone chamber from crashed POIs)
- Fixed: NearUnit checks in MP
- Fixed: New blockshapes do not stop upgrade-beam when on the CS material level
- Fixed: Shooting dancing alien leads to removal of complete base

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Hi Galactic Survivalists,

We are giving Unity 2018 another try. As mentioned the last time, the ideal outcome would be that you do not see any difference to the last public release version Alpha 9.5.0 (Build 2294) - except performance improvements :)

For bug reports, please visit: https://empyriononline.com/threads/...ort-template-requirements-known-issues.47082/

Yours,

Emp Dev Team

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CHANGELOG: Alpha 9.6.0 (Build 2302)

Changes:
- Upgraded game engine to Unity 2018.1: in a first step, we have upgraded to Unity 2018.1 and if everything runs smoothly we will upgrade to Unity 2018.3 in a second step
- Re-added legacy cockpits to cockpit block group due to popular demand
- Updated Robinson Protocol and PDA missions (better timing, better explanations etc)
- Updated Localization.csv

Bug Fixes:
- Fixed: Problem that sometimes in Coop player do not start in same wreckage POI. It could happen that player spawns in POI far away from crashsite (to fix this problem, we had to rename some BPs to make sure they do not have "Wreckage" as spawn name)
- Fixed: Choose planet window for multiplayer always showing default image.
- Fixed: Some Wreckage POIs are now buried 1m in ground
- Fixed: Culture-dependent floating point conversions
- Fixed: Mass / Volume of Open Cockpit 1
- Fixed: Sector map does not load
- Fixed: No POI was spawning on Ocean Planet
- Fixed: Problem that player could get stuck in a pile of corpses
- Fixed: Unable to start game due to input exceptions (invalid control config data)
- Fixed: Several internal exceptions


Alpha 10: Sneak Preview
Our small team continues to work hard on the upcoming major update Alpha 10. A highly requested feature will make it into Alpha 10. Can you guess what feature we are working on?



UPDATE HISTORY

Update: March 28, 2019 - 5pm CET

We reverted back to Alpha 9.5 since there are still several problems with Unity 2018 (especially network problems). We collected enough data with Unity 2018 and will now debug again - the EXP server will stay on Unity 2018.

Stay tuned and thanks for your patience!

A9.6 U2018.1 is still on the Experimental branch for those who would like to remain on it & try it out.

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Update: March 28, 2019 - 1:30pm CET

Unity 2018 is live again (Build 2304)

Bug Fixes:
- More fixes regarding global floating point number format
- Fixed: List sorting in Server Browser
- Fixed: Terrain Editor change and save leading to broken textures

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Update: March 27, 2019 - 8pm CET

We are really sorry, but some bugs only come up when a lot of players play the game. This happened and forces us to do one more round of debugging... For now, we switched back to Alpha 9.5 (Unity 2017)!

We might need to switch between Unity 2017 and Unity 2018 a couple of times to squeeze all bugs linked to the new Unity version. Please note that save games are fully compatible between the two Unity versions.

Thank you in advance for your patience. Sorry again and stay tuned!

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Update: March 27, 2019 (12:30 PM CET)
We had to temporarily switch back to Alpha 9.5.0 (B2294) due to problems with reading custom Config.ecf
> we will fix this problem and release Alpha 9.6 in a couple of hours again

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Update: March 27, 2019 (4:30 PM CET) - Build 2303
- Fixed: Problem with custom Config.ecf in MP

Alpha 9.5: Armored Cockpits, New Planet, Advanced Game Start



Hi Galactic Survivalists,

To sweeten the waiting time for Alpha 10, we decided to release Alpha 9.5 from the A9 branch with some goodies such as armored SV/HV cockpits, a new planet, an advanced game start for experienced players, bug fixes and more.

In addition, we are still working on preparing the code for the Unity 2018 upgrade. Unfortunately, it takes more time than expected.

For bug reports, please visit: https://empyriononline.com/threads/...ort-template-requirements-known-issues.47082/

Yours,

Emp Dev Team

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CHANGELOG: Alpha 9.5.0 (Build 2294)

New Armored Cockpits (SV / HV):
- Added armored cockpits for SV / HV that have much higher hitpoints than standard cockpits

- Armored cockpits can be upgraded from standard cockpits


Re-Balanced SV/HV Cockpits and other Cockpit Tweaks:
- Slightly increased Hitpoints of most standard Cockpits
- Reduced Hitpoints and Mass of both Open Cockpits considerably
- Reduced Hitpoints and Mass of standard Closed Cockpit 05 to match size/block count relative to the others
- Do not display old legacy cockpits anymore
- Added max count of 2 for SV/HV cockpits (per group) - only active if enabled in gameoptions.yaml
- Updated model of Cockpit 3 (less frames to have better visibility)

New Planet:
- Added new Ocean Planet


Improved Game Start:
- Added alternative start on Temperate Planet (TemperateStarter2):

Start in wreckage base with advanced equipment and no Tutorial (Robinson Protocol)
> for experienced player who do not need the tutorial and who want to progress faster
- Added Wreckage POI instead of JunkT2 so player has already a base earlier in game (only on Temperate Planet - Escape Pod start)
- When Robinson Protocol is skipped, the player gets Portable Constructor, Motorbike and Detector
- Added more info about starter planets in New Game Menu
- Reduced amount of Crushed Stone needed to obtain Iron, Copper, Silicon Ore in Constructor
- Added more rock resources in starter biomes to easier obtain Crushed Stone
- Zirax POI is now sufficiently far away from JunkT2 / Wreckage

Other Changes:
- More code preparations for Unity 2018 upgrade
- Removed CPU Points from main page of Control Panel (now CPU Points are only displayed in Statistics window): It seems that some players were irritated by the prominent place CPU points had in the control panel.
- Adapted info text in gameoptions_example.yaml to make clear that CPU Points is WIP
- Decreased energy consumption of CC / CE (BACV: CC = 10PU. CE = 3PU, SVHV: CC = 3PU, CE = 1PU)
- Updated terrain of moon playfields

- Renamed "Body Temperature" into "Suit Temperature"
- Added energy need for "Wireless Connection"
- Added new (non-craftable) items for Trading:

AlienOrganism, AncientRelics, Fertilizer, Leather, Liquors, LuxuryGoods, Narcotics, Optronics, RawDiamond, Robotics, ToxicWaste
(items not yet used for traders in the Vanilla version but you can already use them for your custom scenarios)
- Sun is now less flat to have better lighting in Creative Mode > Orbit
- Added new yaml parameter "PlanetClass" which can be used to not display PDA chapters if multiple planets of the same type are available (see TemperateStarter and TemperateStarter2)
- Exchanged PlantMonster with Creepy in PDA (Akua-Omicron Scenario)

Updated PDA Robinson Protocol:
- Better integrated Wreckage into PDA Robinson Protocol
- Updated information given for some PDA Info descriptions (e.g. Vessel building description)
- Crushed Stone now also completes rock mining
- Added references to Empyriopedia (Doctors Journal, Biologist Guide) in appropriate places
- Removed info-reference about arid playfield in temperate playfield Robinson Protocol mission

Bug Fixes:
- Fixed: Not possible to add blocks to a starter block placed on a Base surface
- Fixed: Troop transporters constantly attacking player base
- Fixed: Backpack sync exploit
- Fixed: Creative Mode: cannot access POI after replacing NPC type core
- Fixed: Mining rocks did not give XP
- Fixed: Container Scrollbar cache makes smaller containers first rows sometimes inaccessible
- Fixed: Survival tent destroyed when dropped and when picked up with inventory full
- Fixed: Dropping Antenna Blocks did not give back any devices
- Fixed: Problem that all devices displayed mass of 2kg in Control Panel
- Fixed: Problem that MoonNascent playfield was always the same (fixed seed)
- Fixed: Problem that under POI texture was changing between Forest and DeepForest on Temperate Planets
- Fixed: Problem that lava fog was activated in all Lava playfields
- Fixed: Colliders too wide on 2 sector map buttons

Alpha EXPERIMENTAL 9.5

Update: March 5, 2019 (Build 2293)

Changes:
- Added new starter planet (TemperateStarter2): Like Temperate Starter but with advanced equipment and in Wreckage Base
- Added more info about starter planets in New Game Menu
- Added new Ocean Planet
- Updated moon playfields
- Do not display old legacy cockpits anymore in Creative Menu
- Added max count of 2 for SV/HV cockpits (per group)
- Sort start planets by Difficulty and display PlayfieldLevel string in planet info
- Added new yaml parameter "PlanetClass" , use PlanetClass in other info windows (maps, etc)

Bug Fixes:
- Fixed: Problem that MoonNascent playfields was always the same (fixed seed)
- Fixed: Troop transporters constantly attacking player base
- Fixed: Problem that under POI texture was changing between Forest and DeepForest on Temperate Planets
- Fixed: Problem that lava fog was activated in all Lava playfields
- Fixed: Container Scrollbar cache makes smaller containers first rows inaccessible
- Fixed: Colliders too wide on 2 sector map buttons

========

Hi Galactic Survivalists,

We just released the EXPERIMENTAL version of Alpha 9.5. Even though it is a relatively small update for our standards, we decided to increase the version number to 9.5 since it has more content than just a hotfix.

CHANGELOG: Alpha EXPERIMENTAL 9.5 (Build 2290)

New Armored Cockpits (SV / HV):
- Added armored cockpits for SV / HV that have much higher hitpoints than standard cockpits
- Armored cockpits can be upgraded from standard cockpits

Re-Balanced all SV/HV Cockpits:
- Slightly increased Hitpoints of most T1 Cockpits
- Reduced Hitpoints and Mass of both Open Cockpits considerably (> please feedback!)
- Reduced Hitpoints and Mass of Closed Cockpit 05 to match size/block count relative to the others

Improved Game Start:
- Reduced Amount of CrushedStones need to obtain Iron, Copper, Silicon Ore in Constructor
- Added more rock resources in starter biomes
- Added Wreckage POI instead of JunkT2 so player has already a base earlier in game (only on Temperate Planet)
- Zirax POI is now sufficiently far away from JunkT2 / Wreckage

Updated PDA Robinson Protocol:
- Added skip rewards to Robinson Protocol: when RP is skipped player gets Portable Constructor, Motorbike and Detector
- Better integrated Wreckage into PDA Robinson Protocol
- Updated information given for some PDA Info descriptions (f.ex. Vessel-Build descriptions)
- Crushed Stone now also completes rock mining
- Added reference of Empyriopedia (Doctors Journal, Biologist Guide) in appropriate places
- Removed info-reference about arid playfield in temperate playfield Robinson Protocol mission

Other Changes:
- More code preparations for Unity 2018 upgrade
- Removed CPU Points from main page of Control Panel (now CPU Points are only displayed in Statistics window): It seems that some players were irritated by the prominent place CPU points had in the control panel.
- Adapted info text in gameoptions_example.yaml to make clear that CPU Points is WIP
- Decreased energy consumption of CC / CE (BACV: CC = 10PU. CE = 3PU, SVHV: CC = 3PU, CE = 1PU)
- Renamed "Body Temperature" into "Suit Temperature"
- Added energy need for RemoteConnection
- Added new (non-craftable) items for Trading: AncientRelics, ToxicWaste, AlienOrganism, Leather, Optronics, Liquors, Narcotics, Robotics, Fertilizer, LuxuryGoods, RawDiamond (not yet used for traders in the Vanilla version but you can already use them for your custom scenarios)
- Sun is now less flat to have better lighting in Creative Mode > Orbit
- Exchanged PlantMonster with Creepy in PDA (Akua-Omicron Scenario)

Bug Fixes:
- Fixed: Not possible to add blocks to a starter block placed on a Base surface
- Fixed: Backpack sync exploit
- Fixed: CREATIVE: cannot access POI after replacing NPC type core
- Fixed: Mining rocks did not give XP
- Fixed: Survival tent destroyed when dropped and when picked up with inventory full
- Fixed: Dropping AntennaBlocks did not give back any devices

Alpha 9.4.1: Bug Fixes and Changed Folder Structure

Hi Galactic Survivalists,

We just released Alpha 9.4.1 from the A9 branch with important bug fixes that cannot wait until the next major A10 release. Moreover, we changed the folder structure of the Client and the Dedicated Server in the Steam install directory to prepare the upcoming Unity 2018.3 game engine upgrade.

The new folder structure is as follows:

Empyrion Client:
|----- Client
|----- DedicatedServer (for local Coop)
|----- SolarSystemGenerator

Empyrion - Dedicated Server:
|----- DedicatedServer
|----- PlayfieldServer

Important:
- You need to adapt your firewall settings to take into account the new .exe files - otherwise the servers will not show up in the server list
- EmpyrionAdminHelper (EAH) tool has been moved into DedicatedServer folder


After updating to A9.4.1, please make sure to "Verify Integrity of Game Files" via Steam Client before you start the game.

For bug reports, please visit:
https://empyriononline.com/threads/read-before-reporting-bug-report-template-requirements-known-issues.47082/

Yours,

Emp Dev Team

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Changelog: Alpha 9.4.1 (Build 2288)

Bug Fixes:
- Fixed: Terrain is not correctly removed for POIs that use playfield parameter "DroneBaseSetup" (eg drone bases)
- Fixed: Wrong y-offset for several POI (especially drone bases)
- Fixed: Issue with capacitor/battery amount not updating fast enough leading to problem with food spoiling in Food Processor and Fridge (MP)
- Fixed: Problem with explosion calculation in PvE (MP)
- Fixed: AI sometimes shooting through walls
- Fixed: Docked ship not always getting attached to parent ship (invisible colliders)
- Fixed: Cockpit collision exploit
- Fixed: HV Docking exploit
- Fixed: Not enough Upgrade Points to unlock all devices at level 25 (we added 250 more Upgrade Points)
- Fixed: Normal Zirax had still new Base Attack weapon config and thus were overpowered (ie Zirax could easily destroy base blocks)
- Fixed: Modular Wing Connector (Medium) was placed wrong
- Fixed: Problem that SciFi Bed could not be removed / had strange collision
- Fixed: Tribal Cauldron 2 cannot be removed
- Fixed: Troop transports turning & moving away when they reach a destination
- Possible fix for occasional problem with structure duplication
- Fixed: SV\HV open cockpits have broken building size model
- Fixed: Occasional PDA entity link didn't find the block due to the entity still loading. Wait up to 3 seconds for structure to load to link the pois.
- Fixed: Pda NearPoi and NearUnit checks
- Fixed: Missing new shapes for Xeno Steel Blocks and wrong Block Info for Xeno Steel Blocks
- Fixed: Several problems with terrain deco (AkuaPlant2 and CrystalsPyramidOrange have wrong colliders, AlienPlant11Blue has broken texture, AlienPlant11 is placed deep underground, AlienPlantReef2 is scaled far too small and has missing texture on fruits )

Changes:
- Changed folder structure of Client and Dedicated Server in Steam install directory
- Removed NPC faction missions from MP Default Scenario (note that the MP scenario intentionally has a different setup of POI and playfield content. As a consequence, the missions that work in the SP Default Scenario do not work in the MP Scenario. We will have a look at more/new MP missions for the future)
- PDA: Improved POI and Near unit checks to include prefabSpecialLocalName in checks for more flexibility

Updated EAH Server Tool (Version 1.46.2.0):
- For the changelog, see https://empyriononline.com/threads/tool-emp-admin-helper-eah-free-v1-45-x.5771/page-54#post-297740

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Sneak Preview of A10:

On the main development branch, our team is working hard on Alpha 10 features which will be announced in due time. What we can already say is that the new base attack with Zirax troopers invading the base is coming along nicely.

The Zirax are approaching your base with drones and troop transporters:


Troop Transporters are unloading their units:


Troopers are approaching and invading your base:


Do your best to fend off the attack:


What might this special Zirax weapon be?


In our opinion, the new base attack adds a completely new dimension to the survival aspects of the game. It will give you a new threat level. The probability that your base will be attacked depends on several factors (proximity to enemy bases, in enemy territory or not, reputation, energy footprint of the base, size of the base etc).

Not only Zirax will attack your base but we are also working on a Talon base attack with a different attack flavor - more like a siege than an assault on your base.

But the new base attack is only one feature of the upcoming major Alpha 10 release. Stay tuned for more info….