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Empyrion - Galactic Survival News

v1.10.3 Patch

Hi Galactic Survivalists!

We have just released a new build with some changes & fixes that we have ready.
Please update your dedicated server & client asap.
More to come soon!

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]Changelog v1.10.3 B4241 2023-08-16[/h2]

[h2]Changes:[/h2]
  • Improved Blueprint Collection Tool:
    1. Added icons for BP type
    2. Added a new button in N building tools menu to open BPP editor. This new button is only active in creative mode (The building tools menu will still work as it always has)
    3. Combined blueprints + collection list. Removed favorites list.
    4. Added button to instant spawn BP.
    5. Slightly adjusted wireframe thickness of green/red boxes of blueprint parts
    6. Opening the window via N menu only in creative allowed & added filter button for "internal blueprints", slightly more space for BP list, sorting BPs in list alphabetically now, selected BP filter buttons get now brighter background
  • Add requested blank playfield template to the Example Planet
  • Explosions: added a check to avoid an explosion if the structure was deleted already
  • Hoverbike:
    1. Now allowed to go over water but with a speed reduction
    2. Improved vertical stability on rough terrain.
    3. Added Auto rotate Key O
  • Updated: Main Loca updated (manual changes + autotranslated for DE,FR,IT,SE,PT(br),RU,CHS; plz report issues to [email protected]); thx to all contributors and helpers


[h2]Guided tutorial:[/h2]
Several fixes for stability, clarity, flow: Space start:
  • Better armor locker interaction
    Salvage beach: Possible fixes for Player getting redirected back to beach:
  • Added task to access the Portable Constructor for the first time
  • Fix for task stopping when drilling Carbon early & when crafting Hoverbike very early in several combinations
Weather station:
  • Added reminder message and marker to open cargo palette
    Copper mine:
  • Added task to discover tower; prevent possible edgecase softlock if discovering Copper deposit early; message tweaks, better marker position
    Salt marshes:
  • Easier travel with Hoverbike at half-submerged beach section (Stamp: ‘Starter_7_Beaches’ very tiny tweak)
Lost Garden:
  • Clearer task description how to find buried tech cache
    Farm & Antenna
  • Added messages to inform player when skipped mining tower
HV Workshop:
  • Prevent rare edgecase HV spawn glitch
Challenge island:
  • Artillery base: Prevent softlock when destroying Sentry & Core early, placing Core early.
  • Better entry/exit point for cockpit of final SV
    Other:
  • (Foothold, Tech Caches) Prevent some pre-placed cargo boxes from getting destroyed when putting a block on them.


[h2]Fixes: [/h2]
  • 00974: Structures stop updating while building at some point
  • 01002: Structures stop updating after some time while taking damage
  • 01001: Explosion's can happen with a big delay when a big structure is taking damage
  • 00890: Collision for large thrusters is not correct and does not apply blastdamage correctly
  • 01029: HV Bike camera jitter (Only the default white model is fixed for the time being)
  • Fix UCH Diplomat forbidden blocks
  • Fix SV_Prefab_Tier5 forbidden blocks
  • Fixed: Ashon Start: Suspicious Escape Pod spawned in core room instead of hangar
  • 'Barren' playfield: Fix for typo in decoration definition

v1.10.2 Patch

Hi Galactic Survivalists!

We have just released a new build with some changes & fixes that we have ready.
Please update your dedicated server & client asap.
More to come soon!

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]Changes[/h2]
  • Increased Light blocks maximum ranges. Now 5m, 10m, 20m, 40m ranges are available.
  • Increased distance light from spotlight blocks are visible from (doubled the distance)
  • Added: Audio Options effects volume slider and "Reset to Defaults" button
  • Added sensor option: "Detect non-piloted vehicles", useful for motion sensor controlled doors
  • DroneBay: Speed up launch / landing process added in file BlocksConfig with the parameter "ADBDockingSpeedFac" + increased detection range to 1000m
  • Added stationary hoverbike variants as pickup/for transportation use on some starter playfields mission hubs (Ningues, Masperon, Skillon and Ashon Moon; Note: applies to not-yet-visited playfields & new savegames only); Also available at some traders (Bertrams, Interweap, Servant Corp & Aunt Marys )
  • Changed: due to popular demand, removed all Omicron locks and limitations ;) (Only applies to new savegames).
  • Changed: removed Abyssal drones from Masperon to avoid ruining REP and reduce confusion. ( note: the free roaming drones are kept, but they are in the ALIEN faction anyways) (Only applies to new savegames)
  • Changed: Rebalanced FarrBlaster (now equal to ZiraxLaser)
  • Changed: Added dedicated, rebalanced weapons for UCH, Prenn, Arkenian and Legacy(infected) Shotgun and Assault soldiers (equals Zirax Shotgun & Minigun).
  • Changed: Treaders UI lables "Buy > Sells" and "Sell > Buys" to better indicate what the TRADER sells and buys (currently it is from the view of the player, which seems to be confusing)
  • Changed: ZiraxCommander and ZiraxGuard can now be "picked up" via SHIFT-F from OWN structures for easier relocating them (without having to shoot at them with a multitool/disassemble); Both NPCs are also now individual 'blocks' and not grouped anymore. (Immersion test)
  • Bad Wolf (Masperon): added Marker for where to find Commander Ezzren after talking to Ikkenz (Only applies to new savegames)
  • Deserted Powers (Skillon): adde guidance after having spoken to the Guard to better find the captain and oltimer for starting the mission (Only applies to new savegames)
  • Clear Skies (Akua): improved guidance (markers) assistance to start the mission (Only applies to new savegames)
  • Updated some Homeworlds to the new decoration system. (HomeworldARC, HomeworldFarr, HomeworldPolaris, HomeworldTesch, HomeworldTrader, HomeworldZirax)
  • Very slight biome tweaks: Arid, Barren

[h3]Guided Tutorial:[/h3]
    Space: Ship interior:
  • Starting tasks: Wording tweak for clarity
  • Fix: Missing trigger for eating cereals
  • Oxygen leak: Slightly better triggers & text clarity
  • POI tweaks for lighting if player uses best shadow setting
Planet: First island:
  • Teleporter box: Fix for swim help message playing prematurely. Added trigger for message when carrying tool and sinking into water; box is now SI stable when deconstructed
  • Added info message for Hoverbike controls
  • Fix for not getting enough steel plates when salvaging broken blocks
  • Possible fix for player wrongly getting redirected back to starting beach
Planet: Second island:
  • Farm: Increased despawn times for critical drop items: Core, BA Small fuel tank, BA Small generator, Solar capacitor, BA CPU Extender T2, Concrete farming plot, Large constructor
  • HV Workshop: Allow player to spawn in starter HV again (Set unlock cost to zero for Spotlight, Cargo box)
Planet: Challenge island:
  • Increased despawn times for critical drop items: Clone chamber, BA starter, Artillery turret
  • Reminder message for Tank third person camera / turret access
  • Added info of broken armor losing all protection, to keep EVA boost off for fighting
  • Better message cascade after closing armor locker
  • Epsilon Spaceport: Invisible commander spawn now visible; POI difficulty tweak
Planet: Dronebase:
  • Switched an invisible repeating spawner to static
  • Fix hint marker for switch to open Core Access
  • Fix for core door not opening
  • Fix for Patrol Vessels not spawning when fleeing the planet

[h2]Fixes:[/h2]
  • Light source from the Portable Work Light block was turning off at a short distance
  • Boarding Ramps LOD were very short on the underside
  • 01011: CV multitool turret cannot be moved
  • BP Factory gives wrong message when BP is restricted by Spawn Limit
  • Invader vs Defender: The Epic Gift mission keeps triggering
  • Fixed an exception with Blueprints when loading in playfields
  • 01005: Cannot pick up a half-submerged hoverbike
  • 00478: LCD projector block distance of text the projector displays was very short
  • 01016: Underwater reflections are missing
  • O2 and Fuel tanks do not have interaction prompts
  • 01033: Preview model for blocks and devices are missing underwater
  • 00895: Signal triggering with no player in the detection area
  • 00954: Exiting from vessel in the signal detection area breaks the signal
    Fixes for exceptions found in logs sent in to us
  • Fixed: Some messaged did not display correct on Akua gamestart (with RP active) (Only applies to new savegames)
  • Fixed: Team mission 'Gas station' could not be completed (fixed item reference)
  • Fixed: Updated main Dialogues (EN) typos & grammar (thx to imlarry)
  • Fixed: In some cases of an old 1.9 savegame, the mission 'Wins & Losses' could not be started. (note: this might not fix all cases; please write to [email protected] in case of running into an issue with any mission or quest)
  • Fixed: Loca reference Golems > Hishkal updated to match changed lore naming
  • Fixed: Alien Soldiers using the growl of Zirax
  • Fixed: Bad Wolf > dead ripperdogs despawned on cage 3
  • Fixed: CutCornerB did not color correctly when mirrored. Note: A dedicated left/right variant was added for the fix to work. PLEASE RETEST!
  • Fixed: ZiraxCommander was available in two groups.
  • Fixed: Picking up Zirax Commander and Zirax Guard returned the wrong crew blocks group.
  • Fixed: Drone Bay Spawner did not return correct materials / device when picked up. PLEASE RETEST!
  • Fixed mismatched edge issues in new shape blocks; Updated device texture asset to include warm orange material.
  • Minor adjustments to geometry and UVs of new shapes.
  • Fixed some of the new shapes to fix gaps at the edges/corners.
EAH:

v1.10.1 Hotfix

Hi Galactic Survivalists!

We have just released a new build with some fixes that we have ready. Please update your dedicated server & client asap.
More to come soon!

- 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]Changelog v1.10.1 B4233 2023-06-29[/h2]

[h2]Fixes:[/h2]
  • 00992: Scoped weapon crosshair position when zoomed in is different to the non zoomed in crosshair position
  • 00897: Retractable multitool turret can go invisible when turned off
  • Removed console command parameter "di wdw". The suggested use is the separate console command "bpcoll"
  • Fixed: Xeno Steel Blocks thin shapes had wrong mass/hitpoints values
  • 00989: Light come through blocks in opposite direction of light source with dynamic shadows
  • 00990: Dynamic Shadows only work with 'Ultra' setting for shadows (they only work with Ultra & High settings)
  • 00992: Crosshair position when zoomed in is different to the non zoomed in crosshair position
  • Added HoverBike thruster particle effect
  • Hoverbike can fly
  • Fixed an exploit with the HV bike
  • Xeno Steel Blocks thin shapes had wrong mass/hitpoints values (fixed in stock scenarios Default, Invader vs Defender, Default Multiplayer)
  • XP Exploit with Water/Lava Blocks (fixed in stock scenarios Default, Invader vs Defender, Default Multiplayer)
  • Fixed Default _POIGroupsConfig.yaml interfering with Custom Scenarios

v1.10 Release

Hello Galactic Survivalists!

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:
[previewyoutube][/previewyoutube]

Thanks a lot to all testers that went through the Experimental stages, submitting feedback and bug reports each day and week. :)

For the now publicly available version 1.10, please report bugs over here:
https://empyriononline.com/forums/bugs.24/

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


[h2]Gameplay[/h2]
  • 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.
    1. 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.
    2. 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.
    3. Please note this is the first iteration of this feature. Please leave you feedback here


    https://empyriononline.com/threads/v-1-10-drone-bay.101751/

  • Replaced player bike with a player hover bike: Note that the Hoverbike cannot go over water

    https://empyriononline.com/threads/v-1-10-hover-bike.101752/


[h2]Building: Blueprint Parts Collection Tool[/h2]
  • Added a new tool to manage blueprint part collections “Blueprint Parts Collection Tool”.
    [previewyoutube]https://www.youtube.com/watch?v=BDZ0Rof3cbw [/previewyoutube]
  • 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.
    [previewyoutube]https://www.youtube.com/watch?v=pTgzsSmI9VQ [/previewyoutube]
  • We encourage you to try out the feature firsthand in the game and share your valuable feedback with us over here: https://empyriononline.com/threads/v1-10-building-blueprint-parts-collection-toolset.101753/
  • 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.

[h2]Building: Blocks & Shapes[/h2]
  • 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


https://empyriononline.com/threads/v-1-10-new-blockshapes-water-lava-blocks.101754/

[h2]Default Scenario Update:[/h2]
[h2]POI & OPVs:[/h2]
  • 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!)


https://empyriononline.com/threads/v-1-1-0-main-story-mission.101760/

[h2]Most important changes:[/h2]
  • 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.

[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.
  • 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
  • Updated Ocean planet (decoration, atmosphere, textures & biomes)

[h2]Game World Maintenance[/h2]
  • GalaxyConfig / in-system map: Fix for SmBH ‘star halo’ having sharp edges
  • Removed some lore-unfitting creature spawns
  • Added some creature spawnzones
  • Fixed some missing deposit textures
  • Tweaked some POI spawning positions: Further away from poles
  • Fixed missing deposit textures for TemperateSwamp
  • Switched HomeworldUCH to new decoration system
  • Merged Default GalaxyConfig with the Default Multiplayer Scenario
  • Merged Default Factions with the Default Multiplayer Scenario
  • Merged Default DefReputation with the Default Multiplayer Scenario
  • Adjusted Tresari Group contents
  • Fixed: Karana playfield fixes

[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


https://empyriononline.com/threads/v-1-10-galaxy-visuals-suns.101765/

[h2]Planets:[/h2]
  • Added Aluminium and Platinum ground deposit (removed Carbon for it)
  • Aluminium: Alien, Arid, Barren, Desert, TemperateSwamp
  • Platinum: BarrenMetal, LavaNascent, TemperatePlateau
  • Added RockResourceCarbon to Barren
  • Barren: Very slight decoration tweak
  • Arid: Bound some deposits to biomes

[h2]Multiplayer / Coop[/h2]
[h2]Config Changes[/h2]
[h2]Global configs[/h2]
  • 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]Creative Mode / Scenario[/h2]
  • 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]
[h2]Sound / SFX:[/h2]
  • Added dynamic combat soundtracks for planets & space
  • WIP: Adjusted device volume levels to be lower overall: Ramps, Shutters, doors, hangar doors, blast doors, water generators
  • Added some new sounds for power generators, shield generator, water generator & the warp drive
  • Lowered the distance some NPC’s can be heard from (particularly noticeable in POI’s)


https://empyriononline.com/threads/v-1-10-combat-soundtrack.101762/

[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.
  • 00858: Collision model for deco block - Antena 05 is missed
  • 00912: Collision model for block Deco SVDecoAeroblister01 is missed
  • 00897: Retractable turrets can be invisible when they are turned off
  • 00910: Large thrusters is flickering in 1PV after resume the game
  • Fixed Blueprint spawn crash
  • Fixed: BA_PolarisDroneBase offset missing
  • Fixed: BA_UCHSettlement was missing FillerBlocks at the corners
  • 00917: Ctrl + Alt key combo toggles free look
  • 00991: Sensor-related exception when changing playfields
  • Multiple fixes done during exp v1.10 https://empyriononline.com/forums/fixed.90/

[h2]EAH:[/h2]

v1.10 Experimental RC II

Hello Galactic Survivalists!

Welcome to the second release candidate of Empyrion Galactic Survival v1.10. This update is mainly to resolve some issues we had fixes ready to release.
As always, we extend our gratitude for your unwavering support and valuable feedback throughout this experimental phase.


====

[h2]Changelog v1.10 B4232 2023-06-26[/h2]

[h2]Changes:[/h2]
  • - Changed: Players starts at 6300 instead of 11800 with the Kriel (deeper into Unfriendly; closer to hostile)
  • - Changed: Skillon: Mission info now points to the guard at the La Grande Maira to start mission (to get into the vessel)
  • - Loca Main (EN) updates
  • - Blueprint Collection Parts: added two "S" buttons to be able to selected snap points according to CopyAir and Overlap, selected snap point is drawn now with "x-ray shader"
  • - Updated icons
  • - Hoverbike :
  1. Added max slope allowed of 45deg
  2. Reduction of turn speed with the mouse & smoothed the rotation.
  3. Improve rotation input sharpness + tweaked the animation when taking off

[h2]Fixes:[/h2]
  • Fixed an issue where explosives weren't damaging/destroying devices
  • Blueprint Collection Parts: fixed problem that rotated blueprints did break the "reload snap points" regarding the snap points when using the snap point tool (only works for y rotations!)
  • Fixed Default Multiplayer: Duplcated Key CoQ
  • Fixed Invader vs Defender: Duplcated Key CoQ
  • Fixed 00991: Sensor-related exception when changing playfields
  • Blueprint Collection Parts: fixed a selection of bugs
  • Blueprint Collection Parts: fixed snap point groups not showing correctly when pasting a part into the world
  • Fixed issue with Clear Skies (pt3) breaking when not killing NPCs in the correct order on Artifact Site
  • 00947: Player avatar can be seen standing/running on top of the bike after a option in a GUI window has been changed
  • Fixed: Skillon starter-SV explosions do not set off
  • Fixed: Skillon Lambda Labs base: Oxygenized + optimized NPC spawn (reduce jumpscares)
  • Fixed: Skillon La Grande Maira missing blocks (floor)
  • Fixed possible player-stuck location: BA/BAW CrashedShuttle


====

Changelog v1.10 B4230 2023-06-21


[h2]Changes: [/h2]
  • Blueprint Collection Parts tool:
    1. BPP texts now face the camera
    2. Moved BPP texts a bit higher
    3. Added group hierarchy selection
    4. Removed yellow group name preview when focusing a group as this is not needed any more
    5. Added checkbox "Copy Air", increased font by 50%, if pressing Left-Shift now group will be closed​
    6. Now you can also use the "Look Around" key for toggling groups, fixed group not showing if only one group and SP focused
  • Changed: added dedicated mirror model to RampRoundConnectorC, RampRoundMediumTransition and RoundedRampB (available also in the Block shapes selection)
  • Fixed: mirror issues with coloring and texturing for RampRoundConnectorC, RampRoundMediumTransition and RoundedRampB
  • NOTE: The change will affect every build that has been done with the current EXP/RC version. As always: Please do not create builds or blueprints for the public release with EXP devices and blocks as they can always change to the very last minute ahead of the public release.


[h2]Fixes:[/h2]
  • 00967: HV bike flying up into the air when getting back on after exiting the bike
  • 00969: HV Bike can lose hover height & get catapulted in the air after going over planet border
  • 00979: Player Drones will not spawn when an offline protection block is placed on a base & not "active".
  • Blueprint Collection Parts: fixed setting of snap point group name
  • 00985: Open preview for some BP’s in the bpcoll menu can trigger exceptions
  • 00917: Ctrl + Alt key combo toggles free look
  • 00963: DroneBay: PlayerDrones shoot in PvE
  • 0944: Sun reflection & clouds visible through forcefield effects
  • 00964: Building and movement under water near structure issue
  • Preview model for block placement is still very hard to see when placing blocks underwater.
  • Fixed indestructible walkway (Abandoned Base Masperon)
  • Fixed issues with Science Station and Mineral Synth Lab (Ningues)
  • Fixed: Convoy (Ningues) was missing closte with Tales of Tash log
  • Fixed: Changed Obelisk faction to Progenitor (so turrets do not shoot at them anymore)
  • Fixed: Main story could not be started sometimes when starting from Ashon (Gamestart)
  • Fixed Invader vs Defender: Typo in BlockShapes
  • Fixed Default Multiplayer: Typo in BlockShapes
  • Fixes for missing faces in the new shape blocks.
  • Fixed issue with elemental blocks (error spam/coq)
  • 00965: Filler Block Terrain bug wipe Omicron poi
    Then for SP leave the save & load back in & for MP saves restart the server & load back in.