Empyrion – Galactic Survival - Community Forums

Dec
01
1.png
by Pantera at 4:01 PM
(3,107 Views / 17 Likes)
40 Comments
Hi Galactic Survivalists!

Welcome to version 1.3 EXPERIMENTAL!

The year 2020 is slowly coming to its end - but Empyrion Galactic Survival is not! With the upcoming v1.3 we are adding a bunch of bug fixes, but also several new features and more content.

One of the main features is the new decals system. The decals feature will allow you to bring custom pictures into the game and add it to structures spawned in the playfields.

As a second addition, you can now create custom NPC factions and add them to galactic territories, playfields and POI as you like! We are also adding new POIs and new variants of NPCs and Creatures for you to equip your POI structures with.

Last, but not least, you can test four new main story missions which continue the chapter 1-6 story arc!

Please have a close look at the changelog below. More info about certain topics, explanations and a chance to give your feedback on them can be found stickied in the EXP feedback forum: https://empyriononline.com/forums/experimental-features-discussion.35/

As always please note

Report bugs and issues right over here: https://empyriononline.com/forums/bugs.34/
Fixed bugs for the Experimental branch can be found here: https://empyriononline.com/forums/tracking-filed.91/
Fixed Experimental version bugs can be found there: https://empyriononline.com/forums/fixed.90/

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

Have fun exploring the v1.3 Experimental!
Empyrion Dev Team

If the experimental branch doesn't appear in the branch list for you please try restarting your steam client!

====

UPDATE: v1.3 (Build 3180)

Updated to Unity 2020.1

Player skills:
- First draft of player skills allowing to change item properties (for now only Damage, more properties will come soon):
  • For now this is only usable with the Dialogue system. There you set up skills with e.g. Player.Skills['yourSkill'] = 1.5.
  • That skill (yourSkill = 1.5) can then be used in the ItemsConfig.ecf to modify the 4 properties you see below (Damage, BulletSpread, etc. If you think other values make sense too, please let us know. BlocksConfig.ecf comes next to change RangeLY for WarpDrive etc.).
  • For example with a Pistol: Mod.Damage: "Damage + Player.Skills['yourSkill'] * 2"
  • That way, properties are different...
Oct
08
NewGame_5_2020-09-28_11-03-57.png
by Pantera at 10:36 AM
(14,892 Views / 25 Likes)
76 Comments
Hi Galactic Survivalists!

Welcome to version 1.2!

Those of you, following us on the forums, twitter and Discord might already have seen a few of the additions, update 1.2 will add to the game. But as this patch has been growing a bit more into an intermediate version, there is a lot more to be found. Some additions might only seem to be visual changes, like the new Asteroid rings (which are now visible from planets as well) and other entries of the changelog below might sound like technical shenanigans, but both will prepare some of the groundwork we will iterate on for this years ‘Christmas update’.

While you venture through the world of v1.2, also mind the new behavior and attacks of the ‘Otyugh’ land predator, check the loot boxes closely for a new fire-spitting weapon and enjoy all the new POIs.

A note for builders: In case your structure or vessel suddenly loses oxygen, check your slant, half and irregular blocks, tilted windows and other elements that worked to ‘seal off’ an area before! The O2 distribution is now calculated on 0.5m scale and will be able to fill in and pass through tighter areas!

Check out all the changes and additions in the changelog below!

As always please note:

Read first before reporting a bug: https://empyriononline.com/threads/...uirements-known-issues-troubleshooting.47082/
Bug reports: https://empyriononline.com/forums/bugs.24/

For discussing the new and updated features, please head over to the Feedback forum: https://empyriononline.com/forums/faq-feedback.25/

Have fun exploring in v1.2!
Empyrion Dev Team

====

Hotfix 2020-11-07 v1.2.3 (B3140)

Fixes:
- DB: added a warning message if a query was executed more than 1s after it got scheduled
- DB: added index for long lasting query to get all teleporters in games with huge DBs. Also added index for querying chat messages.
- Fixed CoQ when opening menu windows that show the player inventory
- Ship controller : decrease the penalty from 8% to 5% each time the booster is activated

====

Hotfix 2020-11-02 v1.2.3 (Build 3136)

Fixes:
- Fixed: Weapons can still fire when the firing direction is blocked
- Fixed: Docked vessel exploit
- Fixed: Placeable devices do not take damage
- Fixed: Thruster boost exploit

EAH:
- Updated EAH, patch notes:...
Sep
17
20200914205607_1.jpg
by Taelyn at 12:57 PM
(7,214 Views / 28 Likes)
82 Comments
Dear Galactic Survivalists!

Vacation time is over. :cool: Working on a few things for the upcoming interversion patches (bugfixes and such .. but not only ;). Planning for the next major update has started as well.

EiG7XVrXkAE5dVD.jpg
Aug
13
by EleonGameStudios at 8:19 AM
(18,226 Views / 11 Likes)
164 Comments
Hello Galactic Survivalists!

Here are the changelogs for the v1.1.x patches. Have fun and please report bugs and problems as usual - thanks a lot!

==========

2020-09-18: Patch v1.1.7 (Build 3082)

Changes:
- DialogueSystem: added new variable types (dbglobalpf_int and dbplayerpoi_int)

Fixes:
- Vessel rolling prevents (shield) damage
- [MP] AI Turrets sometimes continue to shoot at dead NPC's that are not rendered
- DialogueSystem: potential fix for losing variable content if there was a connection timeout when starting a dialogue
- one CoQ and one item exploit

==========

2020-08-26: Patch v1.1.6 (Build 3079)

Fixes:
- Dialogue error with high load

==========

2020-08-24 Patch v1.1.5 (Build 3077)

Changes:
- Tutorial: Added Stomach Pills to Large Wreckage Personal Container
- Added/updated soundtracks for biomes, POI and general use
- Star search in galaxy map: added result list and possibility to search for planets and moons
- Planet generation: moved part of the generation to use the unity job system and burst compiler to improve speed as a test
- Traders:
1. added possibility to open a dialogue when talking to a trader (use OpenTraderWindow() in the dialogue to switch to the trader window
2. added possibility to use 'zone traders' that get their trader type from the zone they are in (either set the TraderZone in the playfield.yaml or in the POI properties)
3. added possibility to use a factor to the MarketPrice in TraderConfig.ecf
- improved "pda rd" console cmd (check help)
- DialogueSystem: added possibility to talk with entity NPCs
- New: PDA Info: added info to right side PDA screen WHICH mission needs to be played to unlock the chapter
- Slightly brighter nights and less dark areas by setting Color Gradient Black In from 0.065 to 0.035
- DialogueSystem: added variable type dbplayerpf_int that is only valid in the current playfield
- NPC entity dialogs: removed NPCDialog from eclassconfig and moved into spawner. Removed need for manually adding EAI task to rotate to player.
- PlanetGeneration: small improvement to stamping by generating rotated stamps only on demand
- Entity NPCDialog: added name of dialog and only entity name as fallback, if entity is dead: show existing loot prompt
- Added Entity-Dialogue example to Dialogues.ecf and EClassConfig.ecf
- Added Entity-Dialogue setup docu to head area of EClassConfig.ecf
- Updated a few stock blueprints: added...
Aug
05
Alpha 12.jpg
by Hummel-o-War at 11:33 AM
(22,539 Views / 31 Likes)
433 Comments
Dear Galactic Survivalists!

Today is the day: we are leaving Early Access, starting into the post-Alpha development phase.

This means:
  1. We have removed the Alpha-tag from the build number, as this term was tied to the Early Access phase.
  2. The version will now read 1.x instead of 13.x or 14.x etc. This had to happen as well to make a clear cut.
  3. Everything beyond that, development and refinement of features will stay pretty much the same. The development planning for v1.1 will start soon (after a little, annual summer break) and will also take the feedback and results of the Game Survey 2020 into account!
For those that are new to this topic or in case didn't read the announcements yet, please have a look at the links below for all the info and details!

Initial Announcement:
https://empyriononline.com/threads/empyrion-galactic-survival-leaving-alpha-early-access.94778/

Addressing often-read concerns:
https://empyriononline.com/threads/leaving-alpha-early-access-some-clarifications.94900/

To accompany this step forward, we also updated the trailer in some important details.



An all new trailer is planned for this year.

In terms of today's update, we have worked primarily on fixing and squashing a few more bugs. For example evergreens, like the bike launching you to space, turrets having a gentle pause instead of tracking their targets, your bases and ships missing whole areas (MP) and others now should be fixed. ;)

Please have a look at the changelog below for more info.

As fixing bugs and issues is one thing that will be more in the focus now, the same procedure as for all the Alphas also applies for the new development stage:
Thanks in advance for all your dedicated help, repeated re-testing and re-reporting and all the other contributions to the bug and QA sections of the forum! :)

Keep on having fun and HAPPY 5th ANNIVERSARY!

Yours,
Empyrion Dev Team
QA Team and Community Managers
Closed Alpha Group & Builders League

PS: You want to listen to the Empyrion soundtrack (by Alex Jordon) without running the game...
Jul
24
by EleonGameStudios at 7:27 PM
(14,126 Views / 17 Likes)
198 Comments
Hello Galactic Survivalists!

Thanks to the quick feedback we could fix some bugs:

==========

2020-07-30: Alpha 12.3.3 Patch (Build 3034)

Changes:
- Updated Waystation 04 (vermillion)
- Updated REBAR and SPATHE prefab CVs (XCaliber)
- Added SHIV prefab SV (XCaliber)
- Reduced drop chance of Plasma Blaster (PlasmaCannonAlien)
- Added Zirax Gas Refinery (Kaeser)
- Added Polaris Trading Station variant (vermillion)
- Added Civilian Waystations
- Updated Waystations Trader and NPC spawns
- Changed weapon sounds and effects on Alien Plasma Cannon
- Slightly increased Blast Damage of Alien Plasma Cannon
- Changed weapon projectile effect on Pulse Laser Turrets (T2) for looks and besser visibility in space
- Adjusted visibility of stats in hover info for handheld Plasma Cannons
- Added: New Abandoned-POI dungeon "Abandoned Assembly Yard" (Fractalite)
- Added: Civilian Settlements + Freighter (sulusdacor)
- Network optimization: lower position/rotation update rate for entities that are farther away
- Set all block device textures back to 1024 pixels to save main memory until we can compress the texture arrays again. As there are few details in these textures, this change will be hardly visible.
- Set all hangar and blast shutter doors from 4k to 2k pixels
- Instance lock after spawn: set from 5s to 2s

Fixes:
- Removed an optional positive sign '+' in ItemsConfig, may lead to CoQ depending on configured culture
- CoQ triggered by crossing the borders
- Fixed: MeshDead of TraderKriel1
- PDA: Repeatable "quest available" notifications appearing with each load into a save
- Fixed: chapters asking for being rewarded/not progressing
- Fixed: TOP Mission does not trigger correct dialogue on Pirate Commander and Paymaster
- Vessels teleporting to orbit upon entering save game
- Leaving an instance via ESC puts you straight back in again
- Trying to rename or delete a save game after exiting the save is not possible "Some files are locked, please try again later"
- Fixed: MarketCafe Trader item lineup
- Added missing human trader dead prefab; added missing trader dead _dedi prefabs.
- Added proper controller to TalonTraderDead 1 and 2 prefabs.
- Avatar size glitch after spamming the toilet block
- De-cored structures get removed moments after a player places their own core onto the structure
- Fixed problem that player could switch off shields of enemy bases when being close to it and pressing hotkey
- Fixed client CoQ in console cmd...
Jul
23
Alpha 12.jpg
by Hummel-o-War at 11:56 AM
(15,594 Views / 27 Likes)
238 Comments
Hi Galactic Survivalists!

Today we are releasing Alpha 12.3. This will be the last 12.x version before we are leaving Early Access on 5th of august. Please read the sticky dev blog announcements over here for more info on that topic: https://empyriononline.com/forums/news-announcements.6/

Alpha 12.3 not only adds new content, like new drone models, new NPCs, turrets and T2 laser drills for Small Vessels and such. The new version also upgrades the game to Unity 2019.4, which means a lot of backend work had to happen in the meantime.

v12_3-800x450.png

Of course the update includes several bug fixes, as well as optimizations and adjustments - for example on the Space AI. When a NPC drone, ship or station spot's you, they will send the information to the whole faction in the system, and the faction may send some ships from the system to deal with the threat.

For new and experienced players alike, the difficulty settings now define, if you will keep all your stuff (Easy), toolbar contents only (Medium) or everything drops as before (Hard) when you respawn after death.

We also added a dynamic warp sequence instead of the old loading screen.

And in case you need to have a rest from all the exploring, simply sit down at any bench, chair, sofa or other suitable furnishings. ;)

As usual:
We hope you enjoy Alpha 12.3! :)
- Empyrion Dev team

CHANGELOG
  • Built with Unity 2019.4 - please check for any unusual behavior
  • Added new communication channel 4 for low prio client <-> dedi communication to get less player disconnects
  • You can now sit down at most of the furnishings (except beds)
  • Added updated variants of Human, Talon and Zirax Trader (Now using a styled 'Traders Guild member' garment)
  • Added TraderKriel to Trader variants
  • Updated Trading Station in Starter System with Admincore
  • Exchanged static warp drive screen with dynamic warp drive effect
  • Maxcount for Detectors set to 1
  • On connect to a server: the server now waits for a client acknowledgement per config file to lessen the traffic that is sent to clients
  • Changed CIVILIAN (static neutral) faction color to WHITE
  • Space AI Manager - added configuration...
Jul
22
Alpha 12.jpg
by Hummel-o-War at 11:48 AM
(26,380 Views / 60 Likes)
255 Comments
Dear Galactic Survivalists.

We would like to address some of the concerns we have seen in the comments on our initial ‘leaving Early Access/Alpha’ announcement.

20200721214645_1.jpg

The reasons?

Plain and simply: We want to leave Early Access on our 5th anniversary release, because we are confident that the game is now in a shape, where it no longer needs that supporting wheels tag. We are not running out of money (most read concern) and there are no dark entities that are forcing us to do that (lots of funny theories :D) .

On the contrary, we are sure the game is playable in quality, although not free of issues, that is simply not reflected anymore by how the meaning of an Early Access tag is understood or talked about even nowadays.

As a consequence, leaving Early Access also means to remove the “Alpha” tags, as they are somehow tied to this stage. But there needs to be some sort of new versioning. While we did not want to proceed with simply counting further up or adding fancy letters, the version counter had no other choice as to being reset to 1.

Why no Beta?

For us, the “Alpha” tag is THE visual statement of the Early Access stage of the game. So it has to go, because we are leaving Early Access. Simple as that.

Of course, in the classic software development, there is a definitive meaning for Alpha, Beta, Full Release, where you put in features in Alpha, fix bugs in Beta and do not change anything relevant (because it might again break your stuff) and then go to a full release. But this is not “classic software development” for cars, medical equipment, elevators or else. And even in the so called A+ Game development, there are literally only very, very few games that let all interested players play a “Game in development”. At least if it’s not 80-90% done already, although those stages are called Alpha or Beta often as well.

We also do not have an investor we need to “develop for” or which pushes us to a certain stage. Eleon Games has successfully bootstrapped the game 100% on its own up to this point, while working with and for the community that helped to actually shape the game a lot. And we possibly could go on like this for years.

That being said, and because we realized that putting in Beta or Dev or Post-Alpha or any other term would in no way have avoided any discussion on that, but also leading to the same expectation discussions, strange...
Jul
16
Alpha 12.jpg
by Hummel-o-War at 9:39 AM
(36,927 Views / 33 Likes)
414 Comments
Dear Galactic Survivalists!

This is not the usual announcement of a main version update. The upcoming release will be something special.

Not only because we are looking forward to an anniversary release on 5th of August, but also because we will move forward and leave the ‘Alpha’ and 'Early Access' tags behind at this point.

Version1Announce-800x450.png

With a small, but dedicated team (currently 5 programmers and 2 modellers), we think we have created something fun to play in the past years. But without you, our community, we would never have come so far. This is something we absolutely value and acknowledge! :)

But now it is time to move forward and take on the next level.

What does this mean?

First of all, the game development WILL NOT be stopped! We will continue to be working on refining features and fixing bugs. Subsequent releases will happen in the same frequency as before. No change here, except the version counter will not read ‘Alpha 13.x’ but simply ‘1.0’.

The only thing that might slightly change in future releases, is the focus on what will be working on.

The goal of the Alpha phase always was, to add in what we consider to be the base mechanics, the gamechangers and all the stuff that leads to major technical changes and an altered game experience - with the addition of the ‘galaxy’ being one of the final steps to achieve that milestone.

For all subsequent releases, bugfixes and optimization as well as feature refinements and the big topic of effect and sound reworks might be more on the foreground.

There are of course also a few larger features left and there is a long list of quality-of-life changes and additions that have piled up over the last years for Single- and Multiplayer.

We are looking forward to all of you being with us on this new development stage, with the same engagement and dedication you have shown in the recent Alpha phase. :cool:

Yours,
Eleon Game Studios

PS: More info on the contents of the Version 1 release will be following soon.
Jul
01
by EleonGameStudios at 9:55 AM
(23,241 Views / 23 Likes)
278 Comments
Hello Galactic Survivalists!

We released another Alpha 12 patch with more bug fixes and improvements.

==========

2020-07-17 Alpha 12.2.3 Hotfix (Build 2980)

Fixes:
- rubber banding issues
- fixed NW package that was sent to server and back to all clients in a loop (should improve NW performance / disconnect popup problem)

==========

2020-07-16 Alpha 12.2.3 Patch (Build 2976)

Changes:
- Added new network channel for low prio client <-> dedi communication to reduce player disconnects
- GameTimer timing improvements (SP + MP)

Fixes:
- Oxygen distribution during decompression issue
- SSG exception on exporting YAML files
- an item exploit and some CoQ's

==========

2020-07-09 Alpha 12.2.1 Patch (Build 2971)

Changes:
- Increased kill timeout of pf servers from 20s to (temporary) 120s

Fixes:
- Fixed problem that loading of playfields (esp. on playfield servers) took way to long leading to a kill of this pf servers while loading the playfield
- Optimized network load when moving multiple items

==========

2020-07-02 Alpha 12.2 Hotfix (Build 2969)

Changes:
- Dedi: less update rate of global player information to relief network

Fixes:
- Fixed regression that chunks were never unloaded leading to playfield servers leaking memory a lot
- Fixed regression that Depth of Field being active when looking at the far terrain

==========

2020-07-01 Alpha 12.2 Patch (Build 2968)

CHANGES:

- Added arrow above trader's head to indicate you can talk to him
- Can talk to traders now already when only Neutral
- Removed question from initial story denial dialogue
- The Legacy planet: swapped Epsilon Rocket turrets for armed Helix defense, Keystone is now a Matter Converter POI (Requires new savegame)
- Matter Converter got a standard NPC core again (may change in the future when rebuild into a dungeon)
- Disabled 'ArtifactsFloating' group (use LegacyFloatingT1 and LegacyFloatingT2 instead!)
- Block descriptions: added specific info to hover-popup for all blocks that can be used with NPC dialogues
- Activated Space Base Defense for all factions
- Increased max budget and probability of a SBD response (on lvl10; some also on Lvl1) for all factions
- Changed the Legacy display abbrev from "Aln" to "LGC"
- Offworld Grave: added 30 sec delay ahead of the drones arrival (Requires new savegame)
- Totally Overpowered: Recipe can now be retrieved in...