Ready for the latest version #Empyrion Galactic #Survival v1.8 with new challenges, new starting planets, new creatures and more?
Then get going & have fun!
In addition to the previous patch here is the changelog for v1.8.1 with some fixes we have been working on & more to come soon.
Have fun and please report bugs and problems as usual - thanks a lot!
Changes:
- Localisation updates for PDA and Main Loca: DE, FR, IT, ES and RU. Note: the localization for the aforementioned languages was added by AI machine translation as a test and will be improved over time
- Updated gameoptions.yaml for Default Multiplayer scenario
Fixes:
- Fixed: some POI on Omicron did not spawn reliably
- Fixed: Frame Module Concrete did not advance Base Building Tutorial
- Fixed: Debug entries in PDA were still visible
- Fixed: Quest Super Fertilizer could not be completed at quest NPC
- Fixed: Quest-Cancel on Akua-exit does create a loop when teleporter is used (Known issue: Quests could still be seen active in the questlog)
Updated IvD scenario: Changes:
- Added Carbon Rocks to Itaka and Korro
- Update LoadingScreenConfig
Fixes:
- Fixed Traders show empty list (no items)
- Fixed infinite loading screen on Korro and Itaka
- Fixed Tutorial keeps popping up after declining
After four experimental versions we are releasing the public version 1.8 of Empyrion Galactic Survival today!
The main themes of version 1.8 are the following:
A new game start on the moons of Akua, Ningues, Masperon and Skillon.
A new and improved Robinson Protocol tutorial & a first iteration of a quest system.
Improved AI behavior, including all-new creatures on land, in water and in the air!
First batch of visually overhauled playfields, including all-new models for above-ground rock resources & new deco.
Lots of new toys for content creators, e.g. with new PDA and Dialogue functionalities.
There is of course a lot more! For full details on all of the additions, updates, and fixes, check out the changelog below! As always, let us know what you think about the changes in our feedback forums: https://empyriononline.com/forums/faq-feedback.25/
Please do NOT post bugs here in the blog or other discussions, otherwise these important messages might get lost or overlooked!
Our heartfelt thanks go out to all those who, during the experimental phases, have been undauntedly throwing themselves into the latest changes, helping us with bug reports and comments to work towards a successful release!
We would also like to thank you for your continued help and that of all the new players who have - and will be - joining us. That's what makes a great community!
For now, have fun playing version 1.8!
Eleon Dev Team
Important notes:
Because we added the new decoration to more planets, all our Official Servers will be wiped.
For modders: You have to update Unity to v2021.3.2f1
v1.8 B3842
Changes:
New game start: The game start has been completely reworked and may be very different from the previous game experience in the default scenario. Especially for players who have been in the game for a...
Changes:
- Added new config files "_PoiGroupsConfig.yaml" & DamageMultiplierConfig.ecf
See "_PoiGroupsConfig_example.yaml" & "DamageMultiplierConfig.ecf" in ../Content/Configuration
- DialogueSystem: Update function OpenHtmlWindow & added CloseHtmlWindow():
See Dialogues-config-and-examples.txt in ../Content/Configuration
- Implemented a Join Queue system for MP servers (example can found found in the stock dedicated.yaml):
Code:
### Number of players that will be put into a waiting queue if the server is full
# PlayerLoginFullServerQueueCount: 5
### If specified, the number of parallel logins to a server are restricted to this number. This is important when you expect a big number of people to login at the same time
# PlayerLoginParallelCount: 5
### Add steam ids for preferred players that will get a better position in the login queue
# PlayerLoginVipNames: "steamID1,steamID2,steamID3"
Fixes:
- When a player has too much money in their Bank Account the Station Services don't work
- Missing icons "Datapads", "ExplorerToken" etc
While we are still putting the finishing touches to the current version 1.7.x, it is time to give you a short overview of the topics that are planned or expected to be worked on this year.
Version 1.8 & 1.8.5
For the big summer update 1.8 there are several major topics on the agenda!
First and foremost, we will be adding completely new models for NPCs and creatures that will soon be roaming the worlds of Empyrion. At the same time, we also plan to revamp some of the NPCs and creatures currently in use, replacing them with new and revised models that fit in with the general visual overhaul of the planets.
Apart from that, we will technically fully integrate the new decoration system that we have shown as an example in the last versions. In 1.8 we will revise the planets and partly completely redesign them so that they can unfold their potential in the light of the new possibilities. This includes new, but also revised models for decoration, rocks, harvestables and resources (e.g. Rock resources on the surface).
Another focus will be improvements to the UI, to various help and display systems and a partly completely new game start.
In conjunction with that, 1.8 will continue to be worked on in numerous other areas. In addition to bug fixes, work on the code base is planned to make the game fit for the next updates and game content. Some Quality of Life and Convenience will also be in focus.
We will publish more information about this in the next few weeks on the way to the experimental release!
For version 1.8.5, the focus will then be on new playable content, missions and activities that will build on the innovations of 1.8. Fixing bugs is, of course, always part of the plan.
Version 1.8: approx. end of June/beginning of July
Version 1.8.5: approx. middle/end of October
Version 1.9
The year-end update will be all about the player avatar, its appearance, its movement possibilities and related functions and features! The update will not only change some settings, but will be a complete rework!
This means a considerable intervention in the code base (which is currently already being prepared) and will challenge all departments in the team due to the deep integration of the functions of the player controller in features and gameplay. However, we are sure that the effort is worth it and that we will be able to...