Empyrion – Galactic Survival - Community Forums

May
31
by EleonGameStudios at 8:58 AM
(7,102 Views / 47 Likes)
72 Comments
Hi Galactic Survivalists!

Everyone keeps asking: when do you release Alpha 6.0? It's time to give you the final answer:

7th of June 2017

After having worked for months on content, new features, lots of game changers, thousands of feedback posts and reports, the release of the public version of Alpha 6.0 is now only a matter of days.

Even though you'll see a few more updates until public release, we already want to say a big and heartfelt THANK YOU to the best community in the universe right NOW! You made all this possible by showing incredible patience in tracking down bugs and issue, while we moved forward from version to version, adding feature by feature!

Thank you a thousand times! :)

While we are working on the final touches and bugs, enjoy our all new trailer:



Cheers,
Empyrion Dev Team
May
29
by EleonGameStudios at 10:44 AM
(13,446 Views / 26 Likes)
232 Comments
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Hi Galactic Survivalists!

Welcome to the next Alpha 6.0 Experimental update!

Please note that Release Candidate 4 will not be the final version, because recent feedback indicates that we still need to smash more bugs before we can go public. Until early next week, we will roll out smaller incremental updates in a higher frequency to iron out as many issues as we can - so you do not need to run into them for a full week or more. ;-)

Said that, public release is within reach....expect “Alpha 6.0” to hit your game next week! The exact release date will be announced in a separate Blog Post very soon.

Until then, maybe check out the revamped NPC faction POIs, try the Tutorial, the updated Scenarios or just have a look if your monitor aspect ratio is now fully supported!

Any feedback is welcome! :)

As always: please report any issue or bug over here to help us speed up the pre-release work: http://empyriononline.com/threads/bug-reports-alpha-experimental-6-0-release-candidate-4.11376

Thanks a lot in advance!

Cheers,
Empyrion Dev Team

P.S. Regarding Workshop Scenarios, we wanted to remind you about the following:
- Please add a file named preview.jpg with the dimensions of max 1280*720 pixel in your Scenario main folder
- Please hide all unfinished or work-in-progress scenarios
For more details, please read: http://empyriononline.com/threads/r...-mp-customization-scenario.11204/#post-127120

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Changelog: Alpha Experimental 6.0.15 (Build 1056)

Regeneration Update:
- Now supporting regeneration of voxel asteroids in space
- For testing: Added regenerate after 2min to voxel asteroids in space (in MP default setting)
- Tweaked regeneration timer of POI in Default MP setting (now 720 min)
- Removed regeneration of POIs in SP default setting
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Changes:
- Player does not die any more when passenger seat or turret is destroyed he was in (instead player will be ejected)
- Slightly increased flying altitude of planet vessels (via playfield.yaml)
- Random distribution: Ensure no Poi driven resources are placed beyond polar barriers
- Planet difficulty (as defined in playfield.yaml) has no impact on xp gains anymore
- Adapted exit positions on some SV cockpits.
- Added new beards: moustache, goatee
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- Reduced RoF of laser space drones
- Slightly increased...
May
23
by EleonGameStudios at 7:50 AM
(30,359 Views / 25 Likes)
836 Comments
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Hotfix: May 23, 2017 (9pm)

We just released a hotfix that addresses the occasional game freezes related to certain NPCs.

Changelog: Alpha Experimental 6.0.14 (Build 1045)

Bug Fixes:
- Fixed: Killing or approaching certain NPCs (eg Mechanoid) causes game freezes
- Fixed: Some NPCs are “flying” when attacking a player (eg Armored Golem)
- Fixed: AntiGrief distance: Terrain can be destroyed by explosive weapons
- Fixed: PDA - visual "jumping" of elements when switching between tasks

Changes:
- POI distribution: new Near spawn algorithm, allows spawn around player start
- Updated Dawn of Galaxy Scenario (implemented better elevator cover for Ex-7 Station)
- Added damage texture to base attack drone

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Initial Post: May 23, 2017 (2pm)

Hi Galactic Survivalists!

Welcome to the next-to-last release candidate before we go public with Empyrion Alpha 6.0! At least this is very likely - due to your ongoing effort of reporting bugs and breaking our release candidates! :D

Said that, we want to again thank all of you for your patience. We know that our community keeps asking when 6.0 will go live, although it should be hardly surprising that a version that offers so many game changers, needs a lot of detail work ahead of the public release - and maybe also some post-release.

If everything goes according to our plan, we will announce the release date of Alpha 6.0 end of this week / this weekend.

RC3 being a bug fixing & polishing update, we tried to improve the FPS drops happening with large vessels. As a consequence, we had to redo the way how some of the physics collider work. Let us know if the FPS are back to “normal” when flying large vessels (please note that we are still working on a way to fix the FPS drops when changing blocks on a very large vessel).

As this is a critical part of the so called ‘lagshot fix’ and is related to a lot of other game elements, we would like you to test if you find issues with the current solution!

One word about Scenarios: If you wonder where you could find a preview pic for your scenarios workshop page, you might find the answer in #7 in our FAQ: http://empyriononline.com/threads/r...-mp-customization-scenario.11204/#post-127120

Or plain and simple: Put a file named preview.jpg with the dimensions of max 1280*720...
May
18
by EleonGameStudios at 9:35 AM
(22,833 Views / 20 Likes)
578 Comments
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Hi Galactic Survivalists!

Well done! Thanks to your dedicated help, we already tracked down a lot of nasty issues in our Release Candidate 1. But we are not done yet! To ensure this version gets the best possible polishing, we are now starting Release Candidate 2.

Our major task remains the same: squashing bugs!

Said that, a lot of you have made us aware about the FPS issues with movement of large ships in different situations. Thanks a lot for all the reports. We are currently testing a fix for this problem :)

As always, as soon as you read this, have a look at your very personal bug list. If you do NOT find your issue fixed below, please give it another try and re-report them in our bug thread for RC2. Thanks a lot in advance!

Bug Reports: Alpha Experimental - Release Candidate 2:
http://empyriononline.com/threads/bug-reports-alpha-experimental-release-candidate-2.11206/

To spice up this update and based on your feedback, we also added some feature-refinements and changes to the gameplay.

As a special note: the customization possibilities have increased a lot with Alpha 6.0. That’s why we have added two more FAQ threads dedicated to Multiplayer/Playfields and for Builders/Creative to answer the most important topics of the newly added features.

Please, if you are new to Empyrion or the Experimental Alpha 6.0, give it a read first!

FAQ for Players: http://empyriononline.com/threads/read-first-alpha-6-0-experimental-faq.10344/
FAQ for Builders: http://empyriononline.com/threads/read-first-alpha-6-0-experimental-faq-for-builders.10822/
FAQ for MP & Customization & Scenario: http://empyriononline.com/threads/r...ntal-faq-for-mp-customization-scenario.11204/

We have also added a dedicated feedback thread for the STORY TUTORIAL to grab dedicated feedback on this topic: http://empyriononline.com/threads/6-0e-feedback-story-tutorial.11207/
(Please do not discuss the global “New Game Start” there, but only the tasks and actions of the Tutorial and how it can be improved. Thanks!)

Now, have fun with RC2! :)

Cheers,
Empyrion Dev Team

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Changelog: Alpha Experimental 6.0.12 (Build 1032)

Added Regeneration of POIs:
- Added POI regeneration feature: regeneration timer counts down if a POI has been "visited". If timer reaches zero, POI regenerates if no player is close (120m). Note: you cannot...
May
10
by EleonGameStudios at 12:21 PM
(39,699 Views / 34 Likes)
1,015 Comments
Hotfix: May 11, 2017

We just released a hotfix that addresses the severe FPS drops that you experienced (especially in multiplayer). It was a regression from our lagshot fix. Please let us know if the lagshot fix is still working and the FPS drops are gone.

Changelog: Alpha Experimental 6.0.11 (Build 1022)

Bug Fixes:

- Fixed severe FPS drops (especially in multiplayer)
- Fixed problem with starting on "Trader Residence" in Scenario "Invader vs Defender"

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Initial Post: May 10, 2017

Hi Galactic Survivalists!

Good news: We are nearing completion of the Empyrion Alpha 6.0 development cycle! As of today, we are officially feature complete for the upcoming version. :)

What does it mean? No big additions, no big changes, but bug fixing, small refinements, feature polishing and even more bug fixing!

That’s also why we release this update with the special remark for everyone to pay close attention to the overall functionality of the newly introduced features as well as bugs that are related to those features.

Alpha 6.0 Experimental RC1 bug reports: http://empyriononline.com/threads/bug-reports-alpha-experimental-6-0-release-candidate-1.11094

Feature changes (like RCS and Max Speed for CV) and larger updates on functionality, based on your feedback, will be a topic of the version 6.x schedules, as those would inevitably push back the go live of 6.0 even more. Thanks for your understanding.

Said that, and given everything goes according to plan, we expect the full public release to hit end of May! The exact date will be announced in due time.

Lagshot Problem:
We worked hard to fix the so-called lagshot problem that was driving a lot of you crazy. We are sorry that it took so long but it was a quite complex and complicated topic. To test different strategies to fix the lagshot problem, we used this CV to approach a heavily defended base:
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We used a layer of thin hull plates (with 25000 hitpoints) and behind them we placed windows to immediately see if an explosion penetrates the hull layer.

Workshop Scenarios can now be set to visible:
Last but not least, a final note regarding the Steam Workshop - Scenarios: Everyone who has already uploaded a scenario to the Steam Workshop is now...
May
05
by EleonGameStudios at 4:51 AM
(7,953 Views / 26 Likes)
73 Comments
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Hi Galactic Survivalists,

We decided to release our terrain generator so that you can play around with it and create more diverse terrains.

Here is some basic information about the terrain generator and the download link:
https://docs.google.com/document/d/1MCvuCMtFvnCV8UHAglEi-IhLJgcD60TzNBjVbAZCptw/edit?usp=sharing

Please read the documentation carefully before using the terrain generator.

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Disclaimer:
  • The terrain generator works only with the Experimental version of Empyrion. In the public version, you will not be able to load your custom terrains.
  • The terrain generator is not very stable yet and crashes quite often (we recently ported it from Linux to Windows and did not yet find time to stabilize it). We recommend saving your progress regularly.
  • The GUI of the terrain generator is not yet very user friendly. When you are interested in helping us to improve the interface, we can share the source code with you
  • The documentation is not yet very complete and detailed. It would be great if you could help us to improve the documentation and to describe the functionality of the Terrain Generator in more detail before we release it to the public.

Feel free to post screenshots of your created terrains in this thread. We are looking forward to seeing what you are able to do with the terrain generator.

Cheers,
Empyrion Dev Team
May
03
by EleonGameStudios at 7:29 AM
(27,090 Views / 48 Likes)
570 Comments
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Hi Galactic Survivalists!

Welcome to Experimental Part V of our road to Empyrion Alpha 6.0!

First of all, thanks a lot for the overwhelming feedback on our proposed RCS change. ;-)

Although this partially sent us back to the drawing board for now, most of the feedback agreed with our basic goal of making CVs more distinct from SVs in terms of movement and agility. Said that - and taking the technical discussions into account - we have reverted the change and will work on a more holistic rebalancing of CVs in a later stage of 6.x, maybe also including more than just movement.

No worries, we’ll add the changes to an Experimental version by then, so everyone can again comment on the changes. For now, and for the sake of the progress of the EXP 6 and the Alpha 6.0 features, we would like to ask you to comment on those and keep the RCS discussion in already existing threads - which also helps us to follow this discussion! Thanks in advance on behalf of our Community- and QA team ;-)

Speaking of the new Experimental Part V features: You ever wondered why your plants do not need O2 or why they grow even in a hazardous environment? With Part V, farmers need to mind environmental conditions a bit more.

Failed in growing anything? Just visit the Trading Stations! All Traders now have a distinct topic and differ in their offers. Maybe grab a Night Vision, Boosters or a Player Armor when you’re at it.

Find out about all the changes below!

As always, the three links that matter:
FAQ: http://empyriononline.com/threads/read-first-alpha-6-0-experimental-faq.10344/
FAQ for builders: http://empyriononline.com/threads/read-first-alpha-6-0-experimental-faq-for-builders.10822/
Bug reports: http://empyriononline.com/threads/bug-reports-alpha-experimental-part-v.10922/

Thanks a lot in advance - now have fun with Alpha Experimental 6.0 Part V!

Cheers,
Empyrion Dev Team

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Changelog: Alpha Experimental 6.0.9 (Build 1006)

Updated Farming:
- Plants need temperature + oxygen to grow
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Conditions:
- Growing if temperature is between 20 and 30° and RAD is 0 and Oxygen is available
- Dying if temperature is lower than 0 or higher than 50° or RAD is higher than 3

Notes:
- Plants now only grow/die in Survival Mode (in the next update we will add more deco plants)
- Plants now...
Apr
25
by EleonGameStudios at 7:12 AM
(44,975 Views / 30 Likes)
886 Comments
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Update: April 26, 2017

We just released a hotfix that addresses another problem with uploading blueprints. We are sorry for the inconveniences. However, there is still a problem with the Blueprint factory when producing a published Blueprint: resources will be consumed but you don't get a product. This issue will be fixed in the next update.

Changelog: Alpha Experimental 6.0.8 (Build 995)

Bug Fixes:

- Fixed: Error when uploading a blueprint to the Steam Workshop
- Fixed: Problem with max speed of CV & SV when leaving atmosphere & going into Orbit.
- Fixed: Problem with HV & CV rocket launcher turret not shooting correctly
- Fixed: Problem with player animation when leaving the water
- Fixed: Problem with player animation being stuck in "sliding" animation in 3rd person when equipping weapon
- Fixed: Problem with Entity spawners: NPC spawn BELOW spawn plate
- Fixed: Problem with certain blueprints that create an error when spawned
- Fixed: Error in signal logic of spawned Blueprint
- Fixed: Error in Portal code if target playfield doesn't exist

Changes:
- Added "holographic game" to NPC deco table

Updated scenarios:
A. Dawn of Galaxy:
- Improved Maiy Start to be more realistic to survive
- Fixed PDA typos
- Updated Elia Alien Scout POI
- Updated Ex-7 Station

B. Invader vs Defender:
- Fixed Admin Orbit crash
- Better loot for escape pod starts

KNOWN ISSUES:
- Blueprint Factory: Producing a published Blueprint in the factory does not work correctly because resources will be consumed but you don't get a product
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Initial Post: April 25, 2017

Hi Galactic Survivalists!

Welcome back on our road to Alpha 6. With Part IV we added an all new feature: We implemented scenarios to the Steam Workshop!

This is might sound like a small addition, but it is quite a major stepping stone: We had the possibility to create and share worlds and scenarios before, but now everyone can share and play them with just a few clicks!

With the game becoming as customizable as never before (and with something fancy still in the pipeline), we are looking forward to the creative community to unleash their imagination with the upcoming Alpha 6! Maybe, as with blueprints, some of your scenarios might find their way into the official version in a future update! ;-)

Just as a side note for our creators: Feel free to start...
Apr
18
by EleonGameStudios at 4:46 AM
(26,247 Views / 40 Likes)
296 Comments
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Hi Galactic Survivalists!

Welcome to stage 3 of our Road to Alpha 6.0. This time we started to add two new major gameplay elements: A revised game start, revealing of sectors and a first version of NPC traders.

While the NPC Traders are still stocking up their storefronts and therefore have been added as inactive NPCs for this release, the new game start can be reviewed right now. In order to not influence your feedback too much, we suggest to simply start a new singleplayer game on Akua and send your feedback over here after having completed Chapter I: http://empyriononline.com/threads/6-0e-feedback-new-game-start.10692/

If you are interested in details of the changes and how you can customize your game start individually or if you are all new to Empyrion or Alpha 6.0 Experimental, please read the FAQ over here: http://empyriononline.com/threads/read-first-alpha-6-0-experimental-faq.10344/
Note: The FAQ content is now also available in the In-game Knowledgebase (F1)!

Of course there is more than only two new features coming with Alpha Experimental 6.0 Part III. We also added and modified the already available features, made a lot of smaller and larger changes (AI, Weather, GUI...) and of course worked on some bugfixes (drones attacking again! ;-)

Just have a look at the changelog below.

Thanks in advance for reporting bugs over here: http://empyriononline.com/threads/bug-reports-alpha-experimental-part-iii.10693/

As always: Experimental Part III has seen a lot of code changes. If you do not see your issue fixed below, we would like to ask you to re-test your issues and re-report if still happening.

What’s next? For Part IV we aim to smoothen the edges around all the features. Gameplay changes, rebalancings and other necessary steps to improve the usability and game experience are to be expected in this phase, before starting the final bug-fixing stage.

Now - board your escape capsule and have fun! :)

Cheers,
Empyrion Dev Team

Changelog: Alpha Experimental 6.0.6 (Build 973)

NEW GAME START:
- Added wreckage POIs to start points on Akua, Ningues, Omicron, Masperon: thanks to Captain Jack, Frigidman, JMCBurn, Runningwithhamster for their awesome creations!
- Tweaked game start equipment on Akua, Omicron, Ningues and Masperon
- Starting on Masperon directly in wreckage POI
- Reduced content of Escape Pod
- Added iron, copper, cobalt, silicon,...
Apr
06
by EleonGameStudios at 12:20 PM
(40,805 Views / 40 Likes)
432 Comments
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Update: April 8, 2017: Hotfix (10 PM)


Changelog: Alpha Experimental 6.0.5 (Build 946)

Bug Fixes:
- Fixed: Problems with crashing playfields on a dedicated server and resulting connection problems.

Known Issues:
- We temporarily deactivated the troops transport


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Update: April 8, 2017: Hotfix (1 AM)

Changelog: Alpha Experimental 6.0.4 (Build 944)

Bug Fixes:
- Fixed: Problem on a dedicated server that you could not connect anymore in certain use cases
- Fixed: Scrolling did not work when cursor is in a gap or on an active element

Changes:
- Updated Fuel / Oxygen tank texture in CP

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Update: April 7, 2017: Hotfix


Changelog: Alpha Experimental 6.0.3 (Build 943)


Bug Fixes:
- Fixed: Problem that game was freezing frequently
- Fixed: RAD resistance / protection broken
- Fixed: Error occurring on second new game start with auto-activated PDA chapter
- Fixed: O2 level is 0 if player was dying from suffocation
- Fixed: PDA missing in multiplayer games
- Fixed: Problem that CV starter was not craft-able anymore
- Fixed: Motion sensor trigger area overlapping with other trigger areas
- Fixed: Problem that resource meteorites (those with InitialDelay) were spawning in a stack when loading a dormant playfield
- Possible fix: FPS drops when shooting full-auto weapons on a target or in the air
- Fixed: Walkway blocks placed inside "Xenu Vehicle Port MKI" were not displayed correctly
- Small fix for Structural Integrity SI
- Fixed: Problem that rain sometimes penetrated structures (BA, CV)
- Fixed: Problem with gaps in armored door BA / CV

Changes:
- O2 debug orbs do not cast shadows anymore
- Radiated fog is less strong and needs longer to build up
- No radiated fog on Akua anymore
- Added possibility to have indestructible terrain (configured in playfield.yaml via "IndestructibleTerrain: True")
- Added scratches to cockpits 1 and 3 (only for damage states)
- Obsolete constructors are not allowed in BPs anymore (to avoid exploits)
- Added better info (with warning) to re-spawn menu
- Reduced sound of motion sensor and light barrier
- Increased emissive strength of displays in new cockpits
- Improved...