Empyrion – Galactic Survival - Community Forums

by EleonGameStudios at 9:32 AM
(51,445 Views / 73 Likes)

Hi Galactic Survivalists!

The Experimental version is nearly around the corner! We have already started to refine some of the features that should be playable in the first iteration of the Alpha 8.0 public testing version. In addition, we are currently fixing the remaining major bugs to get the Experimental version ready for release.

1. Planet Update
In the current public version, when you dig into the ground, the textures do not change a lot. This was one of the downsides of the fixed heightmaps as the terrain shader was not very flexible with respect to textures.

In Alpha 8, the 'underground layers' are coming back. Creators will have the possibility to set up to 7 different consecutive layers for their planetary playfields.


2. AI Behavior Update

For the upcoming Experimental phase, we are developing a new AI technology, which will be used mainly for the AI of animals on the planets. We will be primarily using it on few animals on the starter planet.

2.1. Technology
We will be using a new Behaviour Tree technology for the animals. It is a visual tool, in which we can design the behaviour from small AI modules. This helps us to easily create prototypes and reuse the modules between animals.


To make the animal behaviour more natural we are using some new tools.
- Vision sensor - it will simulate vision of the animal. If you get in range and field of view, it will inform other systems of your presence
- Noise system - similar to vision sensor. This system is gathering some of the noises in game and feeding them in to the AI
- Alert level - If the animal can hear or see you, it can get alerted - it can be just a slight disturbance or a strong rage, depends on the alert source strength, was it just a rustle, or a shot in the back? You can now try to go stealthy, slowly and not using items. You can see the animals react by changing their behaviour. Learn to read the posture ;-)

- Fear sensor - similar to alert level, animal has also a fear level. The fear is increased with noises or damage, and decreased by time (as time heals everything) and friends. So if you see aggressive creature in big group, be careful!

2.2. New behaviours

Friendly herbivore:
A friendly herbivore will be eating grass (or maybe rocks, depends on their taste) and roam around the world...
by EleonGameStudios at 7:34 AM
(36,487 Views / 66 Likes)
Hi Galactic Survivalists!

The Alpha 8.0 Experimental version is already shimmering on the horizon - time to update you on our progress again!

1. Solar System Generator
The "SSG" is making good progress. The most recent version now includes a full preview for planets, orbits and the solar system!


For planets and orbits, we not only added indicators of ore deposits/asteroids and POIs, but you can now also see all NPC spawn points as well!
(each little dot represents a spawn point and the red area is the new starter biome)

2. Planets
In the past week we made three major improvements:
2.1 New terrain with considerably increased view distance
(left: new, right: old)

We still have to decide about the actual view distance from a gameplay perspective. As you can see, the new terrain would allow for a VERY huge view distance)

2.2 Red and green wall removal
We improved the removal of the red and green walls (still needs testing). In the below screenshot, we are in the far north (actually the sun never sets here) beyond the former red wall and we are looking north. Pre-Alpha 8, this area was blocked. If you continue in this direction you will actually cross the north pole.

2.3 The outside view of the planets in the orbit now looks much better
...and also the 3d planet map has better visuals:

3. New food and item drop system
As promised, we can now have a more closer look on the new food and item-drop system, you will test in the upcoming Experimental version.

3a. New item drop groups
As explained in the last dev blog we changed the single-purpose food & item drops system into a basic set of groups.

- PlantProtein
- NaturalSweetener
- Grain
- Berries
- Fruit
- Mushroom
- NaturalStimulant
- Vegetables
- Spice

Each harvestable plant in the game, that is relevant to a food item or meal, will drop an item that is named like one of these groups. For example: Corn and Wheat plants will get you GRAIN.

There are other plants, that did not see a change yet, like Varon Root still drops Varon Roots, but this might change as we explore categories and new food groups in the future! We are of course open to any...
by EleonGameStudios at 3:22 PM
(30,024 Views / 62 Likes)

Hi Galactic Survivalists!

Weekend is coming, so time again for another progress report on Alpha 8.0! :)

We are still working full throttle on our Alpha 8.0 main topic "larger planets", but we can now say that the finish line is already visible. Said that, it might take still some time until the first Experimental version will hit. One of the reasons is, that the new planet generation leads to the need of rebuilding a major portion of all the adjacent mechanics, from placing plants down to temperature scaling - which needs to be readjusted from the ground up again. Same applies to the SolarSystemGenerator (SSG-editor), as these two topics are closely entangled with each other.

While the new planets become more and more tangible, we made progress in a lot of other areas as well.

1. New Game start
In the last dev Blog, you had a lot of questions about the new game start, suit constructor and sleeping. We will try to answer some of those, although this is still a work-in-progress topic.

- Sleeping -

Q: Are there limitations, like not being able to sleep when I am followed by enemies?
A: We are currently working on the details - especially on those conditionals what will or will not work or happen while you sleep. We'll update the details in a dev blog as soon as they are set in stone.

Q: How does sleeping work and where can I sleep?
A: For now only the Escape Pod has this feature. If this mechanic works, we can (and will) add the feature to other devices, like beds.

Q: Does sleeping work in Multiplayer or Coop as well?
A: No, this will remain an exclusive feature for single player in the near future. As a side note: To make this feature work in Multiplayer, ALL player would need to go to "bed" at the same time, as we cannot advance time if a player is still "active". We might possibly find a solution for this in the future, maybe for small-groups MP like Coop, but until then, this will remain a single player only feature

Q: When forwarding time aka 'sleeping' in MP does not work, what about having a 'save logoff' instead?
A: Yes, we already considered 'saving' your re-entry by using a Clone Chamber or similar. This is already on the list for future updates, but not in the scope for the initial Alpha 8.0 as a lot of side-effects that result from this need to be taken into account (like what happens if the ship is destroyed or captured or the device is...
by EleonGameStudios at 12:20 PM
(33,640 Views / 65 Likes)
A preview of our new terrain shader

Hi Galactic Survivalists!

We are a bit behind schedule with our blog post about the new Solar System Generator because we are currently reworking parts of it. Thus, we thought it does not make sense to reveal info which is already outdated in the very moment we post it.

However, don't worry - more info about the new tool for easily creating your very personal solar system will be published in the near future. For example on how to utilize the new "planet tilt" setting, which will allow for different day/night cycle length on the northern and southern hemisphere of a planet!

Instead of a walk-through of the "SSG" (Solar System Generator), we want to provide you with some quick info about our progress on some of the other, more gameplay-relevant features!

Let's roll :)

1. Game Start
  • If you start a new default game, the new SSG system will randomly pick names from a database of around 600 playfield names. So if you start a new game with a different seed, your planets will have different names!
  • You will be able to "sleep" in your escape pod to forward time and it will not despawn (SP only)
  • You will have a very limited "Suit Constructor" at your disposal (slow, only the very basic items like a food item, bandages etc)
  • We are planning to provide you with a much better survival experience as a game start. More details to come...
2. For Scenario Creators
  • You can still use the system with a fixed sectors.yaml and fixed planet names!
  • You will now have the possibility to place POIs and Ore Deposits BY BIOME![​IMG]
  • You will be able to preview the POI and resource distribution in the SSG [​IMG]
  • The PDA system now offers repeatable missions!
3. For Builders
  • You can now set Hotkeys for console commands. Having SI turned to off, godmode on, teleport and more can be activated at the same time with a simple hotkey click!
  • Automated doors now have an override priority for Sensors: if you add a sensor/signal to a door, the door-integrated auto-opening will not be triggered.
  • Devices with Sensor Input and Output fields can now send and receive signals. Before, SEND did not work as long as the device was set to listen/receive signals at the same time. Note: you cannot create blink-lights this way, because of an integrated...
by EleonGameStudios at 4:03 AM
(15,675 Views / 16 Likes)
Hi Galactic Survivalists,

We released a small patch on the Alpha 7 branch. Please continue to report bugs and issues here: https://empyriononline.com/threads/bug-reports-alpha-7-6.36123

Next week, we will post another "Road to Alpha 8: Development Update" where we will provide more info about the upcoming Alpha 8 release - especially the Experimental phase.

Changelog: Alpha 7.6.1 (Build 1466)

- Optimized turrets to obtain a big performance gain when a lot of turrets are involved
- Removed the “last open“ mechanism in favor of “open log if mission is active“ if PDA is opened (e.g. open PDA with an active mission > show PDA log page)
- Changed the way how the "energy left" is calculated for a base: now we only take into account the current amount of energy in fuel tank + battery and divide it by the current consumption

Updated Akua + Omicron playfields:
- Trading Station is now further away from enemy POIs
- Omicron: resource deposits are placed around wreckage POI
- Akua: resource deposits are closer to wreckage POI

Tutorial Update:
- Added info on how to re-read messages to some of the message popups
- Adjusted wording of some messages
- Added Alien honey to Greenhouse2 fridge

Bug Fixes:
- Fixed: Problem with huge number of drones gathering at position (0,0,0)
- Fixed: HV's getting stuck under water after going through the green wall.
- Fixed: Survival Constructor 'Allow faction access' & 'Show on map' missing from UI.
- Fixed: End of stairs can create an invisible block
- Fixed: Problem that resource asteroids did not spawn when a low amount was configured in yaml
- Fixed: After removing the capacitor, the solar panel LED's remained on until the game was reloaded
- Fixed: Problem with "ManagerShipFighter Write unknown task" warning
- Fixed: Playfield server exception spam
- Fixed: Several other internal exceptions

Updated Empyrion Admin Helper (EAH) Tool
Patch notes -
- Added: Changed Player column "Cheat" to "Warning"
- Added: Backpack Backup working for remote slave
- Added: Config Discord: Send Auto-Chat's to discord
- Added: Deposit Check (only on local tools): For now it lists all deposits and their current status. The refresh function has to be delayed till A8.0
- Added: Feedback for GetShipDown
- Added: New Items
- Added: Structure limits: Added overall limits for CV/SV/HV Player/Faction
- Added: Admin Profile: Fill automatically...
by EleonGameStudios at 2:27 PM
(50,883 Views / 67 Likes)

Hi Galactic Survivalists!

Last week, we set up a thread where everyone had the possibility to write down questions about the upcoming larger planets. We finally found time to compile all the answers to a shiny Q&A document for your reading pleasure - to be found below ;)

What's happening behind the scenes at the moment?

While the first internal version has been released to our QA team yesterday, the dev team continues to work hard on the design and layout of the new biome system.

The new "Terrain and Biome Generator" will not only allow to distribute the biomes according to certain criteria, like temperature and humidity (Read more: https://empyriononline.com/threads/alpha-7-6-balancing-bug-fixes-and-alpha-8-info.36122/) but it will also allow to generate procedural terrains. Yes - procedural terrain generation is back (no fixed heightmap planets anymore) - in the quality of the Alpha 7 planets and maybe even better!!!

Here are some screenshots of the new terrains:

The best thing is that the "Terrain and Biome Generator" is an in-house production and can be used for creation of playfields and planets by any owner of the game. You will see it will be very easy to create new planets!

For those of you who missed the overview of the main features for Alpha 8, here we go:

- Larger Planets: increase size from the current 8x4km (32km²) up to 32*64km (2048km²) playfields!
- Updated planet-tech: biome distribution based on humidity and temperature!
- Solar System random generator: just swipe a few sliders and create a solar system on the go
- Procedural terrain generation
- Improved AI behavior (the new NPCs will behave much more natural and will better react to the players)
- New and improved threats (and possibly a new and more varied threat-progression)
- Repair-2-Blueprint
- Better Creative and Building tools

Stay tuned for another blog post about Alpha 8 soon.

Thanks for reading

Empyrion Dev team


LARGER PLANETS - Questions & Answers

== Global Changes ==

Q: Will the planets that have been made before 8.0 now be unplayable or can we convert them...
by EleonGameStudios at 9:46 AM
(8,762 Views / 14 Likes)
Hi Galactic Survivalists,

We just released a small patch for the Alpha 7.6.0 release. Thanks for all the feedback on the various changes that were included in the Alpha 7.6 release. Especially for the extremely helpful discussion regarding food and medical templates.

As a result, we changed some of the recipes to make them easier to craft again. We removed a few exotic components like Alien Spike Lemon from all food templates (these and others might come back in 8.0 when more plants have become self-grown) and in particular changed some of the medical templates to make them accessible on both starter planets for the "early game".

Thanks to all of the feedback which has gone far beyond the isolated discussion of the likes and dislikes in terms of the templates setup, we now have picked up a lot of good ideas on how to progress with food- and medical-gameplay and crafting in the future. A special "Thanks" to all of you that took part and provided suggestions in that context - right now and in the past. :)

Please continue to report bugs and issues right here: https://empyriononline.com/threads/bug-reports-alpha-7-6.36123

In case you missed it: a sneak preview of the Alpha 8 features can be found here https://empyriononline.com/threads/alpha-7-6-balancing-bug-fixes-and-alpha-8-info.36122


Empyrion Dev team


Changelog: Alpha 7.6.0 (Build 1461)

Updated Food/Medical Templates:
- Bandages and StomachPills: changed template so they are craftable on both starter planets
- Removed Alien Spike Lemons from all food templates (sorry for the hassle)
- Antidote Pills: changed so it can easily be created on Akua
- Antibiotic Ointment: changed so it can easily be created on Omicron.
- Reduced complexity of small and large MediKit
- Removed need for VaronRoot and Alien Parts for Large Medikit (added Opuntia Cactus Spears instead)
- Reduced complexity of Radiation Pills
- Reverted Emergency Ration template to previous version
- Reduced Stamina bonus from Akua Sparkling Wine

Please note: IF you are using a custom config.ecf the changes named above and below will NOT automatically update your config.ecf, but only the example_config.ecf. If you made any changes to your config.ecf these are safe, but PLEASE review your settings after the patch has gone public (or right now!) as they might become obsolete or...
by EleonGameStudios at 4:07 AM
(38,736 Views / 61 Likes)
A sneak preview of the new large and diverse planets that are waiting for you in the upcoming Alpha 8 release. For more details, see below.

Hi Galactic Survivalists,

Today’s version 7.6 is not only adding bug fixes and technical changes but also a slew of rebalancings - most of them being first-time-ever changes.

We invested some time to change a few aspects of the gameplay that were only partially or even never touched at all until now: Loot distribution, food- and medical crafting templates. For the templates, the primary goal has been to make the values of the end-product consistent with the values inherited from their ingredients. This is also preparing for more game mechanics coming to the underlying gameplay in future major updates. For the loot-rebalancing the primary goal has been to make the loot better match the traits and tasks of your target.

We also rebalanced all of the HV, SV, CV and BA weapons and turrets in terms of damage and hitpoints to make fights last shorter and the threats, for example coming from POIs, feel a little bit stronger.

Please read below for the full details and all the other changes - and please make use of the FEEDBACK threads for more discussion around these topics.

Please report bugs and issues right here: https://empyriononline.com/threads/bug-reports-alpha-7-6.36123/

Last, but not least: we promised you to release some info about the upcoming Alpha 8.0 last week. Turns out, that some decisions we need to make for the next big milestone are tough ones - and will take some additional time until they are set in stone.

Said that, please bear with us that we cannot give you a full disclosure of all the features yet, but only a few of the highlights - which are (see below for more detail):

- Larger Planets: increase from the current 8x4km (32km²) up to 32*64km (2048km²) playfields!
- Updated planet-tech: biome distribution based on humidity and temperature!
- Solar System random generator: just swipe a few sliders and create a solar system on the go
- Improved AI behavior
- New and improved threats (and possibly a new and more varied threat-progression)
- Repair-2-Blueprint
- Better Creative and Building tools

We plan to release a more detailed blog with more info soon. :)


Changelog: Alpha 7.6.0 (Build 1460)

Food Rebalancing and Template Changes:
- Adjusted Food/Health/Stamina/Perish data of all food items and...
by EleonGameStudios at 3:32 AM
(12,394 Views / 14 Likes)
Update: January 19, 2018:

Changelog: Alpha 7.5.9 (Build 1449)

Bug Fixes:

- Fixed: Problem that docked vessel disappeared after going through green wall
- Fixed: Other green wall teleporting issue.


Update: January 16, 2018:

Changelog: Alpha 7.5.9 (Build 1448)

- Fixed: Several internal exceptions found in log files - Part II


Update: January 12, 2018:

Changelog: Alpha 7.5.9 (Build 1447)

- Fixed: Several internal exceptions found in log files


Hi Galactic Survivalists,

We continue with our bug fixing / stabilizing updates on the Alpha 7.5 branch. However, in parallel, our team is already working hard on Alpha 8. Soon we will let you know more - stay tuned :)

Changelog: Alpha 7.5.9 (Build 1446)

- Deactivated X-Mas update special items: X-Mas Tree (if you used the tree in your builds, it is still there but it does not appear in deco group anymore) and Akua Wine (can still be crafted but has no Status Effect anymore)
- Improved performance / RAM consumption on dedicated servers
- Added alternative terrain for Aitis (NewLava2_V2): see above screenshot
- Updated Default Scenario Robinson Protocol mission: decreased placement amount of solar panels
- Allow more characters by default and widened input field in several dialog boxes
- Removed character limit for input dialog for Teleporter target
- Added info about ingame time vs realtime to PlanetExample.yaml
- Updated Orbital Thermica Station (color updates, added solar power energy, updated devices): thanks to zztong

Updated Loot:
- Added specific loot for different Zirax classes (more appropriate for their weapon class)
- Adjusted Assault Cyborg loot drops
- Swamp, Ice and Desert Golem: Loot now focuses on basic and rare ores + a special material item + Crushed Stones
- Wood Walker: added Seeds and some biological items
- Armored Golem: Loot now focuses on Weapon Kits, Components and
- NPC: slightly reduced total amount of loot
- NPC: Added a few new drop items (e.g. for DesertGolem)
- Devices: reduced total amount of loot
"Do you have any suggestions on how to change or enrich the dropped items, especially for NPCs? Let us know!"

Bug Fixes:
- Fixed: Vessel unable to dock to BA in certain situations
by EleonGameStudios at 9:51 AM
(5,067 Views / 20 Likes)
Hi Galactic Survivalists,

Happy New Year to all of you - we hope you had a great time with your family and friends over Christmas and New Year! We are back in full throttle and just released the first bug fixing patch of 2018.
We have the feeling that 2018 will be the year of Empyrion! So many goodies are in the pipeline....

Changelog: Alpha 7.5.8 (Build 1438)

Bug Fixes:
- Fixed: Problem that reloading game while on Zeyhines, another seed is used
- Fixed: Problem that Parasaur Baby turned into adult version when being killed
- Fixed: Problem that alt camera look in a cockpit/passenger seat was reset every time another player attached or detached
- Fixed: Problem that speed was not displayed accurately when being passenger in a ship
- Fixed: Problem that nights were too dark on several playfields
- Fixed: SVs do not dock to CVs anymore in certain situations
- Fixed: Prevent docked HV Turrets to shoot
- Fixed: NPC Trader Buy / Sell buttons not immediately in sync with stock list
- Fixed: Playfield crash after entering Ningues atmosphere
- Fixed: Blueprint spawning exploit
- Fixed: Exception from warping as a passenger
- Fixed: Problem that when warping as a passenger the position was wrong for several seconds
- Fixed: Decoration "MoundzTree" has broken collision system
- Fixed: Problem that underwater it became too dark
- Fixed: Not showing other players sitting in seats when connecting to new game
- Fixed: POI's 'BA_CrashedCV_DSE_Part1' & 'BA_CrashedCV_DSE_Part2' have vertical shutters that are giving back 'Window Blocks S' when disassembling them