Empyrion – Galactic Survival - Community Forums

Mar
03
Alpha 12.jpg
by Hummel-o-War at 7:17 PM
(15,074 Views / 35 Likes)
62 Comments
Hi Galactic Survivalists!

While the Content and the Global updates from the previous dev blogs are pretty much set - given nothing unexpected will keep us away from adding them to the game - the following topics are a bit more a ‘What we plan to add to the game, when time permits’ thing.

NPCDialogue-800x450.jpg
( WiP NPC Dialogue with 3 answer options)

The following Prototypes have been added only recently to the Alpha 12 feature list, but have a good chance to be in the initial Alpha 12 release. If not, then in Alpha 12.1 and onwards. ;-)

Prototypes
  • NPC Dialogue with Multi-Answer options
    Ever wondered why the bartender in one of the Pax Purgatory bars only wants to sell his beverages but has nothing to say? Want to play a round of Black Jack with those NPCs that seem to dish out cards anyhows? These are only two straight forward possibilities for the upcoming Multi-Answer NPC Dialogue system, Alpha 12 will add. The new way to set up dialogues will be configurable in its own (public) config file and you, as a creative or POI designer, will be able to ‘assign’ a dialogue to certain NPCs. We are looking forward to all the ideas our community will come up with!
  • Dynamic Key Tokens
    This is more of a technical advancement, as the game can now modify an item dynamically in the game to provide a specific function.The first implementation will for example allow the game to create an individual “Keycard”-item, giving it an integrated lock code for use with a specific device in a POI, like a door or any devivce that is using lock codes. This specific Keycard (Token) can then either be placed in a container or be added as a loot item, given via PDA or by an NPC. Of course YOU can decide what the 4-digit lock code looks like, for example using the super safe 1234 combination is always a good way!
  • Per-Container Loot Table ID
    This is where the new loot setup system comes into play. Currently the loot IDs are set in a config file, so all Zirax Soldiers drop a fixed range of items. With Alpha 12 we plan to add new settings, which will add the possibility to set certain Loot Table IDs for each container or NPC (spawners) individually and directly in your POI - overwriting the “default” Loot Table ID. This will give all creators more granular control over the loot drops for anything that has an ‘inventory’....
Feb
28
BlastDoors1x2u1x1.jpg
by Hummel-o-War at 8:49 PM
(16,219 Views / 30 Likes)
81 Comments
Hi Galactic Survivalists!

Today, while the developers are heavily at work with the galaxy generation, NPC dialogues and such, we will talk about some of the more global content and convenience updates.

Global Updates
  • Lots of POI updates, that should have made it to A11 already, like dust and snow versions, fixes on signals and triggers etc pp.
  • Multitool: now works with UNDO in Creative mode
  • Projectors can have a background layer
  • Removed Alien01 and Spiders from starter areas (Crashsite and starter area)
Feature Updates
  • Inventory Sorting (alphabetically, item type, food points, mass and volume)
  • Increased Stacksize (up to 4000 per stack; Stacksizes are derived from item mass)
  • Player Turrets can now be used on any NPC Faction POI (without having to cheat in ammo and ammo boxes!)
Sorting.jpg
(Sorting Options)

There are of course more interesting changes coming with Alpha 12, for example the new SPACE POI DEFENSE mode: Meet the renewed Polaris and Zirax Patrol Vessels, called in as reinforcements when you attack their orbital POI. We plan to do an own dev blog on this topic anytime soon.

ZiraxDestroyer.jpg
(Zirax Destroyer)

On the ground Base Attacks, the Talon got a new building, the Talon Ziggurat, which will serve as a headquarter or ‘end boss' which, when beaten, will stop any planetary Base Attack from that NPC faction. The end of the Base Attacks is also now tied to a so-called ‘headquarter setting’ which any playfield designer can individually set to any POI. For example you do not need to use the Dronebase as a BA Attack-Stop for Zirax anymore, if you do not want to.

TalonZiggurat.jpg
(Talon Ziggurat)

More content updates include:
  • Reworks are planned for other devices as well (Armor Stations, Warp Tanks etc; feel free to make other suggestions in the comments!)
  • We plan to rework the Alien Turrets and give them a consistent design appeal, f.ex for the Zirax
  • All-new Energy Turret for the (planned) Legacy Faction ships and POI
  • Adding Heavy Blast Doors (two sizes for now)

We’ll of course release more screenshots on the model and blueprints as soon as they near their completion....
Feb
25
Alpha 12.jpg
by Hummel-o-War at 8:40 PM
(17,024 Views / 27 Likes)
92 Comments
Hi Galactic Survivalists!

Welcome back to Part II of our Alpha 12 feature update dev blog!

While you have read through the first part of this blog, you might have wondered what's added to the game besides the galaxy feature.

Of course there is a lot of code work going on on other elements as well, ranging from adding new features to the ModAPI, the Terrain Editor Settings, down to refactoring code elements and fixing and streamlining settings.

One of those topics has been CPU in conjunction with the new Flight model. The following might be interesting for a lot of players and all the forum discussions on that topic.

RotationSensitivity.jpg

To start with, we will aim for a few balancing changes.

Examples:
  • Cut CPU cost on SV and HV RCS by 40% to make it more workable for small builds and on game start
  • Tier 4 for HV will be increased (planned from 70k to 100k)
  • Thruster CPU Cost rebalancing: Larger thrusters are planned to be more CPU-efficient than their smaller versions.
  • Materials/Items/Devices in containers will get a storage bonus, in terms of a 50% mass reduction when computing max speed of the ship (the mass of the vessel will remain the same)
Further improvements of the flight model ( fixing issues with drag and lift calculations ) and smaller, additional up- and down balancing of CPU cost aside, we also plan to make a few more in-depth changes on these feature(s) themselves.
  • Per-Axis Torque setting
    With Alpha 12 you will get three sliders in the Control Panel > Statistics tab to adjust the Torque of your vessel. One slider for each axis.
  • CPU Tier Buffs
    Unlocking a CPU Tier will add benefits. The same way overshooting the CPU count is penalized, we might give you certain buffs or bonuses when reaching a new tier. For example we already internally added a 5% speed up on the booster reload time for every new CPU tier level. We are of course open to your suggestions on this topic!
  • CPU Tier 5
    We currently discuss an expansion of the Tier System - starting with Capital Vessels. The approach is currently not yet decided, but will be referred to as “Tier 5” (whether it is a real CPU Tier or something different)
We are looking forward to your thoughts! :)

This has been a little bit more condensed on only one topic. Expect more dev blogs about the other topics later this week!

Until then, take care. Read you soon....
Feb
21
Galaxy-SunCloseup.jpg
by Hummel-o-War at 9:03 PM
(33,154 Views / 47 Likes)
138 Comments
Hi Galactic Survivalists!

Welcome to our dev blog on the Alpha 12 features!

We have dedicated the first release of the planned blog series to the most substantial change coming with the new major updates: The galaxy.

What does it mean, when we say ‘galaxy’ ?

Let's answer that question with a picture:

Galaxy-DetailView.jpg
All these suns are visitable.
Some will have planets.
Some won’t.
Some might be void of anything.
Some might be crowded spaces.

This is where we will start. But there is more!

In Alpha 11.5, when you look at the galaxy map, you will only see one type of a central star: The default-yellowish sun. For Alpha 12 we have added all of the main sequence star types (archetypes, following the OBAFGKM scale; while the blue-white O stars are the largest and the orange-red M stars are the smallest ). We also added a variant of a Black Hole and a Neutron Star.

Galaxy-SunCloseup.jpg
A little note for our Creators: The star types will be placed by a probability factor. For example M is a lot more common than O. Black Holes are rare. Of course you can customize the probability factor for each sun type individually.
Also, the galaxy you can see in the picture above, is configurable by the amount of stars (min/max) as well as the diameter of the galaxy (which influences how far the stars are away from each other)

More variants of star types will follow in future updates.

As you can see, the new “galaxy” is not just an “improvement” over the Alpha 11.5 ‘Multi Solar System’ mechanic. It is something entirely new.

Downwards compatibility?

Now you might ask: but what is happening with all the savegames and fixed solar or multi solar games started in Alpha 11.5.

The answer has two parts
  1. We will add a “legacy mode” for the old scenario and savegames. The galaxy will simply NOT be generated. The downside: you cannot use any of the new features that come with the new system.
  2. We plant to have a new method of how a galaxy is created, including the combination of a fixed part and a generated part
Point 2 might need some further explanation, but it's not complicated.

Example: Let's we want to place a system with a starter world and the home planet of a npc faction. You want to place those systems with a certain distance or on a specific, galactic...
Feb
19
by Hummel-o-War at 7:30 PM
(19,860 Views / 21 Likes)
114 Comments
Hi Galactic Survivalist!

We hope you all had a great start in 2020! We have been a bit silent on the current progress on Empyrion and you deserve to know what is going on behind the curtain.

While we still run smaller patches on the Alpha 11.5.x branch, the development on the Alpha 12 features (we are working on since early January), have already made some noticeable progress.

That being said, we want to share with you a brief summary of some of the features that will be in the next major update. These blog posts are currently in preparation and will be released in the next few days. Please excuse the delay.

In the meantime, we would like to announce our GAME SURVEY 2020

Participate: http://survey.empyriongame.com/index.php/421594?lang=en

This time, the survey contains additional game-related topics, questions about your hardware, your likings on certain game features and such.

Please also make good use of the surveys free-text answers, but please keep your replies on the spot and as brief as possible (so we have a chance to read them all) .. or instead, link a forum or reddit thread you already have set up on a certain topic!

Thanks a lot in advance for your participation and also thanks a lot for all your ideas and suggestions you have shared over the last months and years which have - or will be - changing the shape of the game in the future!

Yours,
Empyrion Dev Team
Dec
24
9A4BD3DC-B967-4FB1-9041-995260959E5D.jpeg
by Hummel-o-War at 2:00 PM
(7,107 Views / 24 Likes)
27 Comments
..from everyone here at Eleon Game Studios! :cool:
Dec
12
GalaxyMap.jpg
by EleonGameStudios at 5:09 PM
(49,196 Views / 5 Likes)
355 Comments
Hi Galactic Survivalists!

Being the last update in this years development cycle - hotfixes aside - Alpha 11.5 will not only add bugfixes, but also a few important changes and additions to enjoy in your winter holidays!

Examples:
  • Small and Large Optronic Bridges/Matrix are now craftable
  • Loot Tables are now exported to the Config_Example.ecf
  • We have reactivated the new, reworked galaxy map
  • The Default-Random scenario now creates up to 6 solar systems
  • Multitool has now a downgrade option
  • HV Drills are now usable in space
And a lot more. Please have a look at the full changelog below.

Please contribute any feedback over here: https://empyriononline.com/forums/faq-feedback.25/

Forum updates:
As always: please report any bug and issue in our bug-forum over here: https://empyriononline.com/forums/bugs.24/

Before making a bug report, please read about how to use the bug section: https://empyriononline.com/threads/...ort-template-requirements-known-issues.47082/

Have a great time and happy holidays from everyone here at Eleon! :)

PS: Although the development team will be on holidays from christmas to the new year as well, we have of course already made some plans for Alpha 12… ;)

===========

Alpha 11.5.8 Patch 2020-05-07 (Build 2789)

Fixes:
- Devices morphing onto docked vessels

===========

Alpha 11.5.8 Patch 2020-03-24 (Build 2785)

Fixes:
- an exploit

===========

Alpha 11.5.7 Patch 2020-02-28 (Build 2784)

Fixes:
- When a POI container is opened the UI can close by itself
- Some exploits
- Zirax base attack behavior error
- Net code exception
- Vessel crosshair can get 'stuck' when adjustments are trying to be made when the weapon is in range of a target
- Faction chat messages not always shown in-game
- [MP] Docked vessels moving when the player returns to them

===========

Alpha 11.5.6 Patch...
Dec
10
by EleonGameStudios at 12:53 PM
(17,259 Views / 17 Likes)
118 Comments
Hi Galactic Survivalists!

The holiday season is coming closer, so does the final game update of the year - hotfixes aside ;)

That being said, Alpha 11.5 Experimental not only adds bugfixes, but also a few important changes and additions.

Examples:
  • Small and Large Optronic Bridges/Matrix are now craftable
  • Loot Tables are now exported to the Config_Example.ecf
  • We have reactivated the new, reworked galaxy map
  • Multitool has now a downgrade option
  • HV Drills are now usable in space
And a lot more. Please have a look at the full changelog below.

Please contribute any Experimental-version feedback over here: https://empyriononline.com/forums/experimental-features-discussion.35/

Forum update:
More to come!

As always: please report any bug and issue in our bug-forum over here: https://empyriononline.com/forums/bugs.34/

Before making a bug report, please read about how to use the bug section: https://empyriononline.com/threads/...ort-template-requirements-known-issues.47118/

Have fun playing Alpha 11.5 Experimental!

===========

Alpha 11.5.8 Patch 2020-03-19 (Build 2785)

Fixes:
- an exploit

===========

Alpha 11.5.7 Patch 2020-02-27 (Build 2784)

Fixes:
- regression from Build 2782
- flickering "connectable structures" icon on bottom left info area

===========

Alpha 11.5.7 Patch 2020-02-26 (Build 2783)

Fixes:
- When a POI O2 / Fuel container is opened the UI can close by itself
- Item exploit

===========

Alpha 11.5.7 Patch 2020-02-20 (Build 2782)

Fixes:
- When a POI container is opened the UI can close by itself
- Item exploit better fix

===========

Alpha 11.5.7 Patch 2020-02-17 (Build 2781)

Fixes:
- Regeneration unlock problem
- Item exploit
- Zirax base attack behavior error

===========

Alpha 11.5.6 Patch 2020-02-10 (Build 2780)

Fixes:
- Net code exception
- Vessel...
Nov
22
by EleonGameStudios at 12:07 PM
(23,126 Views / 12 Likes)
159 Comments
Hi Galactic Survivalists!

Today we release Alpha 11.1 as a 'stabilization update' for Alpha 11. As the name indicates, we primarily focused on bugfixing and a few more refining changes.

For 11.1 we temporarily have reverted the new galaxy map to the previous version, as the new map needs more refinement.
Please feel free to tell us, if you want to either stay with this known map or if you would prefer to go with the new one - with some fixes and adaptions, of course. In the latter case, please give us feedback what needs to be improved to finally replace the old one - thanks a lot :)

Please continue to use the feedback and info threads pinned over here for any ideas and suggestions on those topics: https://empyriononline.com/forums/faq-feedback.25/

With regards to the CPU system, we also started to add new, CPU-compliant stock Blueprints and also retired some of the old ones from that category. Please not only check out the additions in your game's Blueprint Libary (F2) but also head over to the 'Vessel and Base BLUEPRINTS' section in our new creators forum, where you can comment on each of the new models - and even download the retired blueprints if you like to still use them: https://empyriononline.com/forums/stock-blueprints.77/

Polaris-Base.jpg

Thanks a lot in advance for reporting any bug and issue in our bug-forum over here: https://empyriononline.com/forums/bugs.24/

Before making a bug report, please read about how to use the bug section: https://empyriononline.com/threads/...ort-template-requirements-known-issues.47082/

Also, ahead of reporting any issue, please have a quick look at the KNOWN ISSUES: https://empyriononline.com/threads/...-requirements-known-issues.47082/#post-290036

And now: have fun playing :)

ZeroG-HoverBike2.jpg
===============

Hotfix 2019-11-27 (Build 2724)

Changes:
- Low memory check refactor - detects if pagefile is enabled, and displays messages accordingly. It is now forcing low textures only when it's necessary for the game startup. Messages are shorter and cleaner.

Fixes:
- Lag when changing block of a vessel -> bug fixed
- Fixed planet outside view not loading correct splatmap if planet was never visited
- fixed several exceptions (CoQ's)

===============

RELEASE Alpha 11.1.1 2019-11-24 (Build 2723)

Changes:

- Updated version...
Nov
21
by EleonGameStudios at 7:20 PM
(4,715 Views / 14 Likes)
25 Comments
Hello Galactic Survivalists!

Alpha 11.1 is a Alpha 11 stabilization release. We hope to have fixed the most important bugs etc. you reported - thanks a lot for your help!

As we noted that the new galaxy map is not yet in the desired state we temporarily reverted to the well known version.
Please feel free to tell us if you want to either stay with this known map or if you would prefer to go with the new one - with some fixes and adaptions, of course. In the latter case, please give us feedback what needs to be improved to finally replace the old one - thanks a lot :)

Now, enjoy playing the game!

===============

Hotfix 2019-11-26 (Build 2724)

Changes:
- Low memory check refactor - detects if pagefile is enabled, and displays messages accordingly. It is now forcing low textures only when it's necessary for the game startup. Messages are shorter and cleaner.

Fixes:
- Lag when changing block of a vessel -> bug fixed
- Fixed planet outside view not loading correct splatmap if planet was never visited
- fixed several exceptions (CoQ's)

===============

Hotfix 2019-11-24 (Build 2723)

Changes:

- only updated version to A11.1.1​

===============

Hotfix Alpha 11.1 (Build 2722)

Fixes:

- Vessel weapons & hand held weapons when fired inside a structure can ghost through blocks

Hotfix 2019-11-23 (Build 2721)


Fixes:

- Trees, surface rocks & pickable terrain plants becoming 'Containers'
- Fix for exceptions on a playfield server loading an instanced planet playfield and a space playfield

===============

PATCH 2019-11-21 (Build 2717)

Changes:
- Planet Life Manager - animals are not spawned if player is more than 150 meters above or below them
- Runtime memory check which informs when memory is too low and forces low quality textures if necessary. It will now account for memory used by the game itself
- Console command 'destroy' now removes the entity immediately without showing it dead for some time. Use 'destroy <id> -dead' if you want the old behaviour
- added server-side muting of players incl. new console cmd 'mute'
- Set shadow distance in Best setting to 300 meters (old: 140) and in Good setting to 150...