Empyrion – Galactic Survival - Community Forums

by EleonGameStudios at 1:57 PM
(13,401 Views / 28 Likes)
Hi Galactic Survivalists

Thanks a lot for your feedback about the Fog-of-War (FoW). Regarding the opacity of the FoW, it seems that a part of you favors the current approach with a semi-transparent FoW, while the other part would prefer a fully opaque FoW.

The pro "semi-transparent FoW" group argues that it is more realistic to see the shape of the planetary terrain since the escape pod has dropped from space and thus the player should have a basic understanding of the terrain. The pro "opaque FoW" group argues that the "mystery of exploration" is lost with a transparent FoW since you already know more-or-less how the whole planet looks like. We understand the arguments of both groups.

In this test update, we want to give the group who favors a fully opaque FoW the possibility to experience this "mystery of exploration" on a planet where you do not know what lies ahead:

Let us know what you think in the comments below

We could also combine both approaches: when you approach a planet from space and then land on it, the FoW can be semi-transparent, while the FoW is fully opaque on the starter planet and planets you reached via teleportation.

Finally, we adapted the reveal distance of FoW based on your feedback. It is now fixed to 500m, which is equal to the discovery distance of deposits/POIs.

We are looking forward to your feedback.

Empyrion Dev Team


CHANGELOG: Alpha Experimental 8.0.4 (Build 1649)

- Tweaked Fog-of-War shader: fully opaque, added gridlines
- Fog-of-War reveal distance is now always 500m independent of detector range

Here is a teaser for the next EXP release:
by EleonGameStudios at 6:59 AM
(18,874 Views / 37 Likes)

Update May 25, 2018: Hotfix (Build 1648)

Hi everyone,

We just wanted to clarify our below statement regarding the A8 release: we are planning to announce the Release Date of Alpha 8 next week - we are not planning to release Alpha 8 next week! :)

We have read your feedback about the Fog-of-War with a lot of interest - especially your comments regarding a completely opaque Fog-of-War (to keep the mystery for exploration). We might give it a try in the next update to get your feedback (actually we already had a complete opaque Fog-of-War in the first place).

Thanks a lot for all your feedback!

CHANGELOG: Alpha Experimental 8.0.4 (Build 1648)

Bug Fixes:

- Fixed: Existing mobile constructors (in spawned HV's and SV's) are not accessible. Unfortunately, save games loaded with EXP 8 - Part VI cannot be fixed, you have to remove and replace the constructor
- Fixed: Problem that Laser Drill Module CV did not work

- Removed Wing Blocks from HV Constructor
- Added alternative crafting recipes for biochemical compounds: ConfettiMossScrapings, FiremossScrapings, AlienParts01-03, AlienThorn
> What do you think?


Hi Galactic Survivalists,

Public release is coming closer! Before we start the Release Candidate phase, we are releasing a final Experimental version today.

All base features for Alpha 8.0 are now implemented, although some will see future refinements in the Release Candidates and beyond.

The latest major feature we added is a Fog-of-War (FoW). The goal is to allow you to track ‘where you have already been’ - which is quite helpful as we think. While the Detector (added in Phase V) gives you a rough direction, the Fog-of-War, or better: the removal of the ‘fogged’ areas, will add an indicator where you should go next or have already looked for POIs or deposits. We are looking for your feedback right here: https://empyriononline.com/threads/alpha-8-0-exp-fog-of-war.37875/

We also made some changes on the playfield threat layout. While Phase 5 added the possibility to let any spawnable NPC patrol around a POI or deposits, we iterated on this new feature a bit more. So expect more troops of the glory Zirax Empire strolling around their bases ;)

Beyond FoW and threat updates, we of course added a ton of other additions, balances and bugfixes. Please find all the changes listed in the changelog...
by EleonGameStudios at 8:20 AM
(28,005 Views / 29 Likes)
Update May 19, 2018: Hotfix (Build 1636)

Bug Fixes:
- Fixed: Problem that RadarVesselT1 did not show up in Constructor
- Fixed: Portable Constructor could be sometimes stuck in crafting an ingot
- Fixed: Removed hotspot spawn zone around Junk T2
- Fixed: When exiting from open SV cockpit\passenger seat the player can get stuck in the ship
- Fixed: Exit points of Open Cockpit show strange requirement for free block spaces
- Fixed: Random exception when moving on terrain (Support Email: #EE8C4)


Hi Galactic Survivalists!

Alpha Experimental 8.0 is progressing nicely thanks to your dedicated and wholehearted feedback!

In Phase 5 we not only squashed more bugs, but also added a first iteration what will address one remaining challenge that came with the up to 64x increased playfield sizes: How do you find a Ore deposit or a POI with so much space in between? With a Detector!

The Detector that will be available with this update is pretty much NOT a device that will pinpoint the exact location. It is also not a ‘track-all-your-foes-in-a-distance’ device - it is explicitly only tracking ore deposits (SSOR and Voxel) and POI. The current T1 Detector will give you an approximate direction and a hint how many contacts you can expect when walking into this direction, serving as the most-requested helper for ‘getting a direction where you could run into something interesting’.

For feedback on this brand new and still ‘work-in-progress’ feature, please join the thread over here for more info and discussions: https://empyriononline.com/threads/alpha-8-0-exp-radar-t1.37772/

Beyond that, we again added new POIs, new game parameters, made a lot of fine tuning, for example on the new status effect system and the occasions where you can run into those, loot tables, weapon and NPC balancing, as well as on smaller and larger changes on planets, playfields and other major features like Repair-2-Template and AI.

Check out all the changes and additions below and please make sure that you are using the available discussion threads for the main topics and contribute your feedback!

As always: First play, then Feedback! :)

All feature discussion threads pinned: https://empyriononline.com/forums/experimental-features-discussion.35/

Note: If you are NEW to Alpha 8.0 please read the individual feedback thread starters as they contain valuable information of the new gameplay mechanics!...
by EleonGameStudios at 3:26 PM
(28,252 Views / 44 Likes)

Update May 12, 2018: Hotfix (Build 1623)

Starter Planet (Temperate) Update:
- Reduced tree density in forest biomes to improve FPS
- Removed strong temperature reduction for several biomes (Forest, DeepForest, Marsh)
- Replaced some 3d models with grass meshes to reduce draw calls and improve FPS

Bug Fixes:
- Fixed: 'Shadow jumping' every 10 game minutes
- Fixed: FPS drop in dense vegetation during dusk and dawn (ie sun is flat)
- Fixed: Several internal exception found in output logs


Hello Galactic Survivalists!

Welcome to Alpha Experimental 8.0 - Part 4! We are making good progress and are getting close to the final polishing and bug fixing phase.

- Please start a new save game in EXP 4 since we changed the naming of some yaml parameters (you can load old save games but the terrain might have changed)
- You might need to reset keybindings to default once again (sorry!)
- Please also make sure you do NOT use custom config.ecf when playing the Experimental version, as this can cause issues when items or their composition or template is changed. To ensure that, go to ..\Empyrion - Galactic Survival\Content\Configuration and rename or remove any config.ecf file (You can keep the Config_Example.ecf).
- Survival Constructor is now ‘Portable Constructor’ and former Suit Constructor is now ‘Survival Constructor’!

Phase 4 has again added a few more gameplay elements, like the Mobile Heater/Cooler that can directly be crafted from the Survival Constructor. This should further resolve issues with temperature - of course at the cost that you need to stay close to it.

Apart from changes to the Repair-System, we added a few more features that you will see growing in the next updates, like POI are now allowed to float, several updates on gameplay mechanics, visuals and loads of other changes and improvements!

As always: First play, then Feedback! :)

Alpha 8.0 EXP: New Planets

Alpha 8.0 EXP: Solar System Generator - Doku & Feedback

Alpha 8.0 EXP: AI Behavior

Alpha 8.0 EXP: Repair Template & Repair-to-Template...
by EleonGameStudios at 3:21 AM
(34,853 Views / 46 Likes)

Hi Galactic Survivalists!

While Experimental Phase 2 addressed most of the Survival Start issues, Phase 3 will concentrate on some of the other features - but of course add more refinements to the Game Start! For example the Stamina-rebuild, reducing your food points is now tied to the difficulty setting (See details below). We also increased the output for the crushed-stones-to-ore reprocessing.

Repair-2-Template has seen a few changes as well and, beyond that, we changed the way how repairs are handled in general. Up to now, repairing a damaged block was for free - this has changed. Repairing a damaged block now uses Iron Ingots as a resource (100 HP demand 1 iron ingot). To make this work with the new Repair-2-Template method and to avoid having to manage different devices for the same tasks, we further unified the two features of the repair feature (Repair blocks + Repair-2-template) so you can always use it from one console.

Beyond these two topics, nearly every feature, from AI to Planets to Zirax Weapon balancing, got additions and refinements as well. So please check out the full changelog below for all the updates and, as always, please report your feedback directly to our dedicated feedback threads:

Alpha 8.0 EXP: New Planets

Alpha 8.0 EXP: Solar System Generator - Doku & Feedback

Alpha 8.0 EXP: AI Behavior

Alpha 8.0 EXP: Repair Template & Repair-to-Template

Alpha 8.0 EXP: Suit- and Survival Mechanics

Alpha 8.0 EXP: New food and food-item drop system

Alpha 8.0 EXP: New Status Effects / Diseases

Dungeon Feedback: Derelict Mining Ship

Note: If you are NEW to Alpha 8.0 please read the individual feedback thread starters as they contain valuable information of...
by EleonGameStudios at 7:28 AM
(36,962 Views / 41 Likes)

Hotfix: April 28, 2018 (Build 1598)

- Animals do not follow player into water anymore
- Repair Console can now also be placed on a CV
- Re-arranged Repair Bay / Console in TechTree
- Now using sectors.yaml to determine default starter planets for Creative Mode
- Updated textures for Land Claim Device
- Added possibility to teleport using sector map (shift-right click when hovering over sector body)
- Added missing loca text for igmNoRepairBay
- Land Claim Device is now in "Equipment" group in Control Panel

Bug Fixes:
- Fixed: Invisible SV/HV thrusters
- Fixed: Drones sometimes not reacting to the players presence - especially in MP
- Fixed: Drone from a wave when close to a base sometimes did not attack the base but instead was diving on the ground and did nothing (you need to start a new game to ensure that the fix works)


Hello Galactic Survivalists!

First of all: thanks for the overwhelming amount of feedback and responses to our first iteration of Alpha EXPERIMENTAL 8.0! :)

Although the Experimental Phase I was possibly a bit rough at some edges and a lot has changed compared to all the versions before, we’ve seen lots and lots of positive feedback on the now more survival-focused and possibly “harder” game start.

As promised, we picked up a lot of your feedback on that topic - and all others - and made some first improvements, like adding back more POIs to discover (Please tell us what you think of the amount and types!) and, of course, tried improving the Temperature-Food-Stamina topic, that possibly made even the Easy game start a bit too harsh at times (depending on the seed).

Check the changelog below for all the updates and, as always, please report your feedback directly to our main dedicated feedback threads:

Alpha 8.0 EXP: New Planets

Alpha 8.0 EXP: Solar System Generator - Doku & Feedback

Alpha 8.0 EXP: AI Behavior

Alpha 8.0 EXP: Repair Template & Repair-to-Template

Alpha 8.0 EXP: Suit- and Survival Mechanics...
by EleonGameStudios at 11:04 AM
(39,487 Views / 43 Likes)

Hi Galactic Survivalists!

Today, we are very excited to announce the release of the first EXPERIMENTAL version of Alpha 8!

You’ve been patiently waiting for this day, following nearly half a dozen dev blogs and various teasers about the new features coming with Alpha 8.0. Now it is your turn to play and give us feedback! :)

Be aware that this is still a very rough version - so expect bugs and unpolished features. We wanted to release Alpha EXP 8.0 as early as possible to get your feedback!


CHANGELOG: Alpha Experimental 8.0.0 (Build 1591)


Instead of detailing all the features, we just highlight the main Alpha 8 features and recommend reading the feedback threads below for more details.

1. Larger Planets:
Increased size from the current 8x4km (32km²) up to 64x32km (2048km²) playfields, i.e. the planets in Alpha 8 will be up to 64x larger than in Alpha 7!

We would like to give you an idea of how big these planets are. Do you see the spire base on the other side?

It looks quite far away - right? However, if you look at the map, it seems to be just in front of you:
- Actual size of a planet will also be reflected in the orbit
- Tilted planet axis so that the day/night ratio depends where you are on the planet (eg longer days and shorter nights on the northern hemisphere and vice versa on the southern hemisphere)
- Improved outside view of the planets in the orbit

2. Random Generation of Solar System:
- Each time you start a new game, a new solar system is generated with a different amount of planets and POIs
- You can control the generation process via a configuration file (number and type of planets, POIs, extension of solar system etc)
The above screenshot shows the new 3d sector map of a random solar system

3. Procedural Terrain Generation:
Procedural terrain generation is back - no fixed heightmap planets anymore

4. More Diverse Biomes:
Realistic biome distribution based on humidity and temperature:

By changing Temperature, Humidity and the Seed, we obtain a very varied biome distribution:

5. Underground Layers...
by EleonGameStudios at 9:32 AM
(55,935 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
(40,689 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
(33,372 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...