Alpha EXPERIMENTAL 8.0 - Part VI

Discussion in 'Announcements' started by EleonGameStudios, May 25, 2018.

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  1. EleonGameStudios

    EleonGameStudios Developer
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    Oct 20, 2014
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    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:

    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 below!

    One last question to answer: when will Alpha 8.0 hit the public branch?

    Answer: This is now more an announcement of an announcement, but depending on how the Phase 6 Experimental update performs, we plan to announce the release of Alpha 8.0 anytime next week.

    Now, enjoy the new features of Phase 6 - and as always: First Play. Then Feedback!

    All feature discussion threads pinned:

    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!
    Please report all bugs over here:

    Bug Reports: Alpha 8 EXP Phase 6

    Bug Reports: Solar System Generator

    Bug Reports: Controller and Keymapping

    Empyrion Dev Team


    CHANGELOG: Alpha Experimental 8.0.4 (Build 1647)

    - Added Fog-of-War (FoW)
    In the current implementation, the goal is to allow you to track ‘where you have already been’ and consequently, the shape of the terrain of the not yet visited area is still slightly visible. Would you prefer that the terrain of the not yet visited area is not visible at all (ie the greyed out area is completely opaque)?

    - Added Zirax Patrols
    - Added mixed groups with eg Zirax Laser and Mechanoids (or Zirax and Crawlers etc):
    - Added Zirax Sniper
    - Added/updated SV thrusters (some large jet thrusters are not yet final)
    - Added Medic Station (no re-spawning just healing) and Clone Chamber (re-spawn) to HV - placeholder models
    - Added Drill Laser Module for CV
    - Added new Group: FridgeBlocks (TechTree Level 0) + added large Fridge Box from LabDeco to new Fridge Group (incl. Cooling feature)
    - Activated TurretRobotV2 (note: you cannot use TurretRobotNew anymore, it is now called TurretRobotV2)
    - Added HoverEngine as deco blocks for POIs (under alien devices)
    - Added RadarSuitDebug with 2500m range

    Planet Update:
    - Added Ice Moon (WIP)

    - Updated desert planet + stamps

    - Updated snow planet + stamps (WIP)

    Updated Starter Planet:
    - Starter planet is now a bit warmer and height has less impact on temperature
    - Tweaked weather on starter planet: in the beginning much longer nice weather
    - Added Zirax Patrols around some Xenu POIs
    - Added more NPC groups - see playfield_static.yaml of Starter Planet
    - Increased amount of Firemoss und Confetimoss drops on starter planet
    - Added AlienBugs04 to Savanna/Sand on starter planet
    - Slightly tweaked colors of terrain textures on starter planet

    - Reduced amount of spider spawns around Promethium Deposits
    - MedicStation BA and CV now heal 500 HP at once (MedicStation HV heals 250 HP at once)
    - Changed range in which plants grow outdoor from 20-30°C to 15-35°C
    - Increased HP of TroopTransport to 14000
    - Reduced impact of temperature for several weather types
    - Moved FoodProcessor To Level 3

    Separated Templates of SV and HV Mobile Constructors:
    - Adapted several templates (eg Wings only craftable in SV, Hover Engines only in HV etc)
    - Removed from HoverConstructor (HV) : CrystalWarp
    - Added to HoverConstructor (HV): Bases Starter
    - Removed from SmallConstructor (SV): Cement, ConcreteBlocks, WoodBlocks, LandinggearBlocksHeavySV

    - AI Creatures: new target selection mechanics - based on threat level, parasaur animation desynch - less robotic look
    - First version of recursive Constructor / Food Processor that doesn't stop crafting when far away, added bulk crafting of sub-queue items
    - More consistent faction assignment for enemy NPC creatures (eg Crawlers, Overseer, TotalHorror are now in Alien faction)
    - No respawn of ZiraxPatrols and other NPCs for SpawnZones, exclude Mountain Biomes for spawning
    - Ignore PvP playfield.yaml parameter in SP > in SP always set PvP: True
    - Updated size of RadarVesselT1 to 2x1x2 (instead of 3x2x3)
    - Updated freighter with drone spawn points
    - Updated loot: Slight adjustments on Alien Container loot to improve diversity of items
    - Hot Beverage removes Hangover & Bad Trip

    POI Update:
    - JunkT1 update: Removed non-intentional personal cargo box and added standard cargo container instead
    - Xenu Mainframe update: Build was not saved with damaged effect
    - Added Epsilon OPV (model: A Big Bag of Earwax, modified by fFractalite)
    - Added Xenu OPV (model: Zerbarus, modified by Fractalite)
    - Added Ghost Rider OPV (by rainyday)
    - Tribal Villages: Updated Alien Loot Containers
    - Graveyard: Added CV_Destroyed5 (by Runningwithhamster)
    - Freighter: Some of the freighters did not have their turrets activated when spawned
    - Crusald Orbital: some smaller detail updates (thx to Pantera)
    - Updated wreckage POIs T2: now they cutoutlevel the ground so that the personal container is never underground
    - Added POI Unknown Floating Artifact (thanks to jmcburn)
    - Added POI Unknown Armed Artifact (model: Faith, modified by Fractalite)
    - Added Talon Temple (Dungeon by Ramachandra) - not yet activated in scenario

    Playfield.yaml / Sectors.yaml Update:
    - Added new dynamic yaml parameters: WaterProb and PvPProb. Adapted these parameters for all playfields
    - Allow for designation of starter playfields by game mode (Survival/Creative) in sectors.yaml
    - Correct setup of space graveyard in space_dynamic.yaml
    - For now only 1 moon for each planet in RandomDefault scenario
    - Updated Akua-Omicron sectors so that planets are on a disc/plane

    Visuals / GUI:
    - Only show max 5 elements in pickup window
    - Added Info message to show Resources cannot be added while scanning or repairing (R2T Window)
    - Sector Map: Ignore several entries of same resource
    - Tweaked Map Windows: Ensure Orbit playfields are sorted before main sector playfields, Disabled "PvP" Labels in SP, Disabled Difficulty Labels
    - Adjusted sector map labels to be better positioned above objects. Make locked selection reticle orange (from red)
    - Tweak to prevent 3d sector map zooming when scrolling through planet list
    - Disabled "Reduced Time" message in Repair Bay
    - Separate string of Status Effects
    - Sorted randomly generated sector file playfields to match new sorting requirement. Minor 3d map refactoring.
    - Repair protection shield is now green
    - Extended far clipping plane for sector map camera to allow for visibility of larger (distance-wise) systems
    - Tweak orbit map hover label so not obstructed by cursor and dimmed 3d sector map light by ~30%

    Texture Update to New Format:
    - The following blocks/devices have been updated: Fridge, Fuel tank, Generator, Gravity generator, Landing gear, ArmorLocker small, WarpDriveTank, Core Block, Cargo Box, Constructor, HoverBooster, HoverEngine, GeneratorSV, emergency oxygen generator, Food processor, Forcefield emitter, Consoles, Ventilator, Landing gear light/heavy Medical/Clone stations, Oxygen station, mobile air con, Oxygen tank, Passenger seat SV, RCS, repair station, Saw attachment, drill attachment, Sentry gun, sentry gun alien, solar capacitor, Spotlights

    SSG Update:
    - Eliminated possibility of dead-end sectors due to path intersection with sun.
    - Better checks and warnings when users move/delete content directories between sessions
    - Allow for randomly assigning asteroid fields to moons. Remove roman numeral from moon names when only 1 moon present.

    PDA Update:
    - For NearUnit Guiding the visible distance of the marker can be configured (also to be not visible at all)
    - Added new game event "PlayfieldTypeEntered" aside from "PlayfieldEntered" to also allow PDA missions to use this information (and to not change the meaning of an existing event)

    - Added Creative setting for Akua Orbit and added orbital base - thanks to Tamarak7777:
    - Implemented Lockout Timer check in R2T Window and moved "Repair in Progress" to status info label
    - Adapted exit transforms on all SV/HV cockpits + passenger seats > please re-test
    - Removed "BaseItem" tag from several ore types in Templates
    - Loca update: "Pickup blocks" now 'Retrieve Blocks'
    - Stack size increased from 5 to 6 (for better use with symmetry plane)
    - Added TurretEnemyRocket and TurretEnemyArtilery to Alien Devices
    - If structure contains no blocks any more, it will be now removed within a few seconds
    - Do not export ZiraxMale to Config.ecf anymore
    - Cleanup of playfields (removed test moons: +DesertMoon, +TemperateMoon)
    - Console Command: added new sub command 'addtrooptransport' or 'att' to command 'aimanager' to spawn a troop transport in new frame work
    - Console Command: added new command "aim tttoggleforcedetection" or "tttfd" to force the troop transport to target the player.
    - Avoiding CoQ and adding error message when a spawner spawns an entity that is not in the config file any more.
    - Controller Update: Made analog slider control less choppy (still needs a bit of tweaking)
    - RepairBay block cannot be rotated anymore (to prevent misuse)
    - Renamed MarkerBlock into DroneSpawner and changed model (it is now placed flat on a block).
    - DroneSpawner blocks now appear in Control Panel so "Show on HUD" can be activated
    - Renamed "Carrier" into "OrbitalPatrolVessel" OPV > please adapt your custom playfields

    Bug Fixes:
    - Fixed: Memory Leak
    - Fixed: RadarSuitT1 not working in toolbar
    - Fixed: Do random distribution of POIs / resources depending on playfield seed if given (before: all POIs/resources were distributed almost equally based on main seed)
    - Fixed: R2T console is accepting any item put into it (Now only accepts "Base Items" like Ingots, Plastic Material etc)
    - Fixed: R2T: Repair Blocks breaks Repair bay progress and info and does not finish repair
    - Fixed: R2T: Repairbay gets stuck in 'Receiving Repair Data'
    - Fixed: R2T: Ship is pushed UP when repair is ready
    - Fixed: R2T: Vessel is being placed inside of the BA after R2T is finished.
    - Fixed: R2T: Iron ingots duplicated and vanish when repairing in repairbay
    - Fixed: R2T: CoQ when placing Ores that do not have a Template into R2T Window
    - Fixed: After moving far away from a vessel & returning to it you can no longer open the CP when standing by it & aiming at it.
    - Fixed: Instability of recursive constructor's crafting algorithm after having been far away for a while (sometimes left extra items in inventory)
    - Fixed: Troop Transport stuck at dronebase
    - Fixed: Waypoints on the other side of green wall are not shown correctly on RADAR map
    - Fixed: Dropdown menus to close with 'UICancel' (Escape or B on controller) without closing the menu.
    - Fixed: HV: Medbay is not added to STATISTICS page
    - Fixed: Some line drawing problems in TechTress by re-arranging some devices
    - Fixed: Text under “Upgrade” should be in white font
    - Fixed: Temperature info and position differs between planet and sector view
    - Fixed: Exception when approaching carriers
    - Fixed: Carriers are not spawning any space drones
    - Fixed: Ships don't have repair shield sometimes
    - Fixed: Closing trapdoors did not work anymore in PDA Mission
    - Fixed: Survival constructor can be made to not use ingredients from the quick access bar
    - Fixed: SV landing gear (docking pad) does not give components after salvage
    - Fixed: Closed cockpit and passenger seats have wrong exit points (stuck in vessel) > we fixed more use cases
    - Fixed: Warp: Lock Target button and Warplines Toggle inconsistencies; Add view buttons to sector map; other tweaks
    - Fixed: Multi tool 'Salvage' mode returns too much items in certain cases
    - Fixed: Water Generator puts out heat when unpowered (removed heat from several terrain placeables)
    - Fixed: Exception when going to orbit in DefaultRandom Scenario
    - Fixed: Broken display of clone chamber and medic station
    - Fixed: Problem that Entity Spawner was spawning "ZiraxMale" per default (Note: renamed ZiraxMale into ZiraxMinigun)
    - Fixed: LOD issues with several grow-able plants (disappeared too early)
    - Fixed: 'Jump' in the sky & nebula when moving fast on terrain and in orbit
    - Fixed: Terrain Editor TE window: when using “Reset” the DominantLayer property is removed
    - Fixed: HUD name tag of structure still on screen after being disassembled & is being repositioned constantly.
    - Fixed: Admin/Alien Admin Stations: Ship Type Cannot be repaired
    - Fixed exception in debug mode (load pf from main menu) when opening CP
    - Fixed: Sound when consuming Energy Drink (now Drinking instead of eating)
    - Fixed: Missing grass in Oasis biome on Desert planet
    - Fixed bug SSG orbit map when no moon in orbit in certain cases.
    - Fixed: ESC menu can get stuck on screen
    - Fixed: Problem that RadarVesselT1 did not show up in Constructor
    - Fixed: Mouse cursor jumps to screen center when joystick is plugged in
    - Fixed: Double radiation info given for player armor
    - Fixed: InputContextManager messages.
    Last edited: May 25, 2018
    Repier, Marty, Matt and 34 others like this.
  2. SilvRav

    SilvRav Moderator
    Staff Member

    • Moderator
    Jan 13, 2017
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    Exacute likes this.
  3. D00mnoodle

    D00mnoodle Lieutenant

    Oct 19, 2017
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    YUSSS YUSS YUSSS! I can't wait for public release!
    Thundershock_LT likes this.
  4. Damocles

    Damocles Captain

    May 3, 2018
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    Would you prefer that the terrain of the not yet visited area is not visible at all (ie the greyed out area is completely opaque)?

    It would be more "mysterious" what lies on the other side of the planet. So I would vote yes.

    If the FoW is later intended not completely opaque, it should just be a slight grey (high transparency) just to indicate slightly that the area was not visited, but the terrain is clearly visible.
    Last edited: May 25, 2018
    Thundershock_LT and spacefarmer like this.
  5. Slipstream

    Slipstream Captain

    Sep 21, 2016
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    Fog of war should be initially solid.

    Then, as time passes, it should become opaque again, to about 50%, to show areas you haven't visited in a while, but still showing terrain.

    Any base/vessel with radar will prevent the 50% rule from engaging for the range of that radar unit.

    Eventually, a "satellite" gameplay system placed in orbit downlinks to a base, providing 100% clearance of Fog of War for that planet.

  6. Jin

    Jin Ensign

    Jul 15, 2016
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    Amazing stuff guys. If I'm ever in Germany, drinks are on me.
    spacefarmer likes this.
  7. Hummel-o-War

    Hummel-o-War Administrator
    Staff Member Community Manager

    • Developer
    Jun 15, 2015
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    If the FoW was fully do you display a planet that you did not visit when coming from space? Also black so you cannot see the geological shapes? Would save some computing power, but i don't think this inconsistency of being able to see the planet from space, but suddenly you map is going black and forgetting where water or hills are when landing is a quite strong immersion break, no? :D

    I am afraid the RTS approach of a fully black area does not make THAT much sense in Empyrion.

    Personal opinion, though.
  8. Space Beagle

    Space Beagle Captain

    Oct 9, 2016
    Likes Received:
    All new Engines are very SEXY, so you should upgrade their damage stats & make them stronger - so that people could use them more freely on the outside, and not buried in few layers of blocks :)
    malrose1, GoldDragon, monktk and 9 others like this.
  9. ravien_ff

    ravien_ff Rear Admiral

    Oct 22, 2017
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    That's a lot of great changes and bug fixes! The ice moon is looking awesome.
    Thundershock_LT likes this.
  10. rucky

    rucky Rear Admiral

    May 29, 2017
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    NO. Not good.
    But if that's needed, can you PLEASE set CREATIVE to PVE (PvP: False) then?!

    Former I just edited the playfield.yaml in the Creative Save accordingly, now obviously not possible anymore.
    And I HATE having things already DAMAGED while being CREATIVE....


    (Besides that... +1 REALLY NICE!!!)
    GoldDragon, binhthuy71 and Slipstream like this.
  11. Slipstream

    Slipstream Captain

    Sep 21, 2016
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    Yes, creative mode MUST be set PvE. Please, pretty-please.
  12. Scoob

    Scoob Rear Admiral

    Sep 22, 2016
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    Thanks for the update - another fresh start for me later lol.

    One query though, just to confirm my understanding:

    - RepairBay block cannot be rotated anymore (to prevent misuse)

    I have Blueprinted CV's which have their repair bay in the wall of a hangar bay rather than the floor. Will these BP's become invalid now?

    Perhaps others are aware, but what was the "misuse" that making this block unable to be rotated prevents?

    Kieve and monktk like this.
  13. eLLe

    eLLe Captain

    Jun 17, 2017
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    I think in the final version starter planets should be class 5 with a lot more POIs and no ore deposits. A little radical idea but it will slow down the game and make the players think how and why. All you need is in rocks, NPCs and POIs. Instead of the deposit they might be meteorite from the start. Larger planets, lack of deposits and danger at each step the game will come out of the box to do everything in a week and you have nothing to do anymore.

    I played the whole phase five in the way that I was hunting Desert Golems and all I did (good base, medium SV and prefab tier1 SV, one my universal HV and starter CV) I made it from what they are throwing.
    I have never been so happy to play like this now.

    FoW, is also on that path. Finally I can know what I skipped in my planet scanning.

    It should return the desert and snowy planet as a starter as well as the water world, the great planet of class 5 with plenty of water and small islands oasis.

    The only way to make the game more durable is to slow down but not in the way to increase hardness but to allow more ways to reach the goal. With the change of the loot system you have gone in the right direction.
    Think about what I wrote because it is a good thing that would fit well into the game.
    kingbillyIII likes this.
  14. ☣.C.H.U.D.☣

    ☣.C.H.U.D.☣ Captain

    Sep 18, 2015
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    spacefarmer likes this.
  15. stormcloud1973

    Nov 12, 2017
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    Awesome Job,Cant wait for main release. Listened to players for bugs/Problems and sorted very quickly... 5Stars!
    Thundershock_LT likes this.
  16. rucky

    rucky Rear Admiral

    May 29, 2017
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    Propably I am wrong though, as Creative is now a sub form of MP DEFAULT not SP DEFAULT anymore (as in 7.x)...
    And in MP DEFAULT actually Akua is set to PVE...
    need to test that...

    edit: YES.
    +1 GOOD!
    NO DAMAGE in CREATIVE anymore to your ship/base when doing a test flight/test manoever!
    Last edited: May 25, 2018
    monktk and binhthuy71 like this.
  17. Jin

    Jin Ensign

    Jul 15, 2016
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    Agreed. FoW should never be fully opaque. Although, I think the RTS approach (like starcraft 2, etc.) could work as a solid FoW model in Empyrion. For example:

    Unexplored terrain has a translucent fog. Immediate surroundings are revealed in a set radius around players and player owned entities. If no longer around those areas, then terrain would still be 100% revealed, but any activity in those areas would be hidden and covered by a slight haze or shade.
    RhodeKill, TK85 and spacefarmer like this.
  18. ravien_ff

    ravien_ff Rear Admiral

    Oct 22, 2017
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    I couldn't get the new CV drills to work. Anyone else try them?
  19. Kosmic Kerman

    Kosmic Kerman Commander

    Oct 11, 2017
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    Teacher’s pet :p
  20. ☣.C.H.U.D.☣

    ☣.C.H.U.D.☣ Captain

    Sep 18, 2015
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    nice...Im trying to figure out how to camp out in my tent....
    it seems to be one of those "visuals" again ;)
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