v1.10 Release

Discussion in 'Patch Notes' started by Pantera, Jun 27, 2023.

Thread Status:
Not open for further replies.
  1. Pantera

    Pantera Administrator Staff Member

    • Developer
    • Moderator
    Joined:
    Aug 15, 2016
    Messages:
    3,235
    Likes Received:
    5,669
    Hello Galactic Survivalists!

    Welcome to the 1.10 update of Empyrion Galactic Survival. The summer update has some cool features in store for you. Besides visual improvements of the game world you can expect among other things:

    - Drones from your very own Drone Bay will now defend your bases and vessels.
    - The hoverbike replaces the motorbike!
    - 23 new block shapes were added together with water & lava blocks and a full blown blueprint parts collection toolset.
    - Over 300 new and revamped bases and vessels to fight and explore on and around the newly added. faction homeworlds, while the new combat soundtrack supports you in the battle.
    - 25 new missions on starter planets to sink your time into!

    There are two things to note about some important gameplay settings:
    - Mass/volume & CPU & block limits are now active by default when you start a new game.
    - Blueprint factory requires all devices in a blueprint to be unlocked in the Techtree.

    Note: You can change the above settings in the Difficulty menu when starting a new game.

    Check out our release video for a quick overview:


    Thanks a lot to all testers that went through the Experimental stages, submitting feedback and bug reports each day and week. :)

    For the now publicly available version 1.10, please report bugs over here:
    https://empyriononline.com/forums/bugs.24/

    For all the features that were added for the game in the summer update, please head over to the feedback forum and check the pinned threads - or start your own:
    https://empyriononline.com/forums/faq-feedback.25/

    We are looking forward to your feedback!

    Have fun with the Summer Update 1.10! :)

    PS: Don’t forget to join our discord for live discussions about the update and its changes: https://discord.gg/empyrion

    For Server owners: For any server using a custom scenario please make sure after updating & before you start your server you update the custom config files in the Scenarios Configuration folder.

    Changelog v1.10 B4232 2023-06-27

    Gameplay

    - Added the ‘Drone Bay’: You can now craft and place the Drone Bay and equip it with Defense Drones. A Drone Bay Spawner is required for starting the drones.
    1. Pay attention to the direction you set the drone spawner block & also place it on the outside of the vessel so the drones have easy access to it to spawn & despawn from.
    2. To “retrieve” spawned drones toggle the power off for the drone bay & wait for them to return & despawn. When they are close to your vessel keep it still so they can find the spawner & despawn.
    3. Please note this is the first iteration of this feature. Please leave you feedback here
      https://empyriononline.com/threads/v-1-10-drone-bay.101751/
    - Replaced player bike with a player hover bike: Note that the Hoverbike cannot go over water
    https://empyriononline.com/threads/v-1-10-hover-bike.101752/

    [​IMG]

    Building: Blueprint Parts Collection Tool
    - Added a new tool to manage blueprint part collections “Blueprint Parts Collection Tool”.


    - Added possibility to create snap points to combine blueprint parts together. With that POIs can be created very fast and easy, especially out of construction sets.
    - Added console command 'bpcoll' to show the blueprint parts collection window
    - A demonstration video for the snap points feature to help guide you through the process of creating snap points and utilizing them in your blueprints effectively.


    We encourage you to try out the feature firsthand in the game and share your valuable feedback with us over here: https://empyriononline.com/threads/v1-10-building-blueprint-parts-collection-toolset.101753/

    Snap points are an incredibly powerful addition, and once you become familiar with their functionality, you'll discover that they are a remarkable time-saving tool.

    Building: Blocks & Shapes
    - Added 23 new blockshapes; You can find the new blockshapes by checking for missing slots and white blanks on the Cubes-, Round- and Connector- tabs OR hover over the seemingly empty slots on the 2nd page of the "basic shapes" tab
    [​IMG]

    - Added: Ramp Round Medium Transition (All blockshapes for 1.10 are now added)
    - Fixed mirror issues with new blockshapes
    - Updated new shape icons for clarity
    - Water and Lava Blocks are now available from in the Item Menu for POI building
    - Added WaterSplash at high speed fall
    - Changed: Water block now has 8° temperature effect + drops purified water when picked up in survival
    - Changed: Lava block now drops rockdust when picked up in survival
    https://empyriononline.com/threads/v-1-10-new-blockshapes-water-lava-blocks.101754/

    Default Scenario Update:
    POI & OPVs:
    - Added/updated about 300 space & ground stations, wreckages, dungeons, small and large, weak and strong combat and civilian vessels - created, reworked and updated by various authors and community contributors (check details at: https://empyriononline.com/forums/showroom-submissions.108/).

    Thanks a lot to everyone building for Empyrion <3

    Missions
    • Added locale mission arcs (with 5 missions each) to all starter planets:
    1. Akua: Clear Skies
    2. Ningues: Andromeda Strain
    3. Masperon: Bad Wolf
    4. Skillon: Deserted Powers
    5. Ashon: To Good Business
    Note: To start the mission, find the main mission hub on the playfield (there are indications in PDAs and/or notifiers when approaching a mission relevant POI)
    - Adjusted main storyline contents, mission structure and dialogues (eg. shortened amount of text and/or added more SKIP routes)
    - Changed start location and context of main storyline (Prelude now starts when arriving on Omicron Sector!)

    https://empyriononline.com/threads/v-1-1-0-main-story-mission.101760/

    Most important changes:
    - Updated: Story Mission 'Totally Overpowered' updated to new settings and faction references. Dialogues updated to reflect context changes.
    - Updated: Story Mission 'Glacial Grave': Reduced Log content (amount of text) found on the system consoles down to 1-page logs and made several other refinements on procedures.
    - Updated: Story Mission 'Ancient Revelations': fixed issues with opening doors too early, changed creatures to variants that better fit some room sizes. Staircase now cleared when using shortcut from main access to upper level; added some additional markers in some places.
    - Updated: Story Mission 'Uncertain Outcomes': fixed several issues in mission progression; Set stations to civil + admin cores; removed Tier3 ores from mission asteroids.
    - Updated: Story Mission Interlude 'Meet the GLaD': added some skip areas to Dialogues and streamlined text info for summaries
    - Updated: Story Mission 'Sigma Fulcrum': Reduced clickcount on station console (each message now only shown once as long as player stays in the dialogue); Fixed a few inconsistencies with mission progress; Note the station is still set to Colonists faction you won't damage your reputation with. So first ask, then shoot.
    - Updated: Story Mission 'Unexpected Allies': Fixed faction settings to not break mission progress. Updated some dialogues; updated info + added more SKIP routes in dialogues.
    - Updated: Story Mission 'Wins and losses': Adjusted some text elements; Fixed progression issues. (Note, this is currently the LAST mission. Final mission might be added for 1.11 or 1.12)
    - Deactivated 'Murky Christmas' mission (as this is seasonal content).
    - General change on story mission factions & enemies: When there is no chance to proceed in a story mission other than to fight against a dynamic-RP faction, the opponents will be set to "Alien" to not forcefully ruin player reputation. If there is a choice, e.g. to trade, talk or fight, a dynamic faction might be used & the decision to ruin the Reputation towards them is up to the players themselves.

    Factions & Reputation & NPCs
    - Set UCH to dynamic faction reputation
    - Added a static player-friendly 'technical' faction 'PlayerAssistDefaultHostile' (PDH) to help with mission setups that require combat against default-hostile factions and RP is not spoiled by friendly-fire or the faction is already used in another context. The faction is not intended to have POI or territories but is a "technical" static faction only.
    - Reworked faction reputation matrix: eg. added more crossover effects (pos and negative), removed too strong level-drop effects and added specific RP-loss amounts to some blocks (f.ex. Cores)
    - Changed NPC groups (EclassConfig) and updated terrain-spawned patrol groups (Egroup)
    - Telluropod now available from NPC Spawners
    - Updated the UCH faction NPCs: the faction now uses a dedicated set of NPC types for military and civilians.
    - For builders, use the male and female military and non-military variants for NPC spawns that start with ‘UCH’ (eg. UCHSoldierFemale2AssaultRifle, UCHPilotMaleRed, UCHCivilianMale1 and so on.

    Gameworld
    - Updated home systems and home planets for all major and minor factions (1st iteration)
    - Added home systems for community-submitted factions
    - Sorted/changed blueprint groups of lots of POIs for the factions
    - Sorted blueprint groups for all faction OPVs (space and planet) into tiers.
    Note: if your scenario uses default BP groups, their contents might have changed!
    - Changed: Several story-mission-relevant POI did not have an admin core
    - Changed: Enemy attack in story mission context is now mostly set to "alien" faction to avoid spoiling reputation unintentionally.
    - Added a few battered, free-roaming cannon drones to Ningues, Skillon and Masperon (Alien faction; will attack player, but not other NPCs)
    - Changed: Activated Base Attacks on Akua (Talon) and Masperon (Zirax/Abyssal)
    - Changed: Akua SupplyDepot swapped Raptor02 with RaptorNight and interior AlienBug01v2 with Spider01
    - Updated Ocean planet (decoration, atmosphere, textures & biomes)
    [​IMG]

    Game World Maintenance
    - GalaxyConfig / in-system map: Fix for SmBH ‘star halo’ having sharp edges
    - Removed some lore-unfitting creature spawns
    - Added some creature spawnzones
    - Fixed some missing deposit textures
    - Tweaked some POI spawning positions: Further away from poles
    - Fixed missing deposit textures for TemperateSwamp
    - Switched HomeworldUCH to new decoration system
    - Merged Default GalaxyConfig with the Default Multiplayer Scenario
    - Merged Default Factions with the Default Multiplayer Scenario
    - Merged Default DefReputation with the Default Multiplayer Scenario
    - Adjusted Tresari Group contents
    - Fixed: Karana playfield fixes

    Gameworld - Stars
    [​IMG]
    - Space: Tweaked looks for star types O,B,F,A,G,K,M, LegacyNexusHub
    - Space: Adjusted playfield lighting colours and brightness. (O: Much brighter; B: Bright)
    - Galaxy map: Star types easier to tell apart in distance
    - Increased size class for G, A type stars and SmBH

    https://empyriononline.com/threads/v-1-10-galaxy-visuals-suns.101765/

    Planets:
    - Added Aluminium and Platinum ground deposit (removed Carbon for it)
    - Aluminium: Alien, Arid, Barren, Desert, TemperateSwamp
    - Platinum: BarrenMetal, LavaNascent, TemperatePlateau
    - Added RockResourceCarbon to Barren
    - Barren: Very slight decoration tweak
    - Arid: Bound some deposits to biomes

    Multiplayer / Coop
    - Added PlayerFaction Role dropdown UI to Control Panel's Devices page. To use this select a device on your base or vessel & select the role level you want to restrict the devices access to & in the Faction GUI window apply the appropriate roles to faction members.

    https://empyriononline.com/threads/v-1-10-player-faction-roles-permissions.101761/

    [​IMG]

    Config Changes
    Global configs

    - Important change: Mass/Volume/CPU/Blocklimit = default on (Can be changed in settings at gamestart!)
    - Important change: Blueprints cannot be put into the Factory if the player hasn't unlocked the needed items in the techtree yet!
    - New optional parameter "ignoreOtherTarget" is available for Pf-Ops SpawnDrone, SpawnOPV and SpawnTroopTransport
    - Updated info in galaxyconfig.ecf about hiding a solar system
    - Added information about AuxPoi setup to example playfield yaml
    - Added new parameter 'DisableProximityLog' (true/false) for gameoptions.yaml to allow disabling the proximity log button in registry

    Dialogue System
    - Added possibility to omit the cone for NPC with dialogues (class NPCDialogue) by adding the property OmitCone: true in BlocksConfig.ecf
    - Added function string GetFaction(int entityId) that returns the faction name from the FactionConfig.ecf
    - Added a property "DialogueState" to BlocksConfig.ecf to be used in blocks of class "NPCDialogue" to allow specifying a hard coded target dialog. If this is present, this block can be placed by users on player bases and be also triggered using "F".
    - Added new function GetStructure(entityId)

    Creative Mode / Scenario
    - Creative mode improvement: if SHIFT (run key) is pressed the focus box now focuses inside the target block (pressing RMB will remove it and LMB will replace it). The removal was working before, but now the focus is also placed correctly.
    - BuildSettingsMenu: Green pasted area can now also be mirrored "in place"
    - BuildSettingsMenu: Green pasted area will now collide with its surrounding structure if pressing LEFT-SHIFT while moving (using the move handles)
    - Default Creative scenario: Updated Temperate and Arid playfields to new decoration. Updated selection pictures.

    Visual Refinements & Controller upgrades
    - Added Global Illumination, Dynamic Shadows & Terrain Tessellation & video options to toggle these on & off

    https://empyriononline.com/threads/v-1-10-visuals-tesselation-forcefields-and-more.101764/

    [​IMG]

    [​IMG]

    [​IMG]

    - New force field VFX added to all blocks that have a forcefield visible
    [​IMG]

    Sound / SFX:
    - Added dynamic combat soundtracks for planets & space
    - WIP: Adjusted device volume levels to be lower overall: Ramps, Shutters, doors, hangar doors, blast doors, water generators
    - Added some new sounds for power generators, shield generator, water generator & the warp drive
    - Lowered the distance some NPC’s can be heard from (particularly noticeable in POI’s)

    https://empyriononline.com/threads/v-1-10-combat-soundtrack.101762/

    Fixes:
    - Explorer Token for faction homeworlds should now work/be given again (also for the new dynamic factions!)
    - Explorer Token for first-pickup for ores did not work anymore or were given randomly
    - Falling animation is playing when you fly a vessel.
    - 00858: Collision model for deco block - Antena 05 is missed
    - 00912: Collision model for block Deco SVDecoAeroblister01 is missed
    - 00897: Retractable turrets can be invisible when they are turned off
    - 00910: Large thrusters is flickering in 1PV after resume the game
    - Fixed Blueprint spawn crash
    - Fixed: BA_PolarisDroneBase offset missing
    - Fixed: BA_UCHSettlement was missing FillerBlocks at the corners
    - 00917: Ctrl + Alt key combo toggles free look
    - 00991: Sensor-related exception when changing playfields
    - Multiple fixes done during exp v1.10 https://empyriononline.com/forums/fixed.90/

    EAH:
    - https://eah.empyrion-homeworld.net/download/patch-notes-emp-admin-helper-full
     
    #1
    Last edited by a moderator: Jun 28, 2023
  2. ravien_ff

    ravien_ff Rear Admiral

    Joined:
    Oct 22, 2017
    Messages:
    6,278
    Likes Received:
    11,937
    Woohoo! A great list of fixes and additions!
     
    #2
    Last edited: Jun 27, 2023
    SacredGlade and Javarox87 like this.
  3. Dragomir7

    Dragomir7 Ensign

    Joined:
    Jun 17, 2022
    Messages:
    1
    Likes Received:
    2
    Awesome!

    Shall I update the relevant wiki article then?
     
    #3
    Last edited by a moderator: Jun 27, 2023
    Germanicus and Pantera like this.
  4. Vermillion

    Vermillion Rear Admiral

    Joined:
    Jul 15, 2018
    Messages:
    3,259
    Likes Received:
    8,933
    I'm pretty sure the Blueprint Parts Collection Tool's command was changed from "di wdw" to "bpcoll".
     
    #4
    Javarox87 likes this.
  5. Javarox87

    Javarox87 Captain

    Joined:
    Oct 19, 2016
    Messages:
    164
    Likes Received:
    180
    Wonderful work with this patch!

    It amazes me how much this game has progressed, and how its still being actively patched. I never thought I would still be running a server and scenario for this game for nearly 7 million years.

    Huge thank you for adding in the water and lava, I have a lot of updating to do this weekend on my POIs, its going make them look a lot better.
     
    #5
    Germanicus likes this.
  6. Pantera

    Pantera Administrator Staff Member

    • Developer
    • Moderator
    Joined:
    Aug 15, 2016
    Messages:
    3,235
    Likes Received:
    5,669
    True they both work but will just mention 'bpcoll' for now.
     
    #6
    Germanicus and RexXxuS like this.
  7. LyfeForse

    LyfeForse Lieutenant

    Joined:
    Nov 10, 2021
    Messages:
    68
    Likes Received:
    97
    Fantastic additions to the game! Glad to be here for the arrival of new blocks, to get that new building inspiration :)

    Love the new forcefield, thats a big improvement
     
    #7
    Germanicus likes this.
  8. ravien_ff

    ravien_ff Rear Admiral

    Joined:
    Oct 22, 2017
    Messages:
    6,278
    Likes Received:
    11,937
    These water and lava blocks are cool!

    Is it possible to give them shapes?
     
    #8
  9. jadefalcon

    jadefalcon Captain

    Joined:
    Jan 30, 2018
    Messages:
    555
    Likes Received:
    2,302
    Please can we have water blocks on our bases
     
    #9
  10. Monroe

    Monroe Commander

    Joined:
    Nov 20, 2017
    Messages:
    202
    Likes Received:
    184
    Is there a way to turn off 'unlock check in BP factory' in a gameoptions.yaml?
     
    #10
  11. TwitchyJ

    TwitchyJ Commander

    Joined:
    Mar 4, 2022
    Messages:
    175
    Likes Received:
    124
    People on the steam forums keep claiming that you can turn it off in gameoptions.

    I don't see it at all in the example gameoptions file, so I'm guessing the people on Steam are wrong and you can't disable it at all.

    That or the devs left it out of the example file again.
    I can't find it listed as such in the patch notes either.
    Guessing the answer is no.
     
    #11
  12. ravien_ff

    ravien_ff Rear Admiral

    Joined:
    Oct 22, 2017
    Messages:
    6,278
    Likes Received:
    11,937
    Yes of course you can turn it off.

    Edit: just checked and it's EnableUnlockCheckInBPF: false
     
    #12
  13. Monroe

    Monroe Commander

    Joined:
    Nov 20, 2017
    Messages:
    202
    Likes Received:
    184
    Thank you Ravien. I couldn't find it. After knowing what the option is from you I was able to determine that it is listed in the gameoptions.yaml for the Default Mulitplayer and Invader vs Defender scenarios. But not in any gameoptions.yaml example file.

    We're good to go.
     
    #13
  14. TwitchyJ

    TwitchyJ Commander

    Joined:
    Mar 4, 2022
    Messages:
    175
    Likes Received:
    124
    Ah, so as I thought, they didn't update the gameoptions example file again..... Because that is not in there at all.

    They really need to get in the habit of updating that example file when they make any changes or additions to the possible gameoptions.
    There are still other things missing from that file too.
    This really should be done WITH the update and not months/years later.

    It wasn't in the patch notes, and it isn't in the example file.
    How in the heck do the devs expect us to read their minds to know about this stuff?!?

    I even just did a search for that and you and Jascha, both non-Eleon employees, are the only 2 people to even once post this gameoption. Not a single Eleon employee has posted it once on the official site, so players have no way to know about it at all.
     
    #14
    Last edited: Jun 30, 2023
  15. Monroe

    Monroe Commander

    Joined:
    Nov 20, 2017
    Messages:
    202
    Likes Received:
    184
    Yeah just telling us that the option is EnableUnlockCheckInBPF in the patch notes would have been clutch.
     
    #15
  16. TwitchyJ

    TwitchyJ Commander

    Joined:
    Mar 4, 2022
    Messages:
    175
    Likes Received:
    124
    There is AT LEAST one other gameoption missing from the example file still after years, and that is the option to disable the "respawn nearby" choice.

    I know it exists because one of the devs has mentioned it exists, ONCE. I still after years don't know how to use it though because it still isn't in the example file.

    I'm sure there are others as well.....
     
    #16
  17. ravien_ff

    ravien_ff Rear Admiral

    Joined:
    Oct 22, 2017
    Messages:
    6,278
    Likes Received:
    11,937
    I got that from starting a new game with the option disabled which added it to the game options file for that save. Unfortunately there's some options like you said that don't even show up on the difficulty menu so you can't add them that way and have to rely on someone who already knows.

    EAH should have all of them though but that doesn't help everyone.
     
    #17
  18. Taelyn

    Taelyn Administrator Staff Member Community Manager

    • Developer
    • Administrator
    Joined:
    Oct 4, 2021
    Messages:
    878
    Likes Received:
    1,375
    Ive added all missing options to the GameOptions.yaml and _example.yaml files of all default scenarios
    You will see it in a next update
     
    #18
    ravien_ff, Germanicus and Monroe like this.
  19. Monroe

    Monroe Commander

    Joined:
    Nov 20, 2017
    Messages:
    202
    Likes Received:
    184
    Awesome. Thanks Taelyn!
     
    #19
    ravien_ff likes this.
  20. Monroe

    Monroe Commander

    Joined:
    Nov 20, 2017
    Messages:
    202
    Likes Received:
    184
    So, I hate to chime back in on this. But is anyone else having an issue where the EnableUnlockCheckInBPF settings does not stick?!!! I set it to false in the scenario and also in the savegame file and it forces back to true every time. This is frustrating.

    EDIT: Leaving this post up for all new players fyi. This works, but YOU MUST ALSO BE HIGH ENOUGH LEVEL. Otherwise it will appear to still be checking for BP parts unlock.

    Sorry to bother everyone.
     
    #20
    Last edited: Jul 1, 2023
Thread Status:
Not open for further replies.

Share This Page