UPDATE v1.15 Experimental I

Discussion in 'Announcements' started by Pantera, Jan 14, 2026.

  1. Pantera

    Pantera Administrator Staff Member

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    Dear Galactic Survivalists,

    Today is finally the day we launch the EXPERIMENTAL phase of the upcoming version update 1.15 - the first major update of the new year 2026.

    As hinted at in our Christmas post, this is initially an update that focuses on a few new features, including refactoring and convenience on a larger scale.

    There are no new missions or other mission-based content this time (but they are already in the works!). Instead, we have taken a long and long-overdue step and not only cleaned up the galaxy and its playing fields, but also made numerous improvements and added a few big convenience features. Details can be found below. And of course, this is only the first step.

    For the current EXPERIMENTAL version, there is also an IMPORTANT info to note if you really want to test ALL content: We have created a separate scenario for the future development of all content whose changes usually require a new save game (new or changed POIs, playing fields, missions, etc.).

    The primary purpose of this is, as long as the playable content is still in development, to prevent your regular savegame from being changed, overwritten, or updated in such a way that you can no longer play missions or otherwise lose your progress. This will also prevent problems that are usually caused - intentionally or accidentally - by switching back and forth between the currently 'public' version and the in-development / experimental versions with your active, regular savegame.

    The DEFAULT RANDOM EXPERIMENTAL scenario, which you can select under “Scenarios” when creating a new game, currently contains the central test and development environment for the changes of this version update!
    Main menu > Singleplayer > Start Game > Scenarios > Default Random EXP

    When you start the DEFAULT RANDOM EXP scenario, you will also receive hints and tips for testing, as well as information about what exactly is new and what you should pay attention to.

    Among other things, these are:
    1. Short Range Warp (SRW)
      The Short Range Warp (SRW) is a free addition to all warp drives. It enables SV and CV to warp short ranges inside an orbit or sector.

    2. Jumpgates
      The Jumpgate addition is both a technical and content addition to version 1.15. It is directed to creators and scenario builders to allow players to jump with their vessels to defined destinations without having to rely on build-in warp drives. The Jumpgates cannot be built by players in survival.

    3. Basic galaxy config and playfield refactor
      Among other things, the update focuses on general spawning issues with POIs for various factions in certain areas (due to incorrect configuration, empty POI BP groups, etc.). However, it also addresses general improvements in this regard, including number, density, placement, optimization of surrounding activities (e.g., dronebases, drones, defense, etc.), and much more.

    4. Colorable Asteroid Fog
      This feature adds the possibility for creators and scenario builders to manipulate the color of asteroid fog and the newly added fog-only element directly via EClassConfig settings.

    5. Personal Communication Console (PCC)
      The Personal Communication Console is a craftable device that can be placed on bases and on capital vessels. It allows direct access to the current (and planned future) services of the Galactic Information Network (GIN).
    Please check the dedicated feedback threads in the Experimental Forum over here:
    https://empyriononline.com/forums/experimental-features-discussion.35/

    In summary: To test all new features AND game content, please start a new savegame by using the SCENARIO button and then selecting the DEFAULT RANDOM EXPERIMENTAL scenario and one of its start options.

    (Note: Since this is a focus test scenario, the normal missions and events will NOT be available in the test scenario. Unfortunately, this may result in problems with dialogues of existing story NPCs and consoles, but these can be ignored).

    The approach using the DEFAULT RANDOM EXPERIMENTAL scenario is, of course, also a test in itself. So please let us know if you would like to continue using such a separate scenario as a testing ground and playground for future new missions, game content, and features.

    Looking forward to your feedback! :)

    Please report bugs here:

    https://empyriononline.com/forums/bugs.34/
     
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  2. Myrmidon

    Myrmidon Rear Admiral

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    To tell you the truth, I did not see that coming. I thought there are no new features in the development pipe.I am glad to see this post and can't wait to finish my today's programming class and go home to test the new experimental version.Thank you guys :thumpUp:
     
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  3. Scoob

    Scoob Rear Admiral

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    It is indeed nice to see ongoing development of the game. I've been around for approaching ten years now and still playing from time to time.

    As an aside: hiding out with my slow as a snail starter HV in an Ancient Shelter POI as no less than FOUR PVs buzz around is sorta cool. Need to upgrade the HV so it has some speed.
     
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  4. SacredGlade

    SacredGlade Captain

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    I love the idea of the jump gates. It could really expand on the length of a game arc in custom scenarios- perhaps the warp drive tech is in some way constrained from the starter system (be that the raw material availability or tech tree/blueprint etc etc). there could be an entire system that you can only navigate around with pre warp technology and the lost stargate of a previous advanced civilisation (sg1 vibes). the more options and control provided to scenario and server owners - the greater chance of unique and compelling story lines, arising that the dev's may not have even considered.
     
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  5. ravien_ff

    ravien_ff Rear Admiral

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    I have to play around with it more, but yeah the jump tech has a LOT of potential!
     
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