v1.18 Experimental I

Discussion in 'Announcements' started by Taelyn, Jul 1, 2026 at 4:41 PM.

  1. Taelyn

    Taelyn Administrator Staff Member Community Manager

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    Hello Galactic Survivalists!

    Welcome to the experimental phase of the upcoming 1.18 update!

    If you want to take a little break from the current heat, we recommend checking out the version released today, putting it through its paces, and sending us your feedback.

    This first EXP phase focuses primarily on a major rework of the status effect system, aimed at reducing stress during combat by minimizing overlapping or identical effects (stacking). In addition, there are countless small and large updates to descriptive texts, clearer naming conventions, and a few updates to some game areas. Optimizations to the game code regarding AI pathfinding are also included, along with increased ID numbers for loot configuration and much more.

    Just check out the complete overview below, test the new features and changes thoroughly, and then send us your feedback on our forum!

    We hope you have fun testing!


    Changes - All scenarios
    (Default Random, Testing Grounds, Rise of the Dark Faction (for DLC owners))


    Function/Feature Updates
    • Optimized NPC pathfinding by shifting the system to a multi-threaded architecture to improve AI movement when under heavy load.
    • Loot containers in the Containers.ecf can now have an upper limit of 9999 (before it was 1023).
    • Blueprint YAML export ( bpyaml console cmd): added additional export contents: header fields in export (GroupName, Tags, flags, orientation, camera, RL containers), TextureRot, Density, SnapPoints, BPPSnapMatchTable, ShortcutNames, BlockGroupInfo;
    • Blueprint YAML export ( bpyaml console cmd): added more contents to export: signalSources, signalReceivers, logicCircuits via NbtCollection/NBTYaml)
    • Warp Route Planner: added additional checks to prevent players from getting hidden stars on their nav bookmark list.

    Balancing: Status Effects
    • Full rework of all harmful status effects in terms of logic, effects, connections and setup

    • Created a new logic with least amount of stacking of SEs (both in numbers and their effects)

    • Created a new progression with specific silo-cascades for each effect groups & sources (walking speed, health, food, health-thresholds, food-thresholds, stamina ect)

    • Remove high-tier Status Effects given by enemies in combat (reduced to starter-level SEs in order to contribute to the aforementioned)

    • Check all details: https://empyriononline.com/threads/v1-18-status-effects.103122/

    • Note: This is a work in progress in terms of final balancing and missing/not-yet-final new icons.

    Balancing: Gameplay adjustments
    • Large & small grid building blocks are easier to carry in Inventory
    • Starter RockResources are faster do dig
    • On death, don’t drop SurvivalTool anymore
    • PromethiumStone hitpoints reduced to 100
    • Kitchencounter, Bathroomcounter can be (un)locked

    Itemmenu / inventory info cleanup
    • Block names are now more descriptive of their structure type
    • Many Block and Item tooltips adjusted (Layout, clarity, length, gameplay info)
    • Localisation changes to some UI elements (Buttons, descriptions…)

    Changes: Default Random + TestingGrounds scenarios
    (Default Random, Testing Grounds, Dark Faction)

    • Playfields: Akua rework pass
    • Playfield is now randomized by seed
    • Biome deco and colour pass
    • Added ‘gameplay hint’ POI nests and broken HV at crash site
    • Added some basic exploration-focussed POI, another crashed vessel
    • Creature types, densities and placement reworked - A little bit more dangerous
    • Added tiny SSOR Promethium deposit
    • Mission materials should be a little bit easier to find (Eggs in Dustbowl biome, Butterflies more on open terrain & at progenitor POI, more TechRuins with hostile robots), Carbon deposit closer to Crashsite
    • More pistol ammo when starting out

    PDA
    • Layout and many texts reworked
    • Triggers for some info messages tweaked, so that they display closer to the ‘issue’
    • Story warning Dialog popups moved closer to POI, to prevent loss of control while driving

    Misc:
    • Split Default MP complete away from Single Player (Configs, Prefabs, Playfields, Localization, RandomPresets), using v1.17 as base
    • Split IvD complete away from Single Player (Configs, Prefabs, Playfields, Localization, RandomPresets), using v1.17 as base

    Fixes - All scenarios
    • Fixed fracture status effects do not cure after using medkit wearing epic armor
    • Fixed: Thalassor Gate was at the wrong position (applies to Testing Grounds only!)
    • BP Yaml export: fixed possible problems with obfuscation by marking yaml classes to not get obfuscated

    EAH
    • Fixed Autominer and Set Blueprint worked with old fixed IDs
    • Autominer setting asks for Dev Name fuel now
     
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