Hello Galactic Survivalists! With big steps we are moving towards the final release version of the update 1.8! It should be ready next week - if everything works out as planned . In Experimental Version 4 we have made the last content updates. So now the 'Default Multiplayer' is complete with all new content and additions. The same is basically true for the singleplayer. However, this does not exclude the tutorial - depending on your feedback! - will get one or the other text-info addition or further microtorials(e.g. for SV building). Also the starting moons in the singleplayer will surely get one or the other change to make especially the more difficult starting planets more interesting! Please continue to use our feedback forums intensively! Every suggestion and criticism will help to determine the direction in which the game start worlds might develop! https://empyriononline.com/forums/experimental-features-discussion.35/ As always, please post any bugs and errors in our bug forum. Please do NOT post bugs here in the blog or other discussions, otherwise these important messages might get lost or overlooked! Report bugs and issues right over here: https://empyriononline.com/forums/bugs.34/ Fixed Experimental version bugs can be found there: https://empyriononline.com/forums/fixed.90/ Thank you & have fun with EXP4! ==== Hotfix: 2022-06-09 v1.8 (B3840) Changes: - Modding: Adapted obfuscation exception for C# compiler package - Gliding overseer loot adjustment Fixes: - Exception triggering when trying to use a turret manually when entering the turrets "view" Updated IvD scenario: Changes: - Added a Tutorial to help new players - Added the new NPCs to Atlon, Itaka, Merdar and Korro - Updated the Random Generated Playfields to there latest version - Updated Merdar and Atlon to new Decoration - Updated the starting playfields with various changes and fixes - Added TemperatePlateau, Snow2, DesertBurnt to the Galaxy Generation - Removed Ocean (due to problems) from the Galaxy Generation Fixes: - Fixed The Epic Gift Mission ==== Changes: - Updated: Full technical rebuild of the Quest system. Can NOW be tested! See feedback thread for more info! - Added Tutorial note when opening trader screen for the first time - Added Tutorial notes and hints about Faction reputation loss and credibility token - Added ‘apologize’ dialogue to Settlement Chief on Akua (at least you can try to talk to him when he runs after you ) - Added: a credibility token can be found in the Settlement Chief farm house. - Changed: Farm/Fields on Akua got some warriors as defenders - Changed:: Farms/Fields on Akua are now set to TALON faction and have a territory - Changed: Farm/Plantation NPCs are now traders (trading goods will be changed) - Changed: Renamed Scraper Drone to Salvage Drone (to imply what is actually does) - Changed: Added more Telluropods to swamp/beach areas on Akua - Changed: Removed eggs from Big/Aggressive Dinosaur/Raptor drop - Changed: Disabled ‘old’ Talon missions on Akua (cannot be completed there) - Updated localization (as of 04 06 2022) Fixes: - Shooting sentry turrets spam errors in the console - Base of the retractable turrets have the wrong shadows - NPC's not firing at players - Vessels with "Docking Pads" couldn't land on a vessel to dock - InventoryOpenedPOI does not work with Personal Locker Devices - Fixed PdaDataOps not persistent - Snow starter moon using cobalt resource textures in wrong places. - Fixed: Tales of Tash logs found did not show new log entries after a certain point. (Requires new savegame if already played into the story; If issue persists, please report at WHICH POI you could not read the found log) - Fixed issues with main story missions looping (might need a new savegame started to fully apply!) - Using the teleporter at "Sanctuary" results in the client getting stuck in the loading screen. (Requires new savegame. Will not update “broken” playfields) Default Multiplayer: Changes: - Updated Starting Moon to the latest version - Added a Tutorial to help new players
Does this fix the "docking pad is small item not filling full placement cube, and landing lock can be obstructed by adjacent, same-alignment thin block or window" problem? i.e. the docking pads must be the ONLY items on the outermost level of blocks on a vessel, otherwise they cannot acquire docking lock.
Can we please have a default random scenario that doesn't start with this new start? This is the worst change you guys have made.. I've played the game since 3.x and just hate this.. it seems random and completely disconnected ...
Hotfix: 2022-06-09 v1.8 (B3840) Changes: - Modding: Adapted obfuscation exception for C# compiler package - Gliding overseer loot adjustment Fixes: - Exception triggering when trying to use a turret manually when entering the turrets "view" Updated IvD scenario: Changes: - Added a Tutorial to help new players - Added the new NPCs to Atlon, Itaka, Merdar and Korro - Updated the Random Generated Playfields to there latest version - Updated Merdar and Atlon to new Decoration - Updated the starting playfields with various changes and fixes - Added TemperatePlateau, Snow2, DesertBurnt to the Galaxy Generation - Removed Ocean (due to problems) from the Galaxy Generation Fixes: - Fixed The Epic Gift Mission
This is very nice. I've been testing all the exp 1.8 versions individually and I must say congrats to you, @Pantera & Eleon. The game is way more optimized than before even with all the new assets (and I'm using a somewhat old system here so I could notice the difference). The new assets and planet generation are a game changer. There is much to be improved but you took it to the next level. Before, the grass and the trees were kinda identical but now it looks organic. I also noticed how the terrain has more believable mountains and valleys. Keep up the great work.
Just curious, but what about it feels disconnected? Having only played since Alpha 12 myself, I think the added story elements being given are a nice touch and provide some important back story on who the Zirax and Talon are before you get into the meat of the main quest.
Can someone please make lights visible from a far? Lighting up a base or a landing pad seems pointless if it is invosible from 500-1000meters distance. Especially now when early nights are so dark.
I had an odd issue with this version whilst using the Bike. My inventory was near-full, so I wasn't picking up the bike, just getting off it, mining / collecting etc. then getting back on it. The last time I did this, I got off the bike and looted a container, which left my inventory FULL (slots). This was fine, as I planned to ride the bike, not pick it up - I did have sufficient volume for it either. However, the moment I clicked on the bike to ride it, it immediately gave me an inventory full message, and transformed the bike into the folded up state. At this point I could not ride it of course. The bike was stuck in this state until I used God Mode to pick it up and place it back down again. Never seen this before.
I have been playing since alpha 1. I miss the old days when there wasnt any text stories or anything like that. You just start next to a broken beat up SV and cant even go too far because of the limited oxygen. There was no bike and no talon missions or anything. Everything just felt more mysterious and sci-fi. I hope one day we can bring that scenario back and remove all this story and tutorial stuff. No more reading. My honest feedback is that I dont like the dialogue at all. It is clunky and just interrupts the experience. Are there plans to make it so that you can move around in your ship while it is moving? I had heard that you guys were working on a combat and movement overhaul. Is that coming soon? Empyrion will always be my favorite survival game and it has come a long way. Lots of good things but also some bad directions as well.
No, it will cripple performance. Specially since the light bleeding is still there. You can use night vision goggles like everybody else.
Hmm, did this happen only once? I remember having a similar issue but it was on my part. After some time you leave a bike on the ground it will be turned into a pickable item, depicted with a wireframe around it.
Yes, only happened once as I've since avoided what I thought was the trigger. I've never left the bike long enough for it to turn into it's "packed up" state, and I didn't this time. I was off the bike for a very short time, however, when I tried to ride it again with a full (volume) inventory, it insta-packed its self, which I've never seen before.
There's custom scenarios that already do this so the option is there for you to use. But many people like the story and the missions so they shouldn't take it away.
I like the new assets and NPC's. For me the new start is just annoying, but if you can turn it off then it's fine. But you should urgently work on the AI, it really spoils the fun of the game for me. I started at Skillon and explored my first POI. There were spiders and golems in there and none of them worked. They either ran in circles, got stuck in the walls or just didn't do anything. Even the creatures outside always move very strangely and turn from left to right while running after me, that seems very unrealistic. I don't expect the best AI like in a triple A title, but it should work a little bit better, otherwise exploring is absolutely no fun.
I love this game but... This version is filled with bugs Story: Go to ancient towar - kill the spiders. no spiders outside and I am getting to the bottom. And it breaks almost everything. All triggers triggered before killing spiders and this quest is ruined. PDA and logs require some serious reprairs. Other issue: I am building my SV. It is armed with gatlings, some rocket launchers and four minigun turrets. And guess what? Minigun turrets does not shoot at the enemy. But it is ine because AI is not shooting either. In fact AI seems like turned off because all Zirax soldiers are standing still. And drones in space just fly. Will have to wait for official 1.8 version