Hello Galactic Survivalists!
Welcome to Empyrion Galactic Survival version 1.10 Experimental!
In this update for you to test, we've added locale missions for each starter playfield (5x5 = 25 in total) to offer more variation to the early gameplay experience. Although these missions are fully optional and do not (yet) relate to the main storyline they will be shedding some early light on a few important story backgrounds in the Empyrion universe.
The introduction of the location missions is accompanied by a major maintenance of the main missions to make the final adjustment to the new game start environments. To achieve this, we have implemented numerous fixes for improved story progression and several bug fixes for reported issues (see full changelog below)
In addition to the mission updates, we've expanded the game universe by updating the existing faction homeworlds and adding new ones. Thanks to our community contributors, these updates come with an impressive addition of over 300 new Points of Interest (POIs) and vessels, enhancing the scope of exploration and discovery..
On the technical side of things, we've worked on visual and auditory enhancements to provide a more immersive in-game environment. While the visuals of the suns got a general overhaul, the addition of ‘tessellation’ will significantly improve the planetary terrain quality. In the meantime, our sound department not only worked on the SFX themselves, but also added the long-wanted dynamic combat soundtrack feature!
For our multiplayer and co-op players, we've incorporated a new role system, designed to expand cooperative possibilities within the game. You can now grant access to devices based on your player faction role!
We also haven't forgotten our creative players, with improvements made to the Creative Scenario Building Helper Tools, adding several convenience features and even completely new functions to improve building and reduce friction.
Last, but not least, there are two crucial infos you should be aware of:
1. The Mass/Volume + CPU + Blocklimits are now enabled by default. This setting can be adjusted in the game start menu if desired.
2. The Blueprint Factory can now only be used when all devices of a blueprint have been unlocked in the tech tree. There are new (colored) info & messages to indicate what is missing.
Please refer to the full changelog for a comprehensive overview of all updates, adjustments, and fixes. We always appreciate your feedback on these changes.
Report bugs over here:
https://empyriononline.com/forums/bugs.34/Feedback:
https://empyriononline.com/forums/experimental-features-discussion.35/Best regards,
The Empyrion Team
Changelog: v1.10 B4201 2023-05-31
Default Scenario Update (WiP):
POI & OPVs:Thanks a lot to everyone building for Empyrion <3
Missions
Added locale mission arcs (with 5 missions each) to all starter planets:
- Akua: Clear Skies
- Ningues: Andromeda Strain
- Masperon: Bad Wolf
- Skillon: Deserted Powers
- 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!)
- Fixed several reported bugs and issues with the main storyline (please retest!). 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
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)
Gameworld - Stars
- 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
Config Changes
Global configs
- Important change: Mass/Volume/CPU/Blocklimit = default on (Can be changed in settings at gamestart!); Full changelog & feedback & known issues thread: < >
- 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)
Multiplayer / Coop
- Added PlayerFaction Role dropdown UI to Control Panel's Devices page. To make use of this add a lock code for the device then check the “Private” box & select one of the roles from the drop down GUI
Creative Mode / Scenario
- WIP: Added a new tool to manage blueprint part collections “Blueprint Parts Collection Tool”. To try this tool out in creative mode use 'di wdw' in the console to test it. See this video for tips on how to use it
- 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
- New force field VFX added to all blocks that have a forcefield visible
- New swimming animations added
Sound / SFX:
- Added dynamic combat soundtrack change
- WIP: Adjusted device volume levels to be lower overall
Guided Tutorial:
- EndSpace: Fix for broken dialog of Fleet Command
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.
- pf data not found if trying to respawn to it
- 00858: Collision model for deco block - Antena 05 is missed
- 00912: Collision model for block Deco SVDecoAeroblister01 is missed
- 00910: Large thrusters are flickering in 1PV after resume the game
- 00897: Retractable turrets can be invisible when they are turned off
EAH: