Empyrion - Galactic Survival [Early Access]
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hehehemann




Posts: 320

PostPosted: Sun, 27th Mar 2016 22:58    Post subject:
Message from the team today... Alpha release is coming on April 8th!!!! (loads of new stuff too)




Hi Galactic Survivalists,

Today we are very excited to announce the release date of the Alpha:

April 8, 2016

For those of you who do not own a copy of Empyrion by now, this might also be a great chance to get yourself a key (or two) as we will slightly increase the price point shortly after the Alpha release.

We are very hard at work, finalizing the new content - and because we were overwhelmed (in a positive manner) by all of your questions, we decided to reveal the complete list of Alpha features very soon!

Stay tuned for more updates

Empyrion Dev Team
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Sin317
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Posts: 24321
Location: Geneva
PostPosted: Wed, 1st Feb 2017 19:03    Post subject:
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Bob Barnsen




Posts: 31973
Location: Germoney
PostPosted: Mon, 5th Jun 2017 08:18    Post subject:


Enthoo Evolv ATX TG // Asus Prime x370 // Ryzen 1700 // Gainward GTX 1080 // 16GB DDR4-3200
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bart5986




Posts: 662

PostPosted: Mon, 5th Jun 2017 08:39    Post subject:
Bob Barnsen wrote:
https://www.youtube.com/watch?v=61c1_iA2Ce0


The trailer almost seems unbelieveable. I've played the previous alphas and none of that existed.

Can anyone comment on what the game is like at the moment? The game seemed very amateurish and kind of like even when it was finished it wouldn't be a functioning game... but this trailer looks like the game has had a transformation.


Also what exactly is a typical game you join like? what is the goal?
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JBeckman
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Posts: 35127
Location: Sweden
PostPosted: Mon, 5th Jun 2017 12:47    Post subject:
0.6.0 is in open alpha and has been released in stages so they've made a number of improvements in a short amount of time and seem to be doing pretty well, I haven't tested the latest version myself though.

https://steamcommunity.com/app/383120/allnews/

4 release candidates so far for 0.6 and a number of patches, it's quite a large update for the game. Smile
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red_avatar




Posts: 4567

PostPosted: Mon, 5th Jun 2017 18:12    Post subject:
Looks great - last time I played it, I had a blast on our own server but there were some bugs that completely killed out progress so we ended up giving up but this is a game that keeps improving - I may give it another go soon.
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sTo0z
[Moderator] Babysitter



Posts: 7449
Location: USA
PostPosted: Mon, 5th Jun 2017 18:21    Post subject:
Needs a ton of work obviously but still excited about this one.

I'm so burnt out on EA/Alpha status games, I can't bring myself to try it yet. Will keep an eye on progress for sure, though.


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JBeckman
VIP Member



Posts: 35127
Location: Sweden
PostPosted: Fri, 15th Jun 2018 14:15    Post subject:
Alpha 8 now.
https://steamcommunity.com/games/383120/announcements/detail/1648761723420353935

And some hotfixes.

https://steamcommunity.com/games/383120/announcements/detail/1648762348565120314

Still a ways to go but they're making some nice changes to the game, though I have no idea how long until they hit beta and can stabilize and get close to a actual release instead of adding even more features and other content.

But it's still moving at a pretty nice pace so that's good.
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Sin317
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Posts: 24321
Location: Geneva
PostPosted: Tue, 28th Aug 2018 09:27    Post subject:
https://steamcommunity.com/games/383120/announcements/detail/1688174556478384259

Quote:
Happy 3rd Anniversary, Galactic Survivalists!

On August 5, 2015, the first public version of "Empyrion - Galactic Survival" was released on Steam. Today, we want to celebrate together with you Empyrion's 3rd Anniversary with our Alpha 8.5 "Anniversary Update"!

Three years might sound like a long time, but for most of us and our veteran players it feel like yesterday when we started in Pre-Alpha 2 next to a crashed vessel in the deadly deserts of Omicron...

In the beginning, we started out with only a handful of players, but the community has grown in leaps and bounds in the meantime. Features got introduced, changed, reverted, refined and re-introduced - thus broadening the sandbox, building, fighting, exploration and many other aspects of Empyrion.

With the last major update Alpha 8, Empyrion reached another milestone - and of course, this will not be the last step forward: Alpha 9 development plans are already in the works and they are as ambitious as you would expect them to be Wink

Said that, today's "Anniversary Update" is dedicated to you - our awesome community - and includes some highly requested features such as retracting landing gears, turrets and weapons, infinite color palettes, blinking lights, texturable devices, new creatures, blocks, devices like the deconstructor and a lot more are waiting for you!

Check out the update video by Ashrai:

YouTube™-Video: Alpha 8.5: Anniversary Update
Aufrufe: 2,782
Happy 3rd Anniversary, Galactic Survivalists! First and foremost, two additions on the video, which were made due to your feedback, but AFTER the video had been finalized: 1.


As always:
1. Please closely read through the changelog below BEFORE starting into the new version! Especially if you did NOT play or follow the EXPERIMENTAL version!
2. You do not NEED to start a new savegame (as this is not a savegame-break), but you will miss out some of the new AI models and of course the new missions will not work as they require updated playfields and POIS (which will not be updated automatically for already existing save games).
3. Make sure tor report any bug or issue over here AFTER reading through the 1st post:
> BUG REPORTS: https://empyriononline.com/threads/bug-reports-8-5-x-gameplay-read-introduction-before-reporting.43628/
4. Please make sure to report feature-specific feedback and questions about new 8.5 features and game mechanics (what you like, what you do not like, what you would want to be improved) in the pinned threads in this forum, so we can collect and review your ideas and suggestions:
> FEATURE FEEDBACK: https://empyriononline.com/forums/faq-feedback.25/

When starting a new save game, make sure you look for the newly added Chapter 2 and 3 Story Missions in the PDA (F1 > Story tab)!

Now, join the party! Smile

Yours,

Emp Dev Team


Quote:

CHANGELOG: Alpha 8.5.0 (Build 1847)

MAIN FEATURES

1. Retractable Landing Gears:

- Added retractable landing gears (gear automatically extends if it is in contact with ground and retracts if it loses contact with ground)
- Added retractable functionality to all landing gears (except docking pads)

2. Retractable Turrets and Vessel Weapons:
- Added retractable turrets (turret automatically retracts into its box when deactivated)

- Added vessel weapons (weapon automatically retracts into its box when deactivated)
- If the turret or weapon is retracted into its box, it has 20% stronger armor
- Control Panel: Renamed "Turrets" switch to "Turrets & Weapons" and added turrets + mounted vessel weapons to switch for fast activation/de-activation

3. Blinking Lights:
- Added blinking lights (customizable blink frequency, blink length and blink delay)

- Added possibility to use a light as a spotlight (with customizable spot angle)


Check out the teaser video:

YouTube™-Video: Anniversary Update 2018 - Teaser
Aufrufe: 7,826
A work-in-progress showcase of new footage from the upcoming "Anniversary Update" of Empyrion - Galactic Survival Follow us on Twitter: https://twitter.com/EmpyrionGame Like us on Facebook:...


4. Infinite Colors & Device Texturing:

Custom Color Palettes:
- You can now set up your very own color palettes (free color picker!) beyond the 31 predefined colors we had before

- Each color palette can then be used for a certain structure (Base, CV, HV, SV)
- Added second default color palette (more to come)

Device Texturing:
- It is now possible to add custom textures to some of the devices: Thrusters (not the Jet Thrusters), Modular Wings and Heavy Window Blocks


5. Modular Wings:
- Added a set of more than 20 modular wing parts that allow for infinite customizations of your Small Vessels


- You can now even attach thrusters, weapons etc below your wings via pylons


6. Deconstructor:
- Added deconstructor device to disassemble other devices or components into smaller parts


7. New and Updated NPC Creatures:

Telluropod:

- Amphibian behavior: can be found close to water / in shallow water on Temperate planets
- Roams around spawned position, but tends to walk in water
- When it is alerted by player, but the player is too far for attack (20 meters), it will follow the player but will stay in the water
- If player get's a bit closer, it will attack the player
- If lured too far from water, it will return to water
- If its HP is low, it will run from player into the water
- If it encounters the player in water - it will follow him on the bottom of the water body slowly, if the player will be close enough both in distance and not too far from the bottom of the water, it will attack him

Pangolin:

- Replaces Triceratops with updated behavior

Arachnid:

- Replaces old Arachnid ((internal CaveWorm) with updated behavior (aggressive, attack player on sight, during the attacks sometimes retreats a bit to make angry gesture)

Otyugh:

- Replaces old Otyugh with updated behavior (aggressive with roaring before attack, big and slow)

Desert Worm:

- Replaces old Desert Worm with updated behavior

8. New Story Missions
You can now play Chapter 2 ( Ancient Revelations ) and Chapter 3 (Totally Overpowered aka "Anniversary Mission" ). Open your PDA (F1) and activate the appropriate Chapter from the STORY tab. Both missions start in TEMPERATE ORBIT !



For now these missions do not activate themselves and you do not need to have played Chapter 1 (Robinson Protocol), although you might need to land on the temperate planet and go back to space for the 1st task of Chapter 2 (Going to Space).

Both Chapters are also available for any Player Level, although they might require advanced tech to survive the plot (Player Level requirement will be changed in the future.)

Please note: these missions are laid out for single player and are not (yet) specifically adapted to Coop or multiplayer. Thus, we did not yet add them to the "Faction Missions" tab.



9. Improved Turret Targeting Options:
- Added more detailed targeting options: BA, CV, SV, HV, Troops

Notes:
- Since ‘Troops’ is now a separate setting, you need to always select a faction (Alien, Player, Prey, Predator) and have the ‘Troops’ checkbox selected as well in order to allow turrets to pick up NPCs as a target!
- Just having Predator selected will NOT make the turrets fire on those anymore!
- Check the handling info given on the bottom of the turrets device group page on the device tab in the Control panel

====================

MORE FEATURES:

Planet Update:
- Added new moon (MoonNascent) as a Zirax resource outpost for Lava planets - includes new mountain stamp, new POIs and new PV



- Updated: Lava Planet (Higher temperature, POI + creature spawning, etc)

Better Target Info:
- Added info panel for NPCs and other players displaying name/type and health


Additions:
- Added Hover Thruster: it is a weak "all-in-one" device (hover engine, thruster, RCS) to make building of a HV in the beginning straightforward.

> We updated some Stock Prefabs HV and integrated the new hover thruster (both Tier 1 HVs). Maxlimit for a HV is 4 (can be deactivated for Servers and in NEW GAME start options), Max Hover Height is 1.5m
- Added new building block: Plastic (lightweight with very low hitpoints)

- Added more Heavy Window shapes
- Added Detector device for SVs

- Added Epic Drill

- Added Epic Heavy Armor
- Added “Special Event Container” which can be used for loot during special events. Now it contains Epic Heavy Armor and Epic Drill as loot
- Added dancing NPCs for "Anniversary Mission"

> check out the teaser:
[MEDIA=facebook]323026601599942[/media]
- Added Beer as new item
- Added Radiation Immunity Shot

Gameplay:
- Plants and trees can now be destroyed (again) by vessels

- Allow to use Quick-Loot (SHIFT-F) also with drone wreckages and dead bodies/corpses
- Added idle energy mechanic for saw and drill attachments (drill/tool turrets will follow)
- Added In-game message when harvest box is full or missing
- Activated Detector also for SV
- Added MaxCount to turret groups (MaxCount is now applied to the whole group and not the single block)
- Added idle energy mechanic for drill/tool turrets
- AMMO is now taken into account when filtering for BA/SV/CV/HV
- Show info message once when player switches to Survival Constructor
- Added on-screen message for status effects as a reminder for players that these will evolve into something worse
- Hover Vessel: When placing multiple emergency hover boosters, their effect adds up (but also charge time increase)
- When using multitool on Teleporter block, it now gives back Steel Plates instead of Teleporter block
- Templates update: Added some deconstruction Rules
- Added BlastDamage and BlastRadius also to weapon info
- Added Skill tree double click to unlock stuff

Visuals and Sound:
- Increased resolution of many block textures > textures should look crisper now (high res textures also for low graphics setting without any performance loss)


- Major update of color masks for devices (more areas remain now uncolored)
- Texture bleeding on building blocks removed
We fixed the texture bleeding of block textures when looking in a flat angle on a large structure. Here is a screenshot that shows the old problem of texture bleeding (which is fixed now):

- Updated model for Drill T2
- Added random rotation of asteroid fields to all orbits
- Exchanged some models for BA turrets (now using consistently CV turret models - before we had a mix between models)
- Switched off lights now show 25% of the emissive color to immediately see if it is a colored light
- Updated textures on more containers
- Added icon to lower right corner of blocks that are block groups so a player knows which blocks can be extended via RMB
- Removed thruster sound from Turret Robot NPC
- Tweaked damaged windows of Cockpit 04
- Sound is now played when picking up an inventory item as well as when placing one
- Updated model for Multiturret CV
- Added hover texts to more GUI elements
- Slightly increased size of flare
- More details on texture preview of texture tool
- Updated sound when coloring or texturing something
- Added new POI sound "ExtraktTechno"

New NPC Behaviors:
Raptor:
- when calm: roams the surroundings
- low alert: searches the player
- when player is spotted: circling formation attack
Circling formation attack:
- all animals in the group will circle in random direction around player
- only one animal can attack at the same time.
- animal can only attack when it is in front of the player
- when the animal attacks the player, the attack can be interrupted by weapon fire or evasion

Lizard Mule:
Updated behavior (similar to before but in the new AI framework)

AlienBug04:
Updated behavior (similar to AlienBug03 and in the new AI framework)

General AI Behavior Improvement:
- When there is no attackable target, but the AI has a non attackable threat - the agents will run away (applied for: Raptors, Parasaur, Spider, CaveWorm, Crawler, Overseer, Alien Assassin)
- better terrain analysis - avoiding mountains and water
Better Target Info:
- Added info panel for NPCs and other players displaying name/type and health

New Terrain and Planet Generation:
- Re-activated new terrain and optimized colliders
- Activated improved planet generation: biome stamps support now OverlapAll, OverlapOff and OverlapOther
- Added possibility that stamps have own splatmap

UI Update:
- Added keyboard navigation to line lists in Control Panel, including group expanding/collapsing
- Keep Custom Button assignments in Device Group Header dropdown when using AutoGroup
- Custom Keybinds: Input config data is now versioned and saved in an XML file in the savegame folder, i.e. no more reset of custom keybinds after an update (however, we need to reset keybindings in A8.5 a last time)
- Adjustments to Blueprint Factory Window (show Life Stats + toolbar while window is open, some other re-arrangements to the window)
- Added farming, medicine, and food categories to the creative menu
- Add message that SHIFT+F works on dropcontainers/lootboxes
- Control Panel: Ordering of properties is now same as Block Info
- Use new Format Convention for Craft Time
- Updated UI Sliders: allow click-to-set

Status Effects Update:
- Using now better status effects for Shower and Survival Tent (set neutral body temp)
- Added “WellFed” effect that slowly regenerates health if you have more than 485 food (Note: this is the current setting, we could change it to 85%). This effect is negated by Indigestion and Poison Food
- Added count-down timer to status effect icon panels to show how long a status effect will remain active. If the effect has no time limit (e.g. Broken Leg), a message 'No time limit' will display
- Added 'Radiation Immunity' effect. For a short time, radiation will not build up in the body
- Added the possibility to suspend effects for a limited duration. For example, the new 'Poison Antidote'. This type of effect will temporarily suspend the negative effects of Poison Food (others to follow). The Poison will still be present in the body and its effect time will still count down, but no negative effect will be applied.
- Added messages to inform players of when a particular effect will 'evolve' into a worse effect: "Dermal Parasite will evolve soon into Endo Parasite!"
- Added several additional console commands for working with status effects (additional information, removal of a specific effect or all effects, effects attached to the player will also show the next stage, if applicable
- Added possibility to attach particle effects to players when an effect is active (f.e. Fire now ignites the player model)
- Added possibility to attach sound effects to players when an effect is active (f.e now you can hear the player burning if on fire)

Optimizations:
- Major optimization of deco trees and plants to improve performance when inside dense vegetation
- Optimized animal spawning through PlanetLifeManager
- Improved performance of thruster particle systems by switching them off in distance

Playfield.yaml Changes:
- Added probability and flag to other Compound structures in space: all scenario creators have to take this into account

Updated Random Scenario:
- Added several new POIs (thanks to our Builder's League)
- Updated Radar Station POI on Temperate Starter
- Added Minefield and Destroyed SV with warp to starter orbit
- Updated Robinson Protocol: Added Lockdown Gate for Mainframe entrance (floating POI, Indestructible) and deactivated Teleporter, to prevent accidentally teleporting to the Radar Station when SV is parked up in the Mainframe (You cannot go back to Mainframe this way! Required: Complete Radar Station quests first)
- Updated Prefabs and Space Graveyard
- Added Random Rotation to Asteroid Rings
- Probability that one-way warp connection appear is now zero (so there will be no unreachable sectors anymore)

Added new Stock Prefabs:
- BA Tier 1e: thanks to CrazyZ

LSB Lokrum
Ein Workshop-Objekt für Empyrion - Galactic Survival
Von: CrazyZ
Dubrovnik Dynamics Presents: Luxury Starter Base "Lokrum" A stylish start to your new life as an explorer or miner. This unlock level 3 base provides you with SOME of the most essential equipment for your trip to the...

- BA Tier 7: thanks to CrazyZ

ALB Velebit
Ein Workshop-Objekt für Empyrion - Galactic Survival
Von: CrazyZ
Dubrovnik Dynamics Presents: Advanced Luxury Base "Velebit" Highly experienced in escorting your way to the stars Dubrovnik Dynamics once again offers you a strong helping hand that makes everyone else becoming envious.

- SV Tier 3c: thanks to Lmntz

Harakan MKII
Ein Workshop-Objekt für Empyrion - Galactic Survival
Von: styLmntz
The Harakan MKII is a medium combat SV suitable for POI raiding and exploration. The MKII ditches the L Jet thrusters, Warp Core and contains less constructors.

(old SV Tier 3c is now Tier 2b)

Improved Wipe Mechanism:
- Improved "wipe poi": now we do not rely on "regenerate" any more as regenerate will wait until no player is adjacent that can lead to delays for wiping
- Implement console command ‘wipe poi’ + wipe will now also work in orbits

Other Changes:
- Weapon display: showing now if weapon has automatic firemode and how accurate it is (Weapon Spread)
- "Repairs Left" is no longer displayed for items that can't be repaired.
- Dynamic display of weapon damage (affects Damage property in Config.ecf)
- Do not display the ammo capacity if a weapon has unlimited ammo (eg Harvester Module etc)
- Removed root steam_api64.dll (the one in Plugins should be the only one)
- Parameters ReturnFactor and EnergyInIdle is now exported for config.ecf usage
- Added playfield type to console command 'stats'
- Added help+description to console command 'regenerate'
- Invader-vs-Defender scenario: updated Sect playfield to A8
- CV drill attachment: switching off now hit effect when drill attachment is too far away from target
- Better 3rd person camera position on all stock prefabs
- Removed GrilledVegetables from Config.ecf (since no longer in use)
- Removed old LandinggearShort from HV allow list, if you still have old BPs please use console cmd: replaceblocks <ID of HV> LandinggearShort DockingPad
- Renamed RadarVesselT1 into DetectorHVT1 (since it is only useable on HVs)
- First draft of spectator mode for other player/entity within the same playfield
- Allow Blueprint default pics "BP_Default..." to be in jpg format (in addition to png)
- Updated Localization.csv


...... and MUCH more. For more features, changes and bug fixes, please have a look at the full changelog here:
https://empyriononline.com/threads/alpha-8-5-anniversary-update.43630


==========

HOTFIXES:

Update: August 27 (Build 1849)

We just fixed the exception on start up that occured for those of you who used a custom Config.ecf. The custom Config.ecf needs to be updated to take into account the changes we did in Alpha 8.5.

Bug Fixes:
- Fixed: Exception on startup due to backward-incompatible changes in Config.ecf > we increased Config.ecf version. you have to adapt your Config.ecf to incorportate A8.5 changes

Changes:
- Added Deconstructor to "Constructor" group in Control Panel (autogroup)


Love the amount of work these guys put into this.

Especially if you consider this is still "Alpha" Smile
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Sin317
Banned



Posts: 24321
Location: Geneva
PostPosted: Sat, 15th Jun 2019 15:41    Post subject:
Alpha officially out 17.06. though was in experimental for a month now. Gonna give it a go, but afraid I'll lose another couple hundred hours with it, lol.

They added shields, base attack from NPC's and much much more.
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polyluxx




Posts: 356
Location: l.e.
PostPosted: Sat, 15th Jun 2019 19:12    Post subject:
whats the difference between this and lets say space engineers?
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Sin317
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Posts: 24321
Location: Geneva
PostPosted: Sat, 15th Jun 2019 20:01    Post subject:
This is fun? ^^ Nah, this is Survival + PVE + more everything.
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dethy




Posts: 3153
Location: Conclave of Shadows
PostPosted: Mon, 17th Jun 2019 15:53    Post subject:
this game actually good?


My specs:
Ryzen 5950x @ boosting 5ghz, Gigabyte x570 Aorus Master, 128gb G.Skill Trident Neo pc3600 ram, nVidia RTX 5080, SoundBlasterX G6, Samsung 980 Pro m.2 1TB and Hynix m.2 1TB storage SSD. Custom watercooling loop.

Derpsole: Nintendo Switch, Derpstation 5 Pro
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Sin317
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Posts: 24321
Location: Geneva
PostPosted: Mon, 17th Jun 2019 16:18    Post subject:
It is extremely fun, yes.
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Sin317
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Posts: 24321
Location: Geneva
PostPosted: Wed, 19th Jun 2019 08:27    Post subject:
On sale now, for today, 50% off.

9.50€, absolutely worth it.
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Sin317
Banned



Posts: 24321
Location: Geneva
PostPosted: Wed, 10th Jun 2020 20:37    Post subject:
Empyrion Alpha 12 public release: June, 15th.

this game is coming along nicely. I have to keep myself off of playing tho, I really want to keep my hunger for the 1.0 release Smile

https://steamcommunity.com/games/383120/announcements/detail/3431122876670885377
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vurt




Posts: 13908
Location: Sweden
PostPosted: Wed, 10th Jun 2020 20:51    Post subject:
yeah been waiting for this game to reach 1.0 too... might be really good.
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Sin317
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Posts: 24321
Location: Geneva
PostPosted: Mon, 15th Jun 2020 21:15    Post subject:
Alpha 12 now public!

Quote:
Feature Overview


1. The Galaxy

A fully randomly generated galaxy with several thousand star systems.
For the start, the galaxy offers nearly two dozen new celestial objects, like different sun types, gas giants and even black holes!
The skybox in any orbit is now showing the real galaxy stars and its nebulae. Both elements are correctly displayed, depending on where you are in the galaxy.
Each of the (new) NPC main faction not only has gotten its own POI and vessel design, but also has its own territory in the galaxy: Zirax, Polaris, Kriel, Traders Guild, Pirates, The Legacy (UCH and Talon are available as well, but are used as implicit faction in the default game)


2. Station Services

When in range of a station which has the station services enabled, open the control panel of your vessel (P) and find the new tab 'Station Services'.
You can buy and refill fuel, ammo and pentaxid, as well as repair your ship (repair-2-template!) and quick-load your shield - in case you have the required credits.


3. All new scanning detection systems

Detectors, available as handheld devices with low range, but also for every vessel, will reveal deposits and points of interest while actively managed.
Detectors work on planets and in space!


4. Player-build Teleporter

Add a teleporter device to your base or your capital vessel to create shortcuts between your structures or simply to avoid landing or having to go outside in your space suit..
You can use teleport destinations from discovered stations of friendly NPC factions




5. Interactive Dialogue System

The player avatar now has choices when talking to an NPC (depending on the mission or the setup of the NPC of course)
The dialogue system can be used to create short quests (without using the PDA) or react dynamically on what the player has achieved in a mission


6. Storyline

The game now includes the first part of a multi-staged storyline, which currently includes six consecutive chapters for several hours of playtime!
The Robinson Protocol Tutorial has been updated as well, especially for early vessel repairs and base building basics.


7. Crafting

Four new materials: Titanium, Platinum, Aluminum and Ice
(Note: Titanium Plates will be used for Hardened Steel from now on. Sathium plates (Former 'hardened steel plates') will be used for combat steel.)
Stacksize up to 4000 + a heap of balancing (blocks, devices, techtree etc pp)
Sorting persistent per inventory per savegame & auto-stacks when used!


8. Registry

The Registry got improved up to serving as your personal Journey Book, achieving all your discoveries and allowing to easily browse all its items and plan your next steps
Markers and Bookmarks can be shown beyond playfield borders (managed in Registry), for example you can see your base marker from orbit.


9. Multiplayer

The old scoreboard has now been created into a fully fledged leaderboard with up to 15 rankings, seperated to you personally, all players or your faction
The Proximity log is an addition to the Registry. It will show you which players got close to one of your structures
Offline Chat messaging has been added!
Marketplace has gotten several updates too, e.g. now you can claim your goods at any Trading Station Device, if you do this remotely some transport costs are applied.


10. CPU

The CPU system now offers the 'Advanced Core' which, when replacing your structures core, will remove the CPU limitations. It can only be looted from very dangerous (!) enemies..
CPU system offers a buff for not exceeding CPU Tier amount of points




Beyond those main features, Alpha 12 will of course add a lot of other changes as well.

For example:

New Snow Starter Planet for experienced players! No Tutorial or help given, but all Story and Loyalty missions are activated.
Invader vs. Defender and Multiplayer Default scenarios fully updated
NPC Faction structures in space will call for reinforcements when you attack them
Generators now take damage and will explode after 2 minutes, when constantly overloading
You can now respawn in a survival tent and you get respawns options to spawn on friendly NPC factions or own structures (without the HOME button set)
Use the new TOKEN-system for creating keycards and such.
Multitude of POI updates and additions, Device model updates and Rebalancings!
All of the game configs are now available for you to edit in the configuration folder!


One change is maybe one of the most important, although not really visible to you as a player at all: the Database.

The 'database' is now the backbone of the game and most of the features of Alpha 12 rely on it or would not have been possible at all. A lot of changes had to happen behind the curtain, before the Alpha 12 features have had the chance to go into full swing.
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deadpoetic




Posts: 2686
Location: Canada
PostPosted: Mon, 15th Jun 2020 23:41    Post subject:
Currently on sale with 60%.

Gonna give it a try
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vurt




Posts: 13908
Location: Sweden
PostPosted: Tue, 16th Jun 2020 07:00    Post subject:
movement is really floaty in this game. like having super low FPS or something (even at high FPS).
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Sin317
Banned



Posts: 24321
Location: Geneva
PostPosted: Tue, 16th Jun 2020 07:30    Post subject:
Oh, it is definitely a work in progress Smile But this game, one of the longest in EA, had so much progress made to it.

When I first played it, you had like 10% of the content it has now, lol.

Gonna give a quick test run, to see how it looks and feels now. Last I've played a bit was alpha 8.5, a year ago.
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Sin317
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Posts: 24321
Location: Geneva
PostPosted: Fri, 24th Jul 2020 08:42    Post subject:
Last Update (fngers crossed) before 1.0 Smile

Quote:
Alpha 12.3
Hi Galactic Survivalists!

Today we are releasing Alpha 12.3. This will be the last 12.x version before we are leaving Early Access on 5th of august. Please read the sticky dev blog announcements over here for more info on that topic.

Alpha 12.3 not only adds new content, like new drone models, new NPCs, turrets and T2 laser drills for Small Vessels and such. The new version also upgrades the game to Unity 2019.4, which means a lot of backend work had to happen in the meantime.



Of course the update includes several bug fixes, as well as optimizations and adjustments - for example on the Space AI. When a NPC drone, ship or station spot's you, they will send the information to the whole faction in the system, and the faction may send some ships from the system to deal with the threat.

For new and experienced players alike, the difficulty settings now define, if you will keep all your stuff (Easy), toolbar contents only (Medium) or everything drops as before (Hard) when you respawn after death.

We also added a dynamic warp sequence instead of the old loading screen.

And in case you need to have a rest from all the exploring, simply sit down at any bench, chair, sofa or other suitable furnishings. Wink

As usual:
Before reporting a bug please read this
Post bug reports here


We hope you enjoy Alpha 12.3! Smile
- Empyrion Dev team

CHANGELOG
(Build 2995)
Built with Unity 2019.4 - please check for any unusual behavior
Added new communication channel 4 for low prio client <-> dedi communication to get less player disconnects
You can now sit down at most of the furnishings (except beds)
Added updated variants of Human, Talon and Zirax Trader (Now using a styled 'Traders Guild member' garment)
Added TraderKriel to Trader variants
Updated Trading Station in Starter System with Admincore
Exchanged static warp drive screen with dynamic warp drive effect
Maxcount for Detectors set to 1
On connect to a server: the server now waits for a client acknowledgement per config file to lessen the traffic that is sent to clients
Changed CIVILIAN (static neutral) faction color to WHITE
Space AI Manager - added configuration documentation to ExampleSpace playfield
Tweaked Parasaurus flee mechanism to be less choppy
Moved logic for plant growing into structures (was global before)
Dedi now waits 40 sec for a playfield server to load a playfield (old 20 sec)
Added: new NPC Human (Civilian Female/Male/Officers)
Added: 6 Soldiers (Assault Rifle / Shotgun )
Trading Station Variants now all have admin core
Added ability to turn off the SpaceDefense feature globally and enable SpaceDefense debug log
Terrain Spawn: Creepy now default faction 'Alien' spawn (= It's a The Legacy beast)
Terrain Spawn: AlienBug02 set to Predator faction (Before: Alien; bug creatures are not directly connected to The Legacy)
Terrain Spawn: Hexapod & Assassins (Red and Grey) now belong to Kriel faction by default
Terrain Spawn: AlienCivilian and new HumanCivilians are set to Civilian faction per default
Added new soldiers and civilians to trading station on starter world(s) and orbit
Added Pirate Defense Desert and Snow
Added/updated Pirate Ambush Desert and Snow
Updated: Abandoned Reactor
Added new Civilian outposts
Updated old Civilian stations
Added Civilian faction to galaxy and playfields
Updated Stock Blueprint: CORE Avalon base
Added new Zirax Patrol vessels (PV)
Updated PV on all playfields
Game timing improvements (SP + MP, to reduce rubberbanding)
Updated Polaris Trading Station (Planet), Polaris & Zirax Orbital Patrol Vessels, Abandoned Reactor
Updated orbital freighters, Blue Moon Base stock blueprint
Added: Legacy Corruptor
Added: New crashed vessel
Removed old warp initiate sound as the new sound is played now
Outputting now "Cannot create mesh for block id= ... Please fix this texture!" when a trussing block has the wrong texture. Please fix these blueprints!
Gameoptions.yaml: added BackpackMode 0/1 to allow switching off the dropping of backpacks on death (set it to 1)
Gameoptions.yaml: added ClientPrivacy to allow server owners protocolling IP addresses for a limited time
Pulse Laser (fixed) now available to HV
Enabled Drill, DrillT2 and Harvest Controller for SV
Added Minigun Turret to SV
Increased EnergyIn for all vessel Laser Drills (HV,CV,SV)
Slightly increased mass of vessel Drill T1
Legacy shader updates to avoid crashes with Unity 2019.4
Console command 'playfields' has now GameMaster rights
Added hard coded cap for ROF of 0.1 to not allow more than 10 bullets per second to save network bandwidth
Player sends now only 10 position updates per second to server instead of fps dependent (NW optimization)
U2019.4 fix for shaders will increase the memory consumption for about 500MB
Assault Rifle and Sniper now craftable in Portable Constructor
DB: speeding up queries that are executed more than one time in a row by using transactions
DB: outputting error message if a query needs more than 50ms
Added DeviceUsed game event when player uses a passenger seat
When a block falls because of SI and you pick it up in time again, you can now specify a 'PickupTarget' override for this block
Disconnect improvements:
Sending package global player info also on low prio channel now
Moved some packages (chat, DB data, pinginfo) to low prio channel and also decreased ping info package frequency to 20s (old: 5s)
Adjusted channel priorities for less disconnects on heavy traffic servers
Space AI Manager update: temporarily added debug UI to release build, fixed velocity prediction, added debug display for search range
Added destroyed models for Trader and Polaris space drones
Added The Legacy space drone (no destroyed model yet)
HV/SV T2 Laser Drill now allowed in space and on planets
Added two versions of 'battered' Space Drone Laser for Civilian Faction (Not yet added to playfields)

Thanks to all our builders and community contributors!

Fixes:
Jetpack glitch through thin blocks
Fixed PDA bookmarks "late DB access" error and removing hanging bookmarks
Fixed rotation being wrong on some of the NPC consoles even if NPCModelRotation is set to False
Fixed regression that Depth of Field being active when looking at the far terrain
CoQ prevents players from being able to pick up the Portable constructor
Fixed Vegetation showing in POIs
BA turrets AI is not working
Fixed: Large console only available on Bases
Fix for error -ERR- No Animator on block with id=...
Forced playfield disconnects while working with Logistics
Space Base Defense exploit
Fixed: if a playfield template has the same name as the playfield a CoQ happens and this player cannot login any more
Fixed problem that loading of playfields (esp. on playfield servers) took way too long leading to a kill of this pf servers while loading the playfield
Galaxy map CoQ when placing a waypoint on a planet in another star
Fixed: ControlStation seating did not work
Fix for some scenarios not loading
Fixed problem that after wiping the deposits you couldn't see it in the registry any more
Fixed: Teleporter on TS_Bog not active
Fixed: Advanced Core not set as requirement for BP Factory
Morphing blocks from one structure to another after teleporting
Fixed: TurretAlien firing effect broken
Fixed exception with Generator Overload message
Oxygen distribution during decompression issue
When looking through a scoped weapon at an orbiting planet/moons etc they incorrectly move depending on scope movement
MP: Fix for exception when generator detected overload and outputs message
Console command 'tt': not showing warp effect but only teleport donut now
Registry: resource asteroids now get filtered correctly when clicking the filter button for resources
Fixed: Zirax turrets allowed in blueprints
[MP] Legacy faction vessel will not fire on player vessels
Fixed item exploit
BaseAttack Talon Shaman doesn't show flag map icon in Multiplayer
Fixed NW package that was sent to server and back to all clients in a loop (should improve NW performance)
Fixed SSG exception on exporting YAML files
MP: fixed galaxy map not showing focused star system information other than local star
AI Turrets can sometimes take too long to react to enemy targets
Galaxy Overview Territory isn't Localized "Discovered by FACTION"
[U2019.4] Graphical artifacts with the range of drawing on planets
[U2019.4] Graphical artifacts with the atmosphere fog revealing
Fixed jittering of nearby planets
Floating grass seen inside POI's
Vegetation showing in POIs
Potential bug fix for mechanoids rubber banding
Logi network range with or without Wireless device has wrong ranges
Fixed bug that Station Interface was not considering a general discount for repair
Disconnect improvements: EAC packages are now sent with high priority
Fixed: Maxcount not enabled for SV Minigun Turret
Updated EAH, see Patch Notes
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Fugen




Posts: 2295

PostPosted: Wed, 5th Aug 2020 12:04    Post subject:
Empyrion.Galactic.Survival-CODEX


chill out man, life is beautifull...
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prudislav
VIP Member



Posts: 29148
Location: The land of beer and porn
PostPosted: Wed, 5th Aug 2020 13:25    Post subject:


http://i.imgur.com/SYIa3w4.png
http://i.imgur.com/PtROKGv.gif
Sometimes i just want to see NFOHUMP burn \o/
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PredOborG




Posts: 1943
Location: BG
PostPosted: Wed, 5th Aug 2020 17:32    Post subject:
Interesting but combat looks really shitty, isn't it? Sad
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Sin317
Banned



Posts: 24321
Location: Geneva
PostPosted: Wed, 5th Aug 2020 17:44    Post subject:
This is a Indy passion project, dont expect triple A shooter mechanics. This game is more about exploring and building. Most combat is done with vehicles.
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Sin317
Banned



Posts: 24321
Location: Geneva
PostPosted: Mon, 24th Aug 2020 13:13    Post subject:
Quote:
V1.1.x Patches
Hello Galactic Survivalists!

Here are the changelogs for the v1.1.x patches. Have fun and please report bugs and problems as usual - thanks a lot!

==========

2020-08-24 Patch v1.1.5 (Build 3077)

Changes:
- Tutorial: Added Stomach Pills to Large Wreckage Personal Container
- Added/updated soundtracks for biomes, POI and general use
- Star search in galaxy map: added result list and possibility to search for planets and moons
- Planet generation: moved part of the generation to use the unity job system and burst compiler to improve speed as a test
- Traders:
1. added possibility to open a dialogue when talking to a trader (use OpenTraderWindow() in the dialogue to switch to the trader window
2. added possibility to use 'zone traders' that get their trader type from the zone they are in (either set the TraderZone in the playfield.yaml or in the POI properties)
3. added possibility to use a factor to the MarketPrice in TraderConfig.ecf
- improved "pda rd" console cmd (check help)
- DialogueSystem: added possibility to talk with entity NPCs
- New: PDA Info: added info to right side PDA screen WHICH mission needs to be played to unlock the chapter
- Slightly brighter nights and less dark areas by setting Color Gradient Black In from 0.065 to 0.035
- DialogueSystem: added variable type dbplayerpf_int that is only valid in the current playfield
- NPC entity dialogs: removed NPCDialog from eclassconfig and moved into spawner. Removed need for manually adding EAI task to rotate to player.
- PlanetGeneration: small improvement to stamping by generating rotated stamps only on demand
- Entity NPCDialog: added name of dialog and only entity name as fallback, if entity is dead: show existing loot prompt
- Added Entity-Dialogue example to Dialogues.ecf and EClassConfig.ecf
- Added Entity-Dialogue setup docu to head area of EClassConfig.ecf
- Updated a few stock blueprints: added detectors, fixed signals
- Updated: Xenu Weapon Bunker, Epsilon Com Center (adv + standard), Xenu Defense IV (Zirax)
- Updated: Rados POIs (Zirax)
- Updated: Abandoned Reactor (The Legacy)
- Updated: TSP_Variant2 (planet) & TSO_Variant2 (orbit/sector)
- Replaced: CV Prefab T5 with CORE Warchain
- Added: Kriel Overseer T1, T2 and Subjugator
- Added: New Pirates ambush POIs
- Added: CV Magpie (Civilian)
- Added: New CivilSettlement variants
- AI drone : add the console command 'aim info' to get a set of info regarding AI drones and AI vessels

Fixes:
- Freighters dont respawn on Destroy Core or re-Core
- NearUnit/NearPOI do not trigger when teleported into trigger area
- Bombs deployed from bomber drones sometimes do not explode when they land on terrain
- Fix for reported exception when opening another solar system in MP that contained instances
- AI vessels teleporting away from the player after taking damage
- Fix for wrong water texture when starting a creative game
- COQ after destroying all AI ships and changing playfield
- AI space vessels keep moving when their rear facing thrusters have been destroyed
- Fix for DialogNPC rotating although it is set to not rotate
- Tutorial is not set to easy but to the default settings (now uses a normal gameoptions.yaml file)
- SSG: fixed 3D preview not showing correct height of terrain
- CoQ for NPC Spawner
- Fix for dialog not getting saved in Blueprints
- [MP] Logistics: 'Access Device' sometimes not working
- Missing parameters in Space_Dynamic.yaml
- AI vessels are sometimes not visible or actually there when approaching their HUD marker
- Missing parameters in Space_Dynamic.yaml (RestrictToOrigin)
- Potential fix for player data file growing big when player visited a lot of instanced playfields
- an exploit
- Added error message instead of CoQ if a entity spawner contains an entity that is not defined in the config file
- Fix for retractable turrets that had animation issue when turned on or off, or when reloading the game

==========

2020-08-13 Patch v1.1 (Build 3065) (sorry, initially only announced in our forum)

Changes:
- Build settings window: added shortcuts Ctrl-C, Ctrl-V, Ctrl-X, Ctrl-R, Ctrl-D, Ctrl-F, Ctrl-Z, Ctrl-Shift-Z when the N popup is open (blocking nearly all other shortcuts when the N menu is open)
- Build settings window: added shortcuts for rotating a block (scroll wheel) and toggling through axes (right mouse button)
- Build settings window: middle mouse button will toggle through selection mode (move, scale, rotate)
- Increased availability of Titanium ore and rods in loot drops
- Tutorial Scenario: Increased ores in Distress-Signal wreckage (Personal Container)
- Trading Station POI (Zirax, Polaris, Trader) with Admin Cores have their SBD feature deactivated
- Commodity: Phoenix Fern Fronds and Trumpet Greens can be bought and sold at Aunt Mary and Talon traders
- Console command 'di' is limited now to 50 meters
- Limiting number of worker threads on a dedicated server to 8 and on a playfield server to 5 to improve the overall system performance on servers with many cores
- DB: Sqlite setting journal_mode to WAL now (only for new savegames)
- Tutorial: Added Growing Plots and Light to containers
- Tutorial: Fixed issue with important message not popping up
- Tutorial: Increased display time of a few messages
- DB: removed port number from IP address if server chose to log them
- DB: setting journal_mode to MEMORY in the hope of increasing write performance
- DialogueSystem: added access to player's ExperiencePoints, Level, UpgradePoints

Fixes:
- Detector devices cannot detect entities on the other side of the world seam
- Base attack troops when underwater stop moving when close to the players base
- Fixed OriginDefault from gameoptions.yaml not sent to clients in MP games
- Fixed: Wrong chapter number for Ancient Revelations displayed in main storyline
- Fix for system map not allowing to select planet info for current planet
- Fixed not able to warp to some stars when setting the language to Turkish (and probably others, too)
- Player POV & player map icon can become unaligned
- Plants don't grow when far away from them
- Avatar size glitch after spamming blocks that players can use to sit
- Fixed: Teleporter on Xenu Mainframe deactivating on explosion of station
- Fixed: Tutorial Kaidan dialogue end leads to a Continue-or-Quit (COQ)
- some CoQ's
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blackeyedboy




Posts: 10218
Location: Transylvania
PostPosted: Mon, 24th Aug 2020 14:27    Post subject:
Not bad intended but... that walking animation man... Rolling Eyes

You create a whole universe but you can't sync the character walking animation with the distance he actually travels?! /shame

This gives such a bad amateurish vibe to the game...


You must preorder your party before venturing forth.™FOV CalculatorAre you mindful today?Women: Know Your Limits!
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Sin317
Banned



Posts: 24321
Location: Geneva
PostPosted: Mon, 24th Aug 2020 14:44    Post subject:
It is an amateur game.

Anyway, lot of people are bitching on steam, "that now it's out of EA they won't update anymore and this unfinished".

Which it is.

But they never said, that 1.0 means it's done. Far from it. I still haven't played 1.x lol. I am patient panda Smile
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blackeyedboy




Posts: 10218
Location: Transylvania
PostPosted: Mon, 24th Aug 2020 19:15    Post subject:
There are way too many games to play nowadays. AAA and indie alike. So one has to be very restrictive with the chosen options and standards. The time is so little and the games are so many, that it's really impossible to even 'try' some of them at all.

So when you see such unpolished levels of indie... you are much more inclined to say pass.


You must preorder your party before venturing forth.™FOV CalculatorAre you mindful today?Women: Know Your Limits!
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