Hi Galactic Survivalists! Although phase 4 was released just a few days ago, we have worked on some important bugfixes which we do not want to delay any longer.That being said, this is not only a bugfix update or a hotfix to phase 4, but also adds several new elements in terms of gameplay and visuals for you to test as well! Some of these are currently work-in-progress, but - as always - require your dedicated feedback to improve them up to the next phase-release. :)
Please find the full changelog added below.As usual:
While the Experimental phases last, we will continue to update this post[empyriononline.com] with the latest Experimental version changelogs for hotfixes and intermediate bugfix patches.For discussing the new and updated features, please head over to the pinned threads in our Experimental Feedback forum[empyriononline.com].Have fun! :) = CHANGELOG = Gameworld
Multiplayer

Please find the full changelog added below.As usual:
- Report bugs and issues here[empyriononline.com]
- Any bug fixed for A12 can be found here[empyriononline.com]
- Check known Issues List here[empyriononline.com]
- Fixed Experimental version bugs can be found here[empyriononline.com]
While the Experimental phases last, we will continue to update this post[empyriononline.com] with the latest Experimental version changelogs for hotfixes and intermediate bugfix patches.For discussing the new and updated features, please head over to the pinned threads in our Experimental Feedback forum[empyriononline.com].Have fun! :) = CHANGELOG = Gameworld
- Space: now using real stars and nebulas instead of skybox images. (only for games started with 12.4.1; For old scenarios: remove the Nebula/Stars property from playfield.yaml )
- Space: POIs now will be placed within a max radius of 15000m around the center of the playfield (only for games startet with 12.4.1)
- Galaxy Map: coordinates are now displayed as LY instead as sector coordinates
- Added story intro mission: Starting The Journey (auto-activates on completion or decline of Tutorial BUT can also be activated manually!)
- Storyline missions now require a RP of 'neutral' (Talon, Polaris); Note: All story missions can be activated manually!
- Uncertain Outcome: Improved waypoints to avoid being guided to the wrong POI
- Uncertain Outcome: Asteroid Mining Station now has an Admin Core to avoid ruining Polaris RP while fighting with the Zirax
- Totally Overpowered: Removed secondary trading station from AridStarter to not confuse the pda mission
- Human Remains: Removed creature spawns from UCH Heidelberg position on starter planets ( avoids distraction by being attacked while reading )
- Added Defense stations for Traders Guild (thx to sulusdacor)
- Added Polaris Gas Refining orbital station (thx to Kaeser; for now added to playfields: Asteroid, Asteroid Few)
- Added more VOID and Progenitor Artifacts (thx to Fractalite)
- Updated Legacy POI and ships (thx to vermillion)
- Updated Legacy Matter Converter (thx to Kaeser)
- Added Platinum ( Ore > Bar > Ounce) and Aluminum ( Ore > Powder > Coil); Currently only as collectibles and for trading; not used in crafting yet. Obtainable from planetary deposits and asteroids in certain locations only (Hint: Watch out for Zirax Commanders ;) )
- Known issue: Resource icons might not shown on some planet info cards (only number of deposits displayed; Will be fixed in Phase 5)
- Added back Iron/Copper/Silicon ore deposits around Tutorial 'Large Wreckage' site to reduce search-frustration at game start (for new players).
- Renamed 'Hardened Steel Plates' to 'Sathium Plates' to reflect the changed crafting logic and to reduce confusion (As of Alpha 12, Hardened Steel blocks use Titanium; Combat Steel blocks use Sathium).
- Added a ‘proximity log’ for own structures in the registry (see new button)
- Reduced amount of information shown in the Registry.
- Explanation: In the old version there was way too much data shown, also it was too expensive on opening (network traffic, etc). This is the first implementation in a try to optimize the data that is shown in the registry (compromise regarding performance and usability).

- Added offline chat messages via DB (WIP): In Private and Faction channels, you can now send chat messages to a player who is offline. He will receive the message when coming online again and opening the chat window for the first time.
- Not showing star distribution on loading the game any more but only when using console command 'galaxy info' (new parameter)
- Removed custom VC Redistributable installation
- Better compression quality for nebulas
- Database: API Destroy calls don’t set parameter in DB
- Fixed NPC Spawn on Polaris Smelter POIs
- Fixed: CV RCS could not be upgraded to T2 version
- Fixed: Solar panel producing energy during night bug
- Fix for sporadic CoQ when crossing the 'green wall' border on a planet with a player bike
- Fixed error message in PF log: Kinematic body only supports Speculative Continuous collision detection.
- Fix jittering distance labels in maps. Correct distance label in system map.
- Fixed CoQ when taking over an enemy POI and spawners still try to spawn entities
- Fixed problem that you could choose a freighter CV as spawn point as medic station/clone chamber
- Fixed: sporadic exception when closing the space map before all planets were generated
- Fix for legacy (old) scenarios not sending all playfields to clients
- Fixed random POI overlapping bug
- Fixed container/constructor logic on Firebase POI (thx to Pantera)
- Fixed ore texture for Titan underground voxel deposits
- Fixed: Missing damage state for Armor Locker (BACV) made it vanish when damaged
- Fixed: Teleporter (CV) now returns the appropriate crafting materials on deconstruction and requesting the appropriate materials for Repair and BP Factory
- Fixed sporadic CoQ when opening registry
- Fixed: CoQ spam from Troop transport when loading into a save game
- Fixed missing loca entries for Orbit Lines and other panel toggle buttons
- Fixed: CoQ when opening Registry/Teleporter UI
- Fixed: Thruster torque at 0 for yaw, pitch & roll