Empyrion: Galactic Survival Dev Tracker

Hi Galactic Survivalists!
Being the last update in this years development cycle - hotfixes aside - Alpha 11.5 will not only add bugfixes, but also a few important changes and additions to enjoy in your winter holidays!
Examples:
  • Small and Large Optronic Bridges/Matrix are now craftable
  • Loot Tables are now exported to the Config_Example.ecf
  • We have reactivated the new, reworked galaxy map
  • The Default-Random scenario now creates up to 6 solar systems
  • Multitool has now a downgrade option
  • HV Drills are now usable in space
And a lot more. Please have a look at the full changelog below.
Please contribute any feedback over here[empyriononline.com]
Forum updates:
  • For those of you that are interested in the Game Lore, we suggest to visit our Lore & Story forum, where we will detail more of the Backstories of important events in Empyrion[empyriononline.com]
  • For our creative community, we also opened a dedicated Creators-subforum, where you can start challenges or share your custom playfields. More to c...
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Hi Galactic Survivalists!
Today we release Alpha 11.1 as a 'stabilization update' for Alpha 11. As the name indicates, we primarily focused on bugfixing and a few more refining changes.
For 11.1 we temporarily have reverted the new galaxy map to the previous version, as the new map needs more refinement.
Please feel free to tell us, if you want to either stay with this known map or if you would prefer to go with the new one - with some fixes and adaptions, of course. In the latter case, please give us feedback what needs to be improved to finally replace the old one - thanks a lot :)
Please continue to use the feedback and info threads pinned over here[empyriononline.com] for any ideas and suggestions on those topics.
With regards to the CPU system, we also started to add new, CPU-compliant stock Blueprints and also retired some of the old ones from that category. Please not only check out the additions in your game's Blueprint Libary (F2) but also head over to the 'Vessel and Base BLUEPR... Read more
#indiedev @EmpyrionGame Alpha 11: Out Now!!! https://empyriononline.com/threads/alpha-11-flight-model-cpu-docking.91263/ #gamedev #gaming http://pbs.twimg.com/media/EJuEBHAWsAETmc_.jpg
Hi Galactic Survivalists!
Those community members who followed the pre-info, live streams or even actively took part in the experimental phase will already have some insight on how the Alpha 11 gameplay mechanic changes and additions like CPU points, new Flight Mechanics and all the other features will affect the way how the game is played.
Said that, and instead of giving a lengthy explanation here, we would instead ask any new and recurring player to do the following: PLEASE read through the pinned INFO AND FEEDBACK[empyriononline.com] posts before starting into a new game or giving feedback.
Alpha 11 is again a “game changer” milestone and we are well aware that such changes might break playing habits which were ok and accepted for a lot of versions. But such changes also bring more depth and diversity to the game and, as you all know, we have and always will try to make transitions as fluid as possible (by avoiding savegame breaks, f.ex). On the other hand, changing an old or adding ... Read more
Hi Galactic Survivalists!
Most of you will have heard already about the features that are coming in Alpha 10.6, like the CPU, the new Flight Model, HV-to-SV docking and more.
Without further ado, some important general info on the CPU system and their use in the Experimental version.
The primary goal of adding the CPU system was to add a way to allow some basic specialization and an additional way to balance vessels in regards of thrust, RCS, weaponry and other parameters. Other features, added alongside CPU, will support that goal and open up alternative approaches. For example with 10.6 you do not necessarily need a (CPU costly) RCS anymore, because the position of thrusters will gain you a decent torque as well and the new aerodynamics lift/drag model will allow for SV designs, that can lift off on planets (with an atmosphere) by having only back-facing thrusters - without the need of any additional side, up or down thrusters!
In this context, there are a few important info you need t... Read more
https://empyriononline.com/threads/10-6-thrusters-performance-parameters-rebalancing.90779/
Hey everyone!
As promised we will release more info about what is waiting for you to TEST in the upcoming EXPERIMENTAL version.
Today I would like to share a big rebalancing project: Thrusters
The goal for this first version was simple: bring ALL thrusters into a consistent progression. A larger thruster should not only put out more thrust, but also be more effiecient than a summary of its smaller pendants in the same block-amount.
Example: If you stack two S Thrusters you should not get more Thrust than using a single M Thruster.
Of course this has a few other tradeoffs, but in general, with the current updated balancing, any larger thruster or one of a higher tier is more efficient in thrust per..
- block
- mass
- PU
..and others (see overviews below)
This is especially true for the SV JET thrusters, which were totally the other way round for too long.
Note: The goal was to bring all the thrusters in ... Read more
UPDATE:
EXP: In the EXP Version it will be ON for the simple fact we want feedback and this way we get more feedback. Numbers will be more adjusted then what they are currently since we see aswell the current numbers dont work.
PUBLIC: You will have a global ON/OFF Switch ON ALL GAME MODES. With Default OFF till A11 ATLEAST
TIER SYSTEM: We will build during the EXP Phases a Tier System for the CPU. Cores that can be upgraded to a higer system. You start with a low CPU (you dont need a large ship when your lvl 5 afterall) work your way up to a higher system. Our example showed a max of Tier 3 core with 1600K max CPU for a CV. We also will provide Server Owners (prob on a per playfield level) what kind of Tiers you will allow on that Playfield
The EXP Phase will contain info how we will proceed since not all changes we talked about will make it in the first EXP Version. Tuesday Evening we will decide if we release the EXP on Wednesday. Unlikely it will be postponed again BUT if it h... Read more
Originally posted by Comodor: I saw a video with Spanj.
Developers before add the any update, do not check at all, elementary simple features of functionality. This is likely to happen with each update.
I saw in the video elementary and simple logical errors in the game mechanics, no fault company tester revealed these errors. Mistakes that strike your eyes.
That is why I will use strong words this time:
They have no idea what they are doing.
I'm afraid the game is a scam, with amateurs who don't know what they're doing.
And there you wrong. Otherwise we wouldnt have postponed the EXP at all and just release it.
Were actually talking to change the system Read more
UPDATE:
Hello Galactic Survivalists,
Due to all the feedback regarding CPU the last 2 days we decided to postpone the EXP Release till Wednesday
to take a good look to all the feedback and implent changes to the CPU System.
Thank you for all the information given
Eleon Game Studios
Heads up! Alpha 10.6 Experimental release has been moved to wednesday. Thx for all the feedback that's already flooding in! ❤️
UPDATE:
EXP: In the EXP Version it will be ON for the simple fact we want feedback and this way we get more feedback. Numbers will be more adjusted then what they are currently since we see aswell the current numbers dont work.
PUBLIC: You will have a global ON/OFF Switch ON ALL GAME MODES. With Default OFF till A11 ATLEAST
TIER SYSTEM: We will build during the EXP Phases a Tier System for the CPU. Cores that can be upgraded to a higer system. You start with a low CPU (you dont need a large ship when your lvl 5 afterall) work your way up to a higher system. Our example showed a max of Tier 3 core with 1600K max CPU for a CV. We also will provide Server Owners (prob on a per playfield level) what kind of Tiers you will allow on that Playfield
The EXP Phase will contain info how we will proceed since not all changes we talked about will make it in the first EXP Version. Tuesday Evening we will decide if we release the EXP on Wednesday. Unlikely it will be postponed again BUT if it hap... Read more
#indiedev @EmpyrionGame releases major update Alpha 10.5 with optimizations, bug fixes and many improvements https://empyriononline.com/threads/alpha-10-5-optimizations-bug-fixes-and-other-improvements.76500 #gamedev #gaming http://pbs.twimg.com/media/EEp0-YqWkAAuidK.jpg
Hi Galactic Survivalists!
We are thrilled to release Alpha 10.5 to the public today! This update does not only contain a LOT of bug fixes but we also dedicated a lot of our time to some major (multiplayer) optimizations! The first pass of these changes should allow for a more fluid gameplay experience, especially in combat. We have implemented a few new methods on how data and events are handled and would like to have your feedback on how things have improved. Please use the feedback thread pinned in the feedback forum!
Besides bug fixes and optimizations, Alpha 10.5 has a lot to offer: The orbital planet view is now a real 3D Mesh, showing also terrain heights and other specialities. The Talon will no longer ignore you and also have their own Base Attack. If you ever wanted to toy around with floating text messages and signs, you now can do that with the new LCD Projector device. In the same context, we improved the LCD panel creativity options, which now are offering a slew of sprites,... Read more
Hi Galactic Survivalists,
We are excited to release the first EXPERIMENTAL version of Alpha 10.5.
Alpha EXP 10.5 features massive optimizations and bug fixes, an improved outside view of planets, new LCD panels, Talon base attack and many other changes and improvements.
Please report any bug in our EXP Bug Forum: https://empyriononline.com/forums/bugs.34/
Please read the 'HOW TO REPORT A BUG 'ahead of adding a new thread: https://empyriononline.com/threads/...ort-template-requirements-known-issues.47118/
Thanks a lot for your appreciated help and have fun playing Alpha 10.5 Experimental :)
Yours,
Emp Dev Team
=====
Update 2019-08-30 (Build 2625)
Fixes:
- Players cannot see other players in Local co-op
=====
CHANGELOG: Alpha EXPERIMENTAL 10.5
MAIN FEATURES:
1. Optimizations:
- Big internal change: dedi now calculates planets (instead of playfield server), planets are now calculated on demand (not all at startup)
- Significantly improved internal network communication > more fluid experience (less lags... Read more
Hi Galactic Survivalists,
we just released Alpha 10.4, using Unity 2019. Please check the changelog below.
Thanks again for your appreciated feedback and bug reports!
Yours,
Empyrion Dev Team
==========
Update 2019-08-13 (Build 2554)
Fixes:
- No longer possible to copy & paste symbols from an input field to another (e.g. LCD sign)
- CoQ triggered by O2 calculation
- MP Damage exploit
- Telluropod & Desert golem do not damage the player when attacking
- [Edge case] Drilled out terrain returning after loading back into save game
----------
Update 2019-08-06 (Build 2550)
Fixes:
- Water appears in bases placed closed to lakes when player returns from being 5km+ away from a base
- POI found to always be floating above terrain & is offset from center in BP preview
----------
Update 2019-08-02 Alpha 10.4 (Build 2549)
Changes:
- More relaxed times for 'UDP delay detection' to avoid "Connection lost" popups
Fixes:
- Returning to a structure that has lights setup to blink can result in some lights looking on when they... Read more
Hi Galactic Survivalists,
we just released Alpha 10.3, please check the changelog below.
Thanks again for your ongoing feedback and bug reports :)
Yours,
Empyrion Dev Team
==========
CHANGELOG: Alpha 10.3.0 (Build 2539)
---
PLEASE NOTE: Players who have spawned a recently saved Blueprint that have problems with signals or the device list should execute some console cmds to remove faulty data. For this, step onto that structure, open the console window and enter 'help structure'.
Then execute all three sub-commands to clean up the structure. You may then re-setup your signals, lock codes and custom devicve grouping / naming and save it as a working Blueprint. Sorry for any inconvenience!
---
Changes:
- Added console cmd 'structure' to manage structure internals
Fixes:
- When some blueprints are spawned they lose their device list & signals setup
- Troop transports freeze above where they should land until reloading back into the save game
- Base attacks set to OFF in the difficulty setting is not worki... Read more
Originally posted by Huyen:
Originally posted by Pantera: @Eduz, Cãopiroto de óculos, Huyen - have you all tried everything above in the original post ?

I followed every single step. Game launches fine (altho it seems like its crashing), but when I select new game and go into the loadingscreen, after loading the planets to 100% the screen goes black. 10 seconds later it crashes to the desktop, closing down steam completely and 50% of the time forcing me to restart my computer as well, because everything is messed up.

Please send your logs with a description of your issue after it happens to the support email here
Originally posted by Pantera:
If any client_log files are generated for the build you are on after trying to start
Steam\steamapps\common\Empyrion - Galactic Survival\Logs
or a crash folder is generated in the Empyrion root folder:
Steam\steamapps\common\Empyrion - Galactic Survival
Please email them to [email protected] where we can take a look at them.
... Read more
@Eduz, Cãopiroto de óculos, Huyen - have you all tried everything above in the original post ?
Update: July 7, 2019 (Build 2526)
Bug Fixes:

- Fixed: When spawning in some blueprints they lose their device list & signals setup
- Reverted fix for: After making a BP of a structure at max size the center of it is moved when spawning the BP in.
========
Update: July 5, 2019 - Alpha 10.2.2 (Build 2524)
Changes:

- Tweaked Ocean Planet (eg water plane now at 60m and several other improvements) and re-added to random generation

Bug Fixes:

- Fixed: Constructor production can exceed the volume capacity of assigned containers
- Fixed: Missing localisation when repairing a vessel with a lock code in auto mode in R2B
- Fixed: After making a BP of a structure at max size the center of it is moved when spawning the BP in.
- Fixed: Resource Terrain as Bedrock logic
========
Update: July 4, 2019 - Alpha 10.2.1 (Build 2523)
Changes:
- Refinement of C/T tool by adding "Remove" toggle > it is now possible to remove symbols without changing color or texture
- Adjusted HP and Mass of new Cockpits (added with A10)
- Ad... Read more
Trouble shooting tips can be found here
https://empyriononline.com/threads/read-before-reporting-bug-report-template-requirements-known-issues.47082/#post-296904
  • In the Empyrion root folder which can be found by right clicking on Empyrion in your steam library > Properties > Local files > Browse local files look for 'Empyrion.props' & open it with notepad++ or notepad & remove the # & return space before the parameter for example:
    # DisableTextureStreaming = true
    DisableTextureStreaming = true
    then save the file & try starting the game again.
    If there is still a crash at this point supply the logs folder that is generated for the build you are on found by right clicking on Empyrion in your steam library > Properties > Local files > Browse local files > Logs
    then make a copy of the folder which is named by the build number f.ex 2763 (which is the current public build as of typing this) & compress it.
    Then look for the crashes folder from any of these locations & also create a copy of t...
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