Empyrion is a 3D open world, space survival adventure in which you can fly across space and land on planets. Build, explore, fight and survive in a hostile galaxy full of hidden dangers. Empyrion features space & planetary exploration, building & construction, mining & resource gathering, survival, crafting, as well as space & land combats. Using the Unity 3D engine, Empyrion uniquely combines elements from space simulations, construction games, survival games and ego-shooters. The game is currently under development by Eleon Game Studios.

Post news RSS Alpha 9.2: Bug Fixes and Improvements - Part II

Eleon Game Studio releases Alpha 9.2 with new crossbow, ballista turret, bug fixes and other improvements.

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Hi Galactic Survivalists!

With Alpha 9.2, we added another batch of changes to improve the handling of the new Logistic System. Please join the discussion right over here: Empyriononline.com

We also added a dedicated setting in the game start options to enable or disable weight/volume (note that weight/volume is still disabled per default).

Of course, Alpha 9.2 is not only about Logistics. For example, for the Talons we added a crossbow for ranged attacks as well as a Ballista Turret to better defend their bases. In addition, we fixed several bugs to further stabilize our recent major Alpha 9 update and added several other improvements as documented by the changelog below. Thanks a lot to all of you who constantly report bugs and give feedback.

Speaking of bug reporting: Please note that we changed the bug-reporting procedure in our forums in order to make reported issues more visible for anyone experiencing the same bug and for internal tracking. Please read: Empyriononline.com


CHANGELOG: Alpha 9.2.0 (Build 2162)

- Added Talon Crossbow NPC for ranged attacks

> Talon Crossbow NPC is already added to groups that patrol on terrain around POIs and as sentinel in POI (replaces old green sentinel)

- Added Talon Ballista Turret

Each Talon settlement has now some defence structures around it

Please note that the Ballista turret needs power (structure with core, fuel tank and generator).

Logistics Update:
- Weight/volume can now be enabled/disabled via Difficulty Settings (still disabled per default)
- Added Partial-Pickup from dropped stacks when not enough volume capacity to pickup full stack
- Logistics window: Setup is retained separately for 'F' and 'F4' modes
- Display message when trying to put something in the connected toolbar but the connected container is full
- Do not use OUTPUT container as source for construction
- Logistics window: Added button for direct access of the device of an assigned container
- Logistics window: added '(C)' in front of CONNECTED container and pin to top, added '(A)' in front of ASSIGNED container and pin to top
- Accessing a container via F does not disable dropdowns in accessible structures anymore
- Evenly distribute weight for modular containers
- Logistics UI: Color active button and connected container grid = visually connect logic
- Added VolumeCapacity to Player Backpack
- Place Decon/Furnace OFF and switch OFF if assigned container is switched
- Fixed: Weight of items added to a vessel container doesn't take effect until exiting & reentering the cockpit
- Fixed: In 'F mode' selected container was displayed twice in dropdown list
- Fixed: Not connected / assigned container names started with a blank character
- Fixed: In Logistics window, selecting fuel or oxygen tank doesn't work
- Fixed: Changing from player inventory window to H item menu hides toolbar
- Fixed: Logistic: F does not remember settings when used with tanks
- Fixed: Cannot use F with looting tanks in POIs
- Fixed: Duplication exploit with Connected Toolbar
- Fixed: Cannot access a private or faction oxygen and fuel tank under a password
- Fixed: Inventory duplicate with withdrawing fuel / O2 in Logistics window

Feedback Thread (new): Empyriononline.com

HUD marker update
- Implemented 'HudDistance' property for POIs to reduce cluttering of HUD with many objects (eg Polaris and Talon settlement): see AridStarter and TemperateStarter

- GroupName: CivilSettlement
- Key: MapDistance
Value: 0
- Key: HudDistance
Value: 100

> CivilSettlement (=Worker Residence) will not be "discovered" and not marked on map via POI marker but it will be visible on HUD up to 100m

NPC Faction Update:
- Warning that reputation will change when opening a box is now displayed in red
- Pick-up of Plants from growing plot inside a base is now handled like Container-looting resulting in instant-rep-standing change

AI Update:
- Pangolin update + Attack Manager fix
- AlienBug02 - new attack behavior (after 1-4 hits to the player, go to random position near the player - this way it can also attack from behind the player)

Filler Block Update:
- Added new functionality of FillerBlocks

> now you can use them for making POIs with basements or POIs that have a large underground part and a small part above terrain (eg Bunker-Style POIs)

Note: The Filler Blocks are ONLY available for CREATIVE building, not in survival. The filler blocks can be placed and will be re-placed with terrain when the POI is spawned in SURVIVAL at game start (Manually spawning such a modified POI with the F2 Menu does NOT have the same effect! )

- Re-added TemperateSwamp planet back into game (not as starter but for random generation)

- Activated Small Constructor in Survival (Unlock Level 3) and updated model
- Added FridgeBlocks, ArmorLocker, CloneChamber to Small Constructor templates
- Increased unlock level of Large Constructor to level 5

Other Changes:
- Added new textures for Container Extensions

- Re-balanced shotgun against trees: now harder to destroy tree
- Removed thin plat from Entity / Player Spawner (not needed anymore since we have Dummy Model showing the spawn direction): now you see the texture below spawner
- Filler blocks are not textureable anymore (to avoid texturing them by accident and then not being able to distinguish from other blocks)
- Map view: show poles as yellow no-build areas
- Some refactoring of terrain generation
- Mod interface: corrected values for cores
- Blueprint .ebp format changed slightly (version 23): added 4 byte data length, 1 byte data type, 1 bool compression flag as preamble to
- Display of energy units PU reduced by factor 1000 (only display, no gameplay change)

Visuals / UI Update:
- Reduced brightness of particle effect for Drill and Multi Turret (CV)
- Reduced strength of Depth of Field camera effect
- Updated Starmap UI
- Rework of New Game window: Planet Stats

POI Update:
- Updated all Ghost POIs and renamed into Ghyst: A big thanks to Frigidman
- Added new Tribal Defence POIs with Ballista (thanks to vermillion)
- Updated Artifacts POI: added creatures to defend loot
- Updated Trading Stations (Assigned container/fridge to constructor/food processor where available and other fixes)
- Added AdminCore to POI TOPSpiceDestillery to make it indestructible
- Tweaked POI distribution: defence POIs closer to villages
- Updated Stilt Village POIs (TemperateSwamp Planet) with Tribal Deco

Bug Fixes:
- Fixed: Issue with playfield change transition & vessels losing speed
- Fixed: Thruster power wrong in some cases when changing playfields
- Fixed: NearPOI markers vanish at 900-1000m ahead of destination
- Fixed: New Game custom name reverts to default when using custom difficulty settings. Also fixes difficulty settings always listed as 'Custom'.
- Fixed: NPCs did not spawn reliably or too late in bases
- Fixed: Not able to spawn BAs manually in air in Creative or Freedom mode anymore
- Fixed: Color/texture Tool: only creates a half-ring of color when fired in 1st Person
- Fixed: Problem that Zirax did not attack player on motorbike
- Fixed: Pulse Rifle red dot scope was not transparent anymore
- Fixed: PDA Mission "Weaponized Negotiations": Drones were not counted when being destroyed
- Fixed: Player could get repositioned on top of surface when inside dugout base
- Fixed: Thrusters do not go to idle when you land a vessel on blocks or terrain
- Fixed: With a scoped weapon equipped when going into scoped view there is a slight freeze
- Fixed: Regression that SI dropped block did not disappear on pickup
- Fixed: Destroying/Killing two entities of the same kind quickly after each other only counts 1 for SubjectKilled
- Fixed: Issue with trees not correctly fading out in some use cases
- Fixed: Talon Village was buried too much
- Fixed: Ship controller : In some cases ship lost altitude when moving
- Fixed: Fern Deco plant was invisible
- Fixed: Exception with Troop transport
- Fixed: Voxel mesh exceptions
- Fixed: Title Menu: tweak overlap of fork for longer translations.
- Fixed: Missing Planet Size display in Creative Mode.
- Fixed: AutoActivateOnGameStart did not work in MP anymore


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