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Eleon Game Studios releases Alpha Experimental 7.0: Parts II-IV and announces release date of Alpha 7.

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Save the Date: Release Date of Alpha 7.0

Hi Galactic Survivalists!

Today, we are very excited to announce the release date for Alpha 7.0:

October 19, 2017

Thank you so much for all the valuable feedback and bug reports during this Experimental phase. Alpha 7.0 would not have been possible without you!

Until October 19, we will continue to work on the final touches and bugs. You can expect at least two more releases until public release. On Sunday Oct 15, we plan to release the Release Candidate 1 in which all playfields will be finalized so that all server admins and scenario creators can copy over the new playfields in preparation for the public release on Oct 19, 2017.

Last but not least, we are very happy to reveal the launch trailer for Alpha 7.0:


Empyrion Dev Team

Alpha EXPERIMENTAL 7.0 - Part IV

Hi Galactic Survivalists!

Welcome to Part IV of our Alpha 7 experimental phase! This will be the final experimental version release - the next update will already be the Release Candidate.

Part IV has a lot to offer: XenoSteel as a new material to build with, a slew of updates on the scenarios, optimizations and refinements, like the Color/Texturing now working with the UNDO button in creative and the furnace now working in full-auto-mode.

As we are making good progress, we also managed to add a long wanted feature: Blueprints are now showing a preview! No guessing of front and back sides anymore ahead of placing it. ;-)

The biggest undertaking in Part IV has been the first ever rebalancing of all the handheld weapons.

Said that, the settings you experienced until now were a first attempt of how they could work but weren’t based on the limits of the game, like view distance of objects etc. Some weapons (like the T2 or Epic Pistol) had a damage output which was far over the top and not in a meaningful relation to all other weapons yet.

Our goal of this re-balance is to give each weapon a better identity and role. We want players to make a meaningful decision which tool to pick for the task they intend to do. Keep in mind that these updates do not attempt to simulate features of similar real-world weapons.

One change is the reduction of weapon ranges. Some of the prior ranges made little sense: You had long-range weapons up with 600m range - but the graphic engine currently shows spawned creatures, like wildlife, only up to 120m. You had no benefit of using a long range weapon at all unless floating in space shooting drones. A place where you are always better off sitting in a spaceship anyway.

We also intend to reduce the sitting duck problem: Some weapons allowed you take out drones before they were even able to react to you on a planet. This made taking out drones a shooting gallery without challenge. Now you must approach them with most weapons or have a proper long range weapon to get an advantage.

Please let us know what you think about these changes here:
We are very curious about your feedback.

Please also report new and recurring bugs over here:


Empyrion Dev Team


CHANGELOG: Alpha Experimental 7.3.0 (Build 1287)

Major Re-balancing of Handheld Weapons:

- Range of all weapons have been reduced or equalized.
- Plasma and laser weapons now ignore atmospheric density.
- Added bullet spread except for laser weapons
- Damage of all close-range weapons has been increased.
- The damage for the shotgun has been altered so it’s devastating at very short range but much less effective at its max range
- Damage for long-range weapons have been reduced. Their range is already their benefit. The headshot multiplier for the sniper rifle has been increased.
- All weapon versions of the same kind (no matter if they are T1, T2 or epic) now have identical weapon ranges to ease up making a choice which weapon to use.
- You can build your own epic weapons by upgrading a T2 weapon with a weapon kit; you have a choice now if you want to stick with your T2 weapon, which can be repaired, or upgrade it with another kit to an epic version, which is more powerful but won’t last forever. A Large or Advanced Constructor is required for crafting it. Additionally epic weapons can still be found in ultra rare containers as usual.
- Epic weapons can no longer be repaired
- Epic weapons and weapon kits can now be recycled in the Blue Print Factory
- Changed: Instead of "Eff.Range" now display "Current Range" in Weapon HUD
- No sniper zoom with Shotguns anymore > otherwise: overpowered
- Do not display head multiplier anymore
- Removed “Ammo Type” from weapon HUD
- Reduced impact of atmo density on weapon range
For more details and feedback, see

Updated Playfields / Terrains:
- Tweaked Akua playfield: added NPC spawning on mountains, tweaked grass texture, tweaked deco + grass
- Minor update to terrain of Akua (to avoid shallow shore line)
- Added more underwater deco on Akua
- Updated Tutorial playfield with new deco distribution on Akua
- Updated deco for Omicron (NewDesert) - eg added green version of Omicron Palm for Oasis on Omicron

- Added new terrain for moon: NewMoon2
- Updated terrain for Skillon (barren planet)

Added Alien Xeno Steel:

- Added new Alien Block "Xeno Steel" that can be found on POIs
- Added new crafting component: Xeno Substrate (you need this component to craft the Xeno Steel blocks)
- Added Xeno Substrate to loot (Alien Container grey)
- Added new alien textures (more to come)

- Major optimization for POM shader: on average, you should get around 10-15 FPS more inside structures when you have set POM shader to high (compared to before)

Default Scenario Updates:
- Omicron / Masperon: The atmospheric density has been increased, reducing your effective weapon range and those of drones and POI turrets to around 50% to 60% of the weapon’s full range.
- Omicron: You will start with Light Armor on all difficulty levels
- Akua: Reduced the average amount of Copper and Silicon a bit
- Moon (Akua and Omicron): The atmospheric density is now nearly non-existent like space
- Eleon anniversary cake for every new game start :)

- Excluded Bio Fuel from "AutoFill" in Control Panel
- Implemented: Furnace full auto mode > auto-processing of ores into ingots
- Reduced the effect of atmospheric density; drones, turrets and handheld weaopns have a longer range as a result now
- Drone weapons shooting with plasma or laser weapons ignore atmospheric density
- Zirax equipped with Laser guns shot up to 120m now
- The Pulse Rifle and the Shotgun T2 can now be built with components available earlier in the progression
- Added proper space playfield Aestus for Default MP (with regenerating resource asteroids and POIs)
- Reactivated “Predator” mode: cut down those trees with a minigun :)

Visuals / Sounds:
- Removing now larger patches of grass when digging
- Updated model for flashlight
- Updated model for Light Lantern and Light Work 02
- Updated preview icons of new items (eg Erestrum Gel etc)
- Tweaked space nebula in Aestus and Aitis space playfields
- Multitool window (eg Updgrade) is now broader (as broad as the ammo info window below)
- Added emissive to Alien Containers and tweaked grey color
- Aloe Vera farming plant does not show wind movement anymore

PDA Update:
- Implemented: Add CHECK for spawning a Prefab Blueprint or any structure type
- Implemented: Allow InventoryEmptied to also work with NPC/looting
- PDA GameOps: Added missing ArmorBoost parameter "DegradationFac"
- Enhanced PDA InventoryContains check to also work for player inventory (use "Player" as inventory name)
- Enhanced: BlocksRemoved can now optionally check for a Structure Name

- Show complete object when spawning Blueprint via F2

- Activate Undo/Redo also for Coloring/Texturing
- Changed "High" Quality shadows to only Manual Activation (ie they are not activated automatically anymore with Best setting)
- Updated POI Abandoned Mine + Factory: thanks to Fractalite
- Updated several POIs + added a new POI: Mining Hub
- Updated PDA languages
- Removed text that 2 players are needed for ESR mission
- Set time until dropped empty container disappears from 60s to 30s

Updated Invader vs Defender Scenario:
- Peplaced several planets with splatmap planets
- Changed starter system resource distribution to fit recent gameplay update (no magnesium, no rare resources)
- Invader & Defender starter systems are <15 AU away from next orbits (you can reach them with your SV warp drive)
- Changed starter gear
- Reworked a lot of POI distributions and add missing regenerate keys for them

Bug Fixes:
- Fixed: Prevent other players / structures activating OP in AntiGrief Area
- Fixed: NPC do not attack player anymore as soon as player enters cockpit
- Fixed: Only the 1st placed passenger seat allows free view any other passenger seats placed after do not allow free view
- Fixed: Grass not always got removed when using drill at slopes
- Fixed: Swamp golem still walking on the spot after being killed.
- Fixed: Resource meteorites aren't appearing when deposits have been depleted.
- Fixed: Flare of flashlight was shining through player in 3rd person view
- Fixed: Name tags of depleted deposits were sometimes reappearing
- Fixed: Cutout box for POI: currently the terrain cutout is sometimes very sharp for small POI
- Fixed: PDA message's ExtraText part (that part that is only shown in PDA Log) can now use loca keys
- Fixed: Large PDA notification messages: high prio variant had wrong vertical layout
- Fixed: PDA check InventoryOpened did not work with ATM, O2 and Fuel tanks
- Fixed: Lootbox disintegrating into smaller boxes when pressing F twice in a row
- Fixed: Problem that some displays/screens were still on even if a base had no power
- Possibly Fixed: NPC spider getting stuck in terrain.
- Fixed: Problems with holo screens on Media Center and Computer Table
- Fixed: Mining ore (mining an SSOR) does not give XP anymore
- Fixed: PDA log-info button switch issue
- Fixed: Ore Scanner: Resource Outline order still reversed
- Fixed: Preview selection on SVs in space sometimes wrong.
- Fixed: Tutorial scenario demanded cobalt
- Fixed: Problem with transparent grass
- Fixed: Wrong step sound and particle effect was shown for some block textures
- Fixed: Problem that "Top Gun" instance was no accessible


The above screenshot shows the updated terrain for Akua

Hi Galactic Survivalists!

Welcome to Part III of our Alpha 7 experimental phase! Our main topic this time: Optimization and refinement. We added more handmade terrains for you to test out and the new grass is now nicer and is eating up less performance. We also added a density setting for grass!

For our builders, testing the new features in the Building Helper menu (N): You now can rotate your copied parts!

In any case, especially if you are new to Experimental 7.0, please make sure you read through the FAQ and HELP topics before starting a new game.

Please also report new and recurring bugs over here:

If you do not see your issue fixed in the current changelog, it would be of great help, if you could re-test your issue with the new version and report it again in the bug section - in case your problem is not fixed yet.

What’s next?
We are also slowly but steadily approaching the public release. We are planning to release Part IV next week and the Release Candidate the weekend after the Part IV release. Both will now concentrate more on bug fixing and optimizations. Small feature updates not ruled out, of course. ;-)


Empyrion Dev Team


CHANGELOG: Alpha Experimental 7.2.0 (Build 1276)

Important: We renamed the playfield NewSnow2 into NewSnow and removed NewSnow2: Consequence is that all save games where you have been on Ningues are not useable anymore! Sorry for the inconveniences (note: it will only affect save games that have been started during the EXP phase)

Updated / Added Planetary Terrains:
- Updated terrain of Akua: less mountains, more valleys (renamed playfield: instead of NewTemperate500 > NewTemperate)

- Added new terrain for the Moon

- Added new terrains for Aitis

- Switched terrain for Masperon moon and planet (+ added new terrain for Masperon moon - still WIP)
- Renamed NewSnow2 into NewSnow and removed NewSnow2: C save games where you have been on Ningues are not useable anymore!!! (only affects EXP save games)

Updated Grass:
- Added new grass with more natural looks, higher render distance and better performance
- If you have a slow PC, it's now possible to modify grass density without changing the render distance > see "Grass Density" under Video Options
Note: New grass is still WIP and will improve in the next update (color, distribution, removal etc)

Selection Box Update:
- Switch between scaling and moving of selection box now via clicking on the black sphere of the gizmo
- Added possibility to rotate a selection

- Overall optimization: reduced stuttering when flying over the terrain
- Reduced spawn rate of NPC: what do you think - how does it feel now?
- Added new texture table for alien blocks (for now only 2 textures to choose from - more to come)
- Instead of "current number of repairs" now display "number of repairs left"
- Added some default metal textures to wood texture tool on page 2
- Improved local coop connection timing if you have slow internet access
- Updated POI: abandoned factory -> thanks to Fractalite
- Updated Localization for several languages

Gameplay / Balancing:
- Slightly increased drill speed of Drill Attachment HV
- All Auto Mining Devices can now only be crafted in advanced constructor
- HV drills and drill turrets can now mine/destroy any surface-rock

Visuals / Sound:
- Updated model for Constructor Mobile
- Tweaked outline for resources of ore scanner

PDA Update:
- Enhanced PDA check 'NearUnit' to work with fixed POI's, use the spawn name (not the Blueprint name) to specify the POI
- NearUnit markers are now placed a little lower (not above the device)
- Log a warning if a playfield contains no POI's at all and a NearUnit or NearPOI check is used in PDA
- Prohibit auto-completion of PDA NearUnit actions if the specified POI and / or device cannot be found

Updated Scenario: Dawn of Galaxy
- replaced Elia, Maiy, Moons and some other planets with new splatmap terrain
- changed some resource deposits due new gameplay changes (e.g. no Magnesium on Elia)
- added promethium pellets to Ex-7 Station due new requirement for ammunition receipt
- prepared new PDA additions (e.g. spawn Drones via PDA)

Added new Instances / Missions for Default SP and MP:
1. Top Gun Mission: fight in a fast paced battle with your SV against massive space drones and capture the Enemy Base to escape
2. Elemental Space Race: a PDA driven space race through 15 checkpoints with a big reward - in case you are fast enough and get rid of your Alien followers
> thanks to RexXxus and sacredglade

Added "PerlinCol" parameter to Playfield Yaml:
- Color Variation for Grass/Deco Plants.
0 = No color change
1 = Greyscale Color Variation
2 = Full Color Variation
Default is 1 (Greyscale)

Updated internal references due to renaming of some items:
If you are using a custom TraderConfig.ecf, you need to update the following names:
Pipes > Nanotubes
ReactorCore > CobaltAlloy
Cables > OpticalFiber
MetalComponents > MechanicalComponents
AdvancedCPU > Oscillator
ControlPanel > EnergyMatrix

Bug Fixes:
- Fixed: Problem with spawning of AI Planet Vessel HQ (sometimes it spawned on top of other POIs)
- Fixed: Signal toggle in Control Panel not working in MP
- Fixed: AlienBug03 can fire through thin wall blocks & Inward round slope
- Fixed: Holoscreens show "micro tiling" when placed the first time
- Fixed: NPC spider getting stuck in terrain
- Fixed: Random resources may not appear in-game when too much deposits are already placed near POIs
- Fixed: Blocks sometimes did not vanish after being removed
- Fixed: AutoMiner can be placed below a deposit and works
- Fixed: AutoMiner creates Ore when placed AFTER a deposit reached 0%
- Fixed: Ore Scanner won't show ore if it's in the toolbar whilst sat inside a cockpit.
- Fixed: Ore scanner in inventory does not work when resuming game
- Fixed: Ore Scanner overlay sometimes stay visible
- Fixed: Ore deposit does not vanish from HUD / Map when emptied but still showing with 0%
- Fixed: Enabling Turrets is causing drones to not track or fire at player vessels
- Fixed: Auto Mining Devices sometimes didn't resume production when resuming a savegame
- Fixed: Problem that rotating a texture was not possible on blocks that were not in their default rotation
- Fixed: Problem with bullet spread of shotgun
- Fixed: Problem that emissive of some devices were not switched off when power was off
- Fixed: Distorted effected with parallax mapping on textures
- Fixed: Levels, XP and UP do not work as reward
- Fixed: Problem that one face was missing for "Hull Armored" preview icon
- Fixed: Internal error when opening the PDA
- Fixed: Problem with "Localization key 'abc' is already present"
- Fixed: BAO Dion III Player Admin spawning randomly on Omicron sometimes under terrain or on top of other POI's
- Fixed: 'File exception' when saving using the terrain editor
- Fixed: DrillT1 info for Stone Removal now correctly states that it automatically collects ores
- Fixed: Problem that Man on Moon mission could not be completed in MP

Alpha EXPERIMENTAL 7.0 - Part II

Hi Galactic Survivalists!

We were blown away by your feedback about the first Alpha Experimental 7.0 release. Thank you so much - we are grateful to have such an amazing community! Keep it up...

Here comes Part II of Alpha Experimental 7.0. Check out the changelog below.

We added a new feedback thread about resource balancing:

Here are the links to the other feedback and info threads:

New Game Start & Rebalancing

Building Block Texture Update:
- Wood Textures
- Concrete Textures
- Metal Textures

Offline Protection Enhancements

Heightmap Terrain + Texture Editor


New Building Tools

Please continue to report bugs and issues over here:


Empyrion Dev Team

P.S. Not an update but a reminder as some people seem to have skipped this news bit:

Server admins will be able to set how many AU a Short Distance Warp Drive will take you with a SV. If there are concerns about negative PvP consequences they can set it to a really low value - lower than the server’s planet distances. Or they can set it to a really high number which makes SVs able to warp jump to all planets within their star system.

It’s planned that this will be a scenario based setting in the future instead. This way SP scenario makers don’t have to rely on the standard game setting.


CHANGELOG: Alpha Experimental 7.1.0 (Build 1265)

Updated templates for ammunition:
- Updated templates for ammo: using promethium pellets as propellant
- Replaced Energy Cells requirements for ammo with Promethium Pellets
- Changed some Steel requirements for late game ammo as an optimization preparation for later

We understand that players enjoy the survival aspect that every bullet counts in the early game. The complete removal of Magnesium in early game ammo was heavily discussed and questioned.
We still believe that the reduction of different ore types on the starter planets is a good move to streamline the beginner’s game experience. There will be much more to explore beyond the first planet at one point. We could easily add plenty more ores types on a single planet. But we aim to bring you a survival experience which covers the whole galaxy with this game. While veteran players are used to settle down on a single planet - most likely the starter planet - we want to make expanding your territory to a wider range of playfields more attractive. It’s up to you if you want to stick to single planet only. But we will make sure leaving the planet and exploring will be rewarding, too.
However the abundance of iron also made defending yourself a bit too easy - especially in the early game. Thus all early and mid game ammunition templates require Promethium now (additionally to the iron ingredients). Since we associate Promethium with energy in EGS this should make it more plausible as either ammunition propulsion, explosive component, or sci-fi alloy. You have to make a decision now how to split up your Promethium supply: which amount will you use to power your ship or base and how much will you save for ammunition?

- Increased distance at which offline protection shield can be seen from 150m to 400m
- Slightly increased visibility under water
- Drill T1 now also picks up Crushed Stones automatically
- Tweaked underwater deco on Akua: added back Seaweed, Alien Thorn etc
- Changed deco distribution on Akua (now again old plants from A6.7)
- Separated Constructor SV <> HV: The constructor for the HV and the constructor for the HV are two independent objects now. If you prefer a more nomadic lifestyle before you leave the planet you have the option to build a small constructor on a HV with materials found on the starter planet now. The small constructor SV and the small constructor for HV can build the exact same items and objects at this point. The SV version requires resources found in the the starter planet orbit or moon to build it though (at least in the default setting)
- Pentaxid can be refined in a small constructor (HV and SV) now to lower the chance that you get stranded when jumping to a nearby system with your SV
- If you upgrade certain objects (like a Constructor T1) with a Multitool to generate the next Tier version in its place (T2), you no longer need an additional (T1) object in your inventory. The game now detects that the object you want to upgrade fulfills the ingredient requirement already.
- Moved Portal to Taipane instance from Omicron to Aitis

- Reduced food consumption when walking and running by 50%
- Added Rotten Food to templates (made from SeaWeed) in order to make Bio Fuel more accessible
- Reduced strength of handheld drills
- Akua: Added the Ore Scanner as Escape pod starting gear on Easy and Normal setting as well as to the "Fresh Start" setting
- Omicron:
* Reduced the amount of ore for Iron, Silicon, Copper and Promethium
* Removed the chance that resources spawn next to the wreckage building
* A Xenu alien robbed the wreckage building. There’s less starting loot in it now.
* Added the Ore Scanner as starting gear on Easy setting; also reduced Biofuel amount as starting gear on all difficulty settings on Omicron a bit
* Increased stock of drones

Building block texture update (concrete):
- Added alternative to brick P1(2,1)
- Added new white brick P1(1,6) and stone floor P2(3,8)

Visuals / Audio:
- Updated shutter windows: reduced weathered effect
- Updated model for metal stairs
- Slightly reduced intensity of particle effect when mining with Drill T2
- Improved visuals of offline protection shield
- Added better stones for lake shore of Akua
- Tweaked water color on Akua and increased underwater brightness in general
- Modified Coloring on Walkway, Shutter, Old-style Windows and Stairs shader to closer match hull coloring
- Updated model for Repair Station

- PDA Message Box: Removed PDA Title and changed to Blue Message Box colors
- Adjusted Build Settings Window Layout

Creative Tools: Improved Selection Box:
- Show preview before pasting an object
- Workflow:
* make a selection and copy
* press paste once > preview of copied object appears
* now you can move the preview selection as you want
* press paste again > selection will now be placed
(Rotate feature will come in next update)

- Added texturable and colorable stair blocks: wood and concrete

- Changed version name to "Experimental 7.1.0"
- Build Settings Window: Disable Blueprint Part tools in Survival Mode
- Updated Localization
- Metal Pieces are not dropped in loot anymore
- Added NPC spawn also to Swamp area on Akua
- Changed name: Metal Pieces -> Metal Trash
- Removed wreckage POIs from Ningues and Masperon

Bug Fixes:
- Fixed: Problem that not all resource deposits that were defined in playfield.yaml were also spawned, e.g. Moon (temporarily deactivated SpawnResource near POI)
- Fixed: Problem that in MP default scenario there were only PvP Playfields. Now Akua + Omicron are PvE
- Fixed: Wrong terrain textures when changing splat map terrains
- Fixed: Griefing with depleting AutoMiner
- Fixed: Connection problems with dedi server
- Fixed: Error when a planet vessel is shot down
- Fixed: Problem that render distance of some devices was very low (ie the devices were culling to early)
- Fixed: Problem that not enough animals spawned on planets
- Fixed: Problems with undo/redo and selections
- Fixed: Updating blueprint to workshop is showing the wrong name in the update dialog
- Fixed: Mining with HV's returns no ore in a harvest box.
- Fixed: Cannot drill SSOR with HV drills (Turret and fixed)
- Fixed: Untouched ore deposits show 99% in HUD
- Fixed: Several internal exceptions

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