Empyrion - Galactic Survival

Empyrion - Galactic Survival

Reforged Eden 1.4 (Obsolete)
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Update: 30 Aug, 2020 @ 8:19pm

Update for Reforged Galaxy:

A1.1 - V1.543 Changelog:
Balancing Update
Increased HP of Oxygen Station
Greatly increased the repair rate of all Repair Bays so they don't take 12+ hours to repair a ship.
Rebalanced hitpoints of CV/BA Hardened Steel and Combat Steel Blocks slightly.
Increased the speed and amount of HP repaired by the handheld Multitools so you don't spend an hour repairing combat steel blocks after taking a rocket to the face.
Reduced CPU consumption of the CV Heavy Rocket Launcher.
Fixed a vanilla bug where hand rails and walkways gave the wrong blocks when retrieved.
Small Optronic Bridges are now craftable in Large Constructors.
Optronics Components now take less time to craft (Except large Optronic Matrix).
Optronic components have a higher drop rate and count in alien loot containers.
The number of Advanced CPU Extenders available to CVs and BAs increased from 4 to 5. (Subject to change)
Amount of CPU given by BA CPU Extenders is increased by 5000, 7500 and 10000.
Quantum CPU Extender (large and small) drop chance from Legacy Ships increased.
Increased Power Production of CV/BA generators slightly.
Added weapon item localization name for the Heavy Rocket Launcher so that it gives the full name when asking for ammunition and when mousing over the ship's toolbar.
Reduced CPU consumption of all CV Turrets slightly. (Does not include tool turrets)
Increased the amount of thrust produced by all CV Thrusters slightly.
Reverted Eleon's drilling mode for SV laser drills to the old version (slightly improved).
Added a missing icon from the SV laser drill on toolbar
Particle effect improvements to laser drills.
Troop Transports now drop Zirax Combat Rifles and Shotguns (10% chance each).
Increased shield capacity of CV, BA and POI shields slightly.
All shield generators are now susceptible to EMP shockwave damage.
Increased the chance of most enemies to inflict weapon-based status effects.
Changed the sound effects for the ship-mounted T2 drills and drill turrets to something less... sissy and more gruntier.
Reduced crafting time of many blocks by 25% to shorten repair and build time.
Reduced count of Laser Rifle Charges in Common and Rare loot containers.
Added basic weapon drops to closet and wardrobe at 100% as a backup so that you shouldn't get nothing from closets.
Increased projectile speed of planetary drone plasma projectiles.
Added correctly colored muzzleflash to plasma drones (green).
Changed explosion particles for several electrical consoles to blue electrical explosions.
Slight increase to the Flamethrower's rate of fire.
Rearranged the loot system in order of drop rate. This should in theory stop or reduce the number of containers that are empty. No guarantees though.
Removed Xenomaterial from Very Rare loot containers and replaced it with a large variable amount of money.
Uniformally boosted all low-drop containers so they don't come up empty without breaking their loot chances.
Ammo Controllers in POIs now contain ammunition instead of sharing loot with the regular cargo controller.
Harvest Controllers in POIs now contain harvest loot instead of sharing loot with the regular cargo controller.
Zirax Turrets should finally be fully operational by players. (not including alien sentry turrets because they don't seem to support a player controller)
That means you can manually operate any non-sentry zirax turret and it will turn (didn't work before).
Fixed a bug where heatstroke wouldn't dissipate when players reached normal body temperature.

Update: 24 Aug, 2020 @ 3:14pm

Update for Reforged Galaxy:

A1.1 - V1.53 Changelog:
Increased Shield Capacity of SV Shield Generator by 50%
Increased Shield Capacity of HV Shield Generator by 50%
Reduced Homing Missile tracking speeds so they have a wider turn instead of a sharp turn. This will make them easier to evade at closer range, but they will still be persistant.
Increased Shield Damage of HV/SV plasma cannon and plasma turret.
Fixed a bug where salvaging Ventilator Blocks returned nothing.
Increased travel speed of Drone rockets from 60m/s to 80m/s (For comparison, SV rockets are 100m/s)
Increased the chance and amount of loot obtained from Zirax troops, Mechanoids, Drones and Troop Transports.
Fixed an exploit with selling Multi and Drill Charges to traders.
Added new UA446 Stealth Rifle to game and to alien loot containers and troop transports. It deals high headshot damage, it's silent to enemies and has a built-in torch and nightvision scope. Cannot be repaired.
Added Tovera-Class Dreadnought to Zirax Fleet.
Tovera-Class Dreadnought will now appear singularly during a Space Base Defense. You don't want to fight one, letalone two of them.
Increased Range of HV/SV Mechanical Drill and Large Mechanical Drill which should prevent mined terrain from being left behind.
Reduced Range of SV Laser Drill from 30m to 20m to improve close mining.
Increased shield damage of Interceptors by 2.5%
Increased shield damage of Alien Sentry Guns by 5%
Doubled the amount of Pentaxid obtained from Pentaxid Asteroids and Voxel Deposits.
Increased the drop chance of Zascosium, Erestrum and Neodymium from deposits and asteroids by 10%. (Note: Vanilla rate is 20% chance. RG is now 50%)
Reduced damage of Zirax Laser Turrets to match those of the player's laser turrets. (1065 > 785)
Increased RoF of laser zirax and increased the trooper's firing delay so they shoot for longer before moving since they were inferior to the zirax soldiers.
Zirax Combat Rifles, Zirax Shotguns and SpecOps Rifle are now sellable to Totally Overpowered traders.
Combat Mechanoid now fire faster and have a higher chance to inflict Dermal Burn.
Increased Sniper Zirax damage.
Reduced the crafting time of Optronic components and blocks by 50%.
Improved Radiation status effects. Previous states of radiation poisoning are not "cured" by evolving (e.g. Radiation Burn evolving to Radiation Poisoning doesn't magically remove your radiation burn.)
Radiation status effects are now linear instead of weird. Radiation Burn > Radiation Poisoning > Radiation Sickness.
Heatstroke is cured by getting your body temperature down or using a shower.
Hypothermia persists until the player's body temperature normalizes.
Changed description of Flamethrower and Alien Plasma Blaster to the official Eleon one, since they used Reforged's ones anyway. But includes localization for other languages.

Update: 18 Aug, 2020 @ 1:22am

Update for Reforged Galaxy:

A1.1 - V1.52 Changelog:
Increased HP of CV Warp Drive to 1250
Increased HP of CV Advanced Warp Drive to 2000
Added new aspects to the space base defense for Zirax (New cutter-class CVs and fleet engagement)
Added new, larger firing effects to plasma weapons.
Switched large laser turrets and fixed laser weapons to use a light blue flash like plasma instead of the harsh blue light it currently uses.
Adjusted Interdictor Damage values to reflect its function as a plasma weapon (no impact damage, uniform blast damage vs armors).
Reduced Interdictor's penetrative damage through armor by half.
Reduced Interdictor's damage vs shields by 25%.
Added new Heavy Rocket Launcher for CVs (rapidly launches a salvo of small rockets)
Improved German localization differences
Changed various english notifications (e.g. Base attack messages have more flair)
Re-statted Spinosaurus for future use.
Various tweaks to generic container loot.
Increased droprate of Epic weapons from Ultra Rare loot containers by 10%.
Reclassified Antennae as an exterior device making it susceptible to blast damage so it can no longer be used as
cheat-armor against explosion mechanics.
Reclassified exterior deco blocks as exterior devices so they cannot be used to bypass the new explosion damage mechanics.
Increased the hitpoints of all exterior deco blocks so that larger objects have more hp so that while they're susceptible like armor blocks to blast damage, they don't break with one hit (unless it's a big hit).
Wing Blocks now provide some atmospheric torque based on their size, but consume 1W of power like their modular counterparts.
Modular Wing Blocks provide atmospheric torque, allowing the winged ships the ability to turn easier. Larger wing blocks provide more torque.
Significantly reduced the CPU Consumption of larger Jet Thrusters for SVs
Increased power consumption of larger jet thrusters to compensate for reduction in CPU cost.
Reduced CPU Consumption of XL CV Thrusters by 10%.
Redesignated Aluminium Coil as Aluminium Foil to match the icon.
Redesignated Platinum Ounce as Platinum Plating, which is now used instead of platinum ingots to upgrade a Warp Drive to T2.
Platinum Plating now uses the same ingot>plate formula as other materials.
Added a description to Advanced Electronics to displace the stock one it currently uses (english only).
Reduced the shockwave damage of Disruptor Cannons by 50%.
Reduced damage modifier of Gatling Guns vs shields for a solid 1 instead of 1.4.
Increased maximum warp range of the Advanced Warp Drive to 50 LY.

Update: 12 Aug, 2020 @ 8:42pm

Update for Reforged Galaxy:

A1.0 - V1.51 Changelog:
Visual Update
Replaced the explosion effects for most ship weapons from the tiny little "poofs" of fire we get when something explodes for something bigger, brighter and that lingers a bit longer so you can appreciate your handywork of sticking a rocket inside the thruster cowling of a CV.
> Flak rounds have larger versions of their old explosions.
> Artillery rounds produce a huge explosion with a cloud of smoke, visible from over a kilometer away.
> Rockets and Missiles produce a bright, expanding explosion with burning fragments. (Best explosion in the game, completely unused)

Devices and blocks when destroyed have similarly impressive effects. You know you've taken out a turret when it produces a large explosion and trails fire and smoke for a few seconds.
This also applies to thrusters, generators and fuel tanks. Shooting a fuel tank inside a POI makes such a nice explosion now.

Fine-tuned the explosion mechanics vs armor so that explosive weapons will deal slightly more damage to armor instead of making a small hole and just a little bit of damage around the impact point.

Update: 10 Aug, 2020 @ 11:28pm

Update for Reforged Galaxy:

A1.0 - V1.50b Changelog:
Hotfix
Updated system presets for players starting a new game to get new system types. (Not applicable to Reforged Eden)
Reduced CPU Consumption of BA/CV Small Constructor from 10,000 to 5,000 CPU. Active power consumption is increased slightly to compensate.
Reduced EXP gained from Overseers and Abominations.
Enabled CV Pulse Laser Turrets inside planet's atmosphere, with a shorter range.
Enabled Secondary Firing Mode (Particle Beam) of CV Plasma Turrets inside planet's atmosphere, with a shorter range.
Enabled Secondary Firing Mode (Airburst) of CV Flak Turret inside planet's atmosphere.
Zirax Turrets (laser, ion cannon, emp) when retrieved or salvaged will give base Laser Turret Blocks instead of projectile turret blocks.
Zirax Turrets (missile/artillery) when retrieved or salvaged will give base rocket blocks instead of projectile turret blocks.

Update: 8 Aug, 2020 @ 11:11pm

Update for Reforged Galaxy:

A1.0 - V1.50 Changelog:
Big Update
Increased the HP of CV/BA O2 Tanks and Large Fuel Tanks.
Added new Elite Zirax Troops (Not in active use, so don't worry. This is largely to give Ravien some better troops to work with in higher level POIs for Reforged Eden)
All elite troops wear a full suit of zirax armor with a helmet. They can climb walls and have a wider field of view. Their weapons are shorter ranged though.
- Elite Soldier Zirax: Faster reaction times, faster movement while sprinting, higher HP and a better gun.
- Elite Plasma Zirax: Same deal as the Elite soldier, wields a player Plasma Cannon. Acts as a combination of Laser and Rocket Zirax.
- Elite Shotgun Zirax: A faster, stronger version of the shotgun zirax with an improved gun (that they drop).
- Elite Marksman Zirax: A sniper zirax with a player's T1 sniper rifle. You will know fear, as well as how OP player weapons are compared to zirax ones.
Added Spore Drone for future Legacy planetary playfields. They're equipped with a disruptor cannon, but aren't particularly fast at lining up a shot so as long as you take them out before they orient themselves, they're not particularly dangerous.
Changed flamethrower to operate as a launcher type weapon (experimental). It has less spread fire and is better used aimed at the ground. It's not as noisy and easier to aim, but if you're not careful you'll set yourself on fire.
Buffed the Zirax Assault Rifle for players. It's better than a T2 Pulse Rifle now, but has limited durability and no repairs.
Zirax Turret Ammunition found in POIs (used to fire weapons on captured POIs) can now be deconstructed.
Increased drop rate of food (slightly) and some ammunitions by zirax troops.
Hydroponics Plots can be made in lower-tier constructors. Wood = Portable Constructor+, Concrete = HV constructor+, Steel = Small Base Constructor+.
Added some german localization to the Localization and improved some stuff.
Fixed numerous bugs... probably introduced many more.

Reworked the explosion damage so that explosions don't go right through armor blocks and destroy important stuff on the inside. This applies to both player and AI weapons.
Explosions against armor will no longer destroy devices behind thin armor (outright), the shockwaves do still deal minor damage but it takes multiple hits to destroy any soft vitals, the armor will be long gone before that happens, in which case the exposed device will be easily destroyed.
> Internal Thrusters, Decoy weapons and turrets are not protected by this change. (By design)
> This only applies to external weapon detonations. Internal detonations by devices or anything struck by a projectile will explode with full power, taking out everything in the explosion radius.
Concrete has a variable resistance to explosions depending on the kind of explosive used. (Plasma deals less damage, artillery deals more damage, rockets vary based on type)
EMP-based weapons will now deal overload damage to generators, even through the hull in addition to shield damage. They deal no damage to blocks, but will affect buried generators near the impact point.
The Artillery Turret's EMP shells (RMB) have a larger radius of effect. Allowing them to penetrate several layers of armor. With precise aiming, you can disable patrol vessels without taking out the core (so it doesn't self-destruct).

Update: 5 Aug, 2020 @ 10:20pm

Update for Project Eden:
- Added Legacy Asteroid Fields to N1a stars.

Update: 5 Aug, 2020 @ 9:53pm

Note that an update to Reforged Galaxy will come as soon as Vermillion is able, but that it should work just fine until then.

Update for Project Eden:
Current save games will be compatible, but a new save game is required to get the new content.
Make sure to OPT OUT OF ALL BETAS in Steam.

- Updated scenario for the content from Empyrion alpha 12.3 and release 1.0 for planets, missions, and POIs.

- Updated UCH Research Vessels and UCH Ocean POIs with Human NPCs.
- Updated mission Fuel Delivery: now only requires you to craft large fuel packs and then speak to the Mining Officer on Mining Foreman vessels to complete the mission.
- Fixed Progenitor Translation Matrix being consumed on use and personal cargo container not being accessible on Progenitor Core planets.
- Added two new ruined city buildings (Thanks to Pear78)
- Fixed end reward from Object 82 getting mixed up with Object 1. :D
- Tweaked Syndicate Casino. Bartender now uses dialog.
- Fixed terrain POIs showing on map on Alien Moons.

- Added new Shattered planets to S2 stars in the Decay star cluster.
- Added another mission step in the Progenitor mission chain to gain access to the Dyson Sphere's interior walls. Still WIP. Final rewards not final, but enjoy the loot.
- Added new random combat missions obtainable from UCH captains on UCH Research Vessels (not in starter systems).

Update: 5 Aug, 2020 @ 9:44pm

Update: 5 Aug, 2020 @ 9:43pm