Empyrion - Galactic Survival

Empyrion - Galactic Survival

⛔ (OBSOLETE) Reforged Eden 1
Showing 111-120 of 132 entries
< 1 ... 10  11  12  13  14 >
Update: 24 Sep, 2021 @ 4:38pm

Please consider validating files in Steam to make sure it downloads the latest scenario files to your PC.

Version 1.6 (build 3)

Update for Project Eden:
  • Added new ARC and Wastelanders factions from 1.6:
    ARC and Wastelanders space POIs and ships can be found in some orbits in the new Wastelanders faction territory. (new saves only)
    More integration will come later.
  • Updated the PDA to add the new 1.6 missions. (Might only show up in a new save)

  • Set civilian POIs in starter systems that were missing a faction to Colonists faction.
  • Fixed incorrect traders in Colonist Main Trade Hub and updated decals.
  • Added gravity generator to Polaris Gas Refinery.
  • Removed Admin core from Alien Growth Lab.
  • Reduced CPU and blast damage on antimatter tank to match normal pentaxid tank. Doubled volume capacity.
  • Increased projectile velocity of light railgun and heavy railgun turret by 25% and damage by 30%. Increased fire speed of manual alt mode of light railgun turret and added alt fire to heavy railgun turret. Also gave them a very slight homing speed so they can more reliably hit targets in multiplayer.
  • Bolter rounds now require titanium plates instead of steel plates and increased nitro crafting requirement.
  • Added new close range flak turret. Fires a field of flak shells that explode for high consistent damage to a single drone (would be AOE but that doesn't really work out in practice), but deals almost no damage to ships. Requires a (cheap) schematic from loot or UCH quartermasters.
  • Added Project Eden weapon schematics and medical items to rare alien container loot.
  • Reduced number of Drone Swarm drones set to spawn on Hell planets by 50%. Planetary Drone Swarm POIs now have additional ion turrets so they are riskier to attack.
  • Changed Voidium formation chance on Hell planets from 50% to 100%.
  • Added aurora to Sienna and a chance of aurora on some cold planets as a test. There are some rendering issues where the game won't render it from far away.
  • Fixed HVs not being spawnable on Brooding Temperate planets.
  • Q class stars now count as an anomaly for the galaxy survey mission.
  • Fixed signal bug with Data Matrix and removed bugged item from Long Range Relay.
  • Changed several planets to use the dynamic PvPProb setting instead of the static PvP setting.
  • Updated orbits in the starting systems.
  • Lowered max number of Zirax attack ships in Legacy asteroid fields from 8 to 5 to try to prevent crashes on servers.
  • Reduced the health of Magmacite and all 4 mission ores by 50%, so they should mine twice as fast (especially in Reforged).
  • Added new loading screenshot thanks to Stan.
  • Added new visual variations of star classes. (new saves only)
  • Various other tweaks and fixes.

  • (Reforged) Added Pentaxid Hydroponics Bay.
  • (Reforged) Increased Bolter Turret CPU cost for BA and CV versions to 2,500 and 2,083 (1/6th CPU cost of Reforged Miniguns).

Update for Reforged Galaxy V1.6-01
Big update. Shouldn't require a new savegame.
  • Added Player Class System (see below, only available in new save if in singleplayer)
  • Reduced Unlock level for the Sniper Rifle from 7 to 5.
  • Added new Health Pack that fully restores HP and does so much faster.
  • Reduced Trooper and Wildlife Entity damage across the board.
  • Added a brand new and amazing hacking system for Communication Satellites.
  • Indigestion no longer reduces health (leftover from vanilla)
  • Added Undelivered Cargo for Colonists.
  • Player weapons no longer inflict status effects on other players in PvE playfields.
  • New trader-only foods and drinks available from the applicable vendor
  • Fixed damage issue with handheld rocket launchers vs sentry guns. They should one-shot, or almost one-shot a sentry gun now instead of taking 4-5 shots.
  • New projectile and explosion effects for appropriate weapons.
  • Returned Heavy Laser Turrets to their previous hitscan settings since they can now use custom tracers. (yay!)
  • Deco Access Terminal (ConsoleSmallMS01) can now be used to send signals (accompanied by a "beep") like a switch and will accept keycards, tokens, signals and number code locks.
  • Overhauled Localization and connection between the configs and the localization. This means a smaller file to load when connecting to a server, and weapons will show colored shield damage scaling on the ammunition.
  • Overhauled Flak Turrets so they are far more accurate.
  • New Elite Submachine Gun
  • New DC-17 Heavy Laser Pistol
  • New status effect: Suit Puncture > Vents a portion of the player's oxygen supply. Avoid being shot in your O2 tank. (Currently doesn't do anything due to a bug)
  • Hacking Software should now drop from containers
  • Security Keycards are now dropped by Zirax Commanders.
  • Rearranged epic loot drops so that ALL epic weapons, armors and drills are an equal chance.
  • Reformatted enemy status effects so they're arranged in order of lowest to highest chance which should reduce the sudden applications of being hit with 3 status effects from one hit.
  • The problem is how Empyrion calculates chances.
  • Completely replaced Anomalous Station and Matter Converter.
  • New Zirax Com Station for space.
  • New trading and mission materials.
  • New resources: Salt, Graphite and Sulfur. These are passive item resources predominantly used by missions and trading (Intended for 1.7 update in the future).
    Salt can be found by digging sand on beaches and on the ocean floor, as well as some surface rocks.
    Graphite can be found by mining dark rocks, asteroids and granite.
    Sulfur can be easily found by mining magmatic rock on lava planets and moons.
  • New Advanced Solar Panels for Bases.
  • Increased Torque yield for CV RCS.
  • Kenex Station now has a Data Broker on the Com Deck to sell hacked data to.
  • Added GIN Console to starter trade station.
  • Fixed extra layer in Xenu Drone Base.
  • Heavy Ion Turrets can now be salvaged for large upgrade kits.
  • Numerous Bugfixes
  • Long-Range Radar now has it's own icon.
  • New Tracer, explosion, impact and projectile effects.
  • New trader-only buff foods. (Hotfix incoming, since I forgot to add them to a trader)
  • Added two new repeatable missions for Polaris (Red Planet and Desert Strike)
    These missions will only appear in your PDA on Desert Planets and Barren Metal. More missions will be added that are also dependent on which planet you're on.
  • Replaced the Reforged Nutrition System with a new version that gives buffs based on the quality of your food.
    THIS IS NOT A REPLACEMENT OF THE FOOD SYSTEM (You have no idea how many times i've needed to explain this)

Class System:
Select a class via a new PDA mission. Choose from Soldier, Marksman, Agent, Vanguard, Specalist, or Engineer.
Literally ran out of room in the change log, please see the Reforged Galaxy update notes for details on the class system:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/changelog/2135628600


A general reminder on scenario updates:
A new save game is not mandatory unless otherwise stated. It is your choice or the choice of your server owner whether to continue an existing save game or start a new one.
It may take Steam some time to update the scenario. You may have to perform a file validation in Steam to force the download.
Please make sure your local copy is updated before copying the scenario's files to update your server.
I cannot assist with troubleshooting server updates.
Please see the pinned posts in the discussions and the Project Eden guide for more information.

Update: 22 Sep, 2021 @ 9:30pm

  • Added back missing Reforged Galaxy prefabs (Kennex Station, etc).
    Will only show up in a previously unvisited playfield or after wiping the affected playfield.

Update: 21 Sep, 2021 @ 2:04am

  • Updated loading screens with 1.6 update info.

Scenario update for 1.6 is planned for later this week. Full update notes will be posted on the workshop.
A new save game is not required for the update.
Some new content will only show up in a new save game however.

Update: 28 Aug, 2021 @ 8:28pm

Update for Reforged Eden (Build 2):
  • Updated barking dialog in Dialogues.csv file.
  • Replaced ultra rare container with a rare container in the salvaged Zirax ship in Colonist Scrapyards. (Eden_CV_ColYardWreck4.epb)


Reminder:
Please give Steam time to update your scenario files. You may have to perform a file validation through Steam or unsubscribe and resubscribe to the scenario to get the update.
Some changes may not apply to existing save games. Unless explicitly mentioned, a new save game is not mandatory but it is always a good idea to keep a backup of your save games.
If updating a server please make sure the scenario files on your PC are up to date and the server is stopped, then copy the scenario files over to your server again.
Servers that use modified configs are responsible for managing their configs using tools such as Notepad++ or WinMerge.

Update: 22 Aug, 2021 @ 12:13am

Please give Steam time to update your scenario files. You may have to perform a file validation through Steam or unsubscribe and resubscribe to get the update.
If updating a server please make sure the scenario files on your PC are up to date and the server is stopped, then copy the scenario files over to your server again.

Servers that use modified configs are responsible for managing their configs using tools such as Notepad++ or WinMerge.

Update for Reforged Eden (Build 2):
  • Fixed reputation config file so performing actions on one faction gives the intended reputation gain or penalty with other factions.
    Updated the DefReputation.ecf file for this change. Please make sure you use the updated file for your servers to prevent losing reputation with other factions!

The faction info displayed in-game may be INCORRECT for some faction interactions due to a reported game bug.
For example it might say that killing Zirax reduces your reputation with Traders but this is merely a display issue and you actually lose reputation with Zirax for killing traders.
The reputation matrix should be set correctly, do not rely on the in-game faction info.

Update: 21 Aug, 2021 @ 8:43pm

Update for Reforged Eden (Build 2):
Please give Steam time to update your scenario files. You may have to perform a file validation through Steam or unsubscribe and resubscribe to get the update.
If updating a server please make sure the scenario files on your PC are up to date and the server is stopped, then copy the scenario files over to your server again.

Servers that use modified configs are responsible for managing their configs using tools such as Notepad++ or WinMerge.

  • Fixed killing Zirax giving negative reputation with Traders. Now killing Traders gives -10 reputation with Zirax as intended.
    Updated the DefReputation.ecf file for this change. Please make sure you use the updated file for your servers to prevent losing reputation with Traders!

Update: 20 Aug, 2021 @ 12:17am

Update for Reforged Eden (Build 2):
Please give Steam time to update your scenario files. You may have to perform a file validation through Steam or unsubscribe and resubscribe to get the update.
If updating a server please make sure the scenario files on your PC are up to date before copying them over.

Servers that use modified configs are responsible for managing their configs using tools such as Notepad++ or WinMerge.


Project Eden:
  • Updated Space Orbits with new Zirax and Warlord POIs.
  • Increased respawn timer of most patrol vessels and freighters to 1 hour.
  • Most Patrol Vessels and freighters in standard space orbits no longer respawn. Those in stations, asteorid fields, sites, and exotic or unique orbits, or those belonging to certain factions still respawn.
    These changes may not apply as space vessels might not actually respawn yet.

  • Added new tracers and explosion effects to some Project Eden weapons.
  • Added 2 new epic weapons from Ultra Rare containers.
  • Added volume to colonist and cruise missile turrets.
  • Correctly set Colonist Scrapyard License to 50,000 credits.
  • Balanced Scrapyard traders (some were set way too high, but it should still be a good place to sell extra loot).
  • Fixed typo in Beginner starting planet description.
  • Double Barrel Shotgun: Reduced spread from 3.0 to 2.8. Increased damage from 100 per pellet to 115.
  • Gauss Shotgun: Lowered headshot multiplier from 3.0 to 2.0.
  • Syndicate Uzi: Increased damage of both fire modes from 35 to 42.
  • Added Polaris Refinery License and Titanium Ore to Polaris Refineries. (Reforged Eden)

  • Reduced weight of Antimatter Tank to match that of a normal Pentaxid Tank.
  • Fixed missing reinforced loot containers and shield generators on Drone Swarm ships and POIs.
  • Increased range of Colonists Bolter and Light Missile turrets on planets.
  • Doubled the base value of cargo deliveries meaning both the collateral and payout is doubled.
  • Fixed name of Platinum Asteroids in M2 orbits.
  • Reduced chance of a Legacy POI in Legacy asteroid fields from 100% to 50%.
  • Reduced count of Legacy patrol vessels in Legacy asteroid fields from 2-3 to 1-3.
  • UCH Researchers no longer accept navigational data and instead direct you to the Research Computer.
  • Updated models for fruit, spice, vegetable, and berry hydroponics bays. Updated icons for grown hydroponics bays for creative mode. (Icons not fixed in Reforged)
  • Updated icons for focusing lens (thanks to Vermillion).
  • Added DesertBurnt (vanilla) planets to solar systems.
  • (Reforged Eden) Increased costs of Auxillary CPUs to balance with Reforged Galaxy costs. Forgot to do this, enjoy your lower cost cores until next update. :D

Reforged Galaxy:
Reforged Galaxy V1.5-89
Minor update to fix a few bugs with POI generation.
Includes some changes I was planning on leaving for the 1.6 update, but might as well include them here.

  • Reduced attack range of various enemies.
  • Reduced Infester sprint speed by 40%.
  • Reduced Nyxiss Scorpion sprint speed by 30%.
  • Reduced Overseer sprint speed by 15%.
  • Slight reduction to some legacy creature's HP.
  • Reduced Symbiote HP from 20,000 to 15,500.
  • Updated Abandoned Bunker again to fix the older model that was being used. Updated version has less enemies and more loot.
  • Updated Abandoned Depot. Fixed the rock coming through the basement walls and removed the respawning infester near the ramp downstairs.
  • Updated Elder's Tomb. Disabled respawning static enemies and moved the spawners around a bit (to keep you all on your toes).
  • Updated Xenu Mainframe. The shutter doors open when you're further from them because of dumb players.
    The anti-dumb lever in the incinerator also doesn't seem to be educating the dumb people it was meant for, so it was removed.
    Expanded the ventilation vent and added a sign on the door because again, dumb people.
  • Indigestion no longer reduces health (leftover from vanilla)
  • Reduced amount of HP lost from some status effects.
  • Fixed CPU cost on Detailed Heavy Windows.
  • Fixed XP and yield for Alien Thorn plants. Plants types now give 1, 2 and 3 thorns instead of 1, 1, 3 and XP yield from picking is 30, 60, 90 instead of 100, 100, 60.
  • Opuntia Cactus (gives 2 alien thorn now) will give Opuntia Cactus Spears when destroyed instead of plant fiber. Because why not?
  • Fixed spawn offset on Zirax Vehicle Port.
  • Updated Epsilon Advanced Spaceport (Door no longer pushes player into the ground, core door signal fixed)
  • Reduced HP of Imperial Plasma Artillery from 17500 to 12500, less than a Retractable Heavy Artillery Turret.
  • Updated Hacking Item icons
  • Renamed Scrambled Eggs to Hard-Boiled Egg - Now has a unique icon.
  • Fixed bug with Trader reputation loss from killing zirax drones. Was supposed to go the other way: killing traders now reduces zirax rep by 5.
  • Fixed one of the three trade station variants having security spawners active, producing hostile androids.
    Increased loot chance of Small, Large and Advanced Upgrade Kits from alien loot containers.

Update: 2 Aug, 2021 @ 9:51am

Minor hotfix for Project Eden:
  • Colonist ammo should be craftable now. For real. Honest.
  • Abandoned POIs on Barren planets now set to regenerate. (Vanilla bug that I fixed in the scenario)

For servers:
The playfield_static.yaml file under the Barren playfield was edited to add POI regeneration to the abandoned POI and TS groups.

The ItemsConfig file was edited under sections for:
{ +Item Id: 3142, Name: Eden_TurretBolterBA_Ammo { +Item Id: 3146, Name: Eden_TurretMissileLight_Ammo { +Item Id: 3153, Name: Eden_TurretMissileLightT2_Ammo, Ref: Eden_TurretMissileLight_Ammo
References to the tech tree unlock were removed from those items to allow crafting.

Update: 31 Jul, 2021 @ 9:21pm

Explanation on the new solar panels for capital vessels:
The old solar panels were removed from capital vessels and replaced with the new ones because solar panels on CVs were causing save errors resulting in parts of ships being deleted on servers.
  • The solar power code was never intended by the developers to be used on Capital Vessels and after investigations and reports it was determined CV solar panels was a cause of this save error.
  • This was a very serious problem that caused headaches for both players and server admins.
  • Solar power was also just buggy in general on capital vessels, often requiring a reload of the playfield to calculate the proper power values.
  • Old solar panels and solar capacitors can no longer be placed on capital vessels.
  • A new set of small and large CV solar panels have been added.
  • You will need to update your blueprints by removing solar capacitors and replacing the old solar panels with the new ones.
  • The new CV solar panels function differently. They no longer produce power based on sunlight and no longer require a solar capacitor.
  • They REDUCE your ship's ENERGY CONSUMPTION by the amount listed on the tooltip. They will NOT show up as an increase in power generation nor will they show up under the solar power statistics.
  • You will still need at least 1 generator, 1 fuel tank, and some fuel.
  • You may place up to 24 small CV panels and an additional 24 large CV panels.
  • If your ship's total energy consumption is 0 or negative, you will effectively not use any fuel.
I know this isn't an ideal solution, and certainly less realistic. But it's far better because it doesn't risk deleting parts of people's ships. You can no longer park and "save up" a massive amount of power, but the trade off is the new panels are always on, providing a decrease in energy consumption.
The alternative would have just been to remove CV solar panels with nothing to replace it with. We really had no choice in this, as bugs that delete ships are something we want to avoid in the scenario.
Please don't leave comments like "the old system was better." The "old system" was deleting people's ships, so it wasn't better.
No, there is nothing we can do to fix solar power so it works realistically on capital vessels.
No, we will not be changing it back unless and until it is properly coded to work on capital vessels.




Update for Reforged Galaxy:
Hotfix again...
This is why Eleon have a closed testing group, to find problems like this. Unfortunately, you are all my lab rats so must suffer bugs appearing and this one is a weird one since normally it would throw a massive error and not load the game at all, prompting an immediate fix before I even released the previous updates.

- Fix for CV solar panels producing additional entries in their Base counterparts' block group.
- Updated Epsilon Spaceport so the doors are connected to the levers.

Update: 30 Jul, 2021 @ 11:09pm

- Forgot change to Dual Light Missile Turret. It's now space only.