Empyrion - Galactic Survival

Empyrion - Galactic Survival

Reforged Galaxy 1.11
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Vermillion  [developer] 31 Mar, 2022 @ 9:50pm
Reforged Galaxy 2
Since Reforged Galaxy and Reforged Eden have become increasingly unwieldy as development goes on. I've become more and more irritated with the current balance and scale of the scenario's state, culminating in the eventual creation of Reforged Galaxy 2.

Unlike Reforged Galaxy 1, which was created during the testing phase of Alpha-12, RG2 will NOT be using vanilla as a base. It will truly be a complete overhaul of the game.
Many parts will still be similar, but ship building and combat balance will be overhauled completely requiring new ships designed with new devices and weapons from the ground-up.

You won't need to worry about RG2 coming out any time soon. I expect it to be ready some time early next year.

By default, it will have more planets and a proper galaxy as seen with Reforged Eden.
Tiered devices and weapons will increase in size as they level up, confined by hard caps to prevent impossible performance on a frame it's not rated for.


Example: An SV can have a 15mm gatling gun (1x5x1); which can be upgraded to a physically larger 20mm gatling gun (1x8x1); and eventually upgraded to a 30mm Vulcan Cannon (2x10x2) akin to those found on an A10 Warthog.
Each tier of weapon has a shared hard limit for all weapons on that tier. So while you can equip 4x 15mm gatling guns, you'll only be allowed 2x 20mm, and only a single 30mm vulcan (seriously, it's half the size of your ship and heavy af. You don't need two of them).
That gives you a total of a reasonable 7 weapons for an SV (excluding detectors).
Similarly, there will be 3 tiers of all existing weapons; allowing you to mix and match between small to large railguns, plasma cannons, laser cannons or rocket launchers.

A larger range of weapons will also be available to the NPC factions that allows them to discern between planet and space combat and behave accordingly. Providing a good, fair challenge against HV/SV, while hitting above their level when engaging a CV in atmosphere. Potentially opening up the ability for CV weapons to be functional in atmosphere.

The status effect system will be split from the vanilla style; being simplified with far less conditions and treatments.

More info to come at a later date, as development progresses.
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Vermillion  [developer] 3 Aug, 2022 @ 4:18am 
Status Effects in RG2:

With RG2, status effects will receive an overhaul and a simplification from their present setup which is current still based on vanilla's status effects.
A large number of complaints stem from the huge number of medications in the game, the number of status effects and being afflicted with so many effects that you just don't know how to treat all of them.
  • Parasite status effects have been removed.
    Parasites are more common in vanilla than Reforged; in either case, real life parasites are usually irritants and nothing serious. Assuming a parasite is large enough to cause any serious harm to a person, it would be large enough to simply pull out with your hand without any medications.
  • Open Wound is self-healing.
    Open wound lasts only for a minute and does not turn into an infected wound. In all respects, it's nothing more than a bleeding injury. It deals quite a significant amount of damage if just left to bleed out, but is easily treated with bandages.
  • Open Fracture, Closed Fracture and Broken Leg are merged into a single generic "Broken Bone" status effect.
    As all 3 status effects have almost identical effects and the same treatments, they serve no purpose in existing as separate effects.
  • Radiation Sickness and Radiation Overload have been removed
    Radiation Sickness is just another name for Radiation Poisoning; and Radiation Overload (vanilla status effect) isn't a real affliction.
    Radiation Poisoning now triggers at higher Rads and once it times out, adds Organ Failure to the mix.
  • Well Fed is an active effect instead of a passive one
    Well fed has been merged with the food bonuses of RG1. It's given only by high quality foods and gives a temporary boost of +100 max hp, stamina and food capacity.
  • Indigestion, Poison Food, Poison Bite 1, Poison Bite 2 and Intoxication have been removed.
  • Indigestion (which isn't a harmful effect) and Poison Food have been merged into Food Poisoning. An irritating, but non-fatal affliction that will heal on it's own over time if not treated with medication.
  • Poison Bites and Intoxication have been merged into a generic "Poison", which is a constant but slow drain of HP until evolving into Organ Failure.
  • Many medical items have been removed so that the minimum number of items are needed to be managed. There are no overlaps with the new medical items, so it's one item per condition (excluding medkits).
    No anti-parasite pills or anti-toxic ointments.
Last edited by Vermillion; 3 Aug, 2022 @ 4:19am
Vermillion  [developer] 3 Aug, 2022 @ 5:11am 
New Block Material System
Blocks will have considerably more HP with the new material system, which now deviates completely from the vanilla setup. This includes a functional removal of the hardness system currently implemented in Empyrion.
Functionally, that will make no difference to the players. Blocks will take the same number of hits to destroy, except that now when a turret says "100 damage per hit" it will actually DO 100 damage to the block it hits. Not 6.66 damage like such a weapon presently does to a steel block (both in RG and Vanilla).

Note: For how much work that is to do; it involved me going through every block in the game (2000+) and manually calculating their hitpoints.

New POIs and combat encounters
I've spent the last few months and will continue to spend more months building hundreds of new high-quality POIs for players to engage.
New shielding mechanics will be employed for AI Bases that have externally-mounted shield generators that must be destroyed before a POI can be entered. These shield generators produce a visible bubble barrier over the structure that makes it easier to identify a POI as shielded.

With new material changes and damage calculations with the new system, it opens up the possibility for more CV weapons to be enabled on planets as comparatively underpowered ground bases intended for HV/SV combat will instead hit harder and be more durable under fire against CVs while remaining more yielding to HV and SV.
Note: This situation only applies to ground-based POIs and not space.

New Handheld Weapons and Systems
Weapons in RG2 will be modularly upgradable by taking them to a gunsmith with the requisite upgrade kit; allowing you to replace specific parts for different effects on your weapons.
Replace the barrel, the receiver, feed system, stock or scope on your chosen weapon for adjustments in accuracy, recoil, reload speed and damage.
Upgrades are automatically transferred to any identical weapon used by the player, to ensure they're not lost.
Note: Subject to change

The Pulse Rifles have been merged with the Assault Rifles. The new assault rifle series have the rate of fire of Pulse Rifles with the magazine size of Assault Rifles. No one ever used the assault rifles after they had a pulse rifle, and rightly so.
The IDs used by the Pulse Rifles will go to the SMGs.

Miniguns now use the same ammunition as Assault Rifles.
Ammunitions have been rescaled to match their real-world counterparts instead of being massively oversized... and/or being fictional (looking at you, 15mm rounds. You don't exist).
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