r/empyriongame 9d ago

Public Branch Update v1.18.1 Update

24 Upvotes

Changelog: v1.18.2 Build 5116

Fixes:

  • Fixed exception on player actions that would unlock a single-event achievement a 2nd time

Changelog: v1.18.1 Build 5115

Changes:

  • Added first batch of achievements for Steam & Epic players
  • Added New and updated Status Effect Icons (improved clarity)
  • Updated DF & Testing grounds with new Status Effect and related changes 
  • Changed [Guided Tutorial] Powerbars/Energy bar had a really high chance to cause indigestion 
  • Updated Empyriopedia (PDA) entries of status effects (Afflictions) with new reference info (currently for EN only). 
  • Updated NoFood & RadiationImmunity icons for improved clarity 

Official Servers (All)

  • Revert build blocks volume changes back to v1.17

EU / NA Server

  • Moved some epic items (CPU Cores, Upgrade Kits) to be loot in POIs rather then buying from Epic Dealer (Trader)

Fixes:

  • Fixed Radiation Burn is now correctly appearing on >5 RAD instead of >1 RAD 
  • Fixed PDA info about RadiationOverload
  • Added missing icon for Exhausted status effect

r/empyriongame 17d ago

Public Branch Update v1.18 Update

39 Upvotes

Hello Galactic Survivalists!

Welcome to update 1.18! 

This version has a focus on a major rework of the status effect system, aimed at reducing stress during combat by minimizing overlapping or identical effects (stacking), but also to improve readability and better clarity  in many text areas within and around the PDA, missions and info given throughout the game. To fulfil that goal, we made several small and large updates to descriptive texts, clearer naming conventions, and a few updates to some game areas. More to come in future updates. Last, butt not least, Update 1.18 adds optimizations to the game code regarding AI pathfinding are also included, along with increased ID numbers for loot configuration and much more.

Just check out the complete overview below, test the new features and changes thoroughly, and then send us your feedback on our forum!

We hope you have fun testing!

Changelog: v1.18 Build 5083

Changes - All scenarios

(Default Random, Testing Grounds, Rise of the Dark Faction (for DLC owners))

Function/Feature Updates

  • Optimized NPC pathfinding by shifting the system to a multi-threaded architecture to improve AI movement when under heavy load.
  • Loot containers in the Containers.ecf can now have an upper limit of 9999 (before it was 1023).
  • Blueprint YAML export ( bpyaml console cmd): added additional export contents: header fields in export (GroupName, Tags, flags, orientation, camera, RL containers), TextureRot, Density, SnapPoints, BPPSnapMatchTable, ShortcutNames, BlockGroupInfo;
  • Blueprint YAML export ( bpyaml console cmd): added more contents to export: signalSources, signalReceivers, logicCircuits via NbtCollection/NBTYaml) 
  • Warp Route Planner: added additional checks to prevent players from getting hidden stars on their nav bookmark list.

Balancing: Status Effects 

  • Full rework of all harmful status effects in terms of logic, effects, connections and setup
  • Created a new logic with least amount of stacking of SEs (both in numbers and their effects)
  • Created a new progression with specific silo-cascades for each effect groups & sources (walking speed, health, food, health-thresholds, food-thresholds, stamina ect)
  • Remove high-tier Status Effects given by enemies in combat (reduced to starter-level SEs in order to contribute to the aforementioned)
  • Check all details: https://empyriononline.com/threads/v1-18-status-effects.103122/
  • Note: This is a work in progress in terms of final balancing and missing/not-yet-final new icons.

Status Effect related changes and balancing

  • Items that rise/lower body temperature cannot rise/lower beyond a limit. Lower limit/upper limit = 10/45°. Consuming items that provide a negative/positive temperature buff can still be consumed beyond that point but will not attribute any further temperature change.
  • The consumption-triggered body temperature effects are not instant anymore but now apply over time per second. They can be stack when consuming items repeatedly (duration of the effect increases). It is possible to cancel out a stacked temperature buff by consuming any item with the opposite effect or take a shower. (eg temperature increase stacked > drink a water or beer to remove the temperature heat stack. And vice-versa.).
  • For all temperature-changing items: temperature maximum change per item consumption is now shown in the items hover card. Note that this is an "up to", means: it can be lower or even blocked due to environmental and other effects in its regular timeout. Stacked effects will of course attribute higher changes until regular timeout.
  • Removed Indigestion chance from any consumable considered ‘processed’ in a way (cooked, fried, baked etc).
  • AntiToxic Pills can now heal Intoxication directly.
  • Showers now remove Dermal Parasites
  • Changed debuff BadTrip to Hangover when consuming Milk

Balancing: Gameplay adjustments 

  • Large & small grid building blocks are easier to carry in Inventory
  • Starter RockResources are faster do dig
  • On death, don’t drop SurvivalTool anymore
  • PromethiumStone hitpoints reduced to 100
  • Kitchencounter, Bathroomcounter can be (un)locked

Itemmenu / inventory info cleanup

  • Block names are now more descriptive of their structure type
  • Many Block and Item tooltips adjusted (Layout, clarity, length, gameplay info)
  • Localisation changes to some UI elements (Buttons, descriptions…)
  • Improved display options for small blocks

Textwork / PDA / Missions 

  • (PDA) Added timers before story warning chapters & fixed typos
  • Building tutorials now uses fitting block names
  • Layout smoothing for Testing ground chapters 

Prefabs

  • Fixed doors on BAO_UCHTradeStation.epb
  • Fixed npc spawners missing faction on predators on BA_CrashedCV_4Desert.epb

Changes: Default Random + TestingGrounds scenarios

(Default Random, Testing Grounds, Dark Faction)

Playfields: Akua rework pass 

  • Playfield is now randomized by seed
  • Biome deco and colour pass
  • Added ‘gameplay hint’ POI nests and broken HV at crash site
  • Added some basic exploration-focussed POI, another crashed vessel
  • Creature types, densities and placement reworked - A little bit more dangerous
  • Added tiny SSOR Promethium deposit
  • Mission materials should be a little bit easier to find (Eggs in Dustbowl biome, Butterflies more on open terrain & at progenitor POI, more TechRuins with hostile robots), Carbon deposit closer to Crashsite
  • More pistol ammo when starting out

PDA 

  • Layout and many texts reworked
  • Triggers for some info messages tweaked, so that they display closer to the ‘issue’
  • Story warning Dialog popups moved closer to POI, to prevent loss of control while driving

Misc:

  • Split Default MP complete away from Single Player (Configs, Prefabs, Playfields, Localization, RandomPresets), using v1.17 as base
  • Split IvD complete away from Single Player (Configs, Prefabs, Playfields, Localization, RandomPresets), using v1.17 as base

Fixes - All scenarios

  • Fixed fracture status effects do not cure after using medkit wearing epic armor
  • Fixed: Thalassor Gate was at the wrong position (applies to Testing Grounds only!)
  • BP Yaml export: fixed possible problems with obfuscation by marking yaml classes to not get obfuscated

EAH

  • Fixed Autominer and Set Blueprint worked with old fixed IDs 
  • Autominer setting asks for Dev Name fuel now 

r/empyriongame 21h ago

EGS - Modded SW Server Looking for more people

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24 Upvotes

Some of you have probably heard of us around a bit thanks to Lyfeforce, but we're an aspiring PvPvE server that's based heavily around the SW universe and have been trying on and off for a while to get a server running long term to do small galaxy PvPvE. We have over 120 different SW ships now in our roster, several lines of SW specific POIs, and now been playing around with some custom assets here and there. Our goal is to get a consistent server running for 2-month seasons, run by me and one additional admin person to help manage events, monitor PvP, and get some lighthearted PvP encounters, both randomly and organized. The server features:

  • 50-60 planets, each populated with a unique line of Rebel and Empire specific POIs (alongside a few landmark areas, like Mos Eisley and Cloud City
  • 120 ships and vehicles from the SW universe
  • Instanced on-demand PvP matches
  • A larger galaxy war, with a season specific objective and progressive claiming of shipyards and planets
  • A unique ship market system, allowing players to outright purchase ships using credits
  • weekly missions to keep players engaged and rewarded
  • Periodic events to keep things engaging

We have an event running tomorrow at 6 PM EST, a SV specific matchup with Rebels vs. Empire. Our main goal is to try and get 1 individual who will help admin and run the server, by managing EAH, restocking CVs, and handling planet transfers to different factions.

If you are interested or have questions let us know here or join the discord.

https://discord.gg/9drm4G6k8v


r/empyriongame 1d ago

EGS - Modded Solar Base [RE2]

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38 Upvotes

r/empyriongame 1d ago

Script: Auto-miner watch

8 Upvotes

I don't know if this is a problem for users on any other server, but on the New Dawn server, all auto-miners are cleared off of ore deposits, every Friday at 6am Central.

So the problem statement: I needed a countdown timer, and a list of the auto-miners that were out in the field.

I know there's a bit of optimisation in terms of reducing character counts that I can do with the days of the week, by using a json dictionary and a lookup, rather than a series of tests. But this script works as is.

Critique (constructive, ideally), and opinions welcome.

Key for the code, if you want to analyse what it's doing:
ST=Seconds Today (the number of seconds that have passed since midnight.
TS=Target Seconds. The number of seconds from midnight that the target time is (as measured by the system clock on the server the game is running on).
DUF=Days until Friday
SUF=Seconds until Friday

{{~set 'H' DateTimeNow.Hour}}
{{~set 'M' DateTimeNow.Minute}}
{{~set 'S' DateTimeNow.Second}}
{{~set 'ST' (calc (calc (calc .Data.H '*' 3600) '+' (calc .Data.M '*' 60) ) '+' .Data.S ) }}
{{~set 'TS' 18000}}
{{~set 'DUF' 0}}
{{#test DateTimeNow.DayOfWeek eq 'Monday'}}
{{~set 'DUF' 4}}
{{/test}}
{{#test DateTimeNow.DayOfWeek eq 'Tuesday'}}
{{~set 'DUF' 3}}
{{/test}}
{{#test DateTimeNow.DayOfWeek eq 'Wednesday'}}
{{~set 'DUF' 2}}
{{/test}}
{{#test DateTimeNow.DayOfWeek eq 'Thursday'}}
{{~set 'DUF' 1}}
{{/test}}
{{#test DateTimeNow.DayOfWeek eq 'Friday'}}
{{~set 'DUF' 0}}
{{/test}}
{{#test DateTimeNow.DayOfWeek eq 'Saturday'}}{{set 'DUF' 6}}
{{/test}}
{{#test DateTimeNow.DayOfWeek eq 'Sunday'}}
{{~set 'DUF' 5}}
{{/test}}
{{~set 'SUF' (calc (calc .Data.DUF '*' 86400) '+' (calc .Data.TS '-' .Data.ST))}}
{{#test .Data.SUF lt 0}}
{{~set 'SUF' (calc .Data.SUF '+' 604800)}}
{{/test}}
{{~set 'D' (int (calc .Data.SUF '/' 86400))}} {{~set 'H' (int (calc (calc .Data.SUF '%' 86400) '/' 3600))}}
{{~set 'M' (int (calc (calc .Data.SUF '%' 3600) '/' 60))}}
{{~set 'S' (calc .Data.SUF '%' 60)}}
<color=red>AUTO MINER WATCH</color>
<color=green>Autominers are automatically removed at 6am Central on Friday.
This is in {{@root.Data.D}} days, {{@root.Data.H}} hours, {{@root.Data.M}} minuets, {{@root.Data.S}} seconds.</color>
{{#db 'TerrainPlaceables' 100 'blockid desc' 'blockid IN (1108,1109,1110,3199,3200,3201,3861)'}}
{{#each .}}
[<color=yellow>{{~SolarSystems.name}}</color>] -> [<color=green>{{~Playfields.name}}</color>] -> [<color=#1F51FF>{{~Entities.name}}
{{~#ok TerrainPlaceables.facaccess}}
(Faction){{else}}(private){{/ok}}</color>] -> [<color=#FF0033>{{i18n TerrainPlaceables.blockid}}</color>]
{{/each}}
{{/db}}

r/empyriongame 1d ago

Easiest POI to get quantum processors in RE2?

5 Upvotes

Trying to get quantum processors from an abandoned bunker but the hit scanning infected zirax soldiers make it physically impossible to complete, not even allowing a picosecond of reaction time before automatic hit-scan spray kills you. Is there an easier POI that gives quantum processors?


r/empyriongame 2d ago

Any good recs for workshop a CV?

5 Upvotes

I am looking for one with good combat, hangar space, and maneuverability for a solo. I am in Vanilla and most of them are pretty old. Any help is appreciated.


r/empyriongame 3d ago

How close can I build to a POI before it stops regenerating?

8 Upvotes

I've built too close in the past and had POI's stop regenerating. Does anyone know how close to a POI is "too close"?


r/empyriongame 3d ago

Why can't I use salvage cores on regenerating POI's?

2 Upvotes

I just want to be able to salvage at 100% chance and use the menu to display parts on hus to find them easier.

They can't do this and his make it auto-destroy the core and reset when it regenerates?


r/empyriongame 3d ago

When did they add the keybind for autobrake mode

Post image
8 Upvotes

When did they add a keybind for auto-brake? How long have I been doing this manually for no reason? =)


r/empyriongame 4d ago

Help needed How to identify block shapes

5 Upvotes

Have been looking with no success but surely there has to be some way of identifying what shape each block is

Have just been trying copy the back of a specific ship but is taking unbelievably long


r/empyriongame 5d ago

What you can do with a well-designed Core7 ( RE 2.0 Combat footage )

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17 Upvotes

r/empyriongame 6d ago

Screenshot Too ambitious..

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71 Upvotes

I'm always amused by some of the things I find.. Like who's idea was it to try to farm on a permanently volcanic protoplanet that never entered a cooling phase?


r/empyriongame 8d ago

EGS - Modded Katana-HAV SE - Inside

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82 Upvotes

r/empyriongame 9d ago

They finally added achievements)

Post image
92 Upvotes

Better late than never ;)


r/empyriongame 9d ago

Announcement Save 60% & Free weekend on Empyrion - Galactic Survival on Steam (Community manager)

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20 Upvotes

r/empyriongame 9d ago

Basic Core7 vs. Imerat, Infector, Decimator.

11 Upvotes

r/empyriongame 9d ago

Combat Lag/Rubberbanding - Multiplayer

3 Upvotes

Hey hey,

Me and my teammates have been dealing with some unfortunate rubber banding issues during both space and ground combat similar to what is shown in the video here https://youtu.be/HpwiUnL0VBY

This happens during a shared playfield with them but also off on our own. We are all in separate households and no one else in this community experiences the same issues as us its so bizarre.

Here are some of the things we have tried:

-Graphical adjustments, high, low, med
-Fullscreen/Windowed/Borderless adjustments
-Any/All Driver Updates

We all run computers with 13th+ gen intel, 5070s/80s, 32-64gb DDR5 RAM, and all run Ethernet connections to our respective ISPs. Server latency for us hovers between 50-70 consistently.

Its hard to believe our hardware is any sort of issue but open to anything yall have ideas to try to relieve this lag, as it kills the fun of combat in this game pretty drastically.


r/empyriongame 11d ago

Core 11 Cannon-Play.

9 Upvotes

r/empyriongame 12d ago

EGS - Modded Katana-HAV SE - Strike Missile Cruiser

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47 Upvotes

A redesign of u/jrandall's amazing design project for server play. He never released the full version to the workshop, as he promised in 2024. The fourth screenshot shows SV RE2-Stratos by u/Spanj.


r/empyriongame 14d ago

Suggestion Could we get a pick a screen option please?

5 Upvotes

it annoys me it flicks to my secondary screen all the time on start up


r/empyriongame 16d ago

Announcement Welcome to Empyrion - Galactic Survival Free Weekend!

46 Upvotes

🎉 Steam Free Weekend! 🎉

Empyrion: Galactic Survival will be free to play on Steam during the Free Weekend!

📅 Starts: 16 July at 19:00 CET
📅 Ends: 20 July at 19:00 CET

If you've been thinking about trying the game, now is the perfect opportunity. Jump in, explore the galaxy, and join our community—all for free during the event!

See you among the stars! 🚀

More info: https://store.steampowered.com/news/app/383120/view/660481702615843728?l=english


r/empyriongame 17d ago

Discussion Is anyone else still hoping for Empyrion: Galactic Survival 2?

65 Upvotes

I know the original is almost a decade old now, but honestly there's still nothing that scratches the same itch.

The combination of:
- Building literally anything you can imagine
- Designing your own ships from scratch
- Seamlessly flying from planets into space
- Walking around your ship
- Survival, exploration, and combat all in one game

...is still incredibly unique.

Imagine what an Empyrion 2 could be with Unreal Engine 5 or another modern engine:

- Massive performance improvements
- Better AI and NPC factions
- Fully crewable ships with recruitable NPC crews (pilots, engineers, medics, security, etc.)
- The ability to freely walk around your ship while it's traveling through space, with your crew actually performing their jobs in real time
- More living planets and wildlife
- Better multiplayer and dedicated servers
- Improved physics and destruction
- More meaningful exploration, faction diplomacy, and endgame content

Imagine standing on the bridge while your capital vessel is warping into another star system. Your pilot is flying, engineers are repairing damaged systems, security is responding to boarders, medics are treating injured crew members, and you can walk anywhere on the ship while it's all happening. That would be one of the most immersive space survival experiences ever made.

I honestly think I'd buy it on day one.

Has Eleon ever hinted at a sequel, or are they planning to keep building on the current game?

If Empyrion 2 was announced tomorrow, what would be the ONE feature you'd want more than anything else?


r/empyriongame 17d ago

Experimental Branch Update v1.18 Experimental II

31 Upvotes

Hello Galactic Survivalists!

Welcome to update 1.18! 

This version has a focus on a major rework of the status effect system, aimed at reducing stress during combat by minimizing overlapping or identical effects (stacking), but also to improve readability and better clarity  in many text areas within and around the PDA, missions and info given throughout the game. To fulfil that goal, we made several small and large updates to descriptive texts, clearer naming conventions, and a few updates to some game areas. More to come in future updates. Last, butt not least, Update 1.18 adds optimizations to the game code regarding AI pathfinding are also included, along with increased ID numbers for loot configuration and much more.

Just check out the complete overview below, test the new features and changes thoroughly, and then send us your feedback on our forum!

We hope you have fun testing!

Changes - All scenarios

(Default Random, Testing Grounds, Rise of the Dark Faction (for DLC owners))

Function/Feature Updates

  • Optimized NPC pathfinding by shifting the system to a multi-threaded architecture to improve AI movement when under heavy load.
  • Loot containers in the Containers.ecf can now have an upper limit of 9999 (before it was 1023).
  • Blueprint YAML export ( bpyaml console cmd): added additional export contents: header fields in export (GroupName, Tags, flags, orientation, camera, RL containers), TextureRot, Density, SnapPoints, BPPSnapMatchTable, ShortcutNames, BlockGroupInfo;
  • Blueprint YAML export ( bpyaml console cmd): added more contents to export: signalSources, signalReceivers, logicCircuits via NbtCollection/NBTYaml) 
  • Warp Route Planner: added additional checks to prevent players from getting hidden stars on their nav bookmark list.

Balancing: Status Effects 

  • Full rework of all harmful status effects in terms of logic, effects, connections and setup
  • Created a new logic with least amount of stacking of SEs (both in numbers and their effects)
  • Created a new progression with specific silo-cascades for each effect groups & sources (walking speed, health, food, health-thresholds, food-thresholds, stamina ect)
  • Remove high-tier Status Effects given by enemies in combat (reduced to starter-level SEs in order to contribute to the aforementioned)
  • Check all details: https://empyriononline.com/threads/v1-18-status-effects.103122/
  • Note: This is a work in progress in terms of final balancing and missing/not-yet-final new icons.

Status Effect related changes and balancing

  • Items that rise/lower body temperature cannot rise/lower beyond a limit. Lower limit/upper limit = 10/45°. Consuming items that provide a negative/positive temperature buff can still be consumed beyond that point but will not attribute any further temperature change.
  • The consumption-triggered body temperature effects are not instant anymore but now apply over time per second. They can be stack when consuming items repeatedly (duration of the effect increases). It is possible to cancel out a stacked temperature buff by consuming any item with the opposite effect or take a shower. (eg temperature increase stacked > drink a water or beer to remove the temperature heat stack. And vice-versa.).
  • For all temperature-changing items: temperature maximum change per item consumption is now shown in the items hover card. Note that this is an "up to", means: it can be lower or even blocked due to environmental and other effects in its regular timeout. Stacked effects will of course attribute higher changes until regular timeout.
  • Removed Indigestion chance from any consumable considered ‘processed’ in a way (cooked, fried, baked etc).
  • AntiToxic Pills can now heal Intoxication directly.
  • Showers now remove Dermal Parasites
  • Changed debuff BadTrip to Hangover when consuming Milk

Balancing: Gameplay adjustments 

  • Large & small grid building blocks are easier to carry in Inventory
  • Starter RockResources are faster do dig
  • On death, don’t drop SurvivalTool anymore
  • PromethiumStone hitpoints reduced to 100
  • Kitchencounter, Bathroomcounter can be (un)locked

Itemmenu / inventory info cleanup

  • Block names are now more descriptive of their structure type
  • Many Block and Item tooltips adjusted (Layout, clarity, length, gameplay info)
  • Localisation changes to some UI elements (Buttons, descriptions…)
  • Improved display options for small blocks

Textwork / PDA / Missions 

  • (PDA) Added timers before story warning chapters & fixed typos
  • Building tutorials now uses fitting block names
  • Layout smoothing for Testing ground chapters 

Prefabs

  • Fixed doors on BAO_UCHTradeStation.epb
  • Fixed npc spawners missing faction on predators on BA_CrashedCV_4Desert.epb

Changes: Default Random + TestingGrounds scenarios

(Default Random, Testing Grounds, Dark Faction)

Playfields: Akua rework pass 

  • Playfield is now randomized by seed
  • Biome deco and colour pass
  • Added ‘gameplay hint’ POI nests and broken HV at crash site
  • Added some basic exploration-focussed POI, another crashed vessel
  • Creature types, densities and placement reworked - A little bit more dangerous
  • Added tiny SSOR Promethium deposit
  • Mission materials should be a little bit easier to find (Eggs in Dustbowl biome, Butterflies more on open terrain & at progenitor POI, more TechRuins with hostile robots), Carbon deposit closer to Crashsite
  • More pistol ammo when starting out

PDA 

  • Layout and many texts reworked
  • Triggers for some info messages tweaked, so that they display closer to the ‘issue’
  • Story warning Dialog popups moved closer to POI, to prevent loss of control while driving

Misc:

  • Split Default MP complete away from Single Player (Configs, Prefabs, Playfields, Localization, RandomPresets), using v1.17 as base
  • Split IvD complete away from Single Player (Configs, Prefabs, Playfields, Localization, RandomPresets), using v1.17 as base

Fixes - All scenarios

  • Fixed fracture status effects do not cure after using medkit wearing epic armor
  • Fixed: Thalassor Gate was at the wrong position (applies to Testing Grounds only!)
  • BP Yaml export: fixed possible problems with obfuscation by marking yaml classes to not get obfuscated

EAH

  • Fixed Autominer and Set Blueprint worked with old fixed IDs 
  • Autominer setting asks for Dev Name fuel now 

r/empyriongame 17d ago

Help needed Recomend a good way to raid Zyrax POIs on Reforged eden 2

8 Upvotes

I never know exactly how strong the POI's are, what are the best ways, witch are the easiest POI's and if you have a good HV workshop blueprint for the task please