Empyrion - Galactic Survival

Empyrion - Galactic Survival

Reforged Galaxy 1.11
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Update: Mar 20, 2022 @ 5:43am

Reforged Galaxy V1.7-13:
  • Fixed incorrect shield value on CV Positron Turrets.
  • HV Tank Cannon unlock level reduced to 20 to fit on the tech tree screen.
  • HV, SV and CV Laser Drill max count increased to 10.
  • Added missing turret limit to Zirax Beam Turret.
  • Adjusted collisions for the Shield Charger as the maintenance hatch on the model exceeded the collision box, causing the multitool and weapons to pass through that part of the model and out the other side.
  • Also adjusted Shield Capacitor's collisions too. The end cap on either end of the capacitor and the fins of the turbine no longer allow weapons/multitool to pass through them.

Update: Mar 19, 2022 @ 3:26am

Reforged Galaxy 1.7-12
  • Pulse Lasers (fixed and turrets) inflict +25% damage to devices (Turrets, Thrusters, etc...)
  • Handheld laser weapons inflict +20% damage to sentry guns and doors.
  • Heavy Pulse Lasers inflict +50% damage to devices.
  • Reduced Positron weapons' damage bonus against xenosteel from 250% to 150%.
  • CV Positron Turrets can no longer be fired on planets.
  • Replaced new Airtight Ramps' sound with quieter opening and closing sounds.
  • Updated some of the other Ramp sizes with the quieter opening and closing sounds (does not include the larger sizes).
  • Reduced effect of Bad Trip on the player and removed the black/orange fog effect, which is the wrong visual effect.
  • Bad Trip can now be partially treated with Juices. Milk and Herbal Tea's effectiveness at treating Bad Trip increased.
  • Dermal Burn now reduces player HP by 2 hp every 6 seconds instead of every 4 seconds.
  • Infected Wound now reduces player HP by 4 every 10 seconds instead of every 8 seconds.
  • Sepsis now reduces player HP by 4 every 6 seconds instead of every 4 seconds.
  • Frostbite now reduces player HP by 4 every 10 seconds instead of every 4 seconds. Hunger loss halved.
  • Intoxication now reduces player HP by 5 every 4 seconds instead of 10 health every 4 seconds.
  • Closed Fracture now reduces movement by 50% instead of 60%.
  • Open Fracture now reduces player HP by 2 every 10 seconds instead of every 7 seconds.
  • Necrosis now reduces player HP by 3 every 6 seconds instead of 4 HP every 4 seconds.
  • Mutiliation now reduces player HP by 4 every 8 seconds instead of every 4 seconds.
  • Organ Failure now reduces player HP by 8 every 4 seconds instead of 16 HP every 4 seconds.
  • Low Food now reduces movement speed by 25% instead of 50%. Maximum stamina is now reduced by 300.
  • Starvation now reduces player HP by 8 every 2 seconds instead of 10 HP every 2 seconds and reduces maximum stamina by 450.
  • Hangover now reduces hunger by 2 every 5 seconds instead of 3 HP every 5 seconds. Movement speed penalty reduced from 25% to 15%.
  • Dermal Parasite now reduces player HP by 2 every 4 seconds instead of 3 HP every 4 seconds.
  • Endo Parasite (Stage 3) now reduces player HP by 4 every 4 seconds instead of 4 HP every 2 seconds. Stamina loss reduced by 10 per second.
  • Cold Effects' hunger loss reduced.
  • Heat Collapse's health loss reduced.
  • Dehydration's hunger loss reduced.
  • Abominations, Infesters and several other creatures have had their status effect chances significantly reduced.
  • Sniper Rifle and Heavy Sniper Rifle no longer penalize stamina when fired.
  • Reduced spread on shotguns by 20-35%.
  • Added new Abandoned Factory POI to replace the outdated old one.
  • Update to Xenu Fuel Depot to fix LCD screens.
  • Update to Abandoned Workshop to fix signal logic and exploding platform killing players.
  • Fixed icon name for Reactive Xenomatter which is somehow different from the RCS version despite being a copy of it.
  • Reduced volume of Reactive Xenomatter from 40L to 16L to match Large block sizes.
  • Fixed missing descriptions for Poison Bite 2 and Dehydration.
  • New beam effects for handheld tools, with drawing particles where applicable. (credits to Ravien for the changes)
  • Minor adjustments to shield booster balance.
  • Shield Chargers now provide a larger bonus.
  • CV/BA Charger vs Capacitor bonus are now evenly balanced 1.0-0.5 instead of 1.0-0.35, to match HV/SV version.
  • Turrets and Weapons no longer reduce shield recharge rate. Instead each weapon reduced shield HP by a fixed amount (-25 for CV/BA conventional weapons; -50 for CV/BA energy weapons; -10 for HV/SV conventional weapons; -15 for HV/SV energy weapons.)
  • Fusion Reactor altered: Power input increased from 200W to 500W; Device HP increased to 250%; Shield recharge bonus increased by 250%.
  • Optronics can now be bought at Zero Horizons Manufacturing (Factory).
  • Increased stamina loss from operating heavy weapons slightly.
  • SV Railgun's accuracy improved from 90% to 99% (There was a misplaced 0)
  • HV Tank Cannons' max count increased to 2. CPU cost has increased to compensate how OP these guns are.
  • Added missing shield damage scaling to Space Drone weapons.
  • Mobile Food Processor now auto-groups into Food Processor like the CV/BA version.
  • Zirax Particle Beam Turret can now be obtained by the player.

Known Bugs:
- The Blazar Gambling Machines in some POIs and trade stations still don't work. For some reason the code involved keeps rejecting the betting multiplier (as both int and float values).

- Looking at a shield-capable ship with 0 or negative shield capacity with debug information (di) active will cause an error loop.
Don't use DI when messing with shields. Otherwise, when the error loop comes up: click Continue and quickly press ` to open the console. Either turn off "di" or toggle "trigger on exceptions" and then click the continue button through the console window to continue.
Still, you should disable di if you do disable the pop-up since it's still filling your logs with errors, which will cause lag.
This is a game bug. It's a stupid one since debuginfo doesn't even show shield stats.

- Weapons reload twice as fast as they're supposed to. This is a game bug, so there's not much I can do to fix it except double every weapon's reload time (which i'm not gonna do)
Waiting on a fix from Eleon.

Update: Mar 11, 2022 @ 3:41am

V1.7-11:
  • Endo Parasite (Stage 2) increased from 6 minutes to 10 minutes.
  • Compact Shield Generator (CV/BA) HP increased from 1500 to 2000.
  • Shield modifier values on CV thrusters now visible.
  • Missing charge modifier values on CV fixed artillery and pulse laser added. (-3 and -5)
  • HV Jet Thrusters now provide boost functionality (though they don't have a visible charge bar on the screen)
  • Fixed missing cap on crew for performance reasons.
  • Reduced ammo capacity on Positron Turrets to match their fixed versions. Should improve visuals and performance.
  • Increased damage of Zirax Heavy Positron Turret, since it was WAY too low. Barely higher than the non-heavy one.
  • Removed beam effect from Industrial Multitool for SV since it was too bright.
  • Increased Blast Resistance of Xenosteel by 10%
  • Changed block icon for Small Heavy Windows so they're easier to tell apart from the large version.
  • Rescaled window mass and hp for HV/SV Windows for consistency.
  • HV/SV Shutter window recipe altered to match HP/Mass; marketprice adjusted to match.
  • Renamed POI Disruptor turrets and ammo to prevent unnecessary flagging by certain server support mods on servers.
    These aren't obtainable by players, so this doesn't matter to anyone but server owners using certain mods to ensure players don't get illegal POI items (E.g. HWS).
  • Increased shield damage of HV/SV weapons vs CV/BA by 100-150%.
  • Increased maximum penetration depth of Railgun slugs by 2 blocks.
  • Fixed energy calculation of CV Positron Cannon always consuming idle charge instead of active charge.
  • EMP Turret (Alien) effectiveness vs shield types flipped. Higher tier shields take more damage from EMP over lower tier.
  • Legacy Disruptors now have inverted functions following community voting. They now deal low armor damage and high shield damage, so it'll be a battle of armor against the Legacy.
  • Adjusted the mass on Retractable turrets so they're 20% heavier than their normal versions (less than they were before)
  • Adjusted the mass and hp of Retractable Heavy Turrets so they're 40% heavier than their normal versions.
  • Changed projectile launch effect of the HV Artillery Turret and Tank Cannon to remove the massive cannon flare typically seen on Battleship Cannons (Remains on CV/BA artillery)
  • Added info on the Trade Federation to the Empyriopedia.
  • Added 1.7 Prefabs to Reforged Creative Studio 1.7 (Separate Creative Scenario)
Known Bugs:
Weapons reload twice as fast as they're supposed to. This is a game bug, so there's not much I can do to fix it except double every weapon's reload time (which i'm not gonna do)
Waiting on a fix from Eleon.

Update: Mar 4, 2022 @ 9:32pm

Updated to 1.7
Changelog is so massive it doesn't fit in the Steam Workshop.

Get all the info here: https://empyriononline.com/threads/reforged-galaxy.91810/page-45#post-449390

Update: Sep 29, 2021 @ 5:10am

Reforged Galaxy v1.6-02
Hotfix Update
For some reason the Steam Workshop Discussion tab for workshop items has vanished, along with my Upcoming changelog, so now I can't remember everything I did.
  • Added Solar Cells to a couple of older traders until 1.7, when all traders and POIs will hopefully be replaced with RG-specific ones that won't keep getting broken by updates.
    The new POIs will have their own unique traders with trader missions.
  • Adjusted targeting parameters on some weapons that means a number of turrets will no longer fire curving shots, they'll just fire more accurately in general.
  • Fixed Trader numbering so that Advanced Upgrade Kits correctly appear in QuantumSTAR traders again.
  • Fixed Red Planet polaris repeatable mission for Barren Metal Planets that didn't appear after completing the Polaris Introduction mission (Chapter 3: Industrial Concern)
  • Fixed dialogue loop involved with turning in the mining shipments from the Desert Strike polaris mission at the GIN console.
  • Updated Engineer mission descriptions to include the note that mining and salvage only applies to handheld tools due to game limitations.
  • Added Deconstruction Recipe for Nightvision Goggles so they can be deconstructed or fed to the factory.
  • Fixed missing BaseItem tag on Solar Cells in the Advanced Solar Panel recipe (already fixed it for RE).
  • Added Salt, Sulfur and Graphite buyers among existing traders (Temporarily, so you can offload the initial testing loads for money)
  • Reassigned localization for Spam and Fortify Hacking Software so they're on the correct item.
  • Fixed overlapping effects with the new Food Buffs (unintended)
    For the time being they have different icons since the count of status effect is directly linked to the icon assigned and you can't apply custom icons to status effects. Don't ask me why it works that way, I have no idea.
  • Reduced health loss from broken legs and other bones.
  • Removed T2 Weapons and T1 Suit Boosters from Ultra Rare Container loot.
  • I'm sure there was something else...

Update: Sep 23, 2021 @ 4:34pm

- Hotfix to add new foods to traders and fix the annoying trader warning that's been there for months.

Update: Sep 23, 2021 @ 4:09pm

Reforged Galaxy V1.6-01
Big update. Shouldn't require a new savegame.
  • Added Player Class System (see below)
  • 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:
Pick from one of 6 classes (accessible via F1) that include Soldier, Marksman, Agent, Vanguard, Specialist and Engineer.
Once you've picked your main class, missions for it will be available to level up your class and gain weapon and tool bonuses (higher damage, faster reload, better accuracy, less recoil, etc...)
At Class Level 5, you can choose your secondary class and get missions for them too (50% harder).
Soldier: Gives bonuses for assault rifles, pulse rifles, rocket launchers and grenade launchers.
Marksman: Gives bonuses for Sniper Rifles, Laser Rifles and Crossbows.
Agent: Gives bonuses for Pistols, Heavy Pistols, Laser Pistols and Submachine Guns
Vanguard: Gives bonuses for Shotguns and Miniguns
Specialist: Gives bonuses for all Plasma-based Weapons, Flamethrowers and alien energy weaponry.
Engineer: Non-combatant class that gives bonuses for Drills, Chainsaws and multitools (includes ship-mounted ones) and also increases warp distance for CVs.

Update: Aug 22, 2021 @ 7:32pm

Update: Aug 18, 2021 @ 4:21am

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: Jul 31, 2021 @ 6:06pm

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.