Empyrion - Galactic Survival

Empyrion - Galactic Survival

Reforged Galaxy 1.11
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Update: Feb 10, 2021 @ 4:53am

V1.4-69 Changelog:
Hotfix.
  • Fixed the missing recipes for the new Heavy Turrets not being upgradable for some of the BA turret variants.
  • Updated Icons for the Small Turret Upgrade Kit and Bomb Launcher to remove the purple lines around the edges.
  • Compact Shield Generator for CV/BA has a designated constructor now, so it can be made in the Large and Advanced Constructor. Reduced the crafting cost of the device as well, so it uses less Zascosium and Erestrum.
  • Reduced Blast damage of most CV/BA Devices by 33%.
  • Reduced Blast damage of most HV/SV Devices by 25%.
  • Fixed incorrect model designation on the HV retractable heavy minigun turret and BA retractable heavy cannon turret.
  • Removed leftover vanilla blast calculations for deco blocks and cargo containers, which should speed up blast calculations.
  • Added missing blast damage to SV Warp Drive.
  • Reduced shield damage of Interdictor's plasma cannon.

Update: Feb 9, 2021 @ 3:22am

V1.4-68 Changelog:
MASSIVE UPDATE. Will require a fresh game.

It's finally here. The 1.4 update of Reforged Galaxy (and soon to be Reforged Eden as well) for 1.4 that adds a huge amount of content, removes exploits and introduces a small problem for players.
You'll need to update your old BPs and replace the quantums and other Reforged blocks with their new versions. In survival you'll be able to retrieve a block with the Multitool and it will give you the new version, which you can place back down.

Now, onto the changelog...
  • Added two new Story Missions that follow on after "The Cruel Stars" that you'll know as "Offworld Grave" and the new "Hostile Apparatus".
  • First implementation of the Karma system. Your actions when choosing dialogue in missions and NPC dialogue will affect your standing in the galaxy and change how other NPCs will react to you.
    Extremes of Heroism or Renegade will also open up new options of dialogue to produce different results (WIP).
  • The new Nutrition System. Eating a variety of food types (Fruits, Vegetables, Grain and Protein) will provide dietary bonuses that increase your movement speed, stamina regeneration, health recovery or reduce the rate your hunger goes down depending on what combination of foods you eat (Emergency Rations and Energy Bars do NOT give any nutrition bonuses).
    These bonuses are not visibly displayed. You can only watch your stats and hope you're healthy.
  • New Long-Ranged Detector: Available for SV and CV, the long-ranged detector will detect far further than the regular detector, but only display the results for 5 seconds. RMB will ping it as the regular detector, but will show detected objects for twice as long.
  • New Heavy Turrets: These new Tier 2 Turrets combine the CPU, firepower, armor and durability of two normal turrets into a single turret allowing your smaller ships to pack the firepower of larger ships without needing to be massive. These are available for CV, BA, HV and SV in normal and retractable versions.
  • New Heavy Weapons for HV/SV: Currently only includes the Heavy Gatling and Heavy Pulse Laser. Like the Heavy Turrets, they pack the firepower of two normal gatlings/pulse lasers into the space of one.
  • New Tech Tree Branch: The "System Upgrade" tree is used to unlock the new Ammunitions for the new weapons as well as the weapons themselves. Upgrading to heavy weapons requires an Upgrade Kit, which are found in Rare, Very Rare, Ultra Rare loot containers and some traders.
  • Hundreds of new POIs: Yes, I updated and added hundreds of POIs to replace most of the game's default ones. No more Toveras that don't have Quantum CPU Extenders or POIs with their weapons off because someone at eleon broke the POI when adding a trader to it.
    Many military POIs will now be shielded, but usually with very weak shields. (see below)
  • New shield systems: More shield generators are available to the player, cheaper and earlier. The lowest tier of shield generators can be made without zascosium and erestrum, but won't hold up to much punishment.
    The new shield mechanics will stop minigun, cannon and rockets very effectively, but buckle from energy weapons. Those missile POIs won't be able to harm a well-shielded ship, but if you lose that shield and take a hit...
  • Rebalanced the flight model for SVs: SVs are now lighter than they were, with thrust adjusted to compensate with a bonus. You'll find SVs to be much more maneuverable now and able to lift higher weights.
  • Larger stack sizes: Stack sizes for components and ammunition has been doubled, depending on object's size.
  • Industrial Mechanical Drill for CV: Available earlier than the laser drill, the Industrial Drill is a big asteroid-eating monster of a device. It's also extremely heavy, so keep an eye on your weight.
  • Improved explosions: So you don't just explode instantly. Explosions were reduced in size (for the most part), damage reduced and the HP of key devices like generators and fuel tanks was increased.
  • Increased the amount of power provided by HV/SV Generators slightly.
  • Added Heavy Turrets for the AI: You didn't think it would be that easy did you? No, the AI get T2 turrets too. These are loaded onto the updated and new POIs and ships where relevant.
  • No more Windows in loot containers. I found them and killed them. Added Linux instead.
  • Rebalanced loot chances and drops: Won't get as much junk in ultra rare loot containers.
  • Changed all playfields and POI generation: Needed to accommodate the new POIs, but also included new troop spawns, ore and enemy distribution.
  • A Forest of Stars mission will correctly spawn Ki'eve and the Zirax Soldiers.
  • Replaced the Pirates on Relay 451 in "The Cruel Stars" mission with new, weaker pirates (Pirate Thug).
  • Reduced the number of Interceptors and Interdictors in the starting orbit (less than vanilla)
  • Covered the Zirax Homeworld in POIs.
  • Changed the application of status effects by enemies and their treatments slightly. (less burns and parasites, more poison and infection)
  • Disruptor Cannons obtained from Legacy Quantum boxes can now be picked up with the multitool. POI-spawned Disruptor Cannons and Shockwave emitters will give Disruptor Charges when retrieved instead.
There's more, but it's late and i'm tired and i've been working on this update for over 4 weeks straight and it took a week longer than it was meant to.

Update: Dec 18, 2020 @ 8:38pm

Hotfix to fix stuff > see changelog below.

Update: Dec 18, 2020 @ 7:57pm

V1.3-65 Changelog:
Small update/hotfix
  • Adjusted flak turret's effectiveness since something in the recent hotfix by eleon has affected their damage.
  • Bread is craftable in the portable constructor.
  • Added new localization entries for the CV/BA cargo containers and pallets.
  • Updated Kenex Station with some fixes and temporary dialogue.
  • Fixed the traders that were broken by 1.3.
  • Fixed SS exploit with legacy turrets. (Hotfix)
  • Combat Steel can be upgraded/downgraded to/from Xenosteel with the Multitool.
  • Fixed SS exploit with zirax turrets. (Hotfix)
  • Added Santa Hat and Snowman Head to Escape Pod.
  • Hid Christmas Trees in certain containers.
  • Added new icon for structural ramps.
  • Halved the damage of Zirax Rockets vs the player. You'll probably still die though. Don't get shot in the face with a rocket.
  • Bunch of other things. I forgot to make a list this time. I'm not santa.

Update: Dec 17, 2020 @ 1:53am

Another Hotfix:
- Fixed a reverted bugfix that allowed players to dupe quantum CPU extenders.
- Added money to crew so they can be "salvaged" for a bit of money if you're playing on a server that doesn't allow you to place a core in POIs.

Update: Dec 16, 2020 @ 6:10pm

Hotfix:

  • Reduced idle power draw of Repair Station to 1/10th it's previous value.
  • Minor improvements to random loot. (Civilians now drop coffee)
  • Updated playfield changes to 1.3 faction classifications. Will only affect new games.
  • Changed Coordinator, Infiltrator and Renegade spawns from Kriel to Predator.
  • Changed Snow, Desert and Swamp Gigas spawns from Legacy to Predator so your turrets won't ignore zirax for them.
  • Bugfixes.

Update: Dec 16, 2020 @ 3:55am

V1.3-64 Changelog:
Update to 1.3, big changelog.
  • Increased full-auto damage of the Submachine Guns
  • Fixed an incorrect medical item drop count on zirax (giving 11 anti-rad pills instead of 1)
  • Increased CV/BA Pulse Laser damage against entities by 30-35%.
  • Reduced CPU consumption of the Heavy Flamethrower (HV) to 1000 and increased it's effectiveness against trees and width of the fire plume.
  • Another small increase to BA and CV shield generator strength.
  • Increased the HP of BA and CV Shield Generator blocks.
  • Increased the HP of CV thrusters based on physical size.
  • Increased the amount of Rep and money gained from story missions.
  • Doubled the durability of the Zirax Combat Rifle.
  • Reduced CPU consumption of the HV and SV constructors.
  • Increased the fire damage of Flamethrowers.
  • Increased CV/BA rocket damage against drones.
  • Increased laser speed of SV Pulse lasers.
  • Reduced the damage inflicted by Zirax Rockets and Lasers against HV/SV by 25%.
  • Reduced the shield damage of Ion Cannons slightly.
  • Slight increase to the blast damage of the 125mm CV rockets.
  • T2 shield generators and warp drives will return the whole block instead of a T1.
  • Attempt at fixing station service prices on base item blocks.
  • Disabled the locking function of Trading Consoles so that all trade station consoles are always available.
  • Increased mining speeds for all drills. (Subject to change)
  • General buff to pulse lasers, pulse laser turrets and pulse laser cannons.
  • Increased torque from wing blocks by 50%
  • Fixed a bug where the SV warp drive was displaying an upgrade option it doesn't have.
  • Increased the repair speed of repair bays by 500%.
  • Doubled Otyugh's HP.
  • Clone Chamber can be upgraded with the multitool to a Biomedical Chamber.
  • Reduced CPU consumption of Missile Turrets for BA by 10%.
  • Increased armor damage modifier of Disruptor cannons.
  • Increased damage dealt to xenosteel by salvaging with multitools and tool turrets.
  • Increased Torque from CV RCS by 25%.
  • Intercompatibility change: Advanced Core increases CPU limit by 1m instead of disabling the CPU system.
  • Reduced crafting time of Elemental Pentaxid from 5 seconds to 3 seconds.
  • Reverted Cannon Turret's firing modes due to accuracy failure in MP while ship is moving.
  • Assigned the CV Flak Turrets the same effects as the cannon turret's previous visuals to prevent confusion with homing missiles.
  • Gave CV pulse laser turrets a weak homing bonus so they don't miss their targets in MP at short range.
    Not needed on BA, since the targeting issue is related to the calculations of the host ship's movement not being factored correctly into the aiming. This doesn't matter on hitscan weapons.
  • Added the extra-long slope armor blocks for 1.3 in full. This time they'll be in the game and available in both CV/BA and HV/SV.
  • Fixed (potentially) the AI getting stuck behind open blast doors and ramps.
  • Increased yield of Lights from crafting recipe from 2 to 4.
  • Market price applications to the blocks themselves will prevent exploits and incorrectly-priced station repairs... in theory.
  • Cargo Extensions can be dragged into a line again.
  • Prevented CV detectors from turning off with the weapon toggle switch, reduced power consumption and assigned them the "Weapons" auto-group tab instead of "Equipment".
  • RCS now consume power only while turning... in theory. Needs more testing.
  • Altered drop and loot lists. (No LCD screens in closets, higher chance of better loot in alien containers, removed the BA ammo from the ultra rare containers, added zirax turrets to containers and zirax now have a chance to drop coffee)
  • New ammo and firing states for the Plasma Rifle.
  • Sentry Turrets now auto-group into their own group, separate from the regular turrets for ease of use.
  • Added CV Solar Panels and Generator. (Experimental!)
  • Fixed exploit where upgrade kits in the factory weren't showing up as an input.
  • Added new Icons for many of Reforged Galaxy's new items and blocks.
  • Disabled vanilla exploit allowing players to use some devices while they're powered off.
  • Added new Polaris repeatable mission. Available after completing the Polaris Introduction mission (Industrial Concern)
  • Slowed speed of dialogue in the main quest missions with pausing for longer messages.
  • Added new dialogue to Ki'eve in "A Forest of Stars" story mission and decoupled him from a physical object so he should always spawn, albeit it may drop him through the ground. Mission also has an auto-complete for this section.

Update: Nov 11, 2020 @ 3:47am

Hotfix:
Bugfix to prevent blueprints containing a Deconstructor from erroring and lose sections of the ship.
Reverted bonus ingot yield from Furnace, since that was the cause.

Update: Nov 9, 2020 @ 6:09pm

V1.2-61 Changelog:
Small update before Reforged Eden moves up to release.
  • Compact Shield Generators will be available in blueprints, but will require the physical device as a component. Lootable from POIs and patrol vessels.
  • Reduced the rate of fire for Interdictors from 120 RPM to 100 RPM.
  • Fixed the incorrect mass of thin and extended Xenosteel Blocks caused by unnecessary referencing of the AlienBlocks by Eleon.
  • Fixed the Tal'ohn mission spawning the wrong POI. (Damn it, Eleon!)
  • Increased the speed of all freighters and orbital patrol vessels. Be afraid.
  • Furnace can now recycle Steel Plates.
  • Furnace now yields more ingots than the constructors. (+20% for basic ingots, +10% for others)
Note: The increase of AI ships is relative to the faction, ship type and location.
Pirates are the fastest.
Kriel are the slowest.
Polaris and Trader freighters are the fastest.
On average, Polaris patrol vessels are slightly faster than zirax.
Legacy vessels are roughly equal to Polaris ships in speed everywhere except in their home system, where they can move at the speed of Pirates. Be very afraid.

Update: Nov 5, 2020 @ 4:10pm

Hotfix #2
Okay, this should solve the issues with the Talon Missions.
You can blame this on Eleon for not letting my assets override theirs when mine are clearly more important in my own scenario than theirs.
I've completely displaced their POIs from the starters with mine. There's not even a reference to them now.
Additionally, i've added manual complete options for areas where people may get stuck by timing events or destroyed POIs in MP.
I also made it so that the Tal'ohn Chief can respawn if he's killed.
Fixed a bug where the Tal'ohn Repeatable mission "Hunting Party" would have no Predators listed in targets.

Additional Change: Reduced point allocation for Fleet Attacks from 350 to 250 for the Larger Zirax Warfleet. That means you have a higher chance of encountering a fleet if a space POI calls for help. (Note: a Dreadnought is 120 points, so the chance is still extremely low)
Beating a fleet engagement will award you a quantum CPU extender. Screw it up and you lose everything though.