Empyrion - Galactic Survival

Empyrion - Galactic Survival

Reforged Galaxy 1.11
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Update: Nov 5, 2020 @ 4:29am

Hotfix:
- Fixed some incorrect values on traders allowing players to sell heavy armor for old values (100k+) and some weapons.
- Increased HP of Hangar Doors by 30%.

Update: Nov 4, 2020 @ 5:24pm

V1.2-60 Changelog:
Massive content update. Like... holy crap.
Replaced the vanilla missions and many story POIs with updated version. They're a first pass and will receive more attention later, so there will be bugs in there. More missions to come.
Reworked the entire economy system again for those bad at working with large numbers. It's closer to vanilla scale now, there may be artifacts left behind from the previous system. People playing older games of RG will suddenly become fabulously rich.
Updated a massive number of standard POIs with future attachment points for missions.
  • Reduced shield damage of turret-based Particle Beams.
  • HV/SV Doors, Ramps and Shutter Doors are craftable in the Survival Constructor.
  • Greatly reduced the drop chance of artillery ammo and CV/BA laser charges from Ultra Rare containers.
  • Increased the amount of CPU given by crewmembers to 2500
  • Minor changes to some creatures to help them navigate steep slopes, stairs and blocks.
  • Reduced crafting time of Carbon Composite by 33%.
  • Increased the HP of Rocket Siege Drones slightly.
  • Minor change in troop/drone distribution in base attacks.
  • Reduced the drop chance of Legacy weapons and ammo from quantum containers so you have a higher chance of getting an extender.
  • Fixed a bug where the HV Plasma Thruster was returning an HV jet thruster when retrieved with a multitool.
  • Fixed a targeting issue with player and alien sentry guns.
  • Adjusted Talon Crossbow damage modifiers so they don't instantly destroy trees and deal the correct damage to blocks.
  • Adjusted radius of HV and CV Drill Turrets
  • Modular Wings are placeable on HVs.
  • Increased bulletspread slightly on Minigun and Cannon turrets on BA.
  • Improved zirax troops accuracy at long range slightly.
  • Changed Zirax Ion Cannon model to the old zirax laser cannon model to address a ground-troop exploit.
  • Fix for Assault Mechs pausing at the edge of firing range and not shooting (AKA sitting ducks).
  • Fix for Flamethrower zirax stopping outside their minimum range as well.
  • Replaced the firing effects for the Flamethrower Zirax for a larger jet of flame.
  • Increased amount of health restored by Medical Injector on an ally from 75 to 125.
  • Medical Injector in Treat mode will now fix broken legs. (Looking at you, Xcal)
  • Fixed a bug with zirax rockets not dealing correct blast damage to blocks.
  • Fixed a vanilla bug where picking Pentaxid orange pyramid crystals would change to an incorrectly-shaped harvested crystal, and give half yield.
  • Slight increase in damage against armor blocks by CV Flak Cannons.
  • Reduced the cooldown of the CV shield generator by 5 seconds.
  • Increased maximum shield capacity of CV, BA and POI shield generators slightly.
  • Added Zirax Shield Generator for CV/BA (weak shield that's lootable)
  • Added Heavy Flamethrower for HVs
  • Merged HV/SV and BA/CV lights into one group.
  • New Polaris terrestrial drone (experimental)
  • Increased thrust for Large, Improved and Advanced Large Jet Thrusters.
  • Reduced mass for Improved and Advanced Large Jet Thrusters.
  • Slight thrust increase for CV Drive Thrusters from 220000 to 235000.
  • Increased Torque bonus for all Mk2 Jet Thrusters and HV Jet Thruster.
  • Updated and expanded the Debug Drill stats for Reforged. You shouldn't be using this in survival.
  • Slight increase in shield damage of SV pulse lasers.
  • Increased the manned Rate of Fire of the HV/SV laser turrets.
  • Indoor Plants are now placeable on HV/SV.
  • Removed the speed penalty from the Transportation Booster and substituted it with increased food consumption and slower stamina recovery.
  • Replaced the zirax assault rifle sound effect for a deeper, gruntier sound.
  • Increased maximum ore yield from major ore types by 1. (subject to change)
  • Reduced VeryRareWeapon drop rate from Ultra Rare Containers by 25%.
  • Increased EpicWeapon drop rate from Ultra Rare Containers by 10%.
  • Greatly reduced the mass of Radar Dish (deco) so that HV/SV aren't penalized by their use, since the addition of mass has little to no function on CV/BA.
  • Removed power consumption from Player Spawner since there's no way to remove these from POIs and the power consumption is pointless.
  • Halved the chance of being burned on your dermis by sentry gun lasers. If problems persist, see a doctor or avoid being shot in the face with high-energy lasers.
  • Complete value overhaul for the economy. The values are lower, closer to vanilla levels for people with poor money-management.
  • Recipe adjustments to some ammunitions so that their monetary values/ammo yields are fair.
  • Fixed a ♥♥♥ caused by Shockwave Emitters in the P-menu and Registry (possibly?)
  • Reversed the firing modes of the Cannon Turrets and augmented them for standard use.
    Cannon Turrets now fire explosive rounds as default. These are affected by gravity and explode on contact, they aren't hitscan, they're just really, really fast.
    The secondary mode is the old hitscan given Armor-Piercing damage that will penetrate up to 3 layers of armor if they exceed the HP value of the destroyed block.
  • Added a Portable Hoverbike. This is an alternative to the Motorbike and is spawned as a one-time basic HV from your inventory.
  • Increased the Rate of Fire of BA and CV Plasma Turrets from 7.5 RPM to 10 RPM. Reduced their damage and blast damage accordingly.
  • Reduced the shield damage of rocket and artillery rounds slightly, granting more protection against homing missiles with shields.
  • Some rocket models were changed/adjusted. Visual only, has no impact on performance.
  • Adjust space ranges of various projectile weapons due to complaints.
  • CV Pulse Laser Cannon is no longer hitscan. It launches laser projectiles that are really fast, but are dodgeable like the pulse laser turrets. The rate of fire has been increased.

New Mission Content and playfield changes:
  • Fixed the sunflare colors in all major planets being a blinding blue-white instead of yellow.
  • Added and updated dozens of story POIs with new content in them.
  • Completely rewrote the official quests (WIP) with new, coherent missions that follow the same general lore.
    The player won't be stuck with a 20-page novel in a hostile environment and it won't be gibberish.
  • Added new grouping to some crew NPCs so that missions can be attached to them (this won't affect players).
Notes: Repeatable missions are now bound to a physical target. You cannot perform a talon mission without actually speaking to a Talon NPC.
Missions unlock in order and introduce all the different factions properly.
Proper mission dialogue usually has multiple chat options (Positive, Neutral or Negative) allowing you to choose whether you're a hero or a renegade (like Mass Effect).

POI updates for RG
Updated dozens of POIs and their variants with new troops and new equipment.
Harder POIs are also now sporting additional loot containers based on the increase in difficulty, usually +1 ultra or more.
Orbital Spire has been given shields, shockwave cannons and much better loot.
Advanced POIs have elite troops in them and better loot now, but you should clench your buttcheeks because Elite troops are fast, smart, deadly and they can use jetpacks too.

Known Bugs:
> The new SV lights are blindingly bright because the light flare scales up when the model is scaled down. Good externally for headlights, flashing lights and laser pointers, bad for general illumination.
> Some missions will skip dialogue boxes randomly (e.g Human Debris containers)
> Heavy Flamethrower Units' fire plume is not visibly affected by ship mobility. If moving forwards and firing, the fire plume will drag out behind the HV but still damage objects ahead as normal.

Update: Oct 8, 2020 @ 5:11am

V1.2-59 Changelog:
  • Fixed a bug with player-used Disruptor cannons not firing when supplied with ammo.
  • Minor improvements to the Disruptor cannon, including sound effects.
  • Reduced projectile speed of Disruptor beams in atmosphere as their speed was causing them to phase through enemies at close range.
  • Increased capacity of Pentaxid Tanks.
  • Added a (vanilla) missing localization entry for regrowing mushrooms.
  • Added an optional autominer charge for interfacing with OAM and other digital autominer devices in MP with a dedicated ammo type.
    Note: The recipe for the new Mining Charge is disabled and must be enabled by server owners at the bottom of the Templates.ecf file.
  • Corrected default CPU value on ladder blocks. Now consumes 0 CPU.
  • Small reduction of mass and volume of CV and BA plasma cells.
  • Added HV and SV Basic CPU Extenders to their respective constructor.
  • Replaced the Zirax Commander's Player Laser Rifle with a Polaris Laser Rifle until the wall hack bug is fixed.
  • Changed Talon Ballista to be destructible with handweapons and to correctly retrieve tribal blocks instead of cannon turrets.
  • Reduced the drop chance of Disruptor Cannons and Ammo from Special Legacy loot containers so you have a higher chance of getting a quantum CPU.
  • Updated with new 1.2 content.

Update: Oct 2, 2020 @ 10:09pm

V1.1-58 Changelog:
  • Reduced HP of Base Attack Rocket Drones further to accomodate their new behavior
  • Made Base defensive turrets (player) more accurate
  • Increased accuracy of zirax Heavy and Light Bombers.
  • Added Coffee to the game, since Xcaliber was so unhappy at having no coffee (not that there was any to begin with)
  • Added armor-penetrating damage to Particle Beam weapons.
    When these weapons damage a target, any excess damage is applied to the objects behind them.
  • Reduced the size of the HV Large Turbothruster and changed the model and name.
  • Added a Torque bonus to the HV Turbothrusters since HVs cannot use Boosters.
  • Increased Advanced CPU Extender count to 5 for all vessel types to avoid confusion.
  • Kriel Hexapods/Coordinators should produce their idle sound effects less often.
  • Replaced the Shutter Door sounds for all HV/SV Shutter doors and all CV/BA shutter doors 3-blocks tall or smaller with a less-annoying sound.
  • Reduced the mass of HV/SV armor blocks slightly. But if you make a tank, it will move like a tank, NOT a racecar.
  • Minor adjustments to the currently unused Elite Zirax Troops.
  • Increased step height on Infiltrators and Renegades so they can make it up steep hills.
  • Added Deconstructor recipes to the Zirax guns so they can be recycled for parts.

Update: Sep 28, 2020 @ 5:39am

V1.1-57 Changelog:
Big update with some new content that you kids will enjoy.
  • Fixed a bug with space drone drops dropping alien plasma blasters instead of plasma blaster ammo.
  • Increased entity damage of CV/BA Missiles and Flak against drones.
  • Modulated ground troop damage vs shields so they don't kill CV shields at close range so fast.
  • Reduced weapon's range of Rocket and Sniper Zirax to detection limits.
  • Returned shield damage values of Interceptors and other laser-using space drones to their previous, lower values.
  • Reduced block volume of Large Container Extenders by half (How big they are in your inventory, not how much they hold).
  • Increased Flak Turret damage against space drones and their projectile speeds in space.
  • Reduced most Space Drone's HP by 5000. At least until their reactivity to being alerted is fixed/turned down.
  • Reduced HP of Overseers, Coordinators, Infiltrators, Renegades and Abominations slightly.
  • Removed Flares from the tech tree. They're worth less than an SV light, which you don't need to unlock.
  • Increased Warp Distance of the CV Warp Drive to 30 LY.
  • Increased the Warp Distance of the Advanced Warp Drive to 60 LY.
  • Fixed Autominer yield of pentaxid and other ores following the increase of yield from mining.
  • Fixed the ambient radiation emission of Pentaxid Ore from 0.2 to 20
  • Changed the names of the newer weapons with more identifiable and consistent names. (Submachine Gun, Advanced Submachine Gun, Advanced Minigun, Tactical Stealth Rifle, etc...)
  • Added new Zirax T4 ships (Kamirat-Class Battlecarrier) in both Epsilon and Xenu colors.
  • Reduced long-ranged zirax's approach distances and detection to ensure they move to within render range of the player.
  • Reduced movement speed of Zirax Snipers.
  • Reworked visual and sound effects of zirax weapons to remove the mute sound between shots (i'm sure I already fixed this...)
  • Added new options to the Config.ecf for Hardcore FPS Combat.
  • Added new options to the Config.ecf for Lighter SV Handling (Boooo...)
  • Minor adjustment to visual firing effects of Minigun weapons (Handheld and Fixed).
  • Changed Anti-Tank Rifle's sound effects for something... louder.
  • Changed the Plasma Rifle so it's less like the Laser Rifle. Uses a new plasma muzzleflash with a slower rate of fire, but double damage. So it's the same DPM, but higher single shot.
  • Added HP values to the Armor Locker and Medical Devices which were still operating off the vanilla material HP values (50 hp).
  • Zirax Warship Turrets can now be retrieved whole. This does not apply to ones on bases, only on dedicated warships (Sunat, Periat, Imerat, Kamirat and Tovera-class ships).
  • Zirax Turret Ammunition can be bought via station services. Zirax turrets are CV turrets that work in atmo.
  • Reduced charge capacity of laser cells on ships to 50. Reduced reload time to compensate.
  • Replaced the 110mm rockets used in the CV Heavy Rocket Launcher with it's own dedicated ammunition.
  • The Heavy Rocket Launcher for CVs can now fire faster (it was already an automatic weapon) and be used in atmosphere with RMB with reduced performance.
  • Increased shield recharge speed of all shield generators.
  • Reduced shield damage of Zirax EMP Turrets and Laser Turrets.
  • Reduced Radius of Filler Mode of Drill due to complaints that it's too big.
  • Reduced CPU Consumption of CV Heavy Rocket Launcher to 25,000 CPU from 30,000.
  • Added T2 SV Shield Generator.
  • Added T2 HV/SV Generator.
  • Increased impact damage of SV bombs.
  • Boosted detection of Combat Detection (Detector RMB)
  • Increased the amount of Torque provided by Improved Large Jet Thruster MK2s.
  • Reduced mass of SV windows and armored windows slightly.
  • Reduced the speed of zirax homing missiles by 10m/s in space.
  • Added new Zirax and Polaris Fleet Engagements when attacking a high-value space POI. You can obtain quantum extenders by disabling the entire fleet.
  • Fixed a bug with the handheld mechanical drill being in the old drill mode instead of the new one.
  • Added Bomb Launcher to the Bomber Drone's loot list instead of the Rocket Launcher it has by default.
  • Overhauled Base Attack Rocket Drone behaviour, reduced their new hp and marveled at my handiwork. It's awesome... (Please Test)
  • Added a new light bomber drone to base attacks.
  • Added sound effects to human and alien troopers.
  • Increased mining radius and speed of ship-mounted drills.
  • Increased projectile speed of handheld homing rockets.
  • Increased yield of Nitrocellulous from plant fibers from 20 to 32.
  • Halved interceptor damage vs SV armor.
  • A variety of minor buffs to tools and weapons (pulse rifle, shotgun, tool turret, bombs, etc...)
  • Fixed a combat exploit if the player enables CV weapons on planets.

Update: Sep 18, 2020 @ 4:41am

V1.1-56 (v1.56) Changelog:

I'll be changing the numbering system for all future updates to match the empyrion version since it's not using an alpha designation which gets weird when I call the version: v1.1 Reforged Galaxy v1.56, so now it'll be called "Reforged Galaxy 1.1-56"
  • Changed Stealth Rifle Scope from the green targeting scope to the LR Sniper Scope.
  • Changed recipe for SV Pulse Laser Turrets to match fixed Pulse Laser Weapon in material costs.
  • Fixed a vanilla bug where Xenosteel shapes have more hp than the parent block due to unnecessary referencing.
  • Fixed Explosive Charge damage vs thrusters and turrets.
  • Doubled shield damage of Explosive Charge.
  • Added recipe for Phoenix Fern Fronds in the Food Processor.
  • Reduced the durability of Resource Meteorites by 70% to make them easier to drill.
  • Fixed Bug with Flamethrowers completely annihilating shields.
  • Removed noise strength from Stealth Rifle entirely since it doesn't seem to work in MP. Should work now.
  • Fixed damage modifier oversight on Submachine Guns vs trees.
  • Added SV Detector recipe to HV Constructor.
  • Added HV Detector recipe to SV Constructor.
  • Increased the damage of Defense Mode of the survival tool slightly and applied a 2x headshot damage modifier.
  • Color-coded CV, BA, SV and HV ammunition to their vessel type to avoid ammo confusion.
  • Changed Basic Shield Generator's name to Standard Shield Generator.
  • Increased amount of hunger restored by Scrambled Eggs.
  • Increased the Rate of Fire of handheld Rocket Launchers, including the Grenade Launcher.
  • Increased the salvage damage of the Survival Tool slightly.
  • Increased the salvage damage of both Multitools (does not apply to block retrieval mode)
  • Added info display to Energy Bars to show the stamina that they do give. Not sure why it was hidden.
  • Reduced Heatstroke cut-off temperature by 1 degree.
  • Reduced Volume and Mass of commodity items further.
  • Reworked the mining mechanics with CV laser drills, Drill Turrets and Hand Drills to be smoother. This was initially intended for all drilling types, but had unwanted side-effects against terrain vs asteroids.
  • Increased mining radius of the Large Mechanical HV drill.
  • Added Sloped Version of the T2 M-Thruster. But due to a lack of IDs, which I want to avoid wasting. Obtaining the sloped version in survival requires you to use the Multitool on the Change/Rotate Mode to get the sloped version. It's a workaround, but saves time and IDs.
  • Reduced Reload Time of the CV's Heavy Rocket Launcher by 9 seconds.
  • Buffed damages on both Flamethrower weapons.
  • Fixed bugged range of Flamethrowers (Note: This is also a vanilla bug.)
  • Slightly reduced movement speed of Abominations to original values.
  • Reduced volume of Antenna to 1/3 since it's a waste of space for a deco block.
  • Added new HP values to hydroponics plots since the vanilla values are non-existant. (500 steel, 750 concrete, 100 wood)
  • Reduced delay between grenades launched from the Custom Assault Rifle's under-barrel grenade launcher by 3 seconds.
  • Boosted Scrap to Neodymium ratio
  • Increased the amount of Zascosium and Erestrum Ingots obtained from Very Rare+ Containers to useful amounts.
  • Increased the maximum limit of money obtained from loot containers.
  • Updated Tovera-Class Dreadnought with more quantum CPU extenders to loot and added it to regular spawn class.
  • First set of new traders and updated trade stations.
  • Added the updated Kullervo. You'll need to manually complete the quest at some stages, but otherwise you'll be getting the new dungeon that should've been added to the game in A12. Yes, A12.

Update: Sep 6, 2020 @ 7:51am

A1.1 - V1.55 Changelog:
Content Update
  • Reduced clip size of zirax guns from 250 to 35 since they don't use miniguns. They never used miniguns.
  • Reduced power consumption of Idle SV and HV shield generators to 100 and 150kW.
  • Replaced Flamethrower Icon with new Official Flamethrower icon (I wish the devs wouldn't keep stealing my configs and just goddamn hire me)
  • Replaced the Pulse Laser's (HV/SV) weapon type with a new version that's not hitscan to improve performance and identifiability. Impact locations by the lasers are now a visible blue flash.
  • Removed the SV Pulse Laser Turret's weapon designation and created a new designation specifically for it so that it deals full damage.
  • Fixed a bug that caused the Plasma Rifle to display explosive and projectile damages inherited from it's launcher-type ammunition (which it doesn't use as a launcher).
  • Switched out the reloading sound effects for several handheld weapon from Rifle Reloads to the new Canister Reload sound effect.
  • Changed Handheld Rocket Launcher firing sound effects.
  • Reduced atmospheric projectile speed of Ion Cannon plasma balls. Should make them slightly easier to dodge.
  • Reduced rotation speed of all turrets. This should make it easier for agility-based engagements against POIs and Patrol Vessels by fast SVs.
  • Increased recharge delay of Drone Base shields to 50 seconds.
  • Reduced the mass of HV and SV RCS.
  • Fixed a volume inconsistency with SV RCS block (should be 31.25L, not 100L).
  • Increased amount of volume added by Transportation Boost by 100.
  • Color Coded the names of each tier of equipment (so boring...)
  • Reduced Narcotics Cargo volume by half.
  • Reduced Volume and Mass of Technical Artifacts and added an item description.
  • Slight improvement of the Pulse Laser Turrets' effectiveness vs shields.
  • Increase in EMP damage dealt by EMP turrets.
  • Increased the mining speed of the Epic Drill.
  • Reduced Unlock Level of the T2 shotgun from 15 to 10 to match other T2s.
  • Moved Laser Rifle to the Sniper branch of the tech tree.
  • Added Stealth Rifle to Pulse Rifle branch of the tech tree.
  • Zirax Combat Shotgun is now automatic.
  • Fixed a regression where the Zirax Combat Rifle was using minigun rounds instead of rifle rounds.
  • Reduced durability loss chance on the Zirax Combat Rifle (if you find one) from 75% to 60%.
  • Enabled HV Drill Turrets in space at reduced range.
  • Reduced Rate of Fire of Interceptors, but increased their damage by the difference.
  • Replaced unused alien sentry gun with a dedicated Legacy sentry gun.
  • Fixed a bug where the Showers didn't fix HeatStroke.
  • Added the downgrade condition to the Advanced Warp Drive so it can be successfully downgraded to a Warp Drive with a multitool.
  • Increased contents and purchasables of traders by 10x.
  • Increased monetary value of technical artifacts and other progenitor sellables by 10x for Reforged Eden.

    NEW CONTENT

  • Refined and implemented the Bomb Launcher for SVs. This will allow high-speed SVs the ability to drop bombs on POIs from low altitude. The reason I avoided implementing this in the past was because it looked stupid. Hopefully the devs will get the hint and start developing a better model and implement it in-game.
  • Added Submachine Gun and Advanced Submachine Gun. (mid-way between a pistol and a pulse rifle)
  • Added a T2 Flamethrower (Advanced Flamethrower)
  • Added a T2 Minigun (Stabilized Minigun. Same damage, less recoil and bullet spread)
  • Added a T3 Assault Rifle (Customized Assault Rifle: No scope, but can launch grenades as well as fire normal rounds)
  • Added a Grenade Launcher (Medium-ranged anti-personnel weapon)
  • Added Shockwave Emitter for enemy POI construction.
  • Updated scenario prefabs to include Legacy ships equipped with Shockwave Emitters.

Update: Aug 30, 2020 @ 6:56am

A1.1 - V1.543 Changelog:
Balancing Update
  • Increased HP of Oxygen Station
  • Greatly increased the repair rate of all Repair Bays so they don't take 12+ hours to repair a ship.
  • Rebalanced hitpoints of CV/BA Hardened Steel and Combat Steel Blocks slightly.
  • Increased the speed and amount of HP repaired by the handheld Multitools so you don't spend an hour repairing combat steel blocks after taking a rocket to the face.
  • Reduced CPU consumption of the CV Heavy Rocket Launcher.
  • Fixed a vanilla bug where hand rails and walkways gave the wrong blocks when retrieved.
  • Small Optronic Bridges are now craftable in Large Constructors.
  • Optronics Components now take less time to craft (Except large Optronic Matrix).
  • Optronic components have a higher drop rate and count in alien loot containers.
  • The number of Advanced CPU Extenders available to CVs and BAs increased from 4 to 5. (Subject to change)
  • Amount of CPU given by BA CPU Extenders is increased by 5000, 7500 and 10000.
  • Quantum CPU Extender (large and small) drop chance from Legacy Ships increased.
  • Increased Power Production of CV/BA generators slightly.
  • Added weapon item localization name for the Heavy Rocket Launcher so that it gives the full name when asking for ammunition and when mousing over the ship's toolbar.
  • Reduced CPU consumption of all CV Turrets slightly. (Does not include tool turrets)
  • Increased the amount of thrust produced by all CV Thrusters slightly.
  • Reverted Eleon's drilling mode for SV laser drills to the old version (slightly improved).
  • Added a missing icon from the SV laser drill on toolbar
  • Particle effect improvements to laser drills.
  • Troop Transports now drop Zirax Combat Rifles and Shotguns (10% chance each).
  • Increased shield capacity of CV, BA and POI shields slightly.
  • All shield generators are now susceptible to EMP shockwave damage.
  • Increased the chance of most enemies to inflict weapon-based status effects.
  • Changed the sound effects for the ship-mounted T2 drills and drill turrets to something less... sissy and more gruntier.
  • Reduced crafting time of many blocks by 25% to shorten repair and build time.
  • Reduced count of Laser Rifle Charges in Common and Rare loot containers.
  • Added basic weapon drops to closet and wardrobe at 100% as a backup so that you shouldn't get nothing from closets.
  • Increased projectile speed of planetary drone plasma projectiles.
  • Added correctly colored muzzleflash to plasma drones (green).
  • Changed explosion particles for several electrical consoles to blue electrical explosions.
  • Slight increase to the Flamethrower's rate of fire.
  • Rearranged the loot system in order of drop rate. This should in theory stop or reduce the number of containers that are empty. No guarantees though.
  • Removed Xenomaterial from Very Rare loot containers and replaced it with a large variable amount of money.
  • Uniformally boosted all low-drop containers so they don't come up empty without breaking their loot chances.
  • Ammo Controllers in POIs now contain ammunition instead of sharing loot with the regular cargo controller.
  • Harvest Controllers in POIs now contain harvest loot instead of sharing loot with the regular cargo controller.
  • Zirax Turrets should finally be fully operational by players. (not including alien sentry turrets because they don't seem to support a player controller)
    That means you can manually operate any non-sentry zirax turret and it will turn (didn't work before).
  • Fixed a bug where heatstroke wouldn't dissipate when players reached normal body temperature.

Update: Aug 24, 2020 @ 7:02am

A1.1 - V1.53 Changelog:
  • Increased Shield Capacity of SV Shield Generator by 50%
  • Increased Shield Capacity of HV Shield Generator by 50%
  • Reduced Homing Missile tracking speeds so they have a wider turn instead of a sharp turn. This will make them easier to evade at closer range, but they will still be persistant.
  • Increased Shield Damage of HV/SV plasma cannon and plasma turret.
  • Fixed a bug where salvaging Ventilator Blocks returned nothing.
  • Increased travel speed of Drone rockets from 60m/s to 80m/s (For comparison, SV rockets are 100m/s)
  • Increased the chance and amount of loot obtained from Zirax troops, Mechanoids, Drones and Troop Transports.
  • Fixed an exploit with selling Multi and Drill Charges to traders.
  • Added new UA446 Stealth Rifle to game and to alien loot containers and troop transports. It deals high headshot damage, it's silent to enemies and has a built-in torch and nightvision scope. Cannot be repaired.
  • Added Tovera-Class Dreadnought to Zirax Fleet.
  • Tovera-Class Dreadnought will now appear singularly during a Space Base Defense. You don't want to fight one, letalone two of them.
  • Increased Range of HV/SV Mechanical Drill and Large Mechanical Drill which should prevent mined terrain from being left behind.
  • Reduced Range of SV Laser Drill from 30m to 20m to improve close mining.
  • Increased shield damage of Interceptors by 2.5%
  • Increased shield damage of Alien Sentry Guns by 5%
  • Doubled the amount of Pentaxid obtained from Pentaxid Asteroids and Voxel Deposits.
  • Increased the drop chance of Zascosium, Erestrum and Neodymium from deposits and asteroids by 10%. (Note: Vanilla rate is 20% chance. RG is now 50%)
  • Reduced damage of Zirax Laser Turrets to match those of the player's laser turrets. (1065 > 785)
  • Increased RoF of laser zirax and increased the trooper's firing delay so they shoot for longer before moving since they were inferior to the zirax soldiers.
  • Zirax Combat Rifles, Zirax Shotguns and SpecOps Rifle are now sellable to Totally Overpowered traders.
  • Combat Mechanoid now fire faster and have a higher chance to inflict Dermal Burn.
  • Increased Sniper Zirax damage.
  • Reduced the crafting time of Optronic components and blocks by 50%.
  • Improved Radiation status effects. Previous states of radiation poisoning are not "cured" by evolving (e.g. Radiation Burn evolving to Radiation Poisoning doesn't magically remove your radiation burn.)
  • Radiation status effects are now linear instead of weird. Radiation Burn > Radiation Poisoning > Radiation Sickness.
  • Heatstroke is cured by getting your body temperature down or using a shower.
  • Hypothermia persists until the player's body temperature normalizes.
  • Changed description of Flamethrower and Alien Plasma Blaster to the official Eleon one, since they used Reforged's ones anyway. But includes localization for other languages.

Update: Aug 17, 2020 @ 8:23am

A1.1 - V1.52 Changelog:
  • Increased HP of CV Warp Drive to 1250
  • Increased HP of CV Advanced Warp Drive to 2000
  • Added new aspects to the space base defense for Zirax (New cutter-class CVs and fleet engagement)
  • Added new, larger firing effects to plasma weapons.
  • Switched large laser turrets and fixed laser weapons to use a light blue flash like plasma instead of the harsh blue light it currently uses.
  • Adjusted Interdictor Damage values to reflect its function as a plasma weapon (no impact damage, uniform blast damage vs armors).
  • Reduced Interdictor's penetrative damage through armor by half.
  • Reduced Interdictor's damage vs shields by 25%.
  • Added new Heavy Rocket Launcher for CVs (rapidly launches a salvo of small rockets)
  • Improved German localization differences
  • Changed various english notifications (e.g. Base attack messages have more flair)
  • Re-statted Spinosaurus for future use.
  • Various tweaks to generic container loot.
  • Increased droprate of Epic weapons from Ultra Rare loot containers by 10%.
  • Reclassified Antennae as an exterior device making it susceptible to blast damage so it can no longer be used as
  • cheat-armor against explosion mechanics.
  • Reclassified exterior deco blocks as exterior devices so they cannot be used to bypass the new explosion damage mechanics.
  • Increased the hitpoints of all exterior deco blocks so that larger objects have more hp so that while they're susceptible like armor blocks to blast damage, they don't break with one hit (unless it's a big hit).
  • Wing Blocks now provide some atmospheric torque based on their size, but consume 1W of power like their modular counterparts.
  • Modular Wing Blocks provide atmospheric torque, allowing the winged ships the ability to turn easier. Larger wing blocks provide more torque.
  • Significantly reduced the CPU Consumption of larger Jet Thrusters for SVs
  • Increased power consumption of larger jet thrusters to compensate for reduction in CPU cost.
  • Reduced CPU Consumption of XL CV Thrusters by 10%.
  • Redesignated Aluminium Coil as Aluminium Foil to match the icon.
  • Redesignated Platinum Ounce as Platinum Plating, which is now used instead of platinum ingots to upgrade a Warp Drive to T2.
  • Platinum Plating now uses the same ingot>plate formula as other materials.
  • Added a description to Advanced Electronics to displace the stock one it currently uses (english only).
  • Reduced the shockwave damage of Disruptor Cannons by 50%.
  • Reduced damage modifier of Gatling Guns vs shields for a solid 1 instead of 1.4.
  • Increased maximum warp range of the Advanced Warp Drive to 50 LY.