Empyrion - Galactic Survival

Empyrion - Galactic Survival

Reforged Eden 2 Beta
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Update: May 5, 2024 @ 4:13pm

Update for Reforged Eden 2 Alpha: (Build 2)


Current testing needs:
All starting planets and progression through the starting systems.
Orbits and asteroid fields.
Planet and moons.
General combat and building.

Project Eden 2 Alpha:
Misc:
  • Removed reputation from the Defender faction. This change may corrupt existing saves.
  • Removed escape shuttle from Dread. Added starter crashed ships. Added a couple ruins within visual range of the starting base. Added iron ore to low mountains and mountains biome.
  • Updated starting base and mission on Purgatory. Updated supply caches to now use dialogue to give supplies. Mission now gets you to level 12.
  • Updated Project Eden ship and base weapons to match new RG2 values. Many got significant damage increases or rebalancing. (Balance will be an ongoing process over the upcoming beta and over the life of the scenario. All numbers subject to change.)
  • Added Medium Modulated Laser Turrets for CV/BA. Unlocked in tech tree.
  • Adjusted unlock points for hydroponics bays. Overall requires less points to unlock all varieties.

Reforged Galaxy 2 Alpha:
  • Asteroid bases no longer consume CPU for the rock
  • The Starfreight Services option in the GIN Console has finally been unlocked. It can be used to complete factory missions by paying a freighter to supply the parts instead of you.
  • Normal cargo boxes' drop containers only last for 5 minutes when destroyed. They cause massive lag to the entire playfield when you destroy the containers on a patrol vessel.
  • Added new Loot Box entity that's dropped when Alien Loot Containers, Cargo Controllers and Quantum Boxes are destroyed. They are larger, white with lights on them, so they can be seen in space. They last for 15 minutes before despawning.
  • Updated projectiles bundles.
  • Merged SV Jet Thrusters into parent blocks so you need less unlock points and the tech tree looks like less of a disaster.
  • Increased the projectile speeds of Medium Laser turrets by 25% in space.
  • Fixed bug where Antimatter Drive Thrusters would deconstruct infinitely.

  • Overhaul of turret and weapon damage to take account for turret reloading bug.
  • Rebalanced overall CV/BA weapon damage (Increased). This rebalancement extends to POI turrets.
  • Removed blast penetration from rockets and other non-unique weapons to reduce distractions of shields being hit. Also reduces shield penetration somewhat.
  • Increased shield bonus from heavier hull blocks and structural ramps to offset damage increase.
  • Increased shield capacity from Shield Capacitors.
  • Adjusted ammo crafting and costs to match new consumption rates.
  • Minor adjustment to medical item crafting yields.
  • Fixed missing Volume value on the Large Rocket Thruster.
  • Plasma Drive Thruster no longer requires Quantum Processors. Uses Thruster Components instead. Can also be repaired to template.
  • Fixed blast damage of CV Light Rocket Turret when destroyed.
  • SV Multitool defaults to Repair mode instead of Salvage.
  • Removed ironsights from the Zirax Shotgun because it's got wonky sights that requires eleon to fix.
  • Updated Weapons Locker so it now shows the stats of weapon mods on your weapon instead of just their name.
  • Bonuses applied by weapon mods are automatically added to a weapon's tooltip.
  • Fixed bug where you couldn't modify the Plasma Cannon's Ammunition with Phonon Maser.
  • Replaced T1 Assault Model with new reflex sighted T2 assault rifle model.
  • Adjusted handling of the Assault Rifle weapons with less visible kick to the weapon models when fired.
  • Reduced durability loss on SMGs.
  • Increased impact damage multiplier of flak rounds vs Drones from 2.0 to 8.0.
  • Updated helium, nitrogen and xenon bottle icons.
  • Updated Legacy OPVs with more plasma converters.
  • Updated Zirax Frigate with more loot containers and switched some missile turrets for plasma (I think...).
  • Updated Rados Missile Base with improved sentinel spawns, signal logic fixed and replaced the launch controller dialog, and also stuck BIG GLOWING LCDS telling you where to go.
  • Updated some Polaris trade stations with trader trader missions.
  • Changed accuracy settings of shotguns to improve their handling and the efficacy of shotgun weapon mods.

Update: Apr 29, 2024 @ 12:29pm

Update for Reforged Eden 2 Alpha: (Build 1)


Project Eden 2 Alpha:
Current testing needs:
All starting planets and progression through the starting systems.
Orbits and asteroid fields.
Planet and moons.
General combat and building.

Misc:
  • Updated workshop description and added new GitHub link for tracking and reporting scenario bugs. Please use GitHub to report problems with the scenario. See the pinned post in the Discussions on the Reforged Eden 2 Alpha workshop page.
  • Fixed Ningues having the wrong orbit, causing RG2 story mission POIs to be missing from orbit.
  • Added carbon surface rocks to the different Taiga biomes on Sienna.
  • Reduced carbon rich rocks on Graphite Rock Formations from 11 to 7.
  • Lowered quantity of graphite deposits on starting planets but increased their size.
  • Adjusted map colors on Barren planets in starting systems to more easily tell them apart from Snow planets.
  • Added a quantum processor to the rewards of several Project Eden missions.
  • Updated more Project Eden block market pricing and crafting templates.
  • Lowered sound volume and/or falloff for many custom explosion effects. Please let me know if they are too quiet now.
  • Updated POI groups for Progenitor data caches.
  • Added new T2 hacking site to cold systems.
  • Removed Advanced Core from Dyson Sphere mission.
  • Various updates to the Project Eden section of the Empyriopedia.
  • Reverted shield impact visuals back to the old ones. Please let me know if you preferred the new ones or the old ones.
  • Updated station services. Reduced repair pricing for most.

Reforged Galaxy 2 Alpha:
  • Fixed issue where some Landing Gears wouldn't place on HVs.
  • Increased shield penetration of Railguns to 10%.
  • Increased damage multiplier of hand drills vs rocks.
  • Added missing damage multipler on Explosive charges vs xenosteel.
  • Several crafting recipes adjusted to be usable in more constructors.
  • Updated Abandoned Drone Base because of the weirdest bug where a section of floor has no colliders and players could fall through the POI into the void. (I have no idea what the cause is)
  • Increased accuracy of all player gatling turrets.
  • Fixed issue where certain hull blocks would downgrade into the wrong shape.
  • Clone Chambers can now be used on SV.
  • The HV/SV Trauma Station now unlocks after the Clone Chamber instead of the Armor Locker.
  • Updated Zirax ships with accessible cores.
  • Added new Idalia-Class Cutter for the Polaris faction.
  • Increased the transparency of the reflex sight on the T2 SMG, T2 Pistol and T4 Pistol.
  • Reduced the length of the HV/SV Medium Railgun from 7 blocks to 6.
  • Reduced the length of the HV/SV Medium Gatling from 6 blocks to 5.
  • Reduced the length of most HV/SV Heavy Weapons from 10 blocks to 8 blocks.
  • Reduced Blast damage of all CV/BA generators by roughly 30%, since they were doing more than their intended damage when destroyed.
  • Reduced Blast Radius of ammo controllers by 1 meter.
  • Reduced idle energy consumption of CV/BA Turrets and weapons.
  • Reduced active energy consumption of CV/BA Food Processor to match HV/SV Food processor (375w)
  • Added Basic Plasma Turbine (3x1x1). It kinda sucks but people wanted it so badly.
  • Fixed CV/BA Shutter door mass inconsistency.
  • Fixed old values on crew descriptions, plasma turbines and a few other items/blocks.
  • Fixed incorrect value on Capacitor Grip upgrade.
  • Updated Abandoned Bunker with a longer timer on the power overload and a warning message.
  • Updated Com Center/Mainframe with an LCD on the switch in the ventilation. Also switched some troops for sentinels to stop them from wandering and improve spawning times/range.

Update: Apr 23, 2024 @ 7:05pm

Update for Reforged Eden 2 Alpha: (Alpha)


Project Eden 2 Alpha:
Current testing needs:
All starting planets and progression through the starting systems.
Orbits and asteroid fields.
Planet and moons.
General combat and building.

Misc:
  • Finished the initial POI config updates for all planets and moons now.
  • Added Nova Missile Turret for POIs.
  • Updated raider modulated laser turret stats.
  • Some bandits and raiders that lost their shield generators found new ones.
  • Updated models, animations, and damage multipliers for Project Eden player weapons.
  • Added Project Eden loot back to alien loot containers.
  • Updated weapon visual effect for X-Corp LR-47 Thunderbolt.
  • Adjusted Super Shotgun stats. Firing now restores 25 stamina.
  • Further base attack testing changes.
  • Tweaks to drones in space orbits.

Update: Apr 21, 2024 @ 12:56pm

Greatly reduced base attack point values especially at higher playfield levels.
Increased minimum base strength required to trigger a base attack from 20 to 40.
Increased effect base strength has on base attack strength from 0.1 to 0.5.

No idea how these values actually scale, but maybe this will help.

Update: Apr 21, 2024 @ 3:14am

Update for Reforged Eden 2 Alpha: (Alpha)


Project Eden 2 Alpha:
Current testing needs:
All starting planets and progression through the starting systems.
Orbits and asteroid fields.
Planet and moons.
General combat and building.

Misc:
  • Temporary testing of new shield impact effects. Please test how shield impacts look now and give feedback.
  • Added Makeshift Compact Shield Generator for bandit, raider, and colonist patrol vessels and POIs.
  • Lowered speed and patrol radius of Zirax and Pirate patrol vessels in starting systems.
  • Increased count of T2 wreck groups in starting system orbits by 1 to make up for the lack of T3 wreck groups.
  • Lowered quantity of asteroids in starter and poor quality asteroid fields. Lowered drone and patrol vessel count in starter asteroid fields.

Update: Apr 20, 2024 @ 5:59pm

Update for Reforged Eden 2 Alpha: (Alpha)


Project Eden 2 Alpha:
Current testing needs:
All starting planets and progression through the starting systems.
Orbits and asteroid fields.
Planet and moons.
General combat and building.

⚠⚠⚠ A new save game is strongly recommended and may be required for this update due to changes in the configs. ⚠⚠⚠

Misc:
  • Removed several unused custom factions from the scenario. This may break existing save games!
  • Added surface graphite rock formations near starting locations on Ningues, Uai, Oscutune, the rogue starters, and randomly to Masperon. These will appear as a small clumping of dark surface rocks but will not show on the detector and are meant to offset the lack of carbon surface rocks on these planets.
  • Temporary change to lower the price of base attacks in an attempt to reduce the overwhelming base attacks.
  • Removed T2 wrecks from starter orbits and replaced them with more T1 wrecks.
  • Reduced patrol speeds of Zirax patrol vessel in orbits in the starting system and habitable systems.
  • Disabled bandit ambushes in starting system orbits and asteroid fields.
  • Increased temperature range of orbits in the starting system from -200/-100 to -160/-100. Increased temperature range of habitable orbits from -200/-100 to -170/-100.
  • Set Abandoned POIs to a new default hostile faction that won't fight other NPC factions. No more Zirax POIs shooting at that Abandoned Factory nearby.
  • Replaced all Zirax patrol vessels on planets with the new dedicated planet versions which should be easier to take out in a SV.
  • Changed spawn resource range of all 80-100 entries to 150-600 to place less ore deposits right next to Zirax and other faction POIs.
  • More global playfield updates to remove or replace old POI groups. Removed VOID and Fallen POIs until they can be reworked later.
  • Updated POIs and deposits on more planets.
  • Changed colors of barren planets on the map to gray.
  • Added new variation of barren planet.
  • Reduced pursuit range of drones in cold and hot orbits by 50%.
  • Removed drones belonging to the Main faction in orbits. I have a feeling they were still spawning in neutral territory as Zirax faction.
  • Updated Zirax space drones in orbits to use the new RG2 space drones.
  • Removed chance for patrol vessels in poor quality asteroid fields. May need to reduce the number of asteroids in them at a later time.
  • Adjusted chances for Zirax patrol vessels in orbits to reduce the maximum count.
  • Tovera Dreadnoughts now have a 5% chance to be found in hot orbits in Zirax territory. Will be given their own sector later.
  • Added Xenu faction drones that patrol orbits in Zirax faction territory.
  • Reduced damage of colonist missile turrets and raider modulated laser turrets to SV blocks, weapons, and shields by 50% to make bandits and raiders easier to do with a SV. Might change this back later though if it makes them too easy. Reduced rotational speed of raider laser turrets to make them easier to dodge.
  • Changed stars in the Sea of Silence to Legacy specific ones for upcoming Legacy content (much later in RE2 development).
  • Replaced old Project Eden POI shield generators with new ones. Some ships and POIs such as bandits, raiders, and drone swarm won't have shields at the moment. This will be fixed soon.
  • Misc playfield, solar system, and galaxy changes too many to list here.

Reforged Galaxy 2 Alpha:
  • Antimatter Thrusters can now be repaired to template. The trade-off is that they always cost 2x their calculated marketprice to repair via station services.
  • T3 Shield Boosters and Advanced Plasma Turbines can also be repaired to template at 1.25-1.5x marketprice due to them containing unique purchase-only components.
  • Devices containing Quantum Processors are not and will never be repairable to template (Superior and Quantum CPU, Fusion Reactors, T2-T3 Teleporters, T3 Detector).
  • Improved graphite yield from surface rocks, asteroid rock and some other minor sources.
  • Stone dust can be converted into Graphite faster and requires 20% less stone.
  • Updated polaris ocean POIs.
  • Added sulfur drops to geysers.
  • Flamethrowers no longer set enemies on fire.
  • Removed ability to inflict fire or stun on enemies since this had unintended problems with panic-capable NPCs that caused them to run around in circles at high speed.
  • Fixed bugs with applying mods to the Plasma Blaster and Zirax Shotgun where they were missing variable checks resulting in a blank window.
  • Added new crashed ships for starter planets.
  • Cargo extensions can be dragged again.
  • CV/BA Pentaxid Tank can be made in the Large Constructor.
  • Ground troops no longer penetrate shields.
  • Flak Turret's bonus vs HV/SV reduced from +100% to +50%.
  • Added new dedicated versions of the Kiuvera and Sunat for planetary patrol vessels.
  • Various bugfixes (localization changes, item drops from trees/rockets, etc...)

Update: Apr 17, 2024 @ 1:26am

Hotfix to adjust ore spawning on the barren, desert, and snow planets in the starting systems to place more ore deposits outside of faction territory.

Update: Apr 17, 2024 @ 1:02am

Update for Reforged Eden 2 Alpha: (Alpha)


Project Eden 2 Alpha:
Current testing needs:
All starting planets and progression through the starting systems.
Orbits and asteroid fields.
Planet types: Most variations of temperate-like, desert, ocean, swamp, alien, arid, tropical planets. Any temperate-like moons.
Barren and lava moons.
General combat and building.

A new save game is recommended for this update.

Misc:
  • Reverted change that allowed NPCs to be lit on fire and stunned because it broke NPC AI and made them run around in circles.
  • Updated climate ranges on most star classes. In general, some planets and sectors will now spawn closer to the star on average. This should generally improve solar power generation but your milage will vary. A lot.
  • X-Corp LR-47 Thunderbolt right click can now stun enemies that are stunnable. Game said no.
  • Increased spawn rate for Polaris and Zirax mining drones around mining operations on moons.
  • Disabled alien moons, eerie moons, and barren hot moons until they can be properly remade.
  • Adjusted moon probabilities. Less overall chance of nascent moons. Slightly more moon variety.
  • Increased maximum geothermal generators to 8.
  • Slightly increased availability of surface carbon on Roggery.
  • Added more very small carbon deposits to all starting planets that have ore deposits. Added even more carbon deposits to the starting planets that cannot have surface carbon rocks due to using the old decoration system. No, they won't be updated to the new system now or in the forseeable future.
  • Removed the following space sectors until they can be updated or replaced: pentaxid mining facility, pirate battlestation, syndicate casino, xenuan carrier, corrupted encounters.
  • Removed all planets and sectors from the SMBH at the center of the galaxy. It spawns every faction. Will be replaced at some point with something cool.
  • Added new function in the Science Station under Exploration > Galactic Navigation to add bookmarks to the galaxy map to aid in navigation.
  • Fixed misc bugs too many to list here.

Update: Apr 16, 2024 @ 1:30am

Hotfix to add missing EClassConfig.ecf changes from latest RG2 update.

Update: Apr 15, 2024 @ 3:30pm

Update for Reforged Eden 2 Alpha: (Alpha)


Project Eden 2 Alpha:
Current testing needs:
All starting planets and progression through the starting systems.
Orbits and asteroid fields.
Planet types: Most variations of temperate-like, desert, ocean, swamp, alien, arid, tropical planets. Any temperate-like moons.
Barren and lava moons.
General combat and building.

A new save game is recommended for this update.

Starting Planets:
  • Updated junk POIs on starter planets with new RG2 versions. Added more junk sites to Akua, Tallodar, Omicron, Roggery, Ningues a moderate distance from the crash site.
  • Added placeholder starter crashed ship wrecks.
  • Increased density of surface ore rocks by 25% in crash site and grove biomes on Akua and Tallodar.
  • Increased availability of fire moss scrapings on Akua, Tallodar, Omicron, Roggery, Ningues, Uia, and Masperon.
  • Disabled bandit traps on wrecks in starter orbits.
  • Increased random T1 wreckage in starter orbits by 50%.
  • Fixed drone base not spawning on Ningues.

Misc:
  • Set default space defense probabilities to 0.
  • Fixed broken Desert Oasis planets. (only applies to new star systems).
  • Added 2 new types of lava moons, includng one that used to be in an early version of Project Eden.
  • Updated POI configs for barren and lava moons. Please give feedback.
  • Increased CPU output of auxiliary CPU cores to match increased CPU extender values of RG2.
  • Added more deco POIs. A massive thanks to Commander Qtatron, DarkestWarrior, Ente, and Stan for submitting amazing POIs for this!

Reforged Galaxy 2 Alpha:
  • Updated story missions again with starter mission visibility on other starter planets.
  • Updated Heidelberg with new dialog container and constructor log panel.
  • Reduced CV/BA Shield Booster power consumption by 20%.
  • Increased CPU from all CPU Extenders across the board. I was going to wait until the end of development to add this bonus.
  • Rewrote the sentinel troops' config (experimental) that will stop them from shooting through walls and improve pathing behavior when encountering a player.
    A side-effect of this is that the sentinels play their death animation twice like civilians. I don't know why or how.
  • Fixed bug where the HV/SV Laser Turret ammo wasn't craftable.
  • HV/SV Gatling Turrets can be crafted in the HV and SV constructor.
  • Added new junk POIs for the starting planet crashsite.
  • Added new colonist defense POIs.
  • Added sulfur drops to yellow/orange surface rocks.
  • Reduced CPU consumption of Drills and Drill Turrets.
  • Increased gatling turret's unique bonus from +25% vs entities to +50%.
  • Zirax and most wildlife can now be stunned or set on fire by the player. (In theory)
  • Flamethrowers now set enemies on fire. DC17 Can stun with secondary fire.