Empyrion - Galactic Survival

Empyrion - Galactic Survival

Ad Astra Reforged Eden
 This topic has been pinned, so it's probably important
Three Strikes  [developer] Jan 13, 2023 @ 10:13am
Potential changes
Some changes I'm considering (but feel free to leave feedback):

Changes being considered:

(note: these are in 'potentially chronological release order')

- Add Deuterium to trader buy, so rich ice can also help with income generation - Working on it, will likely be added to the next AdA release.

- Fix Xenosteel. The description is incongruous with its current mass and overall properties. It either needs to be CRAZY durable but stupidly heavy, or the inverse - Somewhat done. Need to work on thermal resistance.

- Rework M32 dwarf galaxy. Basically, it's kinda wrong. M32 (IRL) has ceased star production, so it doesn't look like it does in-game. Additionally, it has a SMBh at the middle. This should give more chances for people to find harder POIs and the like. - Looking into this, but will try to work into the next major AdA release.

- Rework bandages by adding three 'tiers' of basic healing: Gauze (fiber only), bandages (fiber + plant protein), medicated bandages (fiber + plant protein + herbal leaves). This makes more complex bandages doable, while not taking away from the harder difficulties/starts. - Will try to work on this for next major AdA release.

- Adding a custom POI space station, with mission/PDA entries - this'll be a while as I gotta figure out how the hell all THAT works - Will try to work on this for next major AdA release.

- As a continuation of the above, a custom space start, with mission/PDA entries. If it works well, we'll add a few more of varying difficulty - Back burner for now.

- Finalize AdA campaign framework. - Yep. Doing a whole-ass campaign, with custom assets and stuff. This'll likely be part of the *last* major AdA release, as the things needed to do this right are...a lot.

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Changes already made:

- Changing the regular bandage recipe to use plant fibers instead of plant protein, because *what the hell is that logic?!* - Done!

- Reduce the amount of wood logs received from all trees (seems excessive rn). - Keeping it as is, since I've heard no complaints.

- Modify the faction warfare stuff so that it's not JUST Zirax that shoot on sight against other factions (yay, eternal war). - Needs discussion as I've seen several CVs fight each other, so maybe it should be ok without changing?

- Add a couple of 'basic' recipes (e.g., sandwich, bread, etc.) to the mobile constructor. - Added!

- Fix certain blocks that have invisible blocks around them (thanks, Eleon lol), as well as the rich ice/resource hitboxes - Done!

- Raise Quantum CPU offset to 1 mil for CV, 50k for SV ('cause the SV ones are WAY more abundant) - Done!

- Add more complexity to certain recipes, like Rapid Torpedoes. They're great, but the torps are REALLY cheap to make, so it's easy to rely on them for cheap kills - Done!

- Increase RTG RNG from 1% to like...1-3% - Done!

- Greatly increase the Heavy Laser Turret recipe complexity, in order to retain its current shield-melting abilities, while not making it overly easy to acquire/upgrade - Done!

- Rework hydroponics bays. No reason they're essentially less effective than having 9 regular hydroponics. Working with Salk on balancing -Done!

- Port the SV Gravity Generator from Dark Faction - lol, Eleon and the RE guys beat me to it - Done!
Last edited by Three Strikes; Apr 1, 2024 @ 4:10pm
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Showing 1-15 of 17 comments
Topazfinder Jan 14, 2023 @ 12:56pm 
I think high HP trees give more logs than low HP trees. That's my opinion.
Three Strikes  [developer] Jan 14, 2023 @ 1:09pm 
Yep. I just wonder if the current amounts that drop are too high still. Then again, I did change the bandages to 20 fiber...I dunno. Still thinking about lowering the drop values for all trees a smidge.
Ionarra Sep 1, 2023 @ 2:17pm 
Originally posted by Three Strikes:
Some changes I'm considering (but feel free to leave feedback):

- Changing the regular bandage recipe to use plant fibers instead of plant protein, because *what the hell is that logic?!* - Added!

- Reduce the amount of wood logs received from all trees (seems excessive rn). - Keeping it as is, since I've heard no complaints.

- Modify the faction warfare stuff so that it's not JUST Zirax that shoot on sight against other factions (yay, eternal war). - Needs discussion as I've seen several CVs fight each other, so maybe it should be ok without changing?

- Adding a custom POI space station, with mission/PDA entries - this'll be a while as I gotta figure out how the hell all THAT works - Back burner for now.

- Add a couple of 'basic' recipes (e.g., sandwich, bread, etc.) to the mobile constructor. - Added!

- Fix certain blocks that have invisible blocks around them (thanks, Eleon lol), as well as the rich ice/resource hitboxes - Done!

- Raise Quantum CPU offset to 1 mil for CV, 50k for SV ('cause the SV ones are WAY more abundant) - Done!

- Add more complexity to certain recipes, like Rapid Torpedoes. They're great, but the torps are REALLY cheap to make, so it's easy to rely on them for cheap kills - Open to discussion.

- Increase RTG RNG from 1% to like...1-3% - Open to discussion.

The new bandages are perfect as they are now. Ty
Wood log numbers are good at the current levels. Although it seems a lot at first, we can still run out faster than we'd care to lol. But please don't increase the levels, right now it requires us to return to planets to get more even with farming fibers.
I'd rather it stay on Zirax only fighting - just me.
Adding more POI stations/missions would be nice - no rush.
The added recipes on the mobile constructor are fantastic. Ty
The fixed blocks are working well.
Making torpedoes a bit more complex isn't a bad idea. Aiming mid to high tier perhaps?
Please increase the RTG RNG - 1% is not enough.

Thanks for such a great scenario. We appreciate it a lot.
Three Strikes  [developer] Sep 7, 2023 @ 7:52am 
Thanks for the feedback - I really appreciate it! And thank you very much for the kind words :)

Also, yes, RTG RNG will be upped likely next week!
Three Strikes  [developer] Jan 17, 2024 @ 4:16pm 
Upcoming large changes (AdA 3.6.0):

Large Optronic Matrices or Bridges will no longer be bought from players
Small ones will still be bought. Rationale: Since mining is easy and minerals abundant (setting-dependent, sure, but you know what I mean), it is *entirely* too easy to print 100 large matrices and get ~3-4 million credits. That breaks the game economy.

Food vendors will no longer sell complex food
Cooked vegetables and cereals is all that will be purchasable at any food vendor, in terms of meals. And even then, any meal more complex than cooked veggies will have their price *tripled*. Rationale: I know, I know. Hold on. Lemme explain. We can fix the economy in the simplest way by sticking with the above. However, this still makes hydroponics and farming unnecessary. You can still buy a near-literal ton of meals and never have to grow anything, or cook. So, we're going to make changes to hydroponic bays to give out more, and emphasize cooking/preparing stuff.

Improved hydroponics
Hydroponic bays (the nice shiny hydrobay, not the literal block you put on the ground) will be changed to output more food, a bit more frequently. We're shooting for a 20% time decrease in growth, and a 30-40% yield increase.

Increased alternative rewards
Rationale: Pretty obvious, when you consider the changes. We want to reduce the grind, but also give options. So, if you want to make a bunch of cash, combat will be a very real and feasible way as bounties will bring in more! Wanna get into ice mining? That'll be feasible now as a way to earn good cash.

Increased Heavy Laser Turret recipe complexity
We're gonna be throwing the kitchen sink at this one - talking needing drone parts, exotic stuff, the whole nine. Rationale: These melt shields REALLY hard. Which is *awesome*, I don't wanna get rid of that. We need a good shieldmelter as an option. However, they're too easy to make, so you can just slap a bunch of a ship. Alternative: We add a max count (not too fond of this one), or increase the weight SIGNIFICANTLY (like 300%).

Revamped SV mechanics
Why even have a SV when a powerful enough CV can drop in a 5-7g planet and leave just fine? Well, we can't fully change that (without kinda killing the fun bits). However, we can make SVs a bit more badass. Reload times will be lowered, damage output will be higher, and mobility (in terms of thrust, rate of turn, etc.) will also be redone to make SVs feel zippy. We can't increase the max speed (game limitation), but we can make SVs more fun/practical to use. Think Ace Combat, but heavier.
Last edited by Three Strikes; Feb 23, 2024 @ 6:01pm
shadowwolfs Jan 18, 2024 @ 9:31am 
That all sounds good and more fun to play . I have a few things that can help .
Change Bandages from fiber to 2 or 4 herbal leaves. More reason to plant gardens and makes more since.
Food Vendors can sell just 1 single Can Good at a time and that is all the food they sell. Again more reason for the gardens.
Can do something like that with Med's from Vendors also.
LS 45 Laser Rifle has damage 164 and the Energy Pulse Rifle has a damage 165 this should be higher I think .
The Rare' Very Rare' and Epic loot drop and loot could use a lot of work. Add stuff we can really use or need and get rid of the crap.
Maybe add the Advanced Core and all the Fusion Reactor parts needed to make one .
You could add the Heavy Laser Turret and other stuff .
Just needs better loot and more loot is all. The more loot we can get the more fun it is to do POI'S.
I like the idea of more space POI'S . Maybe have a few of them we can use as starer bases in safe places . No need for spawn's or anything thing like that in them.
You Can Lower the levels and unlock points needed for Hydroponics Units .
Can you make Volume Capacity of Suits and Transportation Boost higher.

CV manual fire plasma cannons
SV has them never could understand why CV'S don't have them.
Three Strikes  [developer] Jan 18, 2024 @ 10:28am 
Hey shadowwolfs. Thanks for the feedback! I'll address each point individually.

- My main issue with changing bandages is that is makes survival in certain words unbelievably difficult (Purgatory, Dread, Rogues). Not saying *no*, but we'd have to think about it.
- This is a pretty good idea. I like it. I'll prolly implement something like it!
- I actually was considering this too. At the very least up the price and lower amounts sold.
- Ooh. Good catch. I'll rework those for the next AdA release.
- This one's...I dunno. We pull loot tables from RE. If we're gonna rework them completely, it'll likely take us some time. Any screwups and it has major repercussions down the line, gameplay-wise.
- Ahh. This is a good one. You're absolutely right, this should be included because IIRC it's not even in the loot tables and it's crazy useful. It'll be STUPIDLY expensive, though.
- Hmm. We can consider a space start. Not sure how it'll work, but we can look into it. If we can work a good proof of concept, we may work a few more difficult space starts as well.
- This one's likely a no. Hydroponics blocks are unlocked from the start, so you're able to grow even from then. Just need to scale for number of players. That said, we can definitely lower the points some.
- This is doable. Won't be a LOT more, but we can increase a bit. They're powered armors after all.
- Dunno about this one. We've never done custom weapons, so we'll have to look into it. That said, there's something *very* similar to plasma cannons in RE/AdA - the Heavy Blasters.

Hope that answers your questions!
shadowwolfs Jan 19, 2024 @ 9:40am 
Thanks for taking the time to answer back .Hope the feedback was helpful.
Any idea when this update will be out . Cant wait to play it .
Three Strikes  [developer] Jan 19, 2024 @ 10:49am 
Of course - it was very helpful! Thank you!

We're thinking possible late-Feb (I have some travel and stuff to do) to early March.
Pyrohydra Nov 13, 2024 @ 8:00pm 
Im enjoying ad ad astra thank you.. I do think the drop rate for trees is pretty crazy when I cut my first one down. And my inventory dings and over a hundred drops to the ground im like whats going on I thought my inventory was pretty empty then look at the ground and see how many droped. Seemed pretty excessive for just one tree.
Three Strikes  [developer] Nov 14, 2024 @ 10:24am 
Hey Pyrohydra,

I hear you. I'll think about tweaking drops for trees, but as it's been pointed out before, they scale with the type of tree as well. So that's a few dozen params I have to tweak. If I get to it, it'll unfortunately be lower priority than release, so maybe down the line.

I just...hate the grind of RE. I have to chop down a small forest to make a *decently sized base*, nevermind all the carbon substrate you need to make a CV. If you're *anywhere* without a plethora of trees (say, you started in Dread or Purgatory)...you're not leaving any time soon. That doesn't strike me as fun. I like to struggle, yes, but artificially prolonging gameplay with grind is one of the most common complaints about Empyrion. Since like...beta lol. That's what we try to work around. Let me know what you think.
Pyrohydra Nov 14, 2024 @ 1:02pm 
OK sounds goods! All the other resources I collected my first day trying Ad Astra yesterday feel good. Just seems a little off when the giant tower rocks have less resource weight then the tree resource weight drop. Everything else feels pretty good so far. Thank You
Daya.Mar.Sana Nov 15, 2024 @ 7:45am 
If we could place auto miners on the carbon ore deposits like vanilla game play has now, would probably fix that whole need to deforest an entire planet to make a large ship.

--Edit ::
Though I suppose a means to simple convert graphite to carbon substrate in a constructor, would be reasonable.
Last edited by Daya.Mar.Sana; Nov 15, 2024 @ 7:49am
MokahTGS Nov 15, 2024 @ 8:48am 
Originally posted by Pyrohydra:
OK sounds goods! All the other resources I collected my first day trying Ad Astra yesterday feel good. Just seems a little off when the giant tower rocks have less resource weight then the tree resource weight drop. Everything else feels pretty good so far. Thank You

What I think needs to be tweaked is the weight of wood. The amount is fine, it the weight that doesn't seem to mesh with the other resources. It's that way in RE1 and 2 as well...somehow wood logs are heavier than a truck load of stone.
Last edited by MokahTGS; Nov 15, 2024 @ 8:49am
Three Strikes  [developer] Nov 15, 2024 @ 8:53am 
I guess the question becomes: Do we want realistic(ish) weight, RE weight, OP weight, or somewhere in between?

I guess give me an idea what a log (or stack of logs) would weight and I can start tweaking values.
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