Community Announcements - LadyAijou
Just a few quick fixes for the Fineous patch, taking care of some of the major bugs. Keep those bug reports coming, as always, we very much appreciate them!


Fixes

  • Fixed conversation issues with NPCs
  • Fixed an issue with certain quests not working after restarting the game.
  • Fixed an issue where merging stacks could result in a stack of zero items.
  • Fixed an issue where quest rewards could be doubled.
Community Announcements - LadyAijou
Hey ArkCoNauts! Another patch coming your way, this time introducing NPC’s into the game! Fineous is absolutely dying to eat you all, I mean MEET you all! Along with the first implementation of the NPC system comes a rework and rebalance of loot, as well as sound improvements across the board.


Headline Feature:

  • NPC System is being introduced for the first time! This is our first run, so there may still be issues with the NPC and/or his quests. Please be sure to report those via the in game ticket system, or on the forums so that we can iron out the bugs! Note, this is only one of many NPC’s to come, and is intended to test the system overall.


Note: There are still some issues to clean up
We are working on these issues and will hotfix them soon

  • New players in a world with a set Fineous will have quest chain restarted (SP and MP)
  • Players returning in an MP world with a set Fineous will be returned to the last step of the quest chain.


Changes and Additions

  • Changed Cryopods to regenerate cryorods over time
  • Removed cryorods from drops and crafting
  • Phase rifle 1 - 6, phase carbine 1 - 6 and projectile rifle 1 -4 all have completely redesigned sounds
  • New Looting system for all creatures, plants, and dungeons
  • New Creature spawning system: More consistent and controllable
  • Adjusted player chat bubble
  • Journal now autofocuses on current objective
  • Adjusted the opening positions of UI windows
  • Added the ability to scroll the inventory while holding an item
  • Added pointers explaining the health, shield, and energy bars in the tutorial.
  • Added steps in the tutorial for spending Science XP, changing options, and opening the Billboard.
  • Added a UI Toggle button (F11 by default).
  • Updated creature spawning and loot generation to a new system. In general, players should encounter more creatures.
  • Tasks now have a message when complete and a message when they give rewards.
  • Several minor performance improvements.



Fixes

  • Fixed an issue where if you had a quest, exited to the login screen, then chose a different character, the previous character's quests could appear in the tasklog
  • Fixed an issue with respawn locations in tutorial
  • Fixed an issue where the helper arrow would remain (from tutorial) if player logged out
  • Fixed an issue with the ScienceXP bar where it would not update properly in multiplayer or when changing the maximum ScienceXP.
  • More UI windows are now closed when pressing Esc.
  • The Task Log once again auto-selects a quest if there isn't one already selected.
  • Fixed an issue where the Task Log was not cleared when players logged out to the character select screen.
  • Fixed an issue where rewards would not be granted if an invalid item is on the list
  • Only placeables that require power will show the warning message.
  • Tasks once again place rewards in the Rewards window instead of directly in the inventory.
Community Announcements - coreoveride
Seems our laser shark threw a little tantrum so we are delaying the patch until tomarrow (April 22nd 2015 USA Time). We are working hard to clean up its mess and want to make sure everything is well and proper before passing on the goodies to ya'll! Many appologies for the delay however it will be worth it ^^.
Community Announcements - LadyAijou
Hey ArkCoNauts!

Boy have we been busy since you last heard from us! The next patch is shaping up to be a very fun one, and we think the community will love what we have in store. I do want to take a moment to extend my personal apologies for the lapse of the Spring event this year, it was due to a very unexpected leave of absence on my part, due to some serious issues I was faced with. To make it up to the community now that I am back in action, I am planning another of my big giveaways, and hopefully a few other fun surprises in our summer event. I'll be sending out more details on that once I lock down dates and times. Let's get down to the real fun now: hints for the upcoming patch.

One of the things that some have considered lacking in Edge of Space, has always been that the world did not feel “alive” to our players. People were left to wander the world, wondering where to turn and what to do. The last patch saw the introduction of some of the framework for quests, and now the real fun begins in that regard. NPC's are on their way! This first implementation will be just a small teaser, introducing a few of our crazy new friends and testing the core functionality of this new system. Once we pound the bugs out, with the help of our ever loyal ArkCoNauts, we'll be bringing in plenty more where that came from.

http://i.imgur.com/4gQeBKS.png

Another focus right now is a complete overhaul of the looting system, which allow for better balance, and a much more robust system coming into play. Loot will become more consistent and easier for us to work with. This will lay the groundwork for world loot chests, and future opportunities for sweet loot, which we know is very important!

In addition to these highlights, our sound wizard Jens has been updating sound across the board, to ensure that Edge of Space continues to dazzle the ears and that the new content and features coming in are as pleasing to hear as they are to play. If that still isn't enough to look forward to, you can also expect some changes to the death system. I can already hear the collective cheers of ArkCo operatives everywhere as we do away with having to craft cryorods, and instead move to a more player friendly regeneration over time method for renewing cryorod supplies. In this way, players are rewarded for staying alive for longer spans of time, and valuable materials are not lost to player death. We will also be adding higher max cryorod counts to higher level pods, to further encourage you to stretch for those high tier goals. Putting in the work for a high level pod will mean much less worrying over your cryo count.

As you can see, we have a flood of content and features in the works, and plenty more we haven't talked about here. We used to talk about reaching the point where content was rolling out at breakneck speed, and you can see that becoming more apparent now with every patch. This is where the game really starts to show what it's made of, and we're very excited to see you all playing with the new features as we go. Thanks for reading as always, and we'll see you next time for ArkCo News!
Community Announcements - LordShaggy
Hey ArkCoNauts! The moment has arrived, and we are moving all of the content from the opt-in patches to the main branch. For those who haven’t opted in to test, you’re in for a treat, the changes have been sweeping, especially to the early game. For everyone’s convenience, we’re including the notes from the opt-in to show the extent of what’s new with this patch.

Featured Addition!

  • New Billboard Quest System! (check journal > Billboard tab: default key {J}) This feature allows player to gain randomized quests!

Fixes

[Public-Test] Patch v0.3983
  • Fixed an issue where arklight canisters would go out instantly
  • Fixed an issue where quests could not be aborted
  • Fixed an issue that prevented player from hitting creatures at point blank range
  • Fixed an issue that would cause crafting UI to lag when being opened or closed
  • Fixed an issue where aluminum could be duplicated in the tutorial
  • Fixed a UI issue where messages were being sent multiple times
  • Fixed an issue where the UI could crash or partially crash


[Public-Test] Patch v0.3898
  • Fixed an issue where certain placeables were not functional
  • Fixed an issue where creatures would spawn in crafted bases
  • Fixed an issue where science xp was not being spent in MP mode
  • Fixed an issue where the rewards could get stuck if an item count of 0 is on the list
  • Fixed an issue with enhancements and knowledges keybindings (you may need to rebind your key)
  • Fixed crafting menu tier filter sorting
  • Fixed an issue where you had to clear a resource before selecting a new one (crafting menu) [/list changes [public-test] Patch v0.3983 [list] [*]Changed Cryorods to a loot instead of a consumable [*]More armor has been updated with new tool placement [*]Knowledges now use a 1-1 ratio (1xp - 1 knowledge point) [*]Almost empty div on avatar selection screen now shows research and upgrade progress [*]Added a semi-transparent background to quest tracker [*]Adjusted UI scaling size [*]Added knowledges access to the quick menu [*]Changed default UI positions [*]Resource tracking button removed, added schem tracking checkmark box [*]Attempting to make a avatar without a name will now warn you to name the avatar [*]Moved banner text from the left side to the center [*]Added new banner text to indicate when SCI-XP is maxed [*]Added new banner text to indicate when a new knowledge rank is unlocked [*]New Billboard for quests (check journal: default key (J)) [/list] [Public-Test] Patch v0.3898 [list] [*]Tutorial tasks no longer need to be completed, they will autocomplete [*]Phase shotgun 1 and 2 increased base damage [*]Pushed zombie spawn during the night a little bit lower [*]The tutorial tasks have been updated [*]Right-click no longer puts items in chests in the tutorial [*]Removed learning schematics from tutorial [*]Modified tile placement portion of tutorial [*]All phase weapons have been beefed up [*]Added weapon recoil to all weapons [*]Moved the “tool” hand to the back of the player [*]Some Armors have tool hand changes implemented (some armors still need updating) [*]Adjusted the day/night cycle length (shortened) [*]Added a clock to the UI for Day/Night cycle (click on clock to change format) [*]Adjusted the max count and lifetime for dropped world items (reduction to prevent lag) [*]Dropped world items will now attempt to merge into larger stacks when possible [*]Added a hidden knowledge that handles giving out schematics in the tutorial this will make it so any tutorial changes of schematics wil


    Changes

    [Public-Test] Patch v0.3983
    • Changed Cryorods to a loot instead of a consumable
    • More armor has been updated with new tool placement
    • Knowledges now use a 1-1 ratio (1xp - 1 knowledge point)
    • Almost empty div on avatar selection screen now shows research and upgrade progress
    • Added a semi-transparent background to quest tracker
    • Adjusted UI scaling size
    • Added knowledges access to the quick menu
    • Changed default UI positions
    • Resource tracking button removed, added schem tracking checkmark box
    • Attempting to make a avatar without a name will now warn you to name the avatar
    • Moved banner text from the left side to the center
    • Added new banner text to indicate when SCI-XP is maxed
    • Added new banner text to indicate when a new knowledge rank is unlocked
    • New Billboard for quests (check journal: default key (J))


    [Public-Test] Patch v0.3898
    • Tutorial tasks no longer need to be completed, they will autocomplete
    • Phase shotgun 1 and 2 increased base damage
    • Pushed zombie spawn during the night a little bit lower
    • The tutorial tasks have been updated
    • Right-click no longer puts items in chests in the tutorial
    • Removed learning schematics from tutorial
    • Modified tile placement portion of tutorial
    • All phase weapons have been beefed up
    • Added weapon recoil to all weapons
    • Moved the “tool” hand to the back of the player
    • Some Armors have tool hand changes implemented (some armors still need updating)
    • Adjusted the day/night cycle length (shortened)
    • Added a clock to the UI for Day/Night cycle (click on clock to change format)
    • Adjusted the max count and lifetime for dropped world items (reduction to prevent lag)
    • Dropped world items will now attempt to merge into larger stacks when possible
    • Added a hidden knowledge that handles giving out schematics in the tutorial this will make it so any tutorial changes of schematics will be retroactive

Community Announcements - LadyAijou
Hey ArkCoNauts! The moment has arrived, and we are moving all of the content from the opt-in patches to the main branch. For those who haven’t opted in to test, you’re in for a treat, the changes have been sweeping, especially to the early game. For everyone’s convenience, we’re including the notes from the opt-in to show the extent of what’s new with this patch.

Featured Addition!

New Billboard Quest System! (check journal > Billboard tab: default key {J}) This feature allows player to gain randomized quests!


Fixes

[Public-Test] Patch v0.3983

Fixed an issue where arklight canisters would go out instantly
Fixed an issue where quests could not be aborted
Fixed an issue that prevented player from hitting creatures at point blank range
Fixed an issue that would cause crafting UI to lag when being opened or closed
Fixed an issue where aluminum could be duplicated in the tutorial
Fixed a UI issue where messages were being sent multiple times
Fixed an issue where the UI could crash or partially crash



[Public-Test] Patch v0.3898

Fixed an issue where certain placeables were not functional
Fixed an issue where creatures would spawn in crafted bases
Fixed an issue where science xp was not being spent in MP mode
Fixed an issue where the rewards could get stuck if an item count of 0 is on the list
Fixed an issue with enhancements and knowledges keybindings (you may need to rebind your key)
Fixed crafting menu tier filter sorting
Fixed an issue where you had to clear a resource before selecting a new one (crafting menu)



Changes

[Public-Test] Patch v0.3983

Changed Cryorods to a loot instead of a consumable
More armor has been updated with new tool placement
Knowledges now use a 1-1 ratio (1xp - 1 knowledge point)
Almost empty div on avatar selection screen now shows research and upgrade progress
Added a semi-transparent background to quest tracker
Adjusted UI scaling size
Added knowledges access to the quick menu
Changed default UI positions
Resource tracking button removed, added schem tracking checkmark box
Attempting to make a avatar without a name will now warn you to name the avatar
Moved banner text from the left side to the center
Added new banner text to indicate when SCI-XP is maxed
Added new banner text to indicate when a new knowledge rank is unlocked
New Billboard for quests (check journal: default key (J))



[Public-Test] Patch v0.3898

Tutorial tasks no longer need to be completed, they will autocomplete
Phase shotgun 1 and 2 increased base damage
Pushed zombie spawn during the night a little bit lower
The tutorial tasks have been updated
Right-click no longer puts items in chests in the tutorial
Removed learning schematics from tutorial
Modified tile placement portion of tutorial
All phase weapons have been beefed up
Added weapon recoil to all weapons
Moved the “tool” hand to the back of the player
Some Armors have tool hand changes implemented (some armors still need updating)
Adjusted the day/night cycle length (shortened)
Added a clock to the UI for Day/Night cycle (click on clock to change format)
Adjusted the max count and lifetime for dropped world items (reduction to prevent lag)
Dropped world items will now attempt to merge into larger stacks when possible
Added a hidden knowledge that handles giving out schematics in the tutorial this will make it so any tutorial changes of schematics will be retroactive
Community Announcements - LadyAijou
Hey ArkCoNauts!

Been awhile since we did a newsletter and caught you all up on what's been going on, and what's still to come. We've kept the patches coming, and the majority of our focus as been in that direction, and rather than just news, we wanted to be cranking out patch notes. With the latest patches coming to opt-in, players may be wondering what's going on, so I felt it was time to sit down and give you guys a lot more insight into the current development of the game. So, what IS going on with the game, you ask? Last weekend, the team headed out to PAX to show Edge of Space, and it was awesome. We got more media showing up, and more player engagement than any of our previous PAX showings. Overall, everyone enjoyed the game, and we were able to pinpoint a few of the things that were making hitches in the early game experience. Here are a couple of great articles from some of those who played at PAX:

http://armedgamer.com/2015/03/edge-of-space-more-than-terraria-in-space/

www.gamecrate.com/edge-of-space-interview-pax-east-2015/ (http://www.gamecrate.com/edge-of-space-interview-pax-east-2015/)


On the development side of things, we've turned an eagle eye to the beginning of the game. We watched players at PAX, and have heard the community talk about the beginning of the game being slow and difficult to get into. With that feedback in mind, we're going back and looking at ways to remove grind, and to smooth and enhance the beginning part of the game. To that end, we have eliminated the extra step of having to craft data to advance research. Instead of being mandatory, it will just become an option for those who are crafting it to share. You can now directly spend your research points, which we agree with the community will bring a much more simplified and streamlined feeling to the research system. It should definitely cut down on wasted materials, especially for those playing single player or not interested in leveling friends.

Along with this, we are exploring ways to bring more objectives into the early game, to help shed that feeling of bewilderment after first spawning on the planet. Edge of Space is, and always will remain a game where the player is writing their own story, and has the option to play in the style that best suits them. While embracing that fundamental freedom in the game experience though, we want to incorporate new ways to give the player something to do. Looking for a material that's rare and hard to find? The goal is to keep you busy while you search, so that even while carrying out routine tasks you can accomplish more in that time. Our thoughts are that we can bring in more ways for a player to earn those materials as well, so that random chance isn't your only chance.

Coming back to the big question, why the opt-in, there is good news on that front. Edge of Space is making the change to Unity 5! During the upgrade, we've chosen to keep updates on the opt-in branch, to allow us to transition the main branch first. Once that's done we'll bring over the new updates to the main branch, and continue to smooth them out.


Still not enough going on? Don't worry, we've got you covered! The wheels are turning and we're planning something fun for a Spring event. We won't spoil too much just yet on what we're up to this time around, but keep your eyes on the social sites for news as we get closer. Thanks as always for reading, and we'll see you next time for ArkCo News!
Community Announcements - LadyAijou
Hey ArkCoNauts!

We’ve survived another PAX, and it was a great one! Now that we’re home, we’re rounding up the bug reports on the opt-in and getting to work on the fixes for those. For the time being, this will remain on the opt-in test, but for the most awesome reason: UNITY 5! We’ll be going in depth in a newsletter soon on what that means for Edge of Space, and what our current plans are. In the meantime, enjoy a fresh helping of squashed bugs!


Fixes

  • Fixed an issue where certain placeables were not functional
  • Fixed an issue where creatures would spawn in crafted bases
  • Fixed an issue where science xp was not being spent in MP mode


Changes

  • Tutorial tasks no longer need to be completed, they will autocomplete
  • Phase shotgun 1 and 2 increased base damage
  • Pushed zombie spawn during the night a little bit lower
  • The tutorial tasks have been updated
  • Right-click no longer puts items in chests in the tutorial
Community Announcements - LadyAijou
Hey ArkCoNauts!

We’ve been working like crazy to bring the patch together ahead of PAX, and for that reason, we’ve made a judgement call. We’re going to release this one to the public beta branch for the time being, before pushing it to stable. With the team away this weekend for PAX, we don’t want the main branch to experience any major patch related bugs or hiccups. This patch marks some significant changes in some areas, especially in the research system. The scope of this change means that things are more likely to break, and we need to see how this all plays out when you guys are beating on it for us. Once the team returns we can iron out issues that are found over the weekend, and get back to business as usual.

To opt in and check out the new update, follow these steps:

Right click on Edge of Space in your Steam library
select properties
select betas
select Public test from the drop down menu



Changes & Additions

  • Crafting data no longer required to spend Science XP, data schematics are now unlocked at tier 5 of each track, for the option of sharing with friends. (See? We do love you!)
  • Renamed and realigned the AntiAliasing and Ambient Occlusion settings in options
  • Various Optimizations to the system
  • Added various animated menu buttons (review, create character, create world)
  • Animated rewards button in game
  • Animated track and auto buttons on crafting menu
  • Projectiles now have a limited lifespan
  • Added new creature, Zombies!
  • Replaced proto biome trees with new version
  • Most items that required CCC now use PIOS
  • PIOS power generation added to CCCs
  • Reduced Frog health
  • Phase Shotgun 1 no longer requires computerized workbench, now only requires basic workbench
  • T1 specialty armors have had requirements reduced
  • Added a slight screen shake when a creature is killed close to the player
  • Added a new Disposable Crab mount (Crabbler)
  • Added a new task tracking log (default key J)
  • Separated enhancements from player window (default key K). If pressing L opens both the character window’s upgrade panel and the enhancements window, you may need to reset one of these keys in the options.
  • Updated “grass” art
  • Added powered arrows to guide in tutorial
  • Added some tracer particles to projectiles
  • Rearranged early progression unlocks
  • Added a quest complete button near the player which appears when a quest is waiting to be completed

Fixes

  • Fixed an issue with high inventory counts which caused items to not be able to be picked up
  • Fixed an issue where background tiles would not always drop materials
  • Fixed an issue where creature gib particles would randomly spawn in MP Mode
  • Fixed an issue where amnesia pulse kit was not craftable
  • Fixed an issue where player invulnerability and knockback was not triggered when colliding with a creature

Community Announcements - LadyAijou
Hey ArkCoNauts!

Time for another round of bug fixes and adjustments! We’ve done plenty of repairs to the dungeons this time around, eliminating some of the more irritating issues such as boss doors that didn’t want to open for you guys. We still have a lot more in store in terms of polishing, balancing and fixes, as we focus on fine tuning the game.

Fixes

  • Fixed an issue where one factory would would display another factory’s contents
  • Fixed an issue where severe lag could occur when using more than 1 time gate
  • Fixed an issue where gates would not always update their animations
  • Fixed an issue where Omegatron Switch and door would not function
  • Fixed an issue where Dj Penguin dungeon door would not function
  • Fixed an issue where some plants would not drop items in MP mode
  • Fixed an issue where the crafting filter would not reset
  • Fixed an issue where hotkeys would not open the proper tab in character screen
  • Fixed an issue where refined cardice could not be used in some schematics
  • Fixed an issue where some barrens creatures would not give proper xp
  • Fixed an issue where the large chest could not transfer items via right-click
  • Fixed an issue where the craft materials tracking could not be canceled


Changes & Additions

  • Optimized Position information in creature packets
  • Rearranged some order in schematics given out by knowledges
  • Added a duration timer to waypoint kit
  • Moved amnesia kit 1 to first tier
  • Moved backpack kit to tier 3
  • All phase rifle base damage modifier reduced by 40%, and damage range reduced by 50%
  • Starting jetpack now has 120 max energy from 80
  • Earthen jetpack went from 135 to 165 energy, thrust power from 11 to 12 and fuel inefficacy 30 to 28
  • Metallic went from 167 max energy to 197 max energy
  • Added functions to turn off AntiAliasing and Ambient Occlusion
  • Adjusted drop rates from Omegatron and DJ Penguin
  • Added auto allocate button to the crafting window
...

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