The past few weeks we have been debugging, profiling and optimising. So without further delay.. Kabam! we call this release the bug zapper!
We have primarily focused our efforts on reducing load times and finding out what has been causing server de-syncs and hanging. Both of which have been causing Pioneers to become disconnected, or even prevent them from joining and re-joining entirely.
Massive thanks to all those who have been helping with testing and catching issues, you’ve been a real help.
Added ‘Initialising’ label for server screen when a server has not fully loaded
Moved hive spawner out of C21 Base location
Increased player inventory slot limit from 78 > 100
Crash fixes.
Fix for decorator holograms that intersect with other objects displaying as blue when they should be red.
Fixed an infinite loop which would cause games to hang/crash or the server to hang/crash when building outside of A.I. navigation areas.
Fix for Ability to dupe items with the transfer all button.
Fix for ‘unknown error’ pop up sometimes appearing when crafting in a utility.
Fix for Eden Kit placement not always claiming all blocks under the shield.
Fixed Deployment UI unusable with > around 10 Replication Units, as the list would disappear offscreen.
Fix for durability factor applying health incorrectly to blocks when changed.
Fix for when damaging abandoned colony bases caused them to heal instead.
Player character optimisations.
Cleaned up duplicate foliage managers which were causing needless amounts of traffic on the server.
Cleaned up asset collisions to improve navigation.
Removed unneeded AI volumes from outside playable area (should reduce load times slightly).
Multiple multiplayer optimisations (this will be ongoing).
Possible fix for sometimes walking on water (Jesus bug)
Fix for being able to build underwater (it was a bug that you could).
Fix for energy blade audio remaining on sometimes.
Potential fix for persistent laser turret PFX.
Fix for VR apps launching with the game when they shouldn’t.
Fixed several bugs incorrect actor collisions and placements in the level.
Fixed several places the player could get stuck.
We hope your experience is a lot smoother after this build. As always you can keep up to date on development and throw feedback over to us on our Public Trello boards
The past few weeks we have been debugging, profiling and optimising. So without further delay.. Kabam! we call this release the bug zapper!
We have primarily focused our efforts on reducing load times and finding out what has been causing server de-syncs and hanging. Both of which have been causing Pioneers to become disconnected, or even prevent them from joining and re-joining entirely.
Massive thanks to all those who have been helping with testing and catching issues, you’ve been a real help.
Added ‘Initialising’ label for server screen when a server has not fully loaded
Moved hive spawner out of C21 Base location
Increased player inventory slot limit from 78 > 100
Crash fixes.
Fix for decorator holograms that intersect with other objects displaying as blue when they should be red.
Fixed an infinite loop which would cause games to hang/crash or the server to hang/crash when building outside of A.I. navigation areas.
Fix for Ability to dupe items with the transfer all button.
Fix for ‘unknown error’ pop up sometimes appearing when crafting in a utility.
Fix for Eden Kit placement not always claiming all blocks under the shield.
Fixed Deployment UI unusable with > around 10 Replication Units, as the list would disappear offscreen.
Fix for durability factor applying health incorrectly to blocks when changed.
Fix for when damaging abandoned colony bases caused them to heal instead.
Player character optimisations.
Cleaned up duplicate foliage managers which were causing needless amounts of traffic on the server.
Cleaned up asset collisions to improve navigation.
Removed unneeded AI volumes from outside playable area (should reduce load times slightly).
Multiple multiplayer optimisations (this will be ongoing).
Possible fix for sometimes walking on water (Jesus bug)
Fix for being able to build underwater (it was a bug that you could).
Fix for energy blade audio remaining on sometimes.
Potential fix for persistent laser turret PFX.
Fix for VR apps launching with the game when they shouldn’t.
Fixed several bugs incorrect actor collisions and placements in the level.
Fixed several places the player could get stuck.
We hope your experience is a lot smoother after this build. As always you can keep up to date on development and throw feedback over to us on our Public Trello boards
This week we have been working hard on debugging, profiling, and optimising. We had help from students at Staffordshire University to sanity test on our development debug server so that we can catch more issues, massive thanks guys!
We have fixed up some annoying bugs and we’ve made some steps towards reducing the load times. We’ve also been working on designs for the next set of shiny new features and UI to accommodate them, including character customisation and vehicles!
Here’s what we’ve been up to:
John - Lead Designer
This week we’ve been designing and replying to everyone on the forums, we are pushing through a final pass on all of the UI in the game and also making sure that the main multiplayer features go into the build as soon as possible, including an in-game player count, server messages and also admin access. I am also trying to catch up on the food items so that the next release includes the new sustenance items and full treatment system.
Matt - Art Director
On top of fixing quite a few level bug fixes that were brought to our attention, I’ve been creating some graphic design guides for our up and coming vehicle systems, most of which are UI based. We’ve been having many a UI design meeting to sort out an easy to use server wizard as well.
Me and Tom are looking to begin work on our full character system very soon, which is particularly exciting, everything we have had in the game to date has been filler content to allow us to develop the correct mechanics.
Lee - Technical Director
This week I’ve been helping out with planning some new behaviours that we may want for creatures as we move forward with the project. I’ve also been looking at a few issues around optimisation.
Tristan - Senior Developer
This week I have been looking into profiling and debugging the server performance and putting things in place so we can better catch the more difficult to recreate issues.
Yves - Senior Developer
I’ve been preparing for the community test day which went down really well, we want to make this a regular occurance so that we can make our servers as stable as possible.
Joe - Environment Artist
Lots of designs and UI this week - we’re looking at properly going over the front-end and refining the initial player experience. In practise this means I’ve been working on designs for a new Options Menu, Character Customisation, Loading screen and helping out Matt with some ideas for vehicle assembly and vehicle ‘in-the-field’ menus.
I’ve done a bunch of icons so we should be able to start putting things together soon. Also some minor level issues have been rectified, including problems with getting stuck in things and colliding with invisible bits. Thanks again to our wonderful community for pointing these out!
Carlos- Developer
This week I’ve worked on solving an issue to do with block durability, this involved shifting the health saved to a percentage value, allowing us to retrieve this and apply it to the durability factor that you guys set in your single player and multiplayer games. This should mean that you’ll be seeing correct updated values from this option, there are however some prefabs around the world that won’t conform to this just yet.
Lastly I’ve begun the process of authenticating connecting players on Steam!
Ricky - Developer
Working hard trying to find those big issues like structures decaying under the shield and the damage settings not working correct. We’ve also been using some new detective tools and I was helping with the community to look over the results of our tests.
Marcin - Designer
Hello there. This is my first week back in the New Year, so I’m ready to go. The feedback and support we got from the community, that is you guys, after the Christmas release was incredible, so thank you very much for that. It was a big update with some really big changes, even since the last experimental version, so as it often is, apparently we missed a lot of bugs.
Oops. That’s what I have been focusing on all week. I’ve looked into visual issues with energy turrets, block destruction, and block repairing. I’ve been debugging and redoing a lot of the water mechanics because as it turns out the files got corrupted and were causing extremely random bugs for a few months now.
Now I am looking into a few extra bugs with decorator placement, and who knows what’s next. The other guys are doing their best fixing other, maybe even more pressing issues, but we are looking good to have some bug fix patches ready for you fairly soon, I hope.
Tom - Character Artist
Starting work on super awesome updates to the player character(s)! Including male and female heads and body’s with some nifty customisation options. Stay tuned!
Lauren - Animator
This week I've been going over the server setup menu with Matt and putting a design together for a wizard and preset settings to try make it a bit less overwhelming.
In addition to this I’ve put together some ideas for more feedback in the log when the server is running such as when it has successfully loaded, when new players have joined and updates on time of day, numbers of AI and other useful information. I've also been in discussions about the new designs for melee and enemy encounters as well as talking about the story, introduction and next steps, exciting stuff!
Andy - Lead QA
On Thursday we held a multiplayer server test session with a group of really helpful folks from Staffs Uni. John was able to persuade them into spending the day with me bombarding them with requests while they play Eden Star like the proverbial snake charmer coaxing a timid yet deadly cobra from its wicker home.
All joking aside, the information that these guys helped up to collect was invaluable and couldn't have been caught by me testing alone. Pair this with the fact that all of them are uni students with I’m sure a lot on their plates already only adds to this particular groups awesomeness and the team's appreciation for the effort made.
This kind of play sessions are not only really enjoyable but are such a great help. We will be planning more of these days in the near future, but for now I just want to thank the guys involved, it really was appreciated.
This week we have been working hard on debugging, profiling, and optimising. We had help from students at Staffordshire University to sanity test on our development debug server so that we can catch more issues, massive thanks guys!
We have fixed up some annoying bugs and we’ve made some steps towards reducing the load times. We’ve also been working on designs for the next set of shiny new features and UI to accommodate them, including character customisation and vehicles!
Here’s what we’ve been up to:
John - Lead Designer
This week we’ve been designing and replying to everyone on the forums, we are pushing through a final pass on all of the UI in the game and also making sure that the main multiplayer features go into the build as soon as possible, including an in-game player count, server messages and also admin access. I am also trying to catch up on the food items so that the next release includes the new sustenance items and full treatment system.
Matt - Art Director
On top of fixing quite a few level bug fixes that were brought to our attention, I’ve been creating some graphic design guides for our up and coming vehicle systems, most of which are UI based. We’ve been having many a UI design meeting to sort out an easy to use server wizard as well.
Me and Tom are looking to begin work on our full character system very soon, which is particularly exciting, everything we have had in the game to date has been filler content to allow us to develop the correct mechanics.
Lee - Technical Director
This week I’ve been helping out with planning some new behaviours that we may want for creatures as we move forward with the project. I’ve also been looking at a few issues around optimisation.
Tristan - Senior Developer
This week I have been looking into profiling and debugging the server performance and putting things in place so we can better catch the more difficult to recreate issues.
Yves - Senior Developer
I’ve been preparing for the community test day which went down really well, we want to make this a regular occurance so that we can make our servers as stable as possible.
Joe - Environment Artist
Lots of designs and UI this week - we’re looking at properly going over the front-end and refining the initial player experience. In practise this means I’ve been working on designs for a new Options Menu, Character Customisation, Loading screen and helping out Matt with some ideas for vehicle assembly and vehicle ‘in-the-field’ menus.
I’ve done a bunch of icons so we should be able to start putting things together soon. Also some minor level issues have been rectified, including problems with getting stuck in things and colliding with invisible bits. Thanks again to our wonderful community for pointing these out!
Carlos- Developer
This week I’ve worked on solving an issue to do with block durability, this involved shifting the health saved to a percentage value, allowing us to retrieve this and apply it to the durability factor that you guys set in your single player and multiplayer games. This should mean that you’ll be seeing correct updated values from this option, there are however some prefabs around the world that won’t conform to this just yet.
Lastly I’ve begun the process of authenticating connecting players on Steam!
Ricky - Developer
Working hard trying to find those big issues like structures decaying under the shield and the damage settings not working correct. We’ve also been using some new detective tools and I was helping with the community to look over the results of our tests.
Marcin - Designer
Hello there. This is my first week back in the New Year, so I’m ready to go. The feedback and support we got from the community, that is you guys, after the Christmas release was incredible, so thank you very much for that. It was a big update with some really big changes, even since the last experimental version, so as it often is, apparently we missed a lot of bugs.
Oops. That’s what I have been focusing on all week. I’ve looked into visual issues with energy turrets, block destruction, and block repairing. I’ve been debugging and redoing a lot of the water mechanics because as it turns out the files got corrupted and were causing extremely random bugs for a few months now.
Now I am looking into a few extra bugs with decorator placement, and who knows what’s next. The other guys are doing their best fixing other, maybe even more pressing issues, but we are looking good to have some bug fix patches ready for you fairly soon, I hope.
Tom - Character Artist
Starting work on super awesome updates to the player character(s)! Including male and female heads and body’s with some nifty customisation options. Stay tuned!
Lauren - Animator
This week I've been going over the server setup menu with Matt and putting a design together for a wizard and preset settings to try make it a bit less overwhelming.
In addition to this I’ve put together some ideas for more feedback in the log when the server is running such as when it has successfully loaded, when new players have joined and updates on time of day, numbers of AI and other useful information. I've also been in discussions about the new designs for melee and enemy encounters as well as talking about the story, introduction and next steps, exciting stuff!
Andy - Lead QA
On Thursday we held a multiplayer server test session with a group of really helpful folks from Staffs Uni. John was able to persuade them into spending the day with me bombarding them with requests while they play Eden Star like the proverbial snake charmer coaxing a timid yet deadly cobra from its wicker home.
All joking aside, the information that these guys helped up to collect was invaluable and couldn't have been caught by me testing alone. Pair this with the fact that all of them are uni students with I’m sure a lot on their plates already only adds to this particular groups awesomeness and the team's appreciation for the effort made.
This kind of play sessions are not only really enjoyable but are such a great help. We will be planning more of these days in the near future, but for now I just want to thank the guys involved, it really was appreciated.
We’ve been back in the office this week after a brief Christmas break and have been getting stuck into making improvements based on the great new feedback from you all. Our priorities for the next release will be centred around improving the user experience in both the multiplayer ‘Host’ and ‘Join’ menus and general UI, options menus and icons in the game.
After reviewing your feedback on the server hosting, we hope to make it more intuitive and easier to navigate, especially in the areas of loading servers from specific saves, saving settings and doing all we can to streamline the process.
We also hope to add more feedback in the server window too, showing when it has successfully launched, loaded, what time of day it is, numbers of players and AI etc. to help you monitor the status of your server as it’s running.
Our menu system is going to be undergoing a proper final pass, with lovely new icons, sounds and all.
Along side this we want to make it easier find servers, so we plan to add sorting, filtering and searching functionality as well as the ability to join by entering an IP address directly.
Design Previews are works in progress.
We’ve also been profiling server performance and trying to catch and fix some of the hangs and desync issues as well as a rare crash. We’ll be opening up a few test debug servers intermittently over the coming days so if you would like to jump on when you can and do your worst it will help us with finding the possible issues so that we can more easily fix them.
Another bug we’ve been looking into is the unofficially named ‘Jesus bug’ where players and AI can sometimes walk on water. It’s really not supposed to happen but we think we have found the cause and replaced the volume that might have been responsible.
Huge thank you to all you awesome people very much for all the excellent feedback and suggestions, keep them coming! We'll have a full team breakdown next week with more details on development.
We’ve been back in the office this week after a brief Christmas break and have been getting stuck into making improvements based on the great new feedback from you all. Our priorities for the next release will be centred around improving the user experience in both the multiplayer ‘Host’ and ‘Join’ menus and general UI, options menus and icons in the game.
After reviewing your feedback on the server hosting, we hope to make it more intuitive and easier to navigate, especially in the areas of loading servers from specific saves, saving settings and doing all we can to streamline the process.
We also hope to add more feedback in the server window too, showing when it has successfully launched, loaded, what time of day it is, numbers of players and AI etc. to help you monitor the status of your server as it’s running.
Our menu system is going to be undergoing a proper final pass, with lovely new icons, sounds and all.
Along side this we want to make it easier find servers, so we plan to add sorting, filtering and searching functionality as well as the ability to join by entering an IP address directly.
Design Previews are works in progress.
We’ve also been profiling server performance and trying to catch and fix some of the hangs and desync issues as well as a rare crash. We’ll be opening up a few test debug servers intermittently over the coming days so if you would like to jump on when you can and do your worst it will help us with finding the possible issues so that we can more easily fix them.
Another bug we’ve been looking into is the unofficially named ‘Jesus bug’ where players and AI can sometimes walk on water. It’s really not supposed to happen but we think we have found the cause and replaced the volume that might have been responsible.
Huge thank you to all you awesome people very much for all the excellent feedback and suggestions, keep them coming! We'll have a full team breakdown next week with more details on development.
This is the last hotfix for 2016, we’ve fixed up the last bits to make sure that Save files should save and load appropriately… We’ve had a number of bugs that you have raised over the past few days and wanted to show our commitment to you by pushing through and get these sorted as much as possible before the year is out.
Thank you for sticking with us and for your feedback, please keep sharing and telling others about it - we’ll be giving away a number of Steam keys to those of you in the community who retweet and help the community by sharing about Eden Star over the coming week to say thank you :)
The core fixes are (plus a few hidden extras such as candy canes for your consumable pleasure!);
Bases being duplicated - this was fixed but could still happen in the last update, so again… please try a new game and we sincerely hope that this will be the last time you need to update before being able to get stuck in over Xmas!
Laser Posts could also cause a crash when saving or loading - we have now also fixed this and so now should be more stable.
Thanks again and can’t wait to play with you guys over the holidays, the team will be jumping in on the London servers and the Flix Test Server over the coming week, so come join us for a few games when we’re in!
Happy Holidays and a very Merry Christmas to you all from the Team at Flix!
This is the last hotfix for 2016, we’ve fixed up the last bits to make sure that Save files should save and load appropriately… We’ve had a number of bugs that you have raised over the past few days and wanted to show our commitment to you by pushing through and get these sorted as much as possible before the year is out.
Thank you for sticking with us and for your feedback, please keep sharing and telling others about it - we’ll be giving away a number of Steam keys to those of you in the community who retweet and help the community by sharing about Eden Star over the coming week to say thank you :)
The core fixes are (plus a few hidden extras such as candy canes for your consumable pleasure!);
Bases being duplicated - this was fixed but could still happen in the last update, so again… please try a new game and we sincerely hope that this will be the last time you need to update before being able to get stuck in over Xmas!
Laser Posts could also cause a crash when saving or loading - we have now also fixed this and so now should be more stable.
Thanks again and can’t wait to play with you guys over the holidays, the team will be jumping in on the London servers and the Flix Test Server over the coming week, so come join us for a few games when we’re in!
Happy Holidays and a very Merry Christmas to you all from the Team at Flix!
This festive update should address some of the immediate issues that have been raised this last week. We hope you’re dominating and not just surviving in the new world! There’s much more exciting additions to come soon in the new year which you can glimpse here
We cannot thank you all enough for participating in the creation of Eden Star to date.
PLEASE NOTE: ALL public servers will be reset for v0.2.5 update - also restart any previous server saves if the server has saved and then loaded.
Added icons for cargo container and canister decorators.
Health, Sustenance, and Water levels are now partially depleted at the start of the game single player game instead of oxygen levels.
Single Player Introduction sequence now includes multiple damaged armour components.
Hosting a Server now saves your Profile Settings when launching a server.
Improved HUD feedback for suit readout info.
Fixed Server Crash on Loading a Save - this was a memory leak on loading a saved game where Colony Bases are duplicated on top of one another - PLEASE NOTE - we strongly advise starting a fresh server if you saved and loaded prior to this update.
Removed some duplicate decorator assets from the build list.
Fixed decorators not destroying properly.
Fixed client crash when using AOE healing on Laser Post Defences.
Fixed a server crash with Laser Posts.
Fixed an issue with armour items being able to be repaired at no cost in single player.
Have a fantastic end to 2016 Everyone! Big thanks from the team for all your patience, input and support.
We wish you a merry Christmas and a bug free new year... Apart from those nasty creatures on Pharus of course, those bugs aren’t going to be leaving their home just because you arrived there to exterminate them, you savages.
This festive update should address some of the immediate issues that have been raised this last week. We hope you’re dominating and not just surviving in the new world! There’s much more exciting additions to come soon in the new year which you can glimpse here
We cannot thank you all enough for participating in the creation of Eden Star to date.
PLEASE NOTE: ALL public servers will be reset for v0.2.5 update - also restart any previous server saves if the server has saved and then loaded.
Added icons for cargo container and canister decorators.
Health, Sustenance, and Water levels are now partially depleted at the start of the game single player game instead of oxygen levels.
Single Player Introduction sequence now includes multiple damaged armour components.
Hosting a Server now saves your Profile Settings when launching a server.
Improved HUD feedback for suit readout info.
Fixed Server Crash on Loading a Save - this was a memory leak on loading a saved game where Colony Bases are duplicated on top of one another - PLEASE NOTE - we strongly advise starting a fresh server if you saved and loaded prior to this update.
Removed some duplicate decorator assets from the build list.
Fixed decorators not destroying properly.
Fixed client crash when using AOE healing on Laser Post Defences.
Fixed a server crash with Laser Posts.
Fixed an issue with armour items being able to be repaired at no cost in single player.
Have a fantastic end to 2016 Everyone! Big thanks from the team for all your patience, input and support.
We wish you a merry Christmas and a bug free new year... Apart from those nasty creatures on Pharus of course, those bugs aren’t going to be leaving their home just because you arrived there to exterminate them, you savages.