Since Tuesday we’ve been focused on improving the interactions in the game, notably the combat, weapons/tools, and item interactions, along with numerous bug fixes. We’ve also been starting on a sound design pass, cleaning up many of the sounds with higher quality audio.
Shout out to the Feedback Form
We are seeing great results from the in game feedback form. The feedback you are posting goes directly to our live web page where our community manager records each issue into our internal database. This allows us the dev team to organize and prioritize bugs and feedback quickly, allowing us to improve the experience for you. Yet another way we are working on improving our connection from player to developer.
Speaking of feedback, be sure to either include a screenshot or a comment (having both are great!) as this really helps identify what your feedback refers to. On a side note, we’ve been getting so much feedback we actually crashed the server this week. However, we were able to migrate to a new cloud server with quadruple the horsepower while retaining all the feedback data in a matter of an hour. Just another day at the office!
A Note On Resources
You may have noticed that resources are finite (meaning they don’t respawn). This is a feature we added to the save game system to solve for exploits in the gameplay, such as exiting to the main menu, coming back, and mining all the minerals again. Going in and out of a menu or a mine to get resources is not good design, obviously, and we have plans for that.
In the coming weeks we will be doing a balance pass in the game, putting minerals and economy through some much needed adjustments. Gameplay options will also be receiving mineral spawning, including finite (which we never had working before), to the custom options so that you can tune the gameplay to your taste.
Multiplayer Allies
We’re phasing out the Party feature and instead introduced Allies. To share your base assets, simply just run up to your friend you press F to add as an Ally. Your assets will be available to your allies offline and persist between play sessions. Allies will lead the way to a more full feature set in the works - Colonies.
Combat Improvements
We added another layer of polish on the creature AI, this time focusing on hit reactions and knock backs. We’ve also added noises and sounds to the creatures, bringing them more to life.
Multi Tool and Chisel
These tools received a much needed reticle pass, showing you what is interactable. In the case of the Multi Tool you will see how much health an item has as you dismantle. The Chisel now has a reticle showing where it will apply damage.
Improved Night Rendering
Using our realtime global illumination the night time is now rendered with more bounce light, allowing you to see and traverse at night. It can still be spooky, especially if you hear something behind you (spatial audio fixed! Woohoo!).
Change List
Added - Ally system, an ally can access all your items, even when you are offline
Added - melee stance to melee weapons
Added - sound fadeout system to fire
Added - messages for the remote user when they are added and removed as Allies
Added - hit stun and knockback systems to creatures
Added - hit reactions on all creatures with available animations
Added - hit behaviors on all creatures.
Added - prefab testing scene
Added - more loading and saving stability fixes
Added - redicle to Chisel
Added - redicle to MultiTool
Added - sound to Space Debris Chest
Added- sounds and FX to Forge
Added - Info Display to selected Inventory Icon
Added - Highlighter filtering to bias towards pick ups and selected objects
Added - Survival Sound Library
Added - new cross hair textures
Added - Redicle System to Multi Tool
Added - Eat and Drink sound Emotes
Added - weight stat to CreatureSpecies
Fixed - double spawning crashsites
Fixed - issue where initiating a save while a save was active would corrupt save data, usually the main culprit for data loss when entering the mines
Fixed - issue where inviting or uninviting a user to a private server would not save the invites list after pressing the Update button
Fixed - spaceship getting stuck returning to planet from low orbit
Fixed - Excrement collector now properly persists its time remaining
Fixed - activateable objects such as the shield and flood light now store their state when saving and loading
Fixed furnace's water collector's storage is now persistent when saving and loading
Fixed - issue where the player would sometimes lose their crashsite persistence
Fixed - missing collider on ground of rover in beta mine
Fixed - interactibles being marked as busy in singleplayer
Fixed - droids giving proficiencies for nature objects they gather
Fixed - the player now respawns with a repaired suit instead of the broken suit persisting
Fixed - dust storms should no longer damage the player in space
Fixed - Seek task from indefinitely retreating from player
Fixed - Made Inflatable Dome pick up able again
Fixed - crafting icon amount text
Fixed - Outdoor sounds are now muted when in a structure
Fixed - Player stuck in structures after jumping
Fixed - spatial sound on worm
Fixed - spatial sound on meteor
Fixed - commander in Beta Mine
Fixed - all weapon shadows
Fixed - light in Inflatable Dome
Fixed - Trigger in Inflatable Dome
Fixed - Ramp in Inflatable Dome
Fixed - interaction on environment objects
Fixed - Crafting Table crafted icons not appearing
Fixed - 3rd person melee hit detection
Fixed - bug causing enemies to stop spawning until the world was reloaded after a certain number had spawned
Fixed - commander mission reading as Alpha mine instead of Beta mine
Changed - hearing range of monsters in the mine by half to better allow stealth gameplay
Changed - Brightened Proteus night sky
Changed - Updated Highlighter System
Changed - Updated Crash site and Proteus items to use this layer
Changed - Polished fire and FX in crash site
Changed - Made Chisel swing loopable in third person
Changed - Chisel animation improvement
Changed - First Person hit detection of Chisel at 2 meters instead of 4
Changed - Moved pick up prompt to side of screen
Changed - Increased size of all inventory icons
Changed - UI polish on Player GUI
Changed - Improved sway on starting weapons and tools
Changed - hover particle
Changed - Increased flashlight brightness
Changed - Widened flashlight radius
Changed - Reduced sound of player breath by half
Changed - Capped snow and sand coverage on player at 10%
Changed - Sound pass on all environment sounds on Proteus 2
Changed - Sound Mixer for better volume control in first and third person modes
Changed - Upressed textures on crude melee weapons
Changed - Optimized Repair Table
Changed - Optimized Workbench
Changed - Rebalanced all player weapons to each have their strengths and weaknesses
Changed - Updated sounds on health items
Changed - Sound polish on Crash Site
Changed - Pursue and Seek tasks to properly interrupt when a creature is hit
Changed - ragdoll kill force on all creatures.
Changed - base health values for all creatures
Removed -customize structure for now until new features are in
Removed - aluminum from Steel recipe
Removed - Party system (replaced by Ally system, fixing many of the issues the party system had)
Removed - Temporarily disabled missions past Follow the Commander while the story and mission system gets rebuilt
We hope you enjoy this latest version and polish pass. We have lots more to do to polish further, but we like the gains we’re seeing to the feel since improving these interactions. Half of our team will continue on polish and move into balancing, while the other half is focused on implementing new content from the roadmap.
We experienced a glitch in the multiplayer save data and are working to resolve this. As a fail safe, multiplayer players will likely have their data rolled back to Friday, Feb 19th. We apologize for the inconvenience.
We are working on the following regarding this glitch:
Adding in further back ups of data
Adding more security measures
Adding more data safety to functionality
In addition to this, we gathered reports from the community across our channels and went ahead and fielded these items:
Change List
Added - Map icons for all droids
Added - Mineral Outcroppings to mines to temporarily help offset persistent surface minerals
Added - Feature so that Landmine does not hurt owner
Added - Saving of a Droid's current command so that they resume when returning to game
Fixed - Landmine Textures
Fixed - pink Buggie Tires outside Gamma mine
Fixed - the private server invite functionality
Fixed - Mineral Map Icons no longer respawn when reloading the world
Changed - Optimized Gas Tank
Changed - Optimized Liquid Tank
Changed - Liquid Tank color to Blue
Changed - Optimized all Ground Turrets
Changed - Optimized Forge
Changed - Optimized Landmine
Changed - Optimized Marker
Changed - Making sure Depth of Field available for Proteus 2
Changed - Enemies can now freely move around Alpha and Gamma Mines
Changed - The Minotaur's front legs are now attackable
Changed - The Elida's head is now attackable
Changed - Tweaked lighting in Alpha and Gamma mines
Changed - Reduced the difficulty cost threshold of enemies in the mines by half for now
Changed - Buffed Pistol damage to better match other weapons and new creature HP
Changed - Capped mine difficulty scaling
Changed - Adjusted AudioSource 3D settings on all Creatures and Droids
Changed - Added and configured LODGroups on all Creatures and Droids
Changed - Optimized Highlighters by default on all Creatures and Droids
Changed - Disabled enemy spawn wave with crashsite
Changed - Disabled forced sandstorm at crashsite
Changed - Renamed Berry to Fern Tree Berry
Changed - Renamed RedBerry to Redfern Tree Berry
Changed - Renamed Fern Tree to Fern Berry Tree
Changed - Renamed RedBerry (the tree) to Redfern Berry Tree
Changed - 5 patch tape now spawns in the pod
Removed - RegionObjects on all Creatures and Droids
Removed - any 'dummy renderers' from all Creatures and Droids
Removed - region objects from furniture, hopefully fixed randomly disappearing furniture
This Main Branch built from the past five Experimental builds adds a never-before-scene-surprise...the Security Unit!
This is a very significant update for Osiris: New Dawn as it graduates the new Cloud Data System, Seamless Space Travel, the new moon of Lutari, the new creature Moon Mantis, restored and improved moon of Aziel, Herd Behaviors, improved Droid AI and Pathfiinding, while adding hundreds of improvements, fixes, and polish.
Rise of the Machines
This is the first version of the new Droid AI systems, and although they're a little rough around the edges we decided to share them with you now.
Security Unit
These armored bots will follow you into any combat scenario. Sentry Units feature a highly powerful blaster and can travel in squads.
Mining Assistant
Why mine when a Mining Assistant can do the dirty work for you? These handy bots will seek out minerals and continually mine. Simply access each one to grab what they have harvested.
The O.M.P.A. has also been upgraded with the latest AI system, putting it's specialty into repairing and base maintenance. If you have a large base, you'll want to have a few OMPAs around to keep everything in tip top condition.
In case you missed last week's Experimental Build, we added:
Lutari
The second moon of Theseus Prime is Lutari. Lutari is positioned very close to the Theseus Prime ring system, giving a beautiful look at the “hot Jupiter’s” rings. Similar in appearance to our own moon, this world features reduced gravity, strange “Moonshrooms” and is rich in rare minerals.
Moon Mantis
The first discovered Lutarian is the Moon Mantis, which appears to be some sort of predator that roams the surface.
The Moon Mantis takes advantage of our new IK Creature Animation system which allows math driven IK for traversal and feet planting while using expressive key framed animations in the attack sequences. We’ve had a lot of players ask for this, which has also been on our roadmap, and now it’s here. Other creatures will be receiving this animation treatment as we go.
Moonshroom
Not completely desolate, there seems to be a strange iridescent shrub called a Moonshroom on the moon’s surface.
Lots of fixes and improvements
In addition to graduating everything from the past 5 weeks into this update, we managed to knock out lots of fixes and polish from issues found by the community and our testers.
*Note - These changes are only on the Experimental Branch. To access the Experimental Branch, be sure to select it in your Steam Library. If this app does not appear, please check if this app is hidden in your Library. Experimental Branch changes upgrade to the primary branch monthly.
After gathering reports from the community across our channels and went ahead and fielded these items:
Added - Habitat and Beacon now appear both on the compass and have icons on the map
Fixed - bug that would prevent multiplayer servers from loading
Fixed - pink materials on Custom Ramps and Skylights
Fixed - bug causing the Crashsite enemy wave to spawn twice
Fixed - bug causing the player to lose Science points when logging in and out
Fixed - Legacy migration is now only ran once, instead of in the instance of not finding current data, allowing deleting all characters manually and not having them reappear
Fixed - bug that would cause players to get sent straight to the class selection screen even if they have already created a character
Changed - Patch Tape now costs 1 Cloth Bundle and 2 Berries and can be crafted in the Player's inventory, Printer, Fabricator, and Advanced Fabricator
Changed - Higher level new creatures no longer cost 0 difficulty, so should no longer spawn in greater numbers, or sooner in progression than intended
Changed - fast tracked a few economy rebalance changes to improve current playability
Changed - Cloth Bundle now is crafted with plant life found on Proteus, and is craftable in the Player's inventory, Printer, Fabricator, and Advanced Fabricator
Changed - Upped the data storage size for player XP to prevent any overflow issues
Changed - in-game description on Cloth Bundle
Changed - Crashsite spawn wave is now clamped to a maximum of 2 weak creatures
We thought it would be better to get these fixes and changes in your hands now as opposed to later in the week. In the meantime, we're heads down on this week's update.
*Note - These changes are only on the Experimental Branch. To access the Experimental Branch, be sure to select it in your Steam Library. If this app does not appear, please check if this app is hidden in your Library. Experimental Branch changes upgrade to the primary branch monthly.
While half our team focused this week on data stability and multiplayer, the other half worked on adding a new moon, creature, and lots of polish and bug fixes. We also added dedicated quality assurance testers to our team, which has allowed us to really stress test the game and has already proven to be worth the cost ten times over.
Lutari
The second moon of Theseus Prime is Lutari. Lutari is positioned very close to the Theseus Prime ring system, giving a beautiful look at the “hot Jupiter’s” rings. Similar in appearance to our own moon, this world features reduced gravity, strange “Moonshrooms” and is rich in rare minerals.
Infinity Terrain
We also added back in our “infinity terrain” system and improved it greatly. Added first to Lutari, the infinity terrain will generate in all directions at huge distances, completely removing any end of the world. We optimized the system from previous versions and improved the visuals to allow for parallax mapping and detailed shader system, the same shader system on the primary terrain area, which gives a nice cohesive look.
All the other locations will be getting the Infinity Terrain in future releases.
Moon Mantis
The first discovered Lutarian is the Moon Mantis, which appears to be some sort of predator that roams the surface.
The Moon Mantis takes advantage of our new IK Creature Animation system which allows math driven IK for traversal and feet planting while using expressive key framed animations in the attack sequences. We’ve had a lot of players ask for this, which has also been on our roadmap, and now it’s here. Other creatures will be receiving this animation treatment as we go.
Moonshroom
Not completely desolate, there seems to be a strange iridescent shrub called a Moonshroom on the moon’s surface.
Changes to Slipping
The controversial and much debated foot sliding mechanic has been tweaked in this version. When attempting to jump at the highest peak incline the slip now has a very small chance of causing a suit breach. The sliding duration has been drastically reduced to allow for quicker interaction after sliding.
User Interface Transitions
Something we’ve always wanted to add in and finally had a chance. We started with some nifty zoom transitions when going from menu to menu.
Lots of fixes and improvements
Huge focus on furthering the data stability since our change to the cloud file system. Countless bugs were fixed this week around these features. We also fixed party member ownership, building, and other control issues.
Change List
Here's list of what we hit this week, we kind of went a little crazy:
Added - New multiplayer buffer system
Added - mode title to Main Menu
Added - Quick Level Test spawn points to World
Added - configured Lutari LevelDesign scene with CreatureZones
Added - Lutari to Proteus2 LowOrbit
Added - AStar and configured loading settings for Lutari | Added GraphCache file
Added - Lutari WorldArt lighting pass
Added - Lutari sections file
Added - Highlighter to crab and rock pickups
Added - Creature enum for pick ups
Added - color coding for Cover during storms
Added - Set atmosphere, stars, planet and weather settings for Lutari.
Added - thin atmosphere to lower audio levels
Added - Configured Lutari plants for collection
Added - logic to request the master client save every 30 seconds while a player is attempting to join, to account for any unexpected loss in photon calls
Added - null check to weathermanager's photonview setting in awake
Added - Moonshroom item, configured to work with lutari plant prefabs
Adding - Transition system
Added - transitions to in game menus
Added - Crystal shader
Added - Lutari mineral variants
Added - lots of minerals to Lutari
Added - planets reference to Lutari_Persistent
Added - PlanetTrigger to Lutari planet in Proteus2_Persistent
Added - failsafe to not run the dynamic wave spawner if no enemies are specified
Added - finished automated backup, syncing of backup, and loading of backup-ed file in the instance of corrupted file either overall or in the instance of erroneously erased data
Added - Infinity Terrain to Lutari
Added - RTP to InInfinity Terrain
Added - More polish on Lutari materials, terrain, and rock materials
Added - Spaceship will now wait for the world save to finish before it spins up it's interplanetary drive to full speed
Fixed - Parasyte body will no longer fall beneath the world and be inaccessible
Fixed - item pickup collision settings that caused them to fall through the floor very frequently when dropped
Fixed - shadow distance options
Fixed - room names being inconsistent
Fixed - owned structures and vehicles not populating
Changed - Optimized Spaceship Landing Gear
Fixed - Player jumping over small bluffs in the terrain
Fixed - Bloom options
Fixed - Network instantiated player prefabs are now properly removed from the world when their owning player leaves
Fixed - issue causing the new buffer system to allow data desync in the buildable system due to save IDs getting desynced
Fixed - issue causing the new buffer system to save empty data entries into the persistence system, unnecessarily bloating the save files
Fixed - viewIDs not properly getting sent to remote clients for Droids
Fixed - Disabled despawning of Creatures temporarily as the system gets redesigned due to it causing severe FPS drops on clients due to creatures not being destroyed on every client
Fixed - issue preventing players from joining a master client that is inside of a vehicle
Fixed - Texture sizes for RTP
Fixed - corrupted file handling for non-data critical save files
Fixed - FileStreams remaining open due to mid-stream errors
Fixed - instances where autosave would attempt to run before the initial load has finished, causing corrupted/incomplete data
Fixed - Spaceship is now removed when a client leaves low orbit to enter space
Fixed - some errors ran into through testing multiplayer
Fixed - to Crab Pickup materials
Fixed - ghosting on selection circle sprites.
Fixed - jittery camera on Mech and MechCrab
Fixed - UI on Hovercraft and GAV
Fixed -Particle system on Hovercraft
Fixed - Player now properly spawns when remote client enters planet
Fixed - small instabilities and errors in multiplayer
Fixed -issue where save IDs were not properly counting the highest ID, causing building to be problematic
Fixed - general errors during loading
Fixed - persistent data duplication issue
Fixed - divide by zero error when starting fresh in a multiplayer universe
Fixed - some null refs in item pickup
Fixed - creature logic being ran on remote clients when unintended
Fixed - Crab Mech multiplayer sync issue
Fixed - 3rd person Camera Collision from jittering
Fixed - ownership discrepancies for party members
Fixed - bug causing remote clients destroy to not clean up the item locally
Fixed - issue with buildable object manager duplicating and not properly maintaining one single instance at any given time
Fixed - Player's location is now saved when they spawn so if they respawn they are not stuck inside the pod or at 0,0,0 world space
Fixed - 3rd Person camera for Mech
Fixed - Mech sounds
Fixed - hovercraft engine material
Fixed - Hovercraft exhaust materials
Fixed - all camera distances for all vehicles
Fixed - all headlights for all vehicles
Fixed - an issue where the BuildableObjectManager would keep references to the previous planet's buildables in memory and respawn them on a new planet
Fixed - infinite loop in saving on failure to save
Fixed - backup file sync path
Fixed - gravity when planet travelling to low gravity worlds
Fixed - bugs within BuildableObjectManager
Changed - Increased ambient and sky illumination at night
Changed - Spaceship exhaust materials less bright
Changed - Harvesting berries now provides science
Changed - Looting creature bodies now provides science
Changed - Harvesting broken droids now provides extra engineering XP
Changed - Set server debug text to be wider
Changed - Gave important scene PhotonVIews their own fixed IDs
Changed - Made lingering smoke on meteor darker to make it easier to find
Changed - Updated Crab mesh pick ups and other optimized meshes
Changed - Improved Pick Up HUD
Changed - Improved always up HUD
Changed - Adjusted atmosphere settings on Proteus 2
Changed - Adjusted LOD distances for some crab and skeliopod items
Changed - Increased resolution of displacement maps on Proteus 2 terrain
Changed - Set all Lutari textures to 2K
Changed - Set camera rendering to Forward to fix RTP black terrain issue.
Changed - Player breath is now off when in a vehicle
Changed - Switched out BuildableObjectManager's list handling with a dictionary so they can share the same persistent object IDs and not become desynced with async loading
Changed - Adjustments to incline sliding. Made sliding less time and only gives damage at a low chance percentage
Changed - Trimmed jump landing animation to make it quicker and more responsive
Removed - the need for Draw Distance limits
Removed - dummy missions from Mission Transmission
The next Main Branch update is right around the corner. In the meantime, we'll keep chipping away - lots more to do. Hope you enjoy the low gravity world of Lutari!
*Note - These changes are only on the Experimental Branch. To access the Experimental Branch, be sure to select it in your Steam Library. If this app does not appear, please check if this app is hidden in your Library. Experimental Branch changes upgrade to the primary branch monthly.
Besides adding some quality of life systems, we took the week to clean and solidify all the features we've added over the past few weeks.
Server Logs
This week we added a feature we call "Scribe", which is a server log to view what has happened on the server while you were away.
Feedback Tool
This in game Feedback system was a huge hit in our Beta Branches, so we added it to this branch. This will allow you to send us your feedback while in the game, quickly and easily. Plus, we find the screenshot feature is extremely helpful.
You can view this feedback on the Osiris: New Dawn website here:
Filling out Aziel was a snap with our new nature tools we developed last year, allowing us to add hundreds if not thousands of minerals across the surface of the 7K map. We plan on exploring this technology further, allowing seeds to create interesting variations in placements.
Change List
Most of the fixes this week went towards solidifying the Cloud Save System. Here's list of what we hit this week:
Added - Scribe Log System and accompanying UIAdded - Feedback Tool and accompanying UIAdded - rich mineral nodes and ruins across all of AzielAdded - snow variants of mineralsAdded - visual versions of all the specific resourcesFixed - numerous Cloud Save System bug fixes and polishFixed - Spaceship no longer is lost when disconnecting or crashing during transit between planetsFixed - HAB window not counting as coverFixed - Creatures no longer damage the player through wallsFixed - Printer and Chem Station textures have been upresedFixed - instances where interact HUD would cutoff some descriptions and build costsFixed - collision in a wall in the Gamma MineChanged - View ID max up to 10000 per player
In case you haven't seen it, our Roadmap can be viewed here. Now with voting:
I also wanted to take a minute and say thanks for sticking with us. It took a while to find the right crew, and right now we have the perfect crew on board to properly get after this project. People make all the difference and I couldn't be more proud of our team, their excitement, dedication, and skill.
*Note - These changes are only on the Experimental Branch. To access the Experimental Branch, be sure to select it in your Steam Library. If this app does not appear, please check if this app is hidden in your Library. Experimental Branch changes upgrade to the primary branch monthly.
OK, got a lot in this week! We finished restoring Aziel, the seamless space travel, and added in the cloud file system which will take over from the old SQL database structure. We updated the Aziel "giraffe" creature to the new AI and gave it the Herd Behaviors which we migrated over from our Beta Branch tests. We also updated a number of "quality of life" changes, moved the worms to the dunes, toned down the chance of a dust storm, and a bunch of other small items.
Seamless Space Travel
This second version of space travel incorporates asynchronous loading, removing the need of having a loading screen in between planet travelling. This will allow you to travel seamlessly from Proteus 2 to Aziel, including being in Low Orbit and a new zone called Deep Space.
Cloud File System
Version 1 of our file cloud save system deprecates the old SQL system, which was prone to errors due to data parsing over server connections. This new system has numerous benefits, such as automatic back ups of your data, much faster saving and loading (especially in high density worlds with lots of objects), and has an automatic migration feature which will bring over all your data. We took extreme measures to make sure to handle your data with care, and though it was a lot of work, we think it was worth it.
Additionally, the cloud data allows for far more variants in our save game states, which will allow us to explore more ways to customize structures and vehicles, along with being able to add more interesting game play elements. This system essentially frees us up to explore more, while adding stability, redundancy, and speed.
Aziel
The first planet restore since the code rewrite is Aziel, and she's looking better than ever. A full 7K world, Aziel is the largest planet we've made for Osiris: New Dawn. Aziel also sports a fancy new lava illumination shader for the heated areas of the world.
A side note - the worlds will continually be worked on as we go. For instance, this version of Aziel is missing the Tundra around it, and this will get added as we continue.
Herd Behaviors
We previously showed what we can do with stealth gameplay using the hearing and vision senses of the updated AI. Taking the AI further is the Herd system, which just like nature has a leader with the others following in a flocking style movement. Disturb the herd and they will scatter, all while avoiding obstacles, pathfinding, and not taking any hit to the game's performance.
Lots of Minor Fixes
Worms and storms seem to be the most frequent pain points, so we adjusted those this week, along with fixing a handful of other items.
Added - Seamless Space Travel to all gameplay systemsAdded - Cloud Save SystemAdded - Aziel PlanetAdded - Giraffe Idle and Gallop animations.Added - Giraffe rootmotion walk animation.Added - Attack, hit, and turn animations for GiraffeAdded - event system for going in and out of orbitAdded - support for planet rendering while in spaceAdded - Deep Space zoneAdded - reertry sounds.Added - reentry sound when planet travellingAdded - support to test local and multiplayer saving from Quick Level TestAdded - AI systems into restored Aziel scene.Added - mineral nodes to restored Aziel scene.Added - creature zones for Giraffe herds in restored Aziel scene.Added - and improved creature herding systems and associated behavior tasks.Added - Giraffe creature from beta branch and set up with new herding and fleeing Fixed - infinite worm spawns when a vehicle is lost to the worm in the Sand dunesFixed - interact system crash when interacting with an object without an interact targetFixed - Compass System for space travelFixed - Map System for space travelFixed - creature zones not properly detecting player.Fixed - local planet issue when space travelling.Changed - Sandworms no longer are triggered when the player is in a spaceshipChanged - minimizing starting health at 5 so the player does not die instantly at spawnChanged - adjustments to Structure build sounds behavior.Removed - interactable surface from hallway
With the cloud save system in we hope that data issues become a thing of the past. We're also very excited about the new level loading tech, and that adding planets in is becoming easier and easier. This was a huge week for us, but keep in mind, this is EXPERIMENTAL, meaning this material was not thoroughly tested and will get refined and tested before adding to the main branch.
*Note - These changes are only on the Experimental Branch. To access the Experimental Branch, be sure to select it in your Steam Library. If this app does not appear, please check if this app is hidden in your Library. Experimental Branch changes upgrade to the primary branch monthly.
While we're working on restoring Aziel, adding seamless space travel, and creating a much improved cloud saving system, we were able to hit a number of items from our bug reports to improve the overall experience. When we play the game we feel much still needs to be done to improve the core gameplay, and we're chipping away at it week over week.
Mecha Crab
We rewrote the creature driving system to be far less complex in code and more modular. In addition to having strafing, running, jumping and shooting from the Mecha Crab with improved physics and math driven IK, this system can possibly be used in other ways. We'll experiment more with how to use this new tech as we go.
Temperature
The temperature dial has been changed to reflect your suit temperature, which is calculated by a number of real time weather forces in the game. You'll notice now that your temperature gauge will change when entering an enclosed vehicle or structure, which will also affect the frost on screen, since these areas are considered "optimal temperature zones."
We hope with making the temperature suit-centric will be more clear, and give more piece of mind when entering a warm zone. Remember, all the temperature readings are in Celsius.
Hover and Stamina Adjustments
In the Survival Update we re-established a baseline for the survival gameplay. In the past, many of the features were over powered and took away from the survival mechanics, and therefore we rebalanced in the Survival Update. That said, when we make adjustments we typically go too far on purpose, then gradually ease up to find the sweet spot.
Hover and Stamina are both key features in the game and will probably be endlessly tweaked, and in this build we're trying this: Hover duration is doubled, Stamina usage rate halved with its restore rate doubled. This will allow you to sprint for longer periods of time while feeling more responsive. The hover now sports a replenish timer, since hover replenishing takes 5 seconds to fill.
Lots of Minor Fixes
We've been chatting on Discord and fielding your responses on the Houston email channel, and have been able to knock out a large number of issues reported. The worms have been removed from the interior of the map (for now), suit attachment rendering fixed, and lots of other small things, including a quick pass on UI audio.
Added - support for oxygen replenish in enclosed vehiclesAdded - support for optimal suit temperature in enclosed vehiclesAdded support to be at optimal suit temperature in structuresAdded - support for Inflatable Dome to give OxygenAdded - timer to hover replenishAdded - more space for inventory UIAdded - reverb to System Computer and player voiceFixed - Mecha Crab movementFixed - first person weapon shadowsFixed - first person attachment renderingFixed - Depository to allow accessing from sideFixed - Inflatable Dome rampChanged - Made heartbeat sound ramp up intensityChanged - Reworked foot landing soundChanged - Halved all footstep soundsChanged - Updated all UI soundsChanged - Increased default hover duration by doubleChanged - Removed worms from inside continentChanged - Changed Temperature reading to show suit temperature, not outside temperatureChanged - hover replenish rate to doubleChanged - Stamina to replenish fasterChanged - Made Stamina more responsiveChanged - Improved sounds for building
Work In Progress
Save Game System
We're attacking the save game issues from all sides and are making this our top priority. Essentially, the legacy save system uses MySQL database calls. Because of the increased traffic these calls sometimes fail on the servers, which causes incomplete data. When we get the data back incomplete, the game doesn't quite know how to parse it. Rather than continually fixing this system, we're migrating to a new file cloud save system, which has backwards compatibility and redundancy, and will also allow for versions of your save data to be recovered if needed.
Aziel
The Aziel map has been restored and optimized and almost made it into this Experimental Build, but not quite. We've improved the lava rendering and snow FX, and Aziel is looking better than ever. We've been playing on Aziel all week and should be ready for the next release.
Space Travel
We're continuing to bring over features and content from the Beta Branches, and the Seamless Space Travel has been brought over and we've been space travelling internally all week. All that is left is to add the multiplayer component and the save game data when entering a new planet, which ties into the new Save Game System currently being worked on.
While we still have much to do to add, restore, and polish I'm happy to say development is coming along smoothly, mostly due to the code refactor and clean up that occurred leading up to the Survival Update. It seems we have a very solid base now, many of the performance problems of the past are behind us, and once we have the data system bulletproof we'll be able to really play offense week over week.
We had a pretty good week. Mech has been migrated and expanded from Beta. All vehicle cameras have been fixed. We added harvestable ruins to the map, along with making the lost drones harvestable. And lots of other small fixes and improvements.
Also, a lot of people were saying the Experimental Branch was more playable than the Main Branch, so we're updating both builds this week with the latest stuff.
Mech
The original launch version used a Mech system that was driven completely by math. While it allowed for nice foot placement we found that it just didn't have the right look and feel. Through the Experience builds we tried a fully animated system and while that did allow for some further functionality like running and jumping, it still didn't feel quite right.
Our ultimate solution is the combination of math driven IK on top of the animated control system, which gives the Mech a very detailed feel and allows for full control. We even added look-at constraints to the guns, so that the arms now aim at their targets - something that was asked for in the Beta Builds.
Vehicle Cameras
This was an easy one, but caught up to us after the engine update. As many of you know the radar map system has been changed to a 2D system, which allows more functionality and is far more optimal (and we've taken enormous strides to be performant). It turns out the vehicles still used the old camera layered radar which in the modern engine sometimes causes the terrain shader to wig out. So we fixed that.
Ruins and Lost Drones
We sprinkled some drones from the original settlement before the Osiris Missions began (more on story later...) in a past update. Now they are harvestable, which will give you more resources to survive on.
While we were at it we added lost bases to discover and harvest. Not a story element yet, but more something to find and harvest to ease the build progression until we have a chance to do a proper balance pass on the economy.
Lots of Minor Fixes
We had some players on Discord mention some textures and shaders were missing on some of the guns, so we fielded that, along with making sure bullets hit all the enemies correctly (a collision layer change that we missed through the AI pass, apologies). There's a lot of other small fixes too, we'll put these all up in the notes on our website.
Incase you missed it:
Stealth Gameplay
We're getting further afield with the AI and behavior systems, and tuning intricate behaviors is getting easier and easier. There's still more we'd like to add to make the creatures more animated when changing states, but the overall feel is coming along nicely.
Creatures in Mines Now Respect Walls
A weird bug to track down since it only occurred in the build, but we found it. Something to do with the pathfinding graph not registering. Anyway, we fixed that last week.
Additional Notes
In addition to all this you've probably noticed we've been making some changes around here: new store graphics, new library graphics, etc. This is all part of us taking over as publisher and sweeping up some unfinished items. We see this as a new beginning and therefore having a little fun with it: we're calling it Season 2. No, this doesn't mean we're going to throw DLC at you, and no, this doesn't mean it's going to be a 4 year season. It just means we got our game back, and the shackles have come off.
We also updated the website and put up the latest roadmap, so you can see how we're prioritizing our efforts.
I'd love to say we're just getting started here, but you probably won't believe me, which I totally understand. You've been shown a lot of stuff since launch, and it's been a rough road, but I can assure you that any issues we've had throughout this dev cycle have been handled and are long gone.
In the mean time we'll get back to it. Have a great weekend and I hope you enjoy!
In this build we focused on creature AI, added graphics and game options, and adjusted some economy balancing.
Fixed a bug causing creatures to hear the player everywhere, causing them to always track the player
Fixed creature collision detection in the mines
Fixed a bug causing creatures to still try to attack deceased players
Updated functionality and content for settings screens both in-game and in main menu
Rebalanced each of the different ingots to cost 2 ores from 3
Rebalanced Plastic and Rubber recipes to provide 5 units each and only consume a total of 20 units of gas
NOTE: A more complete resource rebalance will happen in the near future so crafting/building recipes will better reflect the current mineral ore drop rates, this is simply a quick intermediate measure to ease the grind while that rebalance happens.