Osiris: New Dawn - brian
This week we're graduating the branch from Experimental to Main, which has a host of additions and fixes to improve the overall experience.

Structure Build Order
The biggest change we've made in this version is sun setting the way the Skill Tree is used. Previously, the Skill Tree required Proficiency to unlock the ability to build various structures and utilities. While we've been conducting our balance pass internally, we found that this created unnecessary steps towards survival. Essentially, you should be able to build what you need and in what order, having the choice based on what resources the astronaut has available therefore allowing you to chart your own path.

The Skill Tree will be going through changes as we go. The look will be similar, but we will use it instead to advance the player's abilities. More on this later.


On Structures we set up some meaningful prerequisites for various structure types. Our goal is that this will lead to proper build order while having the Utilities and Structures needed to support your base, rather than building something only to find you need a power source, for example.

Stealth indicator

As the game evolves its stealth style combat, we've added a noise and visibility meter in place of the Pressure meter in the lower left of the HUD. We found that the Pressure meter, while important in real life space travel, did not find much use in this simulation, and replacing it with the noise/visibility reading made the most sense. That stated, pressure is still a big part of the game and can display pressure in other ways that does not require a dedicate meter.

The Stealth indicator will be very useful going forward. Hiding spots are being added allowing you to gauge if you are visible and in hiding. Creatures will respond to this per species, based on each creature's senses. Our hope is this will allow for more strategic options in encounter scenarios.

Debug Console

We added full feature Debug Console allow you to bypass or build anything with various cheat commands. Totally optional and invisible unless used, the Debug Console can be very handy if something gets lost in space or you'd like to reset your play condition by regenerating a new object through these commands.


Fixes
We listed all the fixes and additions in last week's Experimental Branch, which you can check out here:
Change List

We hope you enjoy this new main branch update and look forward to sharing the material we have coming down the pipe. And now, a quote from one of my all time favorite actors:

"Well that's just great! Game over, man. Game Over!"
Brian
Osiris: New Dawn - FromFenixFire
*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.



Change List
  • Added - Build prerequisites for proper build order of Structures.
  • Added - Polish on icon mouse over panel and right-click panel.
  • Added - Migrated Insects prefab package from the beta branch.
  • Added - Added new Scarab enemy type.
  • Added - Creature AI: Waypoint Patrol.
  • Added - Creature AI: Global Hit Reaction.
  • Added - Creature AI: Alert Reaction. (Roar)
  • Added - Creature AI: Entrances.
  • Added - Creature AI: Health Percentage Detection.
  • Added - Creature AI: Fleeing.
  • Added - Creature AI: Dynamic Bite Triggers.
  • Added - Creature AI: Cancel Path task.
  • Added - Configured Crab Monster to use the new behavior tree base.
  • Added - Configured Crab Monster to use available attack animations.
  • Added - Configured Crab Monster to flee from the player when below 10% health.
  • Added - Configured Crab Monster to use dynamic bite triggers.
  • Added - Configured Moon Mantis to use the new behavior tree base.
  • Added - Configured Moon Mantis to flee from the player when below 20% health.
  • Added - Configured Moon Mantis to sprint toward the player when pursuing or fleeing.
  • Added - Configured Moon Mantis to use dynamic bite triggers.
  • Added - Noise and vision detection readings to HUD.
  • Added - Hiding Spot system.
  • Added - Hiding Spots to Plants.
  • Added - Added and configured the waypoint patrol system.
  • Added - Adjusted NatureObject/NatureFragment for Creature Zone compatability.
  • Added - Re-configured Creature Zones for usability and functionality.
  • Added - Transform List Size comparison Behavior Tree task.
  • Added - Variability function to SendMessage Behavior Tree task.
  • Added - Added CreatureZone template prefab.
  • Added - Added spawn radius to CreatureZone.
  • Added - Migrated tail/tentacle plugin from beta branch.
  • Changed - Configured Skeliopod to use the new tail/tentacle plugin.
  • Changed - Increased resolution of Small Solar Panel textures.
  • Changed - Adjusted Crab Monster agent locomotion and rotation.
  • Changed - Adjusted Snubs' hearing and vision radius.
  • Changed - Adjusted Snubs' animation controller to use the correct speed variable.
  • Changed - Normal difficulty Thirst and Hunger usage reduced by 20%
  • Fixed - Some instances where Mouse and Input would pause every few seconds for some players.
  • Fixed - Instance where loading screens could incorrectly delete persistent objects.
  • Fixed - Dev console can now spawn more than 1 Item.
  • Fixed - Crash site pod panels now properly persist.
  • Fixed - Exiting during the tutorial properly restarts the tutorial.
  • Fixed - Extendable structure ramps.
  • Fixed - Stackable Object rotation.
  • Fixed - Take All button in crafting tables.
  • Fixed - Back left wall in barracks no longer places furniture outside.
  • Fixed - Feedback panel no longer fails when sending special characters.
  • Fixed - Glass Container and Barrel can now deposit any leftovers into tanks.
  • Fixed - Abilities are no longer required to build Utilities.
  • Removed - Skill Tree locks for crafting Structures and Utilities.
  • Removed - Disable of Barracks foundation.
A special thanks to all the players who have sent in bug reports using the in-game feedback tool, and those who are active in our community. We appreciate your feedback/concerns and have found it very helpful as we progress towards completion.

"It's an ugly planet, a bug planet!"
- Brian
Osiris: New Dawn - FromFenixFire
*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.



This week, while still making great progress on our new features we still hope to share with you all soon, we wanted to get some more fixes out for you all in the meantime. To assist with our testing internally, and as a tool for any players in Singleplayer or those who are the owners of a Private Universe, the Dev Console is now accessible in-game with the Slash "/" key.



The Dev Console comes with an auto-fill recommendation system that will display any relevant commands depending on what is entered in the input field, showing all possible commands, displaying their states, and overall helping usability.



These recommendataions will also show all possible inputs for certain fields such as spawnable items, vehicles, droids and creatures.

In addition to possible inputs, where applicable the hint will also display current status of a related variable, for instance the "set" command's hints will display the current vitals of the player.


  • Added - Dev Console for both players and devs in singleplayer or for private server owners.
  • Added - Fade in and out for all loading transitions
  • Added - Reticle to Melee Weapons
  • Added - Auto swing to Melee Weapons
  • Added - Foley ramp in on fade in and out
  • Added - Wind sound to mines
  • Added - Cinematic snow to Aziel.
  • Added - UI audio while in Cinematic mode.
  • Added - More detail when fading our audio during exit game.
  • Changed - Hover now allows mid-jump hovers if hover fuel is available.
  • Changed - Rebalanced hovercraft fuel consumption
  • Changed - Updated art in All Mines
  • Changed - Updated Atmosphere in All Mines
  • Changed - Cleaned up mine design systems.
  • Changed - Pop Up to Right side of the screen
  • Changed - Softened walk to Idle in 3rd Person
  • Changed - Plant triggers to off after harvest
  • Changed - Updated GAV materials and projectile sound.
  • Changed - Reduced fog in the rainstorm on Proteus.
  • Changed - Adjusted Reflections in Mine.
  • Changed - Renamed custom option "Resource Recharge" to "Mineral Respawn Rate" to improve clarity
  • Fixed - Tanks inventory not properly saving
  • Fixed - Build manager reference issues
  • Fixed - Barracks and Habitat joint connections
  • Fixed - Minerals now respawn as intended with Resource Recharge (now Mineral Respawn Rate) custom option
  • Fixed - Autocomplete on dev console for Barrels and Glass Containers
  • Fixed - Issues with Mine stairs traversal
  • Fixed - Issues with Terrain in mines
  • Fixed - Issue preventing crafting
  • Fixed - Null on Audio for FX Handler
  • Fixed - Singletons not getting registered after a scene load
  • Fixed - Issues Causing players to get stuck in mines in multiplayer after space travel.
  • Fixed - Melee Distance on weapons in 3rd Person
  • Fixed - Corrected networking objects with incorrect view IDs.
  • Fixed - Errors reported by the internal error reporting tool
  • Fixed - Color errors on Terrain in Lutari and Aziel
  • Fixed - Color errors on Main Menu terrain
  • Fixed - Vehicle ownership string updating with ownership transfer.
  • Fixed - Mission system not initializing when starting a new character.
  • Fixed - Nature object syncing preventing loading
  • Removed - Convex collider from Potato

As you enjoy these improvements, please continue to reach out to us with any concerns, and be sure to keep an eye on our Roadmap so you can see what is next to come!

- Fenix Fire Entertainment
Osiris: New Dawn - brian
Hello fellow explorers,

After receiving your feedback reports with trouble loading and space traveling we took a deep dive to give these systems a stability pass. A special thanks to the players from the community who helped us reproduce many of these issues, and therefore solve them.

Change List
  • Added - auto swinging to Melee Weapons
  • Added - Redicle to Melee Weapons Fixed Melee Distance on weapons in 3rd Person
  • Added - Implemented animation speed control for knockback in animation driven creatures
  • Added - Implemented IK directional step control for knockback in IK driven creatures
  • Added - knockback particle effect handling
  • Added - main menu PPV
  • Added - support to send mode in Feedback Reports
  • Added - blur to Main Menu bottom bar buttons
  • Added - cinematic snow in Main Menu Added Snow assets
  • Added - Space PPV to Lutari

  • Fixed - more issues with singletons not getting registered after a scene load
  • Fixed - networking issues concerning players travelling between planets
  • Fixed - cause of massive FPS drop in multiplayer
  • Fixed - numerous saving issues with spaceships and remote players
  • Fixed - issue causing players to lose control of their spaceship during spaceflight
  • Fixed - an error caused by leaving a planet inhabited by pathfinding AI
  • Fixed - first time load issues
  • Fixed - overblown depth of field on establishing shot
  • Fixed - Objects no longer appear on the surface of the planet when in low orbit
  • Fixed - Spaceship can now be flipped
  • Fixed - issues with skydome scaling and space planet positioning
  • Fixed - Liquid and Gas Tanks
  • Fixed - buildable manager legacy code issues
  • Fixed - combat knife durability usage to be more inline with other melee weapons
  • Fixed - 0 hardness on Conduit Bender and PickAxe, currently they are both at 7
  • Fixed - many instances of legacy data migration issues, hopefully fixing 58% load issues
  • Fixed - checksum handling, this fixes some cases of the saving loading issues
  • Fixed - buildable object manager references to be properly a singleton
  • Fixed - enemy spawn amounts to properly scale with universe options
  • Fixed - Saving and Loading stability issues
  • Fixed - slightly offset panels on Laboratory
  • Fixed - Main Menu not loading properly after getting disconnected
  • Fixed - Require Pressurization to Eat
  • Fixed - issue with Ally map not getting updated causing the turret to still fire at allies
  • Fixed - enemy syncing in multiplayer (enemies should no longer teleport around)
  • Fixed - collision on Colossus beetle
  • Fixed - Ammo boxes in mines
  • Fixed - Jump Idle
  • Fixed - forward thrust after leaving spaceship while in space
  • Fixed - Space distance on all Persistent Scenes
  • Fixed - distance rendering in Main Menu
  • Fixed - camera far distance settings
  • Fixed - fossil collision and pathfinding
  • Fixed - Stackable Object rotationChanged
  • Fixed - Collider is now disabled on branches when it is harvested

  • Changed - Updated death message UI
  • Changed - Tweaked Droid obstacle avoidance when in groups
  • Changed - Increased emission on the beacon material
  • Changed - Updated build version warning UI on Main Menu
  • Changed - Reordered fade in order on establishing shot text
  • Changed - Unlocked all buildables from their position grid
  • Changed - Oxygen is no longer in space
  • Changed - Vehicles now settle with physics when spawned and flipped
  • Changed - Improved harvest rate of Barrels
  • Changed - Increased capacity of Glass Container to 100 units of liquid
  • Changed - Normalized vehicle refuel amount from both the tanks and player interaction
  • Changed - Tuned chisel durability to be more in-line with other harvest tools
  • Changed - Reenabled creature zones on Proteus
  • Changed - Reduced fuel consumption on Rover and GAV
  • Changed - Feedback panel now retries up to 5 times when a bug fails transmission
  • Changed - Feedback panel will now not clear the previous bug settings
  • Changed - Extreme thirst and hunger drain
  • Changed - Dungeons now count as a pressurized area for consuming food and water
  • Changed - Upped TOD cycle slider to max out at 10x
  • Changed - Adjusted used Minotaur loot table to match the changes made to the legacy one
  • Changed - Softened walk to Idle in 3rd Person
  • Changed - Set Plant triggers to off after harvest Fixed null on Audio for FX Handler
  • Changed - layout in Main Menu
  • Changed - Brought in minimum build distance to 2M

  • Removed - renderers from colliders on vehicles
  • Removed - Distance Asteroids from Proteus 2 Low Orbit
  • Removed - blur focus from build events
As always, be sure to check out our official Roadmap: Osiris: New Dawn - Roadmap

With this update we’ll be monitoring your feedback and continue to iron out any issues as they surface. New material listed on the Roadmap is coming along nicely and we look forward to sharing this with you soon.

BTW, I can’t believe it’s the middle of March already! Apparently time flies in the Gliese 581 system. Thanks again for all your support and kind words. We read everything you write and your support means the world to all of us here on the dev team.

Where we’re going, we don’t need roads.
Brian

Osiris: New Dawn - brian
Coming off last week's polish updates is a focus on vastly improved interactions along with a full upgrade to the Gameplay Options!

Gameplay Options



We added a slew of fresh new options to suit a wide variety of gameplay tastes. Want to tame down survival gameplay and focus on building? We got that. Want a hard-core-hard-science experience? We got that too. These options are available for your Single Player and Private Universe campaigns. Public Servers will be set to Normal for now.

Chisel Interaction



Working from the technology recently added to the Multi Tool, we’ve added a damage meter when mining minerals with the Chisel. The chisel also has an intelligent reticle in both first and third person modes to illustrate what is in range.

Third Person Melee



We spent the bulk of the week on 3rp person melee. First, we needed to make sure the weapon swing occurred over the center of the screen to coincide with the reticle. This was accomplished with complex math rotations on top of the motion capture animation data. Then, the trigger sphere from each weapon mathematically calculates the precise position of the hit for proper FX and damage dealing. We also added a raycast from the center of the screen at precisely the right time per swing to calculate detection from the camera, then compare the data from the swing sphere and raycast to find the proper result. Finally, a simple animation speed adjustment when a hit occurs creates the feeling of collision. Also, when holding a melee weapon the camera is brought in to showcase the action. When added all together, we find the 3rd person melee feels very satisfying, responsive, and consistent.

Durability and Hardness

Every surface and melee weapon now has hardness. This is scientifically based on Moh’s hardness scale and each mineral now displays the correct hardness value. Your default chisel is made of steel and therefore has a hardness of 7. Hit any material less than 7 and the chisel will not lose durability. Hit an object over 7 and it will lose durability.

Once durability of an item is depleted it no longer is destroyed - this was far too punishing and not good design. Instead, the item enters a fully degraded state, flashes red, and can still be used but will deal less damage. All items can easily be repaired on the Repair Table.

Utility Interactions



We’ve added proper contextual subtitles to many of the Structures and Utilities in the game, describing states/uses for each.

For example, the 3D Printer requires power to use. If it does not have power the Printer does not light up and the HUD displays it does not have power. Build a nearby Solar Panel and the Printer lights up and is fully interactable. We’ll be adding this functionality to all Utilities and Structures as we go.


Stackable Storage

First, we tracked down the bug preventing the Depository from stacking. Then we added functionality to make other items stack, and added this to the Space Debris Chest!





Here's a video that showcases some of this week's features:


Bug Smash
The Feedback tool continues to be a fantastic resource between player and developer, and we knocked out hundreds of reported issues this week, many having to do with space travel. Here's this week's change list:

  • Added - Survival Sound Library Added new cross hair textures
  • Added - Highlighter filtering to bias towards pick ups and selected objects
  • Added - Highlighter filtering to bias towards pick ups and selected objects
  • Added - Info Display to selected Inventory Icon
  • Added - sounds and FX to Forge
  • Added - sound to Space Debris Chest
  • Added - Redicle to MultiTool
  • Added - redicle to Chisel
  • Added - Redicle System to Multi Tool
  • Added - highlighter to all creatures
  • Added - sound to all creatures
  • Added - look at transform for Airlock Ramp Making sure the creature prefabs got updated
  • Added - Graphics Jobs for more optimizations
  • Added - Decal Library
  • Added - Decal System
  • Added - 3rd person hit pause with successful hit
  • Added - Discovery system foundation
  • Added - math to determine proper placement of 3rd person hit collisions
  • Added - dynamic key interactions to Utilities
  • Added - proper subtitle for Utilities and Structures
  • Added - harness to all melee weapons and tools
  • Added - chisel hardness detection
  • Added - flashing red icon to destroyed items
  • Added - harness to all minerals
  • Added - hardness system
  • Added - raycast to 3rd person combat
  • Added - durability and hardness to Tactical Knife and Chisel
  • Added - Panic audio to Player
  • Added - a weight stat to CreatureSpecies in CreatureData
  • Added - hit stun and knockback systems to creatures
  • Added - - ded Eat and Drink sound Emotes
  • Added - volume control to DroidSound audio cues
  • Added - messages for the remote user when they are added and removed as Allies
  • Added - Custom Options back to singleplayer and private multiplayer
  • Fixed - enemy syncing in multiplayer (enemies should no longer teleport around)
  • Fixed - collision on Colossus beetle
  • Fixed - Ammo boxes in mines
  • Fixed - spaceship duplication issues
  • Fixed - a bug that would cause ID mismatches and could cause any number of issues
  • Fixed - Turrets should no longer target Allies
  • Fixed - Panels on the escape pod should no longer respawn when reloading the world
  • Fixed - commander in Beta Mine
  • Fixed - a bug causing enemies to stop spawning until the world was reloaded after a certain number
  • Fixed - Seek task from indefinitely retreating from player
  • Fixed - invisible collision in craters of Lutari
  • Fixed - infinite terrain in Lutari causing frame hitches
  • Fixed - Lutari Low Orbit Fixed low gravity movement speed
  • Fixed - Aziel disappearing in Low Orbit Fixed particles showing on Aziel surface from space
  • Fixed - hover landing in first person
  • Fixed - display weather only on Planet
  • Fixed - shovelling from crouch in 3rd Person
  • Fixed - jumping from crouch
  • Fixed - Glitch option
  • Fixed - Gas Tank trigger blocking other triggers
  • Fixed - solid green lab wall on interact
  • Fixed - Repair Droid repair sound
  • Fixed - Run Reticle size
  • Fixed - Feedback when not added a screenshot
  • 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
  • Changed - Configured hit behaviors on all creatures
  • Changed - Adjusted Pursue and Seek tasks to properly interrupt when a creature is hit
  • Changed - Adjusted base health values for all creatures
  • Changed - Reduced glow on Spaceship Engines Reduced reentry audio volume
  • Changed - Adjusted Repair Droid sound
  • Changed - Adjusted Repair Droid FX
  • Changed - Reduced stomp impact in frist person
  • Changed - Reduced Tense audio in Player
  • Changed - Setting pixel light count to 4 on all settings
  • Changed - Made glitch FX a singleton
  • Changed - Set 3rd person melee to attack towards center of frame
  • Changed - Changed durability to no longer destroy items
  • Changed repair to be more simplified when repairing structures
  • Changed - Plants now emit fx on each hit
  • Changed - Improved textures and materials for Structures and Utilities
  • Changed - Set flashing wall interaction to match highlighter pulsing
  • Changed - 3rd Person melee is now zoomed in for third person
  • Changed - Stamina penalty now has slow jog instead of forced walk
  • Changed - Creatures are now forced to knock back when hit
  • Changed - Optimized all minerals Optimized Structures with LODs
  • Changed - Improved hit sounds
  • Changed - Improved hit sparks
  • Changed - Improved chisel swing animation
  • Changed - More interaction on Redicle system
  • Changed - Improved plant hit FX for all Proteus plants
  • Changed - Improved meteor sounds
  • Changed - Tactical Knife is now more metallic in appearance
  • Changed - Repair Tool material improvements
  • Changed - Set all textures to be more optimal
  • Changed - Memory optimization pass
  • Changed - Frame rate optimization pass
  • Changed - Optimized textures Set Texture settings for more optimal texture memory
  • Changed - Changing rendering to Deferred for better depth buffer handling
  • Changed - Adjusted foot sounds to all creatures
  • Changed - Sound polish on Crash Site
  • Changed - Adjusted 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 - Adjusted ragdoll kill force on all creatures
  • Changed - Updated Repair Droid spark sound volume
  • Changed - Updated sounds on health items
  • Changed - Upped TOD cycle slider to max out at 10x
  • Changed - Configured hit reactions on all creatures with available animations
  • Changed - Rebalanced all player weapons to each have their strengths and weaknesses
  • Changed - Storm now has a lower chance to damage the player by default
  • Changed - Extended weather system lengths except storm
  • Changed - Doubled default TOD cycle length
  • Changed - Increased climbable slope in Normal and Easy difficulties
  • Changed - Enemies now spawn much less frequently and their spawn numbers are further limited in Normal and Easy difficulties
  • Removed - Disabled landing animation in First Person
  • Removed - aluminum from Steel recipe
  • Removed - Temporarily disabled missions past Follow the Commander
  • Removed - Debug from Seek task
  • Removed - debug from seek script
  • Removed - unneeded Debug Logs
  • Removed - rain sound on Aziel

As always, be sure to check out our official Roadmap: Osiris: New Dawn - Roadmap

We hope you enjoy this week’s build! We have some pretty big stuff coming right around the corner, and also like the gains we’re seeing from polishing details. Therefore we plan on focusing a third of our effort to new material, a third to polish/balancing, and a third to bug fixes/stability. So ~33.3% for each, if my math is correct.

Light speed is too slow,
Brian
Osiris: New Dawn - brian
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.

Osiris: New Dawn - User Feedback Report

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.

Onwards and upwards,
Brian
Osiris: New Dawn - brian
Important Alert
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:
  1. Adding in further back ups of data
  2. Adding more security measures
  3. 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

Feedback Reports
Osiris: New Dawn - User Feedback Report

We also updated the Feedback report with these features:
  • Added descending order, so latest issues appear on top
  • Filtered out issues that either do not contain a screenshot or a comment - since there is nothing we can access without at least one of these items
  • Added a feature where you can click on the screenshot to view full size

We hope these changes improve the experience for you, and apologize again for the data glitch.

Over and out,
Brian
Osiris: New Dawn - brian
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.

As always, be sure to check out our official Roadmap: Osiris: New Dawn - Roadmap

Whew! We're super proud of this Main Branch build! With this build we will be updating the Roadmap as we move closer to and closer to full release.

Over and out,
Brian
Osiris: New Dawn - brian
*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.

Over and out,
Brian
Osiris: New Dawn - brian
*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 - Sped up bullets on GAV and MechaCrab
  • Changed - Crab Antenna Icon
  • Changed - Lowered timeout to 180 seconds from 360
  • Changed - Reworked shader for Diamonds
  • Changed - Disabled BuildableObjectManager's passive syncing, fixing duplication issue
  • Changed - Zeroed out Lutari for proper placement
  • 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

Be sure to check out our official Roadmap: Osiris: New Dawn - Roadmap

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!

Over and out,
Brian
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