*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.
Since November we've been preparing a proper design and balance pass to the economy in the background. This included looking for holes in the progression, analyzing what needs to be expanded, and preparing all the necessary gameplay systems, items, and features to successfully release. This build now contains the many months of work to make this happen.
Some specific gameplay notes on this balancing pass:
Multi Tools There are now new Multi-Tool variants to allow repairing and salvaging gameplay at earlier progression stages, they work just like the Multi-Tool/Repair Tool currently in the game, just varying degrees slower.
The new Multi-Tools in the game are:
Survival Tool - Found in the UNE Emergency Kit on the Escape Pod (Spawns with your character on initial world creation), and can be found in loot crates
Crab Screwdriver - Crafted from a shaped piece of Crab Antenna, good in case your Survival Tool is lost
Makeshift Screwdriver - Crafted from a piece of Scrap Metal, a slight upgrade to the Survival Tool and Crab Screwdriver
Wrench - An upgrade to the previous Multi-Tools as a stepping stone until the mechanized Multi-Tool that has been changed to be an end-game progression item
Furnace Changes The Furnace now requires fuel, a Fuel Input can be seen near the base of the furnace as an interactable box, when various items can be added as fuel that will increase the amount of time the furnace can operate, many items are accepted as fuel, some to varying levels of efficiency, try different items to see what works best. A Fuel Cell Upgrade can be installed on the Furnace that will remove the need for fuel.
Scientific Extracting Plants and Creatures now drop different items depending on what tool is used to harvest them. When you discover a new plant, try using different tools in your inventory to see if they drop any different items.
Introducing Alloys Ingots have been removed from the game and replaced by Alloys, instead of collecting ores and combining two or more ores into an ingot used in recipes, now recipes can use a combination of raw metal ores and Alloys that all have varying types and amounts of inputs.
Mineral Hardness Mineral Hardness is now enforced on tools, only tools of equal or greater hardness can harvest any given mineral. The Mineral's hardness is displayed underneath the mineral name when looking at a node in the world. An item's hardness is displayed as a single number 0~10 (based on the scientific Moh's hardness scale) in the item description panel when selected in your inventory.
Creatures Harvesting Creatures are also now harvested by attacking various body segments after they have been killed, try different weapons on different segments to discover what they all drop!
Tips
Some tools drop shared resources among all plant types and creature segments, others may drop unique parts specific to the segment or creature harvested.
New Broken and Scrap items have been added to give better depth to the early game of salvaging and finding then repairing needed progression items.
Broken items can be found by salvaging wreckages or as loot in various crates around the world, they can be repaired at the workbench into their operational counterparts.
Player Improvements In addition to the economic balancing, we've conducted some cleanup on the Player movement. This includes removing the "idle" state in the 3rd person animation system, which finally solves the weird stutter that occurred sometimes while holding a weapon. A nice side effect is the movement and animation seems to be more responsive and can instantly go into a crouching state from a run state, without having to go into an idle state.
We also fixed up many of the physics movements in the first person weapons or at least performed some much-needed improvements. There's more that needs to be done on the first person tools and weapons to get them to a finished state, something we're focusing on in the short term.
Dungeon Improvements The new Dungeon system is coming along as well. We eliminated dungeon/mine loading in the last Experimental build, and are now getting this system improved more and more. The latest additions are adding more minerals in the dungeons, creature AI pathing improvements, and AI attack improvements specifically while in mines. Like the tools we created for the planet surfaces, we're creating a rich toolset for the dungeons, allowing us to create high-quality dungeons quickly, using a handcrafted approach.
Change List
Added - New Buildable Upgrade System, allowing upgrades/attachments for utilities and furniture
Added - Furnace Precipitation Collector Upgrade
Added - Furnace Water Distillery Upgrade
Added - Furnace Fuel Cell Upgrade
Added - Furnace Low Heat Upgrade
Added - Forge High-Precision Upgrade
Added - Printer Weapon Fabrication Upgrade
Added - WorkBench Repair Table Upgrade
Added - WorkBench Tool Station Upgrade
Added - WorkBench Suit Station Upgrade
Added - Fabricator High-Tech upgrade
Added - Fabricator Suit Augmentation Upgrade
Added - Kitchen Chef Upgrade
Added - Many new craftable alloy items
Added - 6al-4v
Added - Brass
Added - Bronze
Added - Cast Iron
Added - Duralumin
Added - Dymalloy
Added - Electrum
Added - Ferrochrome
Added - Gunmetal
Added - Magnalium
Added - Ni-Cr
Added - Talonite
Added - Zamak
Added - Zircaloy
Added - Plants and Creatures now drop different items depending on tool used for harvesting them
Added - Alien Blood
Added - Alien Fiber
Added - Alien Hide
Added - Alien Insect Parts
Added - Alien Organ
Added - Alien Tissue
Added - New Multi-Tool variants that help repairing/salvaging gameplay's earlier progression stages
Added - Survival Tool
Added - Crab Screwdriver
Added - Makeshift Screwdriver
Added - Wrench
Added - New Broken, Scrap, and Found items to give better depth to the early game of salvaging
Added - Broken Barrel
Added - Broken Circuit Board
Added - Broken Wire
Added - Broken Hose
Added - Broken Glass
Added - Broken Computer Screen
Added - Scrap Cloth
Added - Scrap Hinge
Added - Scrap Plastic
Added - Scrap Rubber
Added - Fuel Cell
Added - Propellant Tank
Added - New Makeshift tier of items, bettering the early game straight out of the crash site
Added - Survival Knife
Added - Crude Metal Blade
Added - Crude Metal Sword
Added - Crude Pipe
Added - Makeshift Cloth Bundle
Added - Shaped Crab Antenna
Added - Stone Shovel Head
Added - Many other new items to better round out progression
Added - Adhesive
Added - Berry Juice
Added - Blaster Cell
Added - Botany Kit
Added - Chromium
Added - Computer Screen
Added - Cooked Crab Egg
Added - Cooked Orcek Egg
Added - Crab Stew
Added - Explosive
Added - Hose
Added - Methane
Added - Molybdenum
Added - PowerCell
Added - Quartz
Added - Silver
Added - Sponge Tubes
Added - Steamed Carrot
Added - Sulfur
Added - Zinc
Added - Uranium
Added - Proteus Dungeons have been updated to be functional once again
Added - Proper height and normal atlas for dungeon material
Added - More room variety to mines
Added - Depth-based algorithm to dungeon system
Added - Weight, Hardness, and Damage icons to item description Hint
Added - New fuel system currently in use on the Furnace
Added - New loot table system
Added - Loot table for wreckage loot crates
Added - Loot crates are now scattered through ruined bases
Added - Gatherable Methane puddles around Proteus
Added - Puddles now change height
Changed - Plutonium is now an Alloy
Changed - Improved all pathfinding in the mines
Changed - Player no longer respawns with any default items
Changed - Player no longer spawns with a chisel or a multi-tool in the crash site
Changed - Player now spawns with a Survival Knife and Tool in the initial Crash Site
Changed - Repairing and Salvaging wrecked bases now provides engineering proficiency
Changed - Adjustments to Flying Skeliopod default wander radius
Changed - Meteor now properly drops Uranium instead of Plutonium
Changed - Optimized colliders on Berry and RedBerry so they don't fall through the ground as often
Changed - Ruined structures no longer appear on the map when off the edge of the minimap
Changed - Plants, Trees, and Creatures now show radial progress bar when harvesting
Changed - Updated many item descriptions to be more descriptive
Changed - Improved skinning of the player when crouching
Changed - Updated crouch animation
Changed - Updated foot IK to reduce strange foot rotations
Changed - Improved all weapon spring movement in first person
Changed - Updated occlusion culling for Proteus 2 B
Changed - Progression and Economy reworked, matching new economy and progression systems
Changed - All Utility recipes have been updated to fit the new economic system
Changed - Furnace now requires fuel
Fixed - Fixed player animation set, eliminating stuttering by holding weapons
Fixed - Proximity highlighter now work on all items
Fixed - Creatures can no longer walk through placed objects
Fixed - Heat areas no longer persist after they have been disabled
Fixed - Fixed a few more cloud save system stability issues
Fixed - Tin material is no longer missing
Fixed - Collision detection for aerial creature wandering task
Fixed - objects hidden underground in the sand dunes
Fixed - Dismantling a buildable now provides the upgraded component recipes
Fixed - Test mode now only provides the resources when actually building something
Fixed - Loot crates in wreckages are now properly salvageable when empty
Fixed - Water can no longer be seen from orbit
Fixed - Loot crates now properly spawn their contents
Fixed - Structure variants now have properly updated recipes to fit the new progression
Fixed - Lutari and Aziel terrain should now properly appear when reentering the atmosphere
Fixed - holes at end of dungeon rooms and hallways
Fixed - Added support for creatures to not kick up dust while in dungeons
Removed - Single mineral Ingots now replaced by alloys created by combining various minerals
Removed - Advanced Fabricator (now a Fabricator Upgrade)
Removed - Standalone Repair Table (now a WorkBench upgrade)
Removed - Furnace Water Collector (replaced by various upgrades)
Whew! That was a big one! I'd like to once again thank my amazing team for all their efforts to make this happen and for all their hard work and dedication. We're starting to catch a good grove now, and there's still plenty of work ahead of us. Until then, I leave you with this thoughtful quote:
*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.
Developing The New Biomes
You have been asking for more biomes in our worlds, and we couldn't agree more! We've had to get the game's performance, stability, and memory usage under control to make room for the art, along with a suite of tools to create vast and detailed areas. Both development threads have now been accomplished.
When looking at our world art one aspect we wanted to maintain was keeping our worlds hand-sculpted, as opposed to procedurally generated. The proprietary terrain and placement tools we created allow for articulated and detailed distribution of grass and foliage while allowing all the artistic flexibility required to properly design out specific areas and biomes within a single world location.
The end result when using these tools allowed us to create the biomes for Proteus 2 relatively quickly, and we look forward to applying this technology to the more lush worlds on our roadmap, such as Seraph and Gemini while bringing interesting possibilities to legacy favorites like Aziel and Zer.
In the meantime, we got a little carried away and took a bunch of screenshots! Apologies if this seems a little indulgent, but we couldn't help ourselves. :)
Change List
Added - Huge art pass on Proteus 2
Added - New biomes around Proteus 2
Added - 8 new kinds of foliage on Proteus 2
Added - Bioluminescent foliage on Proteus 2
Added - Grass to various areas on Proteus 2
Added - Rare and Specific minerals around the surface of Proteus 2
Added - Improved sand dunes on Proteus 2
Added - Improved first-person melee detection
Added - Support for Creatures to despawn when out of range of all players
Added - New soundtrack music
Added - Voice Logs screen to UI
Added - New icons for Space Station Bin, Cryopod, and Lockers
Added - Compass and Map icon to Hover Craft
Added - Custom Resolution options in the main menu
Added - Support for picking up Voice Log items
Added - Waypoint alignment option to CreatureZones
Added - Behavior override options to CreatureZones
Added - Spawn chance settings to CreatureZones
Added - Adjusted all existing creature prefabs for compatibility with Creature Zones
Added - Adjusted handling for CreatureZone waypoint alignment in dungeons
Fixed - Spaceship should no longer get stuck in space if throttled low when exiting the planet
Fixed - Chat now works as intended in multiplayer
Fixed - Reworked player ground sticky code to allow for improved traversal
Fixed - Liquid and Gas names are no longer truncated in crafting menus
Fixed - Creatures now have correct colliders improving first person combat
Fixed - Voice Log UI functionality updates
Changed - Adjustments to textures on Proteus 2
Changed - Refinement and optimization of soundtrack controller
Changed - Large Solar Panel can now satisfy the Small Solar Panel build requirement for Hab
Changed - Improvements to Colossus movement
Changed - Heartbeat now only plays during stamina penalty
Changed - Slightly increased size of colliders on insects
Changed - Size of Wasp creature
Changed - Oxygen display name is now O2 from O
Changed - Chlorine display name is now Cl2 from Cl
Changed - Nitrogen display name is now N2 from N
Changed - Methane display name is now CH4 from O (was unset after copy from oxygen)
Changed - Fluorine display name is now F2 from Fl
We hope you enjoy exploring Proteus 2 with its new biomes, new music, new plants, new minerals, and all of the improvements that we have put into this week's build. As always, please reach out to us on our Discord Channel, Facebook, and the in-game feedback with your thoughts on how we're doing.
"Everybody ready to say goodbye to our Solar System?" - 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.
Change List
Added - Space Station modules are now buildable in Low Orbit
Added - New Repairables system that adds repairable/salvageable wreckages around the world
Added - Discoveries system for plants and creatures
Added - Creature Health Indicators
Added - New Dungeon system on Proteus2, they are currently being populated
Added - Aerial Creature (Flying Skeliopod) and associated movement scripts
Added - New Dungeon teleport system to remove the need for loading screens for dungeons
Added - Support for exiting and loading into Low Orbit
Added - Support for exiting to the main menu in Dungeons
Added - Space Utilities are now buildable in Low Orbit
Added - Habitat Module
Added - Airlock Module
Added - Hallway Module
Added - Window Module
Added - Observation Module
Added - Navigation Module
Added - Communications Module
Added - Skylights Module
Added - Power Module
Added - Auxiliary Module
Added - Biosphere Module
Added - Hub Module
Added - Ring Module
Added - Engine Module
Added - Solar Array
Added - Cryo Pod
Added - Lockers
Added - Biosphere Bin
Added - Added auto crouch for climbing slopes
Added - Repairable bases that spawn randomly around Proteus2 when a world is created
Added - Curated scenario Creature Zones to Proteus 2
Added - More Lead and Carbon can be found on Proteus 2 surface while dungeons get rebuilt
Added - Defenses build tab for walls and turrets etc
Added - Space Station build tab
Added - Space Utilities build tab
Added - Underground build tab
Added - Repairable Habitat
Added - Repairable Airlock
Added - Repairable Rover
Added - Repairable Biodome
Added - Repairable Hallway
Added - Repairable Repair Droid
Added - Build recipe display support on center HUD
Added - Warp debug command functionality for points of interest on Proteus 2
Added - Proteus 2 dungeon tiles
Added - Dust materials for Proteus 2 caves
Added - Cave and Mine meshes
Added - Support to display when a plant has been harvested in HUD
Added - Prefabs for Hives
Added - Materials for Hives
Added - Tiles and Archetypes for Hives
Added - Updated Crypt Layout
Added - Hive Generated Prefab
Added - Health indicator to Crab Monster
Added - Health indicator to Claws
Added - Health indicator to Spider
Added - Health indicator to Skeliopod
Added - Health indicator to Parasyte
Added - Health indicator to Snubs
Added - Health indicator to Hybrid
Added - Health indicator to Minotaur
Added - Health indicator to Giant Beetle
Added - Health indicator to Giraffe
Added - Creature alert icon
Added - Hooked current creature prey detection into PlayerControl detection meter
Added - Kill creature mission type
Added - Hacking mission type
Added - Password mission type
Added - Support for map icons to be shown on edge of map properly
Added - Support for dungeon weather and lighting without load screens
Added - Connected buildable's functionality
Changed - Proteus 2 terrain height is now more dramatic
Changed - Minerals will be respawned once for saves created before version 4.551
Changed - Updated Proteus 2 Missions
Changed - Map is now in the HUD and no longer on the Locator
Changed - Improved contrast and readability for in-game UI menus
Changed - Player ground friction improvement to prevent sliding
Changed - Proteus 2 terrain splat improvements to read slopes
Changed - Increased parasite turning speed
Changed - Reduced hearing radius of Mantis
Changed - Mission Complete tag is now top center and improved
Changed - level Up alert now occurs after Mission Complete alert
Changed - Starting missions clean up to use F1 to reflect the new UI schema
Changed - Occlusion for new terrain height
Changed - AStar cutting is now more optimal and allows for multiple graphs
Changed - Creature spawning triggers are now allowed in dungeons
Changed - Tweaked fog on Proteus 2
Changed - Expanded HUD background width
Changed - Added vignette to GUI mode to make UI more readable
Changed - Improved Mission tags and text to improve readability
Changed - Overall in-game UI polish
Changed - Updated aims for Moon Mantis
Changed - Improved Mission readability
Fixed - Multiplayer world persistence is now properly saved on the exit
Fixed - Improved player animation controller, improving overall player movement feel in both first and third-person
Fixed - Jittery first person with sprinting
Fixed - Workbench does not require power
Fixed - Black barrel material
Fixed - Skeliopod ragdoll not going underground on loot
Fixed - Terrain no longer renderers when in Low Orbit
Fixed - Logging out in dungeons once again properly places the player on the planet surface at the entrance when logging back in
Fixed - Raiding mission type
Fixed - Collecting mission type
Fixed - Key card mission type
Fixed - Build object mission type
Fixed - Discovery mission type
Fixed - Skeliopod re-path issue
Fixed - Inventory button rollovers
Fixed - Stackable setting on Space Debris Chest
Fixed - Updated airlock materials
Fixed - Logging out in space now properly saves your location
Removed - Slope sliding when the slope is about max slope range
Removed - Disabling structure coloring until proper interface and data are set up
While we hope you enjoy building your very own space station and all the new features/fixes listed here, we are focusing on a proper design pass including story implementation, economy balancing, and improved missions. As always, please reach out to us on our Discord Channel,Facebook, and the in-game feedback with your thoughts on how we're doing.
"I admit it's fatally dangerous, but I'd get to fly around like Iron Man." - 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
*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.
*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!
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
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.
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
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.
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