Since releasing the Discovery Update last month we found a good balance between adding new locations, adding new features, and polishing/fixing existing systems. All three fronts have seen massive additions, so let’s get right to the specifics!
Zer
The planet of Zer has not only been remastered from previous versions but has become vastly upgraded. Visually, we’re using our most advanced terrain tech, complete with lava flows, atmospheric effects, ground texture variety/detail, and wasteland areas.
All the creatures on Zer have been completely upgraded as well, using our latest AI systems to bring these creatures to life.
Deep Terrain Drill
The cornerstone of what we’re calling internally as “mid-game” progression is the new Deep Terrain Drill. This drill extracts resources out of the ground for you, generating impressive automation mechanics while giving you the choice of either preserving the drill or exploring further with other tasks.
The drill’s infinite power creates seismic disturbances, which may alert all nearby creatures.
Space Station Travel
The Space Station can now travel to distant planets, anchoring above the planet in Low Orbit and acting as a safe haven for exploring from space. Spaceship docking has been added, empowering you to bring your Ship and commute your supplies to the surface.
Species System
A significant addition on the AI front is the species system, which has been in development for several months. We’re so excited to finally unleash this robust feature in this extensive update!
Creatures have mutated into many subspecies, each with its individual strengths and weaknesses, furthering combat strategy and variety. Some can even spit fluids, which can be a devastating advantage in combat. Be careful out there!
Colossus has been given some much-needed animations too.
Underground Caves on Aziel, Lutari and Zer
Greatly expanding on our ever-evolving underground system are a suit of cave and mine locations dispersed across the solar system. Rich in visual detail, the caves are wealthy in minerals and threats, providing you with further opportunities to venture further and deeper in search of precious fortunes.
New Mineral Art
All the minerals have been upgraded to have unique and interesting 3d models, giving more variety in visual appearance and easier identification.
Strange Plants Discovered
Various unusual alien plants have bloomed virtually everywhere, even in the severe conditions of Aziel, Lutari, and Zer.
Buggy - with new Vehicle Upgrade System
Kicking off with a full-featured upgrade system is the Buggie! A durable, speedy, and inexpensive vehicle with sufficient cargo capacities. The Buggie is the first vehicle to allow for upgradability, allowing you to expand its capabilities to accommodate your needs.
Map and Radar Systems
The Map system has a multitude of new features, including zooming, panning, and full node interaction. You are now able to view and discover minerals by scanning the surrounding area. Use the interactivity of the map to identify what each mineral is with precise locations.
Satellite Dish systems now automatically sweep the area, giving you constant readings of what is on the surface!
Lots of Improvements
The Space Ship can now be accessed with an interactive ramp complete with a traversable interior. Robot wandering has been addressed, and space travel stability has been tirelessly worked on all month to enhance stability and create safeguards.
First Iteration of Ship Docking
OK, so this is SUPER rough, but the functionality is there. You can now dock your Ship at your Station, allowing you to travel with the entire Space Station to a new planet!
In fact, we don't even have the UI indications in yet. Just be sure to park within 20 meters of an Airlock for the ship to be considered docked. As we go further, this system will be more fleshed out with a Ship Dock module, interface systems, and docking conformations. For areas like these, our motto is "it's not perfect, it's progress."
Multiplayer Code Refactor
Significant efforts have gone into improving all of the multiplayer code throughout the game, with a focus on optimizing, stabilizing, and improving syncing. Every line of multiplayer code has been addressed, refined, and optimized. Our goal is to have rock-solid, predictable multiplayer stability with precise and smooth syncing. Besides our personal testers, we’ve been continuously interacting with the community to search and destroy any and all edge cases that arise.
We still have lots of work to do here, and consider our multiplayer refactor about 60% complete.
Full Change List
Added - New tutorial missions that also maintain story immersion Added - Recipe in Forge to meltdown Scrap Metal into Aluminum Added - Recipe in Printer to weave makeshift cloth bundles into ClothBundles with additional AlienFiber Added - Support for text narration to missions Added - New tutorial missions that also maintain story immersion Added - Recipe in Forge to meltdown Scrap Metal into Aluminum Added - Recipe in Printer to weave makeshift cloth bundles into ClothBundles with more AlienFiber Added - Charred Alien Bits recipe to the furnace for early game meat food Added - Support for text narration to missions Added - UI Polish Pass on in Game GUI Added - UI Polish pass on Main Menu Added - Buggie vehicle Added - Wrecked Buggies around Proteus 2 available for repair or salvage Added - Vehicle Upgrade system first implemented on new Buggie Added - Buggie Active Scanner Upgrade Added - Buggie Fuel Reactor Upgrade Added - Buggie Tank Hauler Upgrade Added - Buggie Cargo Hauler Upgrade Added - Small Radar Dish utility Added - Beacons, Habitats, and Storage containers can now be nicknamed Added - Additional ore clusters into the Dunes surrounding the continent on Proteus 2 Added - Pause system to the Menu Options screen Added - Key Bindable support for all menu screens Added - Support to change map heading rotation lock Added - Updated Workbench Build Icon Animation Added - Support for vehicles in the new fuel system Added - Support for multiple inventories on vehicles Added - Improved interact UI for liquid and gas inventories Added - Vehicles destroyed will now spawn their repairable form if available Added - Grilled Alien Meat recipe to Kitchen Added - Makeshift Cloth Bundle recipe to Printer Added - Makeshift Laser Chisel to the workbench Added - Slightly slower MakeShiftClothBundle recipe to the workbench for earlier automated crafting Added - Compass and Minimap icons for Buggie, GAV, and Rover Added - Small resource clusters for critical resources on Proteus 2 that had one large cluster before Added - Panning to map while in Map Mode Added - Improved Laboratory build animation and FX Added - Updated Laboratory Build interface to be more consistent with other crafting stations Added - Additional interaction buttons to Crafting tables for Repair and Fuel Inputs where applicable Added - Warp unstuck command to dev console Added - Species system and associated setup functions in CreatureHealth and IK system scripts Added - Species system settings Added - Aim target settings and associated functions for creatures to utilize in behavior tasks Added - Species selection control to CreatureZones Added - Settings and associated control to ProceduralLegHub and ProceduralLegManager Added - Projectile attack handling to creatures Added - Expanded creature behavior systems to allow selection between melee and projectile attacks Added - Expanded movement behavior tasks for automatic switching between walking and sprinting Added - Cases to Seek/Attack Circle behavior tasks to allow for more fluid task switching Added - Settings to Pursue behavior tasks to allow for single targeting and target offset for creatures Added - New textures/materials for select creature species Added - Configured Scorpion creature and added to Lutari Added - Animation events for stepping and attacking to all applicable attack animations Added - Increased spider animations in use Added - Mouse Wheel zooming to Map Screen Added - Interaction to all map icons in Map Screen Added - Latitude and Longitude lines to Map Added - Support to pan map at a proper speed based on zoom level Added - Support for map items to pulse Added - Radar scanning radius for the player - shown as white radar sweep Added - Radar sweeps to satellite dishes set to proper radii Added - Improved Resource Scanning while in Map Screen Added - Support to display how many resources are found in a scan Added - Animation to Small Satellite Dish Added - Each species is now discoverable, discovery popup support is WIP Added - Set Space Debris to be selectable in Map Screen Added - Set Pod Stages to be selectable when in Map Screen Added - Navigation Module allows Space Station and passengers to travel between Zer and Proteus 2 Added - Zer Planet Added - Deep Terrain Drill Added - Dungeons to Aziel Lutari and Zer Added - Lutari and Aziel Dungeon Room Prefabs Added - Minerals to all Dungeons Added - Updated Aziel and Lutari Maps with more rocks, foliage, geysers, and Base Objects Added - Creatures to Proteus 2: Aracheetle, Wingedling, Squitozoid Added - Added creatures to Zer Added - Functionality to enter and pilot spaceship Added - Spaceship ramp functionality Added - interactObject feature to allow any interaction with any design object Added - Completely reworked aerial creature functionality and updated creatures as necessary Added - Warp debug command now supports warping between moons and planets Added - Wreckage variant of drill that spawns when the Deep Terrain Drill is destroyed Added - Deep Terrain Drill icon Added - New custom models to many of the minerals Added - Updated Items for minerals Added - Updated item icons for structures and mineral items Added - Updated plant prefabs with a proper name Added - Space Station now has red lights throughout that display when it is preparing for travel
Changed - Moved diamond chisel recipe location in workbench menu to improve visibility Changed - Moved pickaxe and conduit bender to forge high precision upgrade to reduce their visibility Changed - Updated Dull Survival Knife description Changed - Optimized gameplay sounds Changed - Further improved slope traversal Changed - Minor UI Polish in Main Menu Changed - Levels adjustments on fruit icons Changed - Moved diamond chisel recipe location in workbench menu to improve visibility Changed - Moved pickaxe and conduit bender into forge high precision upgrade, reducing visibility Changed - Updated Dull Survival Knife description Changed - Optimized gameplay sounds Changed - Further improved slope traversal Changed - Minor UI Polish in Main Menu Changed - Levels adjustments on fruit icons Changed - Optimized all UI icons Changed - Added map zoom hotkey info to explore mission dialogue Changed - Public multiplayer servers should now have resource recharge enabled Changed - Giant Worms no longer require a dust storm to spawn, effectively reenabling them Changed - Increased passive thirst usage Changed - Increased sprint thirst usage Changed - CircuitBoard repair recipe now only takes 1 broken circuit board Changed - Diamond Chisel no longer requires the Tool Station upgrade to craft Changed - Fern Tree Berries of both colors will no longer roll, making them easier to gather Changed - Reduced default vehicle fuel consumption Changed - Minor texture optimizations Changed - Darkened Mini Map background and lightened Player Heading Changed - Optimized Workbench Mesh Changed - Tweaked Low Heat Upgrade on Furnace to be less expensive Changed - Rock Outcropping materials have been updated to be less metallic Changed - Reduced speed buff effect on Shower Changed - Adjusted grass distance in Graphics Settings Changed - Lowered cost of Hab Cloth walls and Roof Changed - Lessened placement restrictions on defensive walls Changed - Lead is now dropped from the Crashed Pod Bottom Section's heat shield Changed - Updated all minerals and alloys to have a scientifically accurate description Changed - Swapped out Tin on Gunmetal alloy recipe for Molybdenum Changed - Renamed Electrum to White Gold and switched recipe to 2 Gold, 1 Silver, 1 Nickel Changed - Renamed Ni-Cr to Nichrome Changed - Glass Container now requires 2 Aluminum instead of 1 Zamak Changed - Updated Heat Sink Unit recipe to use Nichrome Changed - Ni-Cr now properly requires Chromium instead of Carbon to be scientifically accurate Changed - Renamed Carbon to Lonsdaleite and changed hardness and density Changed - Scrap Metal to Aluminum recipe in forge changed to cost 2 Scrap Metal per Aluminum Changed - Chisel moved from Forge to Workbench to further clarify tool progression Changed - All users in private universes can now use the dev console, not only the owner Changed - Hose recipe now takes 1 Iron and 2 Rubber Changed - Moved Chisel progression to the center of workbench crafting list to improve visibility Changed - Renamed Methane to Hydrocarbon Solution for scientific accuracy as a liquid on proteus Changed - Overall sizing polish on in-game GUI and HUD Changed - Updated Gnat to operate as an animation-driven creature as opposed to IK-driven Changed - Set compass marker text size limit higher Changed - Updated all CreatureData assets to reflect changes to format and species system additions Changed - Updated all creature Animation Controllers to be able to utilize the species system's speed Changed - Increased functionality of Animation Event Hub script for custom events with parameters Changed - Smoothed Strafe and Forward values in MecanimBridge Changed - Updated creature zones on Proteus, Lutari, and Aziel for spawning from the species list Changed - Easter Egg map icons to green with pulse Changed - Reimplemented and rewrote spaceship spawn after crash handling Changed - Added more info to display during laboratory building Changed - Reworked player respawn code to be more efficient and less error-prone Changed - Drop inventory on death setting is currently ignored while the system gets rewritten Changed - Trees now all input harvested items directly to inventory Changed - Swapped plastic and scrap plastic icons to be more consistent with rubber Changed - Reduced atmosphere density while in spaceship Changed - Assault Rifle's recipe swapped Zircaloy for a Diamond Changed - Creatures can now damage structures and vehicles Changed - Any limb that has already been harvested on a creature will route damage properly Changed - Queued up another Mineral persistence reset for version 0.5.0 Changed - Navigation Module now requires Engine Module within 500m to build Changed - Updated Health Indicator prefab Changed - Introduced public off-screen health indicator size multiplier, reduced size across the board Changed - Updated all creature prefabs to utilize the new prefab Changed - Sped up Space Station travel calculations
Fixed - Issue causing players to disconnect in multiplayer with 3 or more players connected Fixed - Issue preventing legacy avatars from properly migrating, causing retrieving avatars spinner Fixed - Crude Pipe can now be used as a weapon Fixed - Removed unneeded logs to help memory leak and performance hit during longer play sessions Fixed - Spawning under the map when exiting the crashed pod Fixed - Frame spikes when creatures spawn Fixed - Creature zones now spawn for remote players Fixed - Propellant Tank now properly disappears when dropped on the ground Fixed - The player is no longer thrown into the air when exiting the crashed pod Fixed - Removed Highlighter from Silver minerals Fixed - Multiple issues causing players to disconnect with 3+ players Fixed - Issue preventing legacy avatars from properly migrating, causing infinite retrieving spinner Fixed - Reworked UI scaling handling to properly support all common aspect ratios Fixed - Improved first-person melee detection when inside of enemy colliders Fixed - Crude Pipe can now be used as a weapon Fixed - Removed logs to help memory leak and performance hit during longer play sessions Fixed - Spawning under the map when exiting the crashed pod Fixed - Frame spikes when creatures spawn Fixed - Creature zones now spawn for remote players Fixed - Propellant Tank now properly disappears when dropped on the ground Fixed - The player is no longer thrown into the air when exiting the crashed pod Fixed - Removed Highlighter from Silver minerals Fixed - Redicle display when tool is not equipped Fixed - Mission UI entries to properly display cancel button Fixed - Collect rocks tutorial mission no longer completes after harvesting only 1 rock Fixed - Mission objectives now display item display names instead of their item types Fixed - Added missing LODs on plants, improving performance on Proteus 2 Fixed - Added LODs to Proteus 2 environment rocks, improving performance on Proteus 2 Fixed - Players under the map should now be automatically placed on the correct terrain if airborne Fixed - Animation/RootMotion issue on Sentry Droid causing it to walk into obstacles Fixed - Creature spawning: spawning into the ground, inside obstacles, dungeon spawn discrepancies Fixed - Utility Canvas Flicker and Local Player trigger issues Fixed - Two hidden inventory slots now visible Fixed - Building is no longer possible in vehicles as intended Fixed - Steam related input with XInput HID devices Fixed - Oxygen consumption when using weapons with different Universe Settings Fixed - CreatureZones on Aziel and Lutari Fixed - Wire item should no longer fall through colliders when dropped Fixed - Copper now shows proper hardness in GPS Filter Fixed - Crash site pods now appear on GPS with Fabricated filter Fixed - Mine entrances now appear on GPS with Fabricated filter Fixed - Updated fuel values for numerous items Fixed - Underground check will no longer teleport the player outside of the dungeon Fixed - Input should no longer break after respawn Fixed - Vehicle inventory persistence issues Fixed - Reduced Glide unit cost to 4 ingredients Fixed - Grilled Alien Meat recipe in Kitchen should now properly recognize Alien Tissue in inventory Fixed - Jumping beneath an invisible asteroid will no longer teleport the player into low orbit Fixed - There is now an input field as intended in the renaming dialog Fixed - Buildable missions now properly complete Fixed - Plants will now properly show as harvested in their LOD states Fixed - Appliance build icons now properly destroy after building is complete Fixed - Biodome Bins are once again properly persistent Fixed - Fuel interface should no longer persist in various unintended places in the UI Fixed - player count on server buttons is now accurate Fixed - Regenerated discovery data, should fix mismatched and incomplete discovery data entries Fixed - Remote clients now properly load buggie inventory Fixed - The last item in inventory now properly networks changes to all clients when updated Fixed - Map when in Pod Tutorial Fixed - Harvestable creatures now display proper species name Fixed - Player can once again swap equipable after death Fixed - Panning while in player-facing North mode Fixed - Blinking icons while scanning Fixed - Recentering of the map when leaving Map Screen Fixed - Cinnefern LOD materials when harvested Fixed - Small Satellite Dish collision Fixed - Fungle Thicket name on Map Fixed - Names of Mines on Proteus in Interact Menu Fixed - Creature corpse segment loot amounts are now properly network synced Fixed - Crafting table inventory now properly syncs Fixed - Scribe menu pagination now works Fixed - Player deaths now appear in the scribe log Fixed - Crafting table should now properly network all actions Fixed - Durability system issue that caused durability to act unpredictably Fixed - Crafting table fuel should now be properly networked Fixed - Creature zones should now properly network their activation status Fixed - Dropped items should now properly despawn after 2 minutes Fixed - Incorrect color tag string on hardness readouts on minerals when holding the appropriate tool Fixed - Nickname updates should now be properly networked Fixed - Empty item persistence entries should not cause crashing on loading into the world Fixed - Player models left behind after a user has disconnected should now be cleaned in all instances Fixed - Guns should no longer be usable once durability has been depleted Fixed - Respawn vitals should now respect respawn HP slider amount Fixed - Shovels are no longer usable once durability has been depleted Fixed - Buggie Hauler Upgrade should now properly sync its inventory capacity increase to all clients Fixed - New lab building cancel option is now properly replacing the interaction button while building Fixed - Prolific duplicate spaceship bug with the previous spaceship after crash spawn system Fixed - Optimized creature networking bandwidth usage Fixed - Biodome Bins now are now interactable in multiplayer Fixed - Owned structure display in the main menu should not have duplicate entries in multiplayer Fixed - Added missing Left Shift control display to build UI for fine rotation control Fixed - Radar Scanners now respect the ownership Fixed - Optimized new creature syncing bandwidth and performance usage Fixed - Optimized new inventory syncing Fixed - Optimized weather networking Fixed - Multiple instances of objects being accessible when not owned Fixed - Multiple instances of objects not being accessible in multiplayer Fixed - Errors reported by our internal error reporting tool Fixed - Terrain activating when leaving deep space Fixed - Spaceship physics when entering and exiting the vehicle Fixed - Updated Creatures data for missing/incorrect information. Fixed - Duplicate rover mesh issue Fixed - Improved spaceship load to be more stable and less crash-prone Fixed - Improved stability of multiplayer load with multiple joining clients Fixed - Player should no longer get infinitely stuck under Aziel or any other planet Fixed - Player spawn point is once again properly set after exiting a Spaceship Fixed - Turrets should now mind their aim better Fixed - Descriptions in the Laboratory now properly update Fixed - Inventory contents are now properly refunded when dismantled, including all attached furniture Fixed - Entering atmosphere from low orbit will now properly clamp the spaceship's position Fixed - Dungeon generation on Aziel
In Progress - Multiplayer code is in the middle of a full rewrite
Removed - Remnants of legacy creature variables from various scripts.
Thank you so much for your support! As always, our number one goal is to give you the best game we possibly can, and between your feedback and our efforts, we are accomplishing exactly that.
Going forward, we plan to ramp up on the polish of existing features and to focus on the single-player story and mission set; as we now have the features needed to flesh this out. In the meantime, please enjoy the Fires Of Industry Update!
“Houston, just to go on record, I have a bad feeling about this mission.” - 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.
Big additions have gone in this week, along with lots of polish - always working hard to strike that fine line between adding content and hitting those final touches to proven systems. We also went ahead and hammered out some errors reported through our channels from last week's Experimental Build. Special thanks to all those who worked with us to seek and destroy those pesky bugs! And now, onto the additions:
Zer
Zer has been remastered and added back into the project this week. Using the planet tech we've matured while working on Proteus 2, Zer is back and better than ever. It's a hot planet, has it's own ecosystem, is tidally locked to the star, and now has underground areas to explore. It's still a bit rough on this Experimental Branch, but it was important to get this up at this stage for further integration and polish.
More Underground Areas To Explore
Lutari and Aziel now have underground areas and more foliage has been detected. More creatures have also been added to both planets as well.
Spaceship Polish
The Corsair (Spaceship) has had a significant amount of polish added: you can now access the interior of the ship. The Corsair now sports a functional ramp, cockpit area, and proper interior collision. All physics has been fixed up so entering and exiting the Corsair no longer has those weird pops/stutters when taking off or entering.
New Mineral Art
Many new models have been added to give further variety to the Mineral Nodes. These models are more accurate to the real world and each mineral now has a more unique appearance.
Deep Terrain Drill Added
Deep Terrain Drill has been added which allows you to unearth minerals from deep underground, eliminating mineral scarcity issues while mining directly from the surface. This fills out the mid game further, as when the minerals found on the surface are all used up the Deep Terrain Drill can pull additional resources from all over the planet to gain you further riches for your crafting needs.
Known Issues
Space Station Travel is ROUGH. We've been finding some strange occurrences in our testing, but want to get it in your hands for sake of consistency and transparency as to where we are in early access development.
Also, our testing has found the new space travel iteration a bit confusing, which is good feedback. Again, space travel with the Corsair, though vastly improved from a technical level, is still very rough. For instance, when arriving at the destination planet the low LOD will disappear, and the high LOD will appear below you. When this occurs you've essentially arrived, we just haven't lined up the LODs just yet. It's tricky math to get this, and we know what we need to do, just couldn't quite get this polish in this week.
Change List
Added - Navigation Module allows Space Station and passengers to travel between Zer and Proteus 2 Added - Zer Planet Added - Deep Terrain Drill Added - Dungeons to Aziel Lutari and Zer Added - Lutari and Aziel Dungeon Room Prefabs Added - Minerals to all Dungeons Added - Updated Aziel and Lutari Maps with more rocks, foliage, geysers, and Base Objects Added - Creatures to Proteus 2: Aracheetle, Wingedling, Squitozoid Added - Added creatures to Zer Added - Functionality to enter and pilot spaceship Added - Spaceship ramp functionality Added - interactObject feature to allow any interaction with any design object Added - Completely reworked aerial creature functionality and updated creatures as necessary Added - Warp debug command now supports warping between moons and planets Added - Wreckage variant of drill that spawns when the Deep Terrain Drill is destroyed Added - Deep Terrain Drill icon Added - New custom models to many of the minerals Added - Updated Items for minerals Added - Updated item icons for structures and mineral items Added - Updated plant prefabs with proper name Added - Space Station now has red lights throughout that display when it is preparing for travel
Changed - Reduced atmosphere density while in spaceship Changed - Assault Rifle's recipe swapped Zircaloy for a Diamond Changed - Creatures can now damage structures and vehicles Changed - Any limb that has already been harvested on a creature will route damage properly Changed - Queued up another Mineral persistence reset for version 0.5.0 Changed - Navigation Module now requires Engine Module within 500m to build Changed - Updated Health Indicator prefab Changed - Introduced public off-screen health indicator size multiplier, reduced size across the board Changed - Updated all creature prefabs to utilize the new prefab Changed - Sped up Space Station travel calculations
Fixed - Terrain activating when leaving deep space Fixed - Spaceship physics when entering and exiting vehicle Fixed - Updated Creatures data for missing/incorrect information. Fixed - Duplicate rover mesh issue Fixed - Improved spaceship load to be more stable and less crash prone Fixed - Improved stability of multiplayer load with multiple joining clients Fixed - Player should no longer get infinitely stuck under Aziel or any other planet Fixed - Player spawn point is once again properly set after exiting a Spaceship Fixed - Turrets should now mind their aim better Fixed - Descriptions in the Laboratory now properly update Fixed - Inventory contents are now properly refunded when dismantled, including all attached furniture Fixed - Entering atmosphere from low orbit will now properly clamp the spaceship's position Fixed - Dungeon generation on Aziel
It was an important step to get all this content in, which was ambitious inside of one week so many of these systems are a bit rough. But hey! That's what the Experimental Branch is for!!! Please shoot us your feedback if you have a chance to check this out. In the meantime, we're heads down getting all this polished up for our next push. Whenever possible, feel free to ping us on our Official Discord Server.
"I always drink coffee while watching radar. You know that! Everyone knows that!!!" -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.
This past week we focused more on the multiplayer code improvements, primarily on creature syncing and inventory interactions in multiplayer. Our next goal on multiplayer is to improve and stabilize space travel and multiplayer vehicles further.
The Map system received a lot of attention this week, adding sweeping radar radii, improved resource filtering, improved panning, and icon interactivity in the GPS screen. We feel this is a good step for the map feature set, and we will continue building this system out.
We've also added the new Species System to the creature AI, which allows for variants within each species. Creatures will now show size and age, which changes their appearance and abilities. This will give more variety and strategy to the creature combat, as various species will be invulnerable to certain attacks, can now spit acid (or other gunk), and even grow to colossal sizes!
The in-game GUI and HUD received lots of resizing and layout polish. These various subtle adjustments create more space, less clutter, less overlap, and adds clarity.
Change List
Added - Species system and associated setup functions in CreatureHealth and IK system scripts Added - Species system settings Added - Aim target settings and associated functions for creatures to utilize in behavior tasks Added - Species selection control to CreatureZones Added - Settings and associated control to ProceduralLegHub and ProceduralLegManager Added - Projectile attack handling to creatures Added - Expanded creature behavior systems to allow selection between melee and projectile attacks Added - Expanded movement behavior tasks for automatic switching between walking and sprinting Added - Cases to Seek/Attack Circle behavior tasks to allow for more fluid task switching Added - Settings to Pursue behavior tasks to allow for single targeting and target offset for creatures Added - New textures/materials for select creature species Added - Configured Scorpion creature and added to Lutari Added - Animation events for stepping and attacking to all applicable attack animations Added - Increased spider animations in use Added - Mouse Wheel zooming to Map Screen Added - Interaction to all map icons in Map Screen Added - Latitude and Longitude lines to Map Added - Support to pan map at a proper speed based on zoom level Added - Support for map items to pulse Added - Radar scanning radius for the player - shown as white radar sweep Added - Radar sweeps to satellite dishes set to proper radii Added - Improved Resource Scanning while in Map Screen Added - Support to display how many resources are found in a scan Added - Animation to Small Satellite Dish Added - Each species is now discoverable, discovery popup support is WIP Added - Set Space Debris to be selectable in Map Screen Added - Set Pod Stages to be selectable when in Map Screen Changed - Overall sizing polish on in-game GUI and HUD Changed - Updated Gnat to operate as an animation-driven creature as opposed to IK-driven Changed - Set compass marker text size limit higher Changed - Updated all CreatureData assets to reflect changes to format and species system additions Changed - Updated all creature Animation Controllers to be able to utilize the species system's speed Changed - Increased functionality of Animation Event Hub script for custom events with parameters Changed - Smoothed Strafe and Forward values in MecanimBridge Changed - Updated creature zones on Proteus, Lutari, and Aziel for spawning from the species list Changed - Easter Egg map icons to green with pulse Changed - Reimplemented and rewrote spaceship spawn after crash handling Changed - Added more info to display during laboratory building Changed - Reworked player respawn code to be more efficient and less error-prone Changed - Drop inventory on death setting is currently ignored while the system gets rewritten Changed - Trees now all input harvested items directly to inventory Changed - Swapped plastic and scrap plastic icons to be more consistent with rubber Fixed - Remote clients now properly load buggie inventory Fixed - The last item in inventory now properly networks changes to all clients when updated Fixed - Map when in Pod Tutorial Fixed - Harvestable creatures now display proper species name Fixed - Player can once again swap equipables after death Fixed - Panning while in player-facing North mode Fixed - Blinking icons while scanning Fixed - Recentering of map when leaving Map Screen Fixed - Cinnefern LOD materials when harvested Fixed - Small Satellite Dish collision Fixed - Fungle Thicket name on Map Fixed - Names of Mines on Proteus in Interact Menu Fixed - Creature corpse segment loot amounts are now properly network synced Fixed - Crafting table inventory now properly syncs Fixed - Scribe menu pagination now works Fixed - Player deaths now appear in the scribe log Fixed - Crafting table should now properly network all actions Fixed - Durability system issue that caused durability to act unpredictably Fixed - Crafting table fuel should now be properly networked Fixed - Creature zones should now properly network their activation status Fixed - Dropped items should now properly despawn after 2 minutes Fixed - Incorrect color tag string on hardness readouts on minerals when holding the appropriate tool Fixed - Nickname updates should now be properly networked Fixed - Empty item persistence entries should not cause crashing on loading into the world Fixed - Player models left behind after a user has disconnected should now be cleaned in all instances Fixed - Guns should no longer be usable once durability has been depleted Fixed - Respawn vitals should now respect respawn HP slider amount Fixed - Shovels are no longer usable once durability has been depleted Fixed - Buggie Hauler Upgrade should now properly sync its inventory capacity increase to all clients Fixed - New lab building cancel option is now properly replacing the interaction button while building Fixed - Prolific duplicate spaceship bug with the previous spaceship after crash spawn system Fixed - Optimized creature networking bandwidth usage Fixed - Biodome Bins now are now interactable in multiplayer Fixed - Owned structure display in the main menu should not have duplicate entries in multiplayer Fixed - Added missing Left Shift control display to build UI for fine rotation control Fixed - Radar Scanners now respect the ownership Fixed - Optimized new creature syncing bandwidth and performance usage Fixed - Optimized new inventory syncing Fixed - Optimized weather networking Fixed - Multiple instances of objects being accessible when not owned Fixed - Multiple instances of objects not being accessible in multiplayer Fixed - Errors reported by our internal error reporting tool Removed - Remnants of legacy creature variables from various scripts.
Once again, we'd like to thank you for your support in our endeavors. Our number one goal is to bring you the best version of Osiris: New Dawn we possibly can. Your feedback on Social, Feedback Reports, and on the Official Discord Server has been invaluable and we look forward to the next round of iteration with you.
"And what do we got on this thing, a Cuisinart!?!" -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.
We've been focused on vastly improving the multiplayer side of things. Lots of work going into loading speed and durability along with chasing down disconnects and memory leaks.
The Map system is also becoming a larger system in the game. What started as a handheld tool in the original EA release has become a full-on system, with compass, north-facing options, zooming, mineral locating, and now has panning. This is still really rough, we'll be doing more work and polish on the map system in the coming weeks.
Change List
Added - Panning to map while in Map Mode Added - Improved Laboratory build animation and FX Added - Updated Laboratory Build interface to be more consistent with other crafting stations Added - Additional interaction buttons to Crafting tables for Repair and Fuel Inputs where applicable Added - Warp unstuck command to dev console Fixed - Buildable missions now properly complete Fixed - Plants will now properly show as harvested in their LOD states Fixed - Appliance build icons now properly destroy after building is complete Fixed - Biodome Bins are once again properly persistent Fixed - Fuel interface should no longer persist in various unintended places in the UI Fixed - player count on server buttons is now accurate Fixed - Regenerated discovery data, should fix mismatched and incomplete discovery data entries
Thanks again for playing Osiris: New Dawn! Please check out this Experimental build and let us know how we're doing on our Official Discord Server and across our other channels.
*Note - These changes are only on the Experimental Branch. To access the Experimental Branch, be sure to select it in your Steam Library. If this app does not appear, please check if this app is hidden in your Library. Experimental Branch changes upgrade to the primary branch monthly.
While we continue to add features, improvements, and fixes to the game, we have also begun to revamp the entire multiplayer code. Our focus is to make multiplayer more stable, smoother, and enjoyable. We are currently taking the necessary strides to get there.
Change List
Added - Makeshift Laser Chisel to workbench Added - Slightly slower MakeShiftClothBundle recipe to workbench for earlier automated crafting Added - Compass and Minimap icons for Buggie, GAV, and Rover Added - Small resource clusters for critical resources on Proteus 2 that had only one large cluster before Changed - Lowered cost of Hab Cloth walls and Roof Changed - Lessened placement restrictions on defensive walls Changed - Lead is now dropped from the Crashed Pod Bottom Section's heat shield Changed - Updated all minerals and alloys to have a scientifically accurate description Changed - Swapped out Tin on Gunmetal alloy recipe for Molybdenum Changed - Renamed Electrum to White Gold and switched recipe to 2 Gold, 1 Silver, 1 Nickel Changed - Renamed Ni-Cr to Nichrome Changed - Glass Container now requires 2 Aluminum instead of 1 Zamak Changed - Updated Heat Sink Unit recipe to use Nichrome Changed - Ni-Cr now properly requires Chromium instead of Carbon to be scientifically accurate Changed - Renamed Carbon to Lonsdaleite and changed hardness and density Changed - Scrap Metal to Aluminum recipe in forge changed to cost 2 Scrap Metal per Aluminum Changed - Chisel moved from Forge to Workbench to further clarify tool progression Changed - All users in private universes can now use the dev console, not only the owner Changed - Hose recipe now takes 1 Iron and 2 Rubber Changed - Moved Chisel progression to the center of workbench crafting list to improve visibility Changed - Renamed Methane to Hydrocarbon Solution for scientific accuracy as a liquid on proteus Fixed - Input should no longer break after respawn Fixed - Vehicle inventory persistence issues Fixed - Reduced Glide unit cost to 4 ingredients Fixed - Grilled Alien Meat recipe in Kitchen should now properly recognize Alien Tissue in inventory Fixed - Jumping beneath an invisible asteroid will no longer teleport the player into low orbit Fixed - There is now an input field as intended in the renaming dialog In Progress - Multiplayer code is in the middle of a full rewrite
Once again I’d like to thank our amazing team for yet another weekly push! This marks six straight months of weekly builds since we took over the project back in November. This way of working has been very beneficial, allowing us to increase the feedback loop with you and make rapid adjustments and improvements to the game. Thank you for your support.
“Stop preparing, you’re always preparing. Just go!” - 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.
In this Experimental Build, we added the Buggie from the old Beta Branch tests from last year. Not only did we add the Buggie, which is a super fun early game vehicle, but we added in our first pass Vehicle Upgrade System, which allows the Buggie to take on a number of upgrades similar to the Utility Upgrade system added in the Discovery update.
Our first draft single-player mode Pause Feature was added this week, allowing you to perform a full pause by pressing the ESC key (default bindings). This will pause all systems in the game including creatures and vehicles, allowing you to safely take a break when needed.
Key bindings received some much-needed attention. All the Menu Screens are now definable in the Key Bindings, including the Map Screen. There's still some work to do here, such as have the key binded keys appear in the UI dynamically, but this was the bulk of the work needed in that direction.
The Map now allows North Faces Up or Player Faces Up in the Settings, and the Map received some slight adjustments to the colors to make it easier to read player heading.
Proteus 2 received a huge optimization pass. All plants and large rocks received LODs saving millions of polygons. On average, you should see a 10-40 fps boost while on that planet. We also updated to the latest Steamworks.Net API and set XInput to Raw Input for all HID Devices, which we hope solves the problems some players have with the "sticky" mouse issue. See more info here: https://www.osirisnewdawn.com/support
Change List
Added - Buggie vehicle Added - Wrecked Buggies around Proteus 2 available for repair or salvage Added - Vehicle Upgrade system first implemented on new Buggie Added - Buggie Active Scanner Upgrade Added - Buggie Fuel Reactor Upgrade Added - Buggie Tank Hauler Upgrade Added - Buggie Cargo Hauler Upgrade Added - Small Radar Dish utility Added - Beacons, Habitats, and Storage containers can now be nicknamed Added - Additional ore clusters into the Dunes surrounding the continent on Proteus 2 Added - Pause system to the Menu Options screen Added - Keybindable support for all menu screens Added - Support to change map heading rotation lock Added - Updated Workbench Build Icon Animation Added - Support for vehicles in the new fuel system Added - Support for multiple inventories on vehicles Added - Improved interact UI for liquid and gas inventories Added - Vehicles destroyed will now spawn their repairable form if available Added - Grilled Alien Meat recipe to Kitchen Added - Makeshift Cloth Bundle recipe to Printer Changed - Public multiplayer servers should now have resource recharge enabled Changed - Giant Worms no longer require a dust storm to spawn, effectively reenabling them Changed - Increased passive thirst usage Changed - Increased sprint thirst usage Changed - CircuitBoard repair recipe now only takes 1 broken circuit board Changed - Diamond Chisel no longer requires the Tool Station upgrade to craft Changed - Fern Tree Berries of both colors will no longer roll, making them easier to gather Changed - Reduced default vehicle fuel consumption Changed - Minor texture optimizations Changed - Darkened Mini Map background and lightened Player Heading Changed - Optimized Workbench Mesh Changed - Tweaked Low Heat Upgrade on Furnace to be less expensive Changed - Rock Outcropping materials have been updated to be less metallic Changed - Reduced speed buff effect on Shower Changed - Adjusted grass distance in Graphics Settings Fixed - Added missing LODs on plants, improving performance on Proteus 2 Fixed - Added LODs to Proteus 2 environment rocks, improving performance on Proteus 2 Fixed - Players under the map should now be automatically placed on the correct terrain if airborne Fixed - Animation/RootMotion issue on Sentry Droid causing it to walk into obstacles Fixed - Creature spawning: spawning into the ground, inside obstacles, dungeon spawn discrepancies Fixed - Utility Canvas Flicker and Local Player trigger issues Fixed - Two hidden inventory slots now visible Fixed - Building is no longer possible in vehicles as intended Fixed - Steam related input with XInput HID devices Fixed - Oxygen consumption when using weapons with different Universe Settings Fixed - CreatureZones on Aziel and Lutari Fixed - Wire item should no longer fall through colliders when dropped Fixed - Copper now shows proper hardness in GPS Filter Fixed - Crashsite pods now appear on GPS with Fabricated filter Fixed - Mine entrances now appear on GPS with Fabricated filter Fixed - Updated fuel values for numerous items Fixed - Underground check will no longer teleport the player outside of the dungeon
We hope you have fun in your new Buggie and all these improvements make the overall experience better for you!
"Out of order? $%&@! Even in the future nothing works!" -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.
We humbly thank you for your amazing response to our first Steam Sale since taking over as publisher! Your response to the game has been overwhelming, and we've been monitoring all channels to get your feedback on what can be improved. While there is still plenty for us to do, it seems your immediate concerns have been early game tutorial and multiplayer stability.
We've pushed a small patch to our Experimental Build today, which adds an upgraded tutorial to the early game flow. We've also hunted down, found, and fixed numerous multiplayer issues.
Change List
Added - New tutorial missions that also maintain story immersion Added - Recipe in Forge to meltdown Scrap Metal into Aluminum Added - Recipe in Printer to weave makeshift cloth bundles into ClothBundles with additional AlienFiber Added - Support for text narration to missions Changed - Moved diamond chisel recipe location in workbench menu to improve visibility Changed - Moved pickaxe and conduit bender into forge high precision upgrade to reduce their visibility Changed - Updated Dull Survival Knife description Changed - Optimized gameplay sounds Changed - Further improved slope traversal Changed - Minor UI Polish in Main Menu Changed - Levels adjustments on fruit icons Fixed - Issue causing players to disconnect in multiplayer with 3 or more players connected Fixed - Issue preventing legacy avatars from properly migrating, causing infinite retrieving avatars spinner Fixed - Crude Pipe can now be used as a weapon Fixed - Removed unneeded logs to help memory leak and performance hit during longer play sessions Fixed - Spawning under the map when exiting the crashed pod Fixed - Frame spikes when creatures spawn Fixed - Creature zones now spawn for remote players Fixed - Propellant Tank now properly disappears when dropped on the ground Fixed - The player is no longer thrown into the air when exiting the crashed pod Fixed - Removed Highlighter from Silver minerals
For those that like to live dangerously, please check out this Experimental Build and supply your feedback on the Official Discord Channel.
"When someone asks if you're a god, you say YES!" -Brian
We are proud to announce the largest update we’ve done to date: the Discovery Update! This massive update includes new systems such as Space Station crafting, establishes the narrative with an opening cinematic, and rebalances virtually all of the economy and gameplay. We’re also constantly improving the combat, traversal, and vehicles, while polishing up the UI and fixing every bug we can. All this, and we haven’t even mentioned the new Biomes!
Space Station Crafting
Fully craft your own Space Station in low orbit. All station modules can interconnect in any combination, allowing for total flexibility in design and layout.
Each module has its own purpose and features, including crafting, power systems, and storage.
Space Stations are free from the erosion and dangers of the existing planetside in an atmosphere, creating an interesting strategic option to store valuable resources.
New Biomes
Proteus 2 takes advantage of the new technology we’ve been developing that adds various zones and areas into a world. We’ve doubled the amount of world textures, rendered millions of blades of grass, and populated countless new alien foliages - each yielding various resources.
Discovery System
Everything you observe on your adventures can now be discovered. Far more than a simple achievement, the Discovery System actually unlocks all the various resources any found resource will yield. Essentially, each weapon or tool used on a resource may yield a different item, allowing for far more scientific exploration of the solar system and all of its life forms.
Salvaging System
This powerful system allows you to find, salvage, repair and commandeer lost structures, vehicles, and droids in the world. This is a great way to acquire a high level object much earlier on, giving you a higher chance of survival and another path towards sustainability.
Mineral Hardness Matters
A small but significant change, mineral harness is now, very much, “a thing”. A key part of gameplay progression, you’ll need to have the right tool for the job as lesser tools simply will not mine a mineral of higher hardness.
GPS Resource Filtering
Minerals can now be filtered on your updated GPS. This very handy tool, which is now always available in your HUD and no longer attached to your Locator, reads from your surrounding satellites and your own internal suit radar to create detection radii.
This system will show you all the surrounding minerals, their hardness and density, so you can find what you’re looking for in your crafting missions.
New Tools and Changes
The Chisel and Multi Tool are now mid game tools and are no longer starting equipment. The Locator has been changed to the Radar. Many tools have been added to fill out the tool progression. Here’s a few:
New Resources and Alloys
We’ve added many new minerals and resources to the game such as Silver, Tin, Quartz, Sulfur, and Uranium.
Ingots have been removed. They felt like too much of a grind mechanic. In their place is Alloys, which are scientific composites of minerals that create new metals and materials to be used for advanced crafting builds.
Proper Economy Design Balancing
With the mineral hardness, added and revised tools, the Salvaging system, and the updated GPS filtering, a full and complete economy rebalance has been implemented. Every recipe in the game has now changed to utilize all these new features. Our aim is that this will create a deeper experience, with more meaningful and strategic choices, create emergent crafting scenarios and allow for a far more engaging experience.
Removal of Build Gates
The build gates are gone, which we felt was arbitrary and grindy. Instead are structure prerequisites which we feel make more sense and are more meaningful. For instance, if a Utility requires power the build will require a power source prior to building. This creates a natural gameplay progression that is for more free and branching, while at the same time allowing each Structure built to have all the necessary Utilities to function when built.
New Skill Tree
Replacing the old skill tree, is, uh, the new skill tree! Instead of grindy gates, you now can unlock actual skills or “perks” that boost your abilities.
Opening Cinematic
The story and missions are going through development as well. This update features the opening cinematic of the game, and for the first time gives proper context as to why you are here and what your overall mission is.
Combat Improvements
Under constant tooling and improvements in the combat system, AI behaviours, and weapon systems. While we are endlessly tweaking all the elements to bring our creatures to life, the most noticeable feature is probably the health and indicator system. Creatures now display how much health they have in your HUD, and show offscreen warnings.
New Creatures
Many new creatures have been added. Mostly small, insect-like creatures lurk around the new biomes of Proteus 2. There is a new predatory creature spotted on Aziel, which likes to attack in groups.
No More Loading When Entering Mines
We cut the load screen when entering mines and underground areas, making going in and out of these areas seamless. Gone are the load and data problems, and entering and leaving these areas is simple and fast.
We’ve also taken the opportunity to completely expand the mine and underground system. All the mines are now different and expansive. Be careful, you could get lost down there!
Traversal Improvements
We were not satisfied with the hill and rock climbing, so we addressed it with much improved handling.
3rd person animation also gets an upgrade with more responsive transitions from idle to run.
UI Improvements
The entire UI system now has section headers at top clearly indicating what screen you are viewing. Screen space has been optimized with lots of nudging and anchoring of elements to get the most out of the layout.
Inventory gets a fresh icon pass contextually illustrating key elements per selection with a new selection indicator. This makes viewing inventory easier and more meaningful, allowing you to see important information quickly and easily.
Vehicle Improvements
Vehicle torque has been vastly improved to allow for vehicles to climb over very rugged terrain. The art has been updated for the GAV, Rover, and Spaceship to give more crisp detail. The Mech has also been vastly improved to traverse hills easier with improved shooting and audio. Hovercraft has revised physics to minimize nose diving into terrain.
Change List
Added - Space Station modules are now buildable in Low Orbit 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 - New Buildable Upgrade system that allows for upgrades/attachments to be built 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 - Creature Health Indicators Added - New Dungeon system on Proteus2. Added - Aerial Creature (Flying Skeliopod) and associated movement scripts. Added - Huge art pass on 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 - Support for Creatures to despawn when out of range of all players Added - curated scenario Creature Zones to Proteus 2 Added - New Creature Wasp Added - New Creature Bee Added - New Creature Fly Added - New Creature Mosquito Added - New Creature Dragonfly Added - Gatherable Methane puddles around Proteus Added - Puddles can now change height depending on fill amount and regenerate with precipitation Added - New soundtrack music 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 what tool is used to harvest 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 to allow repairing and salvaging gameplay at earlier progression 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 to better round out 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 Oreck 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 - Intro Cinematic Added - Skip to Intro Cinematic Added - New Repairables system that adds repairable/salvageable wreckages around the world Added - Repairable bases that spawn randomly around Proteus2 when a world is created Added - Repairable Habitat Added - Repairable Airlock Added - Repairable Rover Added - Repairable Biodome Added - Repairable Hallway Added - Repairable Repair Droid Added - New loot table system Added - Loot table for wreckage loot crates Added - Loot crates are now scattered through ruined bases Added - Biodome wreckage loot crates have a chance to spawn from a biodome loot table Added - Discoveries system for plants and creatures 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 main menu in Dungeons Added - proper height and normal atlas for dungeon material Added - more room variety to mines Added - depth-based algorith to dungeon system Added - branch-based algorithm to dungeon system Added - Improved first-person melee detection Added - Added auto crouch for climbing slopes Added - Map system is now in upper HUD Added - Map Screen in UI Added - Automatic buildable re-anchoring for fixed proteus 2 terrain heightmap Added - Toggle option for First Person Helmet 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 themain menu Added - Support for picking up Voice Log items Added - Waypoint alignment option to CreatureZone. Added - Behavior override options to CreatureZones Added - Spawn chance settings to CreatureZones Added - Adjusted all existing creature prefabs for compatibility with Creature Zone behavior overrides Added - Adjusted handling for CreatureZone waypoint alignment in dungeons Added - Defenses build tab for walls and turrets etc. Added - Space Station build tab Added - Space Utilities build tab Added - Underground build tab 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 functionality Added - Curated scenario Creature Zones to Aziel Added - Curated scenario Creature Zones to Lutari Added - Weight, Hardness, and Damage icons to item description Hint Added - New fuel system currently in use on the Furnace Added - Hook Roach on Aziel Added - Bounce lighting in space, improving visuals while in Low Orbit Added - More improvements to Proteus planet rendering from Low Orbit Added - Space Ship texture improvements Added - Speed reading to Space Ship GUI Added - Creature animations for Gnat, Arachnoid, and many others Added - New gun models using deferred decal system Added - Improved Asteroid Art Added - Improved Ambient Particles on Proteus 2 Added - Color correcting on Intro Cinematic Added - Turn in place in idle mode Added - New mineral radar scanning and filtering system Added - Radar Scanner can now drop in wreckage loot crates Added - Radar Scanner is now craftable in the Fabricator Added - Proficiency tree perks are now functional Added - Space Station modules now have interior lights Added - Set date and time on upper HUD Added - Discovery Details screen Added - Icons for Inventory item parameters Added - Feature to make selection icon appear on first inventory item Added - Particle FX to new plants Added - icons for undiscovered creatures and plants Added - question icon for undiscovered harvest types Added - Updated Map UI screen for better formatting Added - Improved all melee swings of first-person weapons Added - Improved all gun sounds Added - Improved all muzzle flashes Added - Updated models on many guns Added - More coloring in post-process in space Added - Improved low orbit art on Aziel Added - Contextual interaction options when looking at a harvestable plant or creature part Added - Spaceship will now display controls at low speeds Added - Functionality support for discoverable harvest types Added - Completion icon to discovery types when fully filled out Added - New particle leaf texture for plant explosions Added - Improved Lutari low orbit art Added - Updated Ammo Icons Added - Updated all Proteus2 foliage prefabs for collision, interaction, and fragment settings Added - Integrated new Proteus2 foliage particle effects and drops Added - Updated and added Plants discovery file for missing plants Added - Support for vehicles to easily drive up steep terrain Added - Feature for Mech to easily traverse hills and rough terrain Added - Movement sounds to Mech Added - Organic Sludge liquid Added - Recipe in Chemistry Table to convert Organic Sludge into carbon Added - Sparks and animation on Survival Tool Added - Turn in place animation while in Third Person Added - Hit sound to some plants Added - Turn in place feature to PlayerMovement Changed - All Utility recipes have been updated to fit the new economy system Changed - All Structure recipes have been updated to fit the new economy system Changed - Progression and Economy has been greatly reworked, all recipes and many items have been Changed - Furnace now requires fuel Changed - Furnace now requires fuel Changed - Improved all pathfinding in the mines Changed - Plutonium is now an Alloy Changed - Updated Skill Tree to first pass Proficiency Tree Changed - Cost of some kitchen food recipes Changed - Liquids and gases extracted from creatures and plants will now give 5 units instead of 1 unit Changed - Creature body despawn time increased to 5 minutes from 2 minutes Changed - Spaceship will now slow to a stop to exit when the exit key is pressed at low speeds Changed - Added descriptions to the proficiency tree items Changed - Improved accessing GAV, Rover Changed - Optimized Mech systems when not in use Changed - Improved Mech shooting and bullet FX Changed - Upressed UI on Rover Changed - Adjusted UI on all vehicles Changed - Map is now called Radar Scanner Changed - Set player crouch transitions to look more realistic Changed - Set crouch indicator to only in First Person Changed - Optimized World Time indicator Changed - Set Map Items to not display when in a vehicle Changed - Set Map Item to display in space for space vehicles Changed - Rock shader to allow for double the detail resolution Changed - Set rendering to Deferred to allow for faster depth rendering and deferred decals Changed - Set Player GUI to overlay mode, which optimizes the camera rendering Changed - Improved coloring and contrast in Space Changed - Improved thrid person spacewalk, now faces the direction of the camera Changed - Improved Health Indicators on creatures Changed - Crafting Table UI with craftable at top Changed - Updated Item icons for items, weapons, and utilities Changed - Updated plant particle colors Changed - Improved all Vehicle models Changed - Update Art for Gas Tank, Liquid Tank, and Satellite Large Changed - Updated Ammo Magazines art for Weapons Changed - Optimized muzzle flash textures Changed - AO to Scalable and Ambient only Changed - Increased Parasyte turning speed Changed - Updated Proteus 2 ground material to not be wet Changed - Updated Alien Fiber mesh, prefab, and Icon Changed - Survival Knife changed the name to "Dull Survival Knife" to clarify use Changed - Renamed tool types to be better descriptive Changed - Updated icons for a few buildable upgrades Changed - Increased the size of all current storage utilities and furniture 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 - 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 - Overal in-game UI polish Changed - Updated aims for Moon Mantis. Changed - Improved Mission readability 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 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 a Survival 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 - Improved Proteus 2 low orbit art Changed - Updated Main Menu with Space Station theme Changed - When a rare weapon drops in a loot table, ammo is included Changed - Hunger and Thirst can be overfilled when consuming items Changed - Tweaked item food values to accompany new hunger/thirst cap Changed - Fuel Cell max stack is now 5 Changed - Propellant Tank can now stack to 5 Changed - Guns can no longer be reloaded when at maximum ammo Changed - Harvested Liquids and Gasses added to inventory will now prioritize existing containers Changed - Ingots from the previous economy system in inventories have been converted into their ore Changed - Pick Axe now has a Hardness value of 10 and requires a Diamond to craft Changed - Makeshift Chisel, Chisel, and Diamond Chisel now have their Hardness value in description Changed - Ferrochrome alloy no longer requires zirconium Changed - Broken Circuit Boards now have a rare chance to spawn in wreckage loot crates Changed - Updated weapon and tool descriptions to reflect their harvest types Changed - Updated and balanced more plant drops Changed - Adjusted hit particles on some plants Changed - Set strafing to be faster on Player Changed - Interaction menu is now able to swap equipped items Changed - Only some trees drop pickups into the world, others now input straight into inventory Changed - Repairable Wreckages, Salvageables, and Upgrades will now automatically equip a Tool Changed - Proteus 2 terrain height is now more dramatic Changed - Proteus 2 terrain splat improvements to read slopes Fixed - Holes at end of dungeon rooms and hallways Fixed - Added support for creatures to not kick up dust while 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 on their limbs so should be easier to hit in first person Fixed - Voice Log UI functionality updates Fixed - Multiplayer world persistence is now properly saved on exit Fixed - Improved player animation controller, improving overall player movement feel 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 properly places the player on the planet surface at the entrance 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 Fixed - Fixed player animation set, eliminating stuttering movement while 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 - Building in the mines and hives now works as intended Fixed - Plants and trees should now drop items for more harvest types Fixed - Meteor can now be mined for Uranium instead of Plutonium Fixed - Both Shields are now placeable, no longer has 2 entries for CircuitBoard Fixed - Upper Story Habitat is now palyable, no longer has 2 entries for Brass Fixed - Dyno recipe has been updated to contain a proper reagent Fixed - Flouresence recipe has been updated to use mercury properly Fixed - Colossus body harvest colliders have been increased in size to match his model Fixed - Cobalt Pistol can now use Blaster Cells Fixed - Spelling errors in Zamak Description Fixed - Hardness values on other planet minerals Fixed - Player movement animations now properly network to remote clients Fixed - Small gap in the walls on the barracks Fixed - Chem light is once again light and brightens the area Fixed - Satellite Dish Large can now be dismantled as intended Fixed - When dismantling objects the full build cost should now be refunded Fixed - Storage items should now properly sort based on their contents Fixed - Upgrades now removes build cost from inventory Fixed - Items should no longer spawn under the crash pod Fixed - Water Reclaimer is now operational and its contents are persistent Fixed - Harvested Liquids and Gasses will make a popup displaying no container found if none available Fixed - Guns will now load first applicable ammo type found in the inventory Fixed - Fuel Cell upgrade for the furnace now works as intended Fixed - Furniture can now be built as intended Fixed - Mineral hardness values to unblock progression Fixed - Crude Metal Sword now works as intended Fixed - Upgrading utilities are now properly networked to other players and saved in multiplayer Fixed - Botany Kit no longer pushes the player backward when wielded Fixed - Airlock is now properly buildable without an incorrect recipe entry Fixed - Fabricator is now properly buildable without an incorrect recipe entry Fixed - Blaster Cell is now usable in the Pistol as intended Fixed - Elida creature is now harvestable Fixed - Repairable Habitat no longer requires Aluminum Ingots Fixed - Laboratory is now buildable with the resources displayed in the menu Fixed - Aziel and Lutari minerals now have proper hardness values Fixed - Crafting tables no longer take 2 opens to load Fixed - Crab Scythe now has a hardness of 1.5 Fixed - Optimized all Space Station texture memory Fixed - All wheeled vehicle limited torque Fixed - Mech movement Fixed - Mech GUI Fixed - Dynamic interaction keys when resizing Fixed - Suit Upgrade Attachments are now functional Fixed - Projectiles can once again damage minerals and plants Fixed - Map glitch when leaving UI screens Fixed - Corrected rock cliff far gloss amount on Proteus 2 Fixed - Jumping on Player, was sometimes performing a small jump Fixed - Inertia of hover while spacewalking Fixed - Foley sound in space Fixed - Weather when returning from space Fixed - Player jump auto colliding with the ground on first frame of jump Fixed - Set player sticky force to update in Physics update loop to eliminate jitter Fixed - Some materials on GAV, Rover, and Spaceship Fixed - Liquids and gases extracted from creatures and plants will now properly display Fixed - Botany Kit can now add contents to containers on the Hotbar Fixed - Botany Kit should now work on berry trees Fixed - Wasp no longer has extra long-range sting attack
We hope you enjoy the Discovery Update as much as we did creating it. We can’t even begin to explain what a joy it’s been finally getting into the game design now that the game has stabilized with the previous round of updates we performed this year. Our goal has always been to make the best near future space survival experience possible, and we sincerely feel that this is a giant leap in that direction.
“On This Ship, You're To Refer To Me As 'Idiot,' Not 'You Captain.' ” -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.
This week we expanded the Discovery system by yielding a wide variety of resources when harvesting from all plants and creatures. Essentially, depending on the tool or weapon you're using, you will harvest very different items to use in your crafting. Our goal is that this will greatly expand the gameplay possibilities while creating a feeling of scientifically discovering the world around you.
We also added the HookRoach, a dangerous new creature now found on Aziel.
Many of the gun models received a much-needed upgrade and the vehicles also got some love. Notably, we solved the low torque problem and improved the Mech's walking ability. Now all vehicles can really traverse over the most rugged of landscapes, something that will be very helpful to your adventures.
Change List
Added - Hook Roach on Aziel Added - Bounce lighting in space, improving visuals while in Low Orbit Added - More improvements to Proteus planet rendering from Low Orbit Added - Space Ship texture improvements Added - Speed reading to Space Ship GUI Added - Creature animations for Gnat, Arachnoid, and many others Added - New gun models using deferred decal system Added - Improved Asteroid Art Added - Improved Ambient Particles on Proteus 2 Added - Color correcting on Intro Cinematic Added - Turn in place in idle mode Added - New mineral radar scanning and filtering system Added - Radar Scanner can now drop in wreckage loot crates Added - Radar Scanner is now craftable in the Fabricator Added - Proficiency tree perks are now functional Added - Space Station modules now have interior lights Added - Set date and time on upper HUD Added - Discovery Details screen Added - icons for Inventory item parameters Added - Feature to make selection icon appear on first inventory item Added - Particle FX to new plants Added - icons for undiscovered creatures and plants Added - question icon for undiscovered harvest types Added - Updated Map UI screen for better formatting Added - Improved all melee swings of first-person weapons Added - Improved all gun sounds Added - Improved all muzzle flashes Added - Updated models on many guns Added - More coloring in post-process in space Added - Improved low orbit art on Aziel Added - Contextual interaction options when looking at a harvestable plant or creature part Added - Spaceship will now display controls at low speeds Added - Functionality support for discoverable harvest types Added - Completion icon to discovery types when fully filled out Added - New particle leaf texture for plant explosions Added - Improved Lutari low orbit art Added - Updated Ammo Icons Added - Updated all Proteus2 foliage prefabs for collision, interaction, and fragment settings. Added - Integrated new Proteus2 foliage particle effects and drops. Added - Updated and added Plants discovery file for missing plants. Added - Support for vehicles to easily drive up steep terrain Added - Feature for Mech to easily traverse hills and rough terrain Added - Movement sounds to Mech Changed - Cost of some kitchen food recipes Changed - Liquids and gases extracted from creatures and plants will now give 5 units instead of 1 unit Changed - Creature body despawn time increased to 5 minutes from 2 Changed - Spaceship will now slow to a stop to exit when the exit key is pressed at low speeds Changed - Added descriptions to the proficiency tree items Changed - Improved accessing GAV, Rover Changed - Optimized Mech systems when not in use Changed - Improved Mech shooting and bullet FX Changed - Upressed UI on Rover Changed - Adjusted UI on all vehicles Changed - Map is now called Radar Scanner Changed - Set player crouch transitions to look more realistic Changed - Set crouch indicator to only in First Person Changed - Optimized World Time indicator Changed - Set Map Items to not display when in a vehicle Changed - Set Map Item to display in space for space vehicles Changed - Rock shader to allow for double the detail resolution Changed - Set rendering to Deferred to allow for faster depth rendering and deferred decals Changed - Set Player GUI to overlay mode, which optimizes the camera rendering Changed - Improved coloring and contrast in Space Changed - Improved thrid person spacewalk, now faces the direction of the camera Changed - Improved Health Indicators on creatures Changed - Crafting Table UI with craftable at top Changed - Updated Item icons for items, weapons, and utilities Changed - Updated plant particle colors Changed - Improved all Vehicle models Changed - Update Art for Gas Tank, Liquid Tank, and Satellite Large Changed - Updated Ammo Magazines art for Weapons Changed - Optimized muzzle flash textures Changed - AO to Scalable and Ambient only Changed - Increased Parasyte turning speed Changed - Updated Proteus 2 ground material to not be wet Changed - Updated Alien Fiber mesh, prefab, and Icon Changed - Survival Knife changed the name to Dull Survival Knife to clarify the use Changed - Renamed tool types to be better descriptive Changed - Updated icons for a few buildable upgrades Fixed - All wheeled vehicle limited torque Fixed - Mech movement Fixed - Mech GUI Fixed - Dynamic interaction keys when resizing Fixed - Suit Upgrade Attachments are now functional Fixed - Projectiles can once again damage minerals and plants Fixed - Map glitch when leaving UI screens Fixed - Corrected rock cliff far gloss amount on Proteus 2 Fixed - jumping on Player, was sometimes performing a small jump Fixed - the inertia of hover while spacewalking Fixed - Foley sound in space Fixed - Weather when returning from space Fixed - Player jump auto colliding with the ground on the first frame of the jump Fixed - Set player sticky force to update in Physics update loop to eliminate jitter Fixed - Some materials on GAV, Rover, and Spaceship Fixed - Liquids and gases extracted from creatures and plants will now properly display Fixed - Botany Kit can now add contents to containers on the Hotbar Fixed - Botany Kit should now work on berry trees Fixed - Wasp no longer has extra long-range sting attack Fixed - Wasp should no longer deal damage after it has been killed Fixed - Crab Monster can now drop Crab Meat Fixed - Meat Stew recipe now uses the acquirable item Grilled Alien Meat instead of the legacy item Fixed - Spaceship prop on proteus no longer throws errors Fixed - A few misspellings in discovery descriptions Fixed - Tree bark now properly has a highlighter like other items Fixed - Set far terrain to not generate at runtime on Lutari Fixed - Optimized interact system so it doesn't drain performance when viewing an interactable object Removed - Strange sounds when consuming items Removed - Shell casing particle on guns
With this push, our next Main Branch update is currently in testing. We can't wait to unleash the past five weeks of updates in this mega push! In the meantime, there's much to do, and I need to get back to the front.
"I have only one rule. Everyone fights, no one quits." -Brian