Osiris: New Dawn - FromFenixFire
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
Osiris: New Dawn - brian
*Note - These changes are only on the Experimental Branch. To access the Experimental Branch, be sure to select it in your Steam Library. If this app does not appear, please check if this app is hidden in your Library. Experimental Branch changes upgrade to the primary branch monthly.



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
Osiris: New Dawn - FromFenixFire
*Note - These changes are only on the Experimental Branch. To access the Experimental Branch, be sure to select it in your Steam Library. If this app does not appear, please check if this app is hidden in your Library. Experimental Branch changes upgrade to the primary branch monthly.



This 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
Osiris: New Dawn - FromFenixFire
*Note - These changes are only on the Experimental Branch. To access the Experimental Branch, be sure to select it in your Steam Library. If this app does not appear, please check if this app is hidden in your Library. Experimental Branch changes upgrade to the primary branch monthly.



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.

"You must be some kind of smart bug!"
-Brian
May 28, 2021
Osiris: New Dawn - FromFenixFire
*Note - These changes are only on the Experimental Branch. To access the Experimental Branch, be sure to select it in your Steam Library. If this app does not appear, please check if this app is hidden in your Library. Experimental Branch changes upgrade to the primary branch monthly.



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
Osiris: New Dawn - FromFenixFire
*Note - These changes are only on the Experimental Branch. To access the Experimental Branch, be sure to select it in your Steam Library. If this app does not appear, please check if this app is hidden in your Library. Experimental Branch changes upgrade to the primary branch monthly.



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
May 14, 2021
Osiris: New Dawn - FromFenixFire
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 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
  • 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
  • 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
Osiris: New Dawn - FromFenixFire
*Note - These changes are only on the Experimental Branch. To access the Experimental Branch, be sure to select it in your Steam Library. If this app does not appear, please check if this app is hidden in your Library. Experimental Branch changes upgrade to the primary branch monthly.



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
May 11, 2021
Osiris: New Dawn - 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





Osiris: New Dawn - FromFenixFire
*Note - These changes are only on the Experimental Branch. To access the Experimental Branch, be sure to select it in your Steam Library. If this app does not appear, please check if this app is hidden in your Library. Experimental Branch changes upgrade to the primary branch monthly.



This week 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
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