*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've continued working through our bug list and added a few new features to some existing systems to improve usability, readability, and overall performance.
First up, we've added a Droids tab to the GPS (Map) screen that allows you to command your droids from anywhere on the planet!
In addition to their new "Send to Position" command that allows you to direct them to another location on the map, we've improved their pathfinding AI and given them the ability to unstick themselves when they get confused on this alien terrain. The Sentry droid also has an update to its target acquisition code that will prevent it from attempting to aim and fire through other obstacles when selecting its target.
We were also able to make an added art pass on the Mines and Hives of Proteus. Here's a sneak peek - you'll need to brave the depths to see more!
Change List
Added - Droid Control panel to F3 map screen in PlayerGUI Added - Improved Sentry droid targeting AI to avoid aiming and shooting through obstacles| Added - Improved unstuck AI to droids to allow them to better handle getting stuck during traversal Added - Various droid minimap icon improvements Added - Travel to position behavior tasks to all available droid types Added - Various pathing corrections in droid behavior trees Added - Reworked compass display to greatly improve system's performance and improve readability Added - New compass supports merging nearby markers, mostly preventing overlap Added - Updated Interior of the spaceship with Decals and flight screens Added - Updated a portion of the Proteus mines Added - Updated Proteus Hives with new Art Added - Explosive Icon Added - Ground turret medium decals and emissive power mesh. Added - Specific map icon for hovercraft
Changed - Improved Sentry droid's gun damage Changed - Optimized occlusion data to reduce build size Changed - Updated and optimized vehicle console textures Changed - Optimized occlusion in caves Changed - Updated Aziel sky material Changed - Updated wall defense Prefabs with optimized textures Changed - Updated wall Icons Changed - Updated Aziel Atmosphere material and clouds Changed - Updated Zer and Aziel plants with impact sounds Changed - Restricted panning and zooming of the minimap to the bounds of the screen
Fixed - Tweaked collision and physics on Buggie so it's less likely to get stuck on terrain or glitch under the world Fixed - Buggie should be much less likely to launch the player when running into the hood Fixed - Droids will now properly sync in multiplayer Fixed - The Elevator within the habitat is now much smoother to ride and can no longer crush the player through the floor of the habitat Fixed - Riding on or within vehicles is now much smoother Fixed - Watchtower collision meshes should no longer be visible Fixed - Incorrect creature spawning in Lutari mines has been swapped for finished creature Fixed - Compass now properly respects control/ownership Fixed - Compass markers no longer move with head-bob Fixed - Compass icons no longer display for currently occupied vehicle Fixed - Going too far in some directions on Aziel will no longer teleport you back to the origin Fixed - Salvaging wrecks should now properly network in multiplayer Fixed - Common FPS hitch when the player takes damage Fixed - Terrain collider issues on Lutari Fixed - Lab vehicles and droids are now properly buildable in creative mode Fixed - A single instance where item duplication was possible Fixed - Added Custom collider for space station ring module fixing some collision issues Fixed - Spaceship will no longer get blocked on Aziel when flying around Fixed - Texture tiling issue on distant Aziel material Fixed - Lutari cave without a door blocker Fixed - Typo in fuel cell description Fixed - Some instances of ice materials not sorting in fog Fixed - Normal issue with spore texture Fixed - Build icon material in the spaceship
Our team would like to thank you all for reaching out and sending in your concerns and support to us! Your honest feedback is always helpful, and as always, we look forward to hearing from you on our Socials, Feedback Reports, Houston emails, and our Discord.
“Mankind was born on Earth. It was never meant to die here.” - Brian
Not much to dive into other than we went heads down on cleaning, polishing, and fixing anything that came up in our testing and from the player feedback forms.
Change List
Added - Spawn Creature command in dev console can now accept a level parameter Added - Wreckages are now able to be fully salvaged Added - Display on chests now can display the nickname of the container
Changed - Updated weapon damage and critical values to better match their place in progression Changed - Increased the max capacity of both the Gas Tank and the Liquid Tank
Fixed - Many instances where the Spaceship would not be where the player expects when reloading after a crash, stranding the player Fixed - Added FungtipleBulb to Console Autocomplete Fixed - Removed extra mesh in center of Tech Ceiling 01 Fixed - Space debris should now properly hide itself on the map once harvested Fixed - Lonsdaleite should no longer show up as Carbon on the GPS map Fixed - Missing script message on explosion prefab Fixed - Biodome lights should now operate like the Habitat's Fixed - Biodome glass should no longer pulse with the rest of the structure's highlighter Fixed - Spaceship inventory can now be accessed from the interior Fixed - Creative mode should now be respected for applying upgrades Fixed - Creative mode should now be respected for repairing wreckages Fixed - Testing mode should no longer be enabled by default in creative mode Fixed - Survival tool can now be properly dropped Fixed - Blank popup when aiming at the wrecked Biodome frame Fixed - Buildable renames should now properly network to other allied players Fixed - Buggie upgrade descriptions now properly note exclusivity Fixed - Added Mushroom material for Lutari Caves Fixed - Creature audio null reference on death Fixed - Colossus ragdoll now properly activates after death
Hello Explorers! Since last week's Fires of Industry Update we have turned our attention to polishing and fixing existing content and features. To do this we began with an update to the Player Feedback page by adding pagination and more fields to help create a better connection with you as we charge through the issues you find and report (which we appreciate!).
Next we compiled every issue/bug/concern across all our channels into our project management software (we love Zoho!) and organized each issue by priority. Then we got right to work starting with the most severe bugs first. We currently have a list of about 400 bugs and was able to squash about 120 of them this week!
The majority of these issues came from three fronts: multiplayer stability, lost robots, and space ship issues.
Space Ship Movement and Camera
Many of the Spaceship issues ultimately relate to handling and controls. We've always viewed the spaceship control as prototype and were happy to get down to update it. Our goal is to have realistic yet intuitive control for the spaceship during each of the various flight modes. We're hoping with your feedback will get it spot on.
The bulk of the issues and problems occurred in Hover mode so we prioritize this first. We added an orbit cam, mouse controls rotation (yaw), WASD controls 2D movement, and throttle increase lifts and lowers the vehicle's altitude. Lift high enough and the ship switches into Flight mode, which also now includes orbit cam.
Check it out!.....we made GIFS!!!!!
Hover Camera Up and Down
This allows you to get a better view while landing.
Hover Yaw
Move the mouse left and right to turn the craft while in Hover.
Left and Right Movement
Your assigned left and right input will move the vehicle laterally.
Forward and Back Movement
This will help you back away form obstacles, trees, buildings, or anything else in your way.
OK, just two more, showing orbit cam while in flight or in space. This allows you to view much more of the world and plan your approach, landing site, or Space Station.
Flight Mode
Space Mode
Of course, this is all work in progress and snuck into the build just late last night, so please let us know how we're doing on the new Spaceship controls! In the meantime, let's move onto the change list!
Change List
Added - Roar animation to Arachnoid Added - HarvestableSegment to Arachnoid head Added - Server completion date to avatar save game Added - Count down to upper corner of UI in multiplayer modes to show Cycle Time Remaining Added - Hit reaction animations to Hybrid Added - Icon for makeshift Screw Driver and Prefab Added - Support to remove spaceship and asteroid collision during travel transitions Added - Hover Mode to Spaceship control Added - Support for mouse rotation to Space Ship while in Hover Mode Added - WASD to move Space Ship while in Hover Mode Added - Orbit cam to Space Ship while in Hover Mode Added - Orbit cam to Space Ship while in Flight Added - Orbit cam to Space Ship while in Low Orbit Added - Ramp collision sham to improve fluidly entering and exiting the spaceship via the ramp Added - Boundary forces on Space Ship to prevent leaving playable area
Changed - FOV on Main Menu camera Changed - Updated materials for Foliage and Minerals Changed - Updated Icons for New Planet foliage and some custom pieces Changed - Updated some map icons to have specialized icons Changed - Reduced Bloom intensity amount Changed - tweaked Nickel material to appear more metallic Changed - moved Asteroids in Proteus 2 low orbit to be out of the way durring travel transitions
Fixed - Issue causing 3rd and subseuqent players from preventing to properly load the world Fixed - Spaceship bypasses for transitions between low orbit and planet to prevent getting stuck Fixed - Data issue in multiplayer causing built objects to randomly disappear Fixed - Clouderous plant should now be properly harvestable Fixed - Lonsdaleite should now properly read as in the Low density minerals filter on Discovery screen Fixed - Deep mineral vein of Chromium on Proteus marked as lithium Fixed - Copper veins from underground should no longer display on the surface radar of Proteus Fixed - All map icons are now properly interactible Fixed - Bug fixes for Silver Fixed - Collider issues on spaceship Fixed - Collider issues on Large Satellite Fixed - Crab Monster Mecanim Bridge issue Fixed - Crab Monster head harvestable segment issue Fixed - CrabMonster IK issue Fixed - CrabMonster rotation issue Fixed - Creature looping movement audio continuing after death issue Fixed - Display of time remaining in Server Cycle for multiplayer modes Fixed - Time remaining display to show correct time remaining Fixed - Droids not re-pathing wander error (stuck in rocks) Fixed - Droids rotation issues Fixed - Arachnoid rotation issue Fixed - Arachnoid ragdoll projection settings Fixed - Issues with Procedural Leg Hub rotation jitter (to be added back into creatures) Fixed - clipping issue with Crab Mech Fixed - animation issues with Crab Mech Fixed - Colossus loot drop amount Fixed - Zer will no longer greatly lag when loading in, hopefully fixing a common crash on Zer Fixed - Various Zer optimization issues Fixed - Errors reported by automated reporting tool
So, as many of you have probably figured out by now, we're huge sci fi movie buffs. Much of the inspiration from OND came from The Martian (when it was a book), Interstellar, Gravity, and Prometheus. But a lot of our team is older (myself the most ancient) so we constantly reference Alien, Aliens, Total Recall (Schwarzenegger version), Starship Troopers, Enemy Mine, Mission To Mars, Red Planet, Sunshine, and Event Horizon. But no matter what, you just can't beat a great Space Balls quote!
"You're looking at now, now. Everything that's happening now is happening now. What happened to then? You missed it. When? Just now." - Brian
*This is me, my way of saying "nice to meet you!" ːsteamhappyː **Would you like to meet the rest of the team? Some can be a little shy, but if we can give them a nice warm welcome I'm sure we can get them to come out and say hi!
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