*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.
Hey explorers! We're back after a brief break and jumped right into your feedback from these past couple of weeks. We decided to pause on the new material we've been working on and instead put focus on multiplayer stabilization and performance optimizations. It might look like a shortlist, but a couple of these items were quite involved.
Change List
Added - New experimental chunked LOD system, currently implemented on only a few objects, but eventually should assist with performance on larger or more populated maps if testing continues well Fixed - Conduit Bender now properly works in third person Fixed - Multiplayer disconnects should be much less frequent Fixed - Performance impact of droids and creatures should be greatly reduced
Hello New Players!
Also, I wanted to welcome all the new players that joined the Osiris family recently! To give you some background, I'm Brian - the creator of the project (nice to meet you!). I launched OND in late 2016 and have been cranking away on it ever since. Now we're a small but strong team on a clear path towards finishing EA and onto the next chapter for OND!
Why We Do Experimental Builds
We also have two branches, one for Experimental Builds such as this one, and the other is the default Main Branch build. Because OND is so vast and all systems are incredibly deep and overlapping, we find that it's best to release Experimental Builds to get feedback from you before going to the Main Branch. We typically do this for system changes, tweaks to core code, or large gameplay changes. This also gives us the opportunity to show you progress frequently, without the risk of introducing an obscure game breaking bug on the Main Branch.
I also like to give quotes from movies that inspired the game.
"I am definitely going to die up here ... if I have to listen to any more god-awful disco music.." -Brian
Hey explorers! Consisting of the past 6 weeks, we decided to give this body of work the name “Dark Horizons.” Vast underground areas have been added along with the expansion of many core features, such as adding recycling of items to the crafting system, so the name seemed to fit perfectly. Plus, it hints at something foreboding and sinister, which is kind of a cool bonus.
As we’ve been going full throttle on the next round of material we managed to hit a few minor items on the todo list and added them into today’s build.
Change List
Added - Custom map markers are now removable Changed - Improved positioning of Creature Health Indicator Fixed - Creatures should no longer despawn immediately after spawning Fixed - Desync issue in multiplayer with repairables Fixed - Spaceship will no longer collide with floating rocks when leaving or entering atmosphere Fixed - A couple instances of syncing errors in Multiplayer when a second player loads the world
Also, today marks the start of our latest Steam sale and if you’re a new player we welcome you to our little neck of the universe!
And for us it's onto the next round of material, primarily amping up the horror elements with improved creature animations and story implementation. Also, thank you so much for playing, it means everything to us, and we fully appreciate all your support! -Brian
And now, one of my favorite exchanges from the 1986 movie Aliens:
Ripley: HUDSON! This little girl survived longer than us with no weapons and no training. Hudson: Why don't you put her in charge?
Hey explorers! Our latest Experimental Branch tested well, so we are graduating the Experimental Build to the Main Branch. In case you missed it last week, here's what has been added:
Sleep Mechanic (Single Player Only)
Now, in any bed or hut, you can choose to sleep for a few hours of game time. This kicks off a cinematic event where you can watch the time go by, compressing many hours into just a few seconds.
Approach a Bed and see the option to Sleep - Single Player Modes Only.
Cinematic showing time acceleration begins.
Cinematic completes after a few hours of game time passes.
Drone Commands
The commands in the GPS section are now buttons instead of number key inputs. The Send to Position has been fixed up, and all commands are working.
Green cross hair appears for setting Drone position. Confirm by pressing "Set Position Target".
All Drone Commands: 1. Patrol - this will put the Drone into it's idle state. 2. Stay - this will force the Drone to freeze in its current position. 3. Follow - forces the Drone to go to and follow the player. 4. Send To Position - brings up a green cross hair on the GPS, and when confirmed the Drone will path to that position.
Biodome Lighting
Lights in the Biodome now work just like the HAB. Simply power up the Biodome with a Solar Panel and enter the dome to receive lighting.
Nicely lit Biodomes for night time crop viewing.
Space Ship Collision System
The Space Ship now detects when colliding with an obstacle while in a planetary atmosphere, at which point will automatically cut power to the engines and force the hover flight mode. This will allow the pilot to safely maneuver around obstacles and get back on course.
If you fly into a surface while in atmosphere, the Space Ship will detect this.
Once collision occurs, the Ship will go into hover mode, allowing you to safely pilot in all directions.
Change List
Added - Sleep Mechanic Added - Sleep option to Bed, Crab Hut, Skeliopod Hut, Debris Hut and Inflatable Dome Added - Sleep cinematic displaying local time acceleration Added - Space Ship Collision System that auto throttles ship into hover mode on impact Added - Biodome Lights Changed - All Drone commands are now buttons in the GPS instead of number key inputs Changed - Lowered volume on Biodome Climate Controller Fixed - Drone commands
In the mean time we're cranking away on the next batch, primarily creature animations and story implementation. All of which is going well. Thanks again for your support, we really appreciate it! -Brian
A quote from the movie Sunshine, which probably has one of my favorite soundtracks. "Remember, Capa, we're just stardust."
*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.
Hey explorers! Sort of a short week because of the holiday on Monday, but we managed to get some nice new stuff in along with addressing some issues found by the community.
Sleep Mechanic (Single Player Only)
Now, in any bed or hut, you can choose to sleep for a few hours of game time. This kicks off a cinematic event where you can watch the time go by, compressing many hours into just a few seconds.
Approach a Bed and see the option to Sleep - Single Player Modes Only.
Cinematic showing time acceleration begins.
Cinematic completes after a few hours of game time passes.
Drone Commands
The commands in the GPS section are now buttons instead of number key inputs. The Send to Position has been fixed up, and all commands are working.
Green cross hair appears for setting Drone position. Confirm by pressing "Set Position Target".
All Drone Commands: 1. Patrol - this will put the Drone into it's idle state. 2. Stay - this will force the Drone to freeze in its current position. 3. Follow - forces the Drone to go to and follow the player. 4. Send To Position - brings up a green cross hair on the GPS, and when confirmed the Drone will path to that position.
Biodome Lighting
Lights in the Biodome now work just like the HAB. Simply power up the Biodome with a Solar Panel and enter the dome to receive lighting.
Nicely lit Biodomes for night time crop viewing.
Space Ship Collision System
The Space Ship now detects when colliding with an obstacle while in a planetary atmosphere, at which point will automatically cut power to the engines and force the hover flight mode. This will allow the pilot to safely maneuver around obstacles and get back on course.
If you fly into a surface while in atmosphere, the Space Ship will detect this.
Once collision occurs, the Ship will go into hover mode, allowing you to safely pilot in all directions.
Change List
Added - Sleep Mechanic Added - Sleep option to Bed, Crab Hut, Skeliopod Hut, Debris Hut and Inflatable Dome Added - Sleep cinematic displaying local time acceleration Added - Space Ship Collision System that auto throttles ship into hover mode on impact Added - Biodome Lights Changed - All Drone commands are now buttons in the GPS instead of number key inputs Changed - Lowered volume on Biodome Climate Controller Fixed - Drone commands
Well, that's it for us this week. We'll be gauging your feedback and hope to graduate these features and last week's fixes to the Main Branch soon. Until then, happy exploring!
"I'm having trouble with the radar, sir. I've lost the bleeps, the sweeps, and the creeps." -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.
Hello brave explorers! Here's just a small patch to solve some glaring pain points. We also added some nice new soundtracks to the underground areas and increased the speed of the repair tools, which feels WAY better.
Help! I'm stuck in Space!!!
A few players have reported missing space ships or getting lost in space, and we are tracking down what may be causing this. however, if this happens to you, you can do the following with our really handy Console Command system:
1. While in game, press the "/" key to open up the Console Commands. 2. Type "warp". This command will allow you to warp to any planet surface. 3. Options will appear in the console command system to guide you. 4. Note in "warp" there's also an "unstuck" command.
Help! I lost my Vehicle/Drone/Item!!!
Also, if you lost data, such as a Vehicle or Item, you can also spawn them in with this tool:
1. Press "/" to open the Console Commands. 2. Type "spawn" then "vehicle" or "item". 3. Options will appear to allow you to warp in what you need.
Change List
Added - Underground Soundtrack Added - Added support to have more detailed LODs on Minerals Added - World boundaries back in on Proteus 2 Site B Added - Rocks in mine pits to allow traversal out of pits Changed - Increased speed of Repair Tools Fixed - Clean up all mine entrances and exits Fixed - Exit of Epsilon Mine Fixed - Theta Mine mineral harvesting Fixed - Icarus Mine entrance Removed - Shovel no longer has green gizmo box
Anytime we do something with minerals it warrants pushing to Experimental first, since so much of the game is built around resource collection. Our internal tests have all checked out, but we just want to be sure before pushing this patch to main. Until then, enjoy, and have a great weekend!
"Put That Thing Away Before You Get Us All Killed!" -Brian
Here's just a small patch to address edge case loading problems - applied to both branches.
We've been getting reports of people still having trouble loading, and with the help of some players found the cause of this. It turns out that in same cases, the frame rate is actually too high which somehow causes the game to choke on the level load. Best practices are to clamp the frame rate during the load process, then open up the frame rate to max after the load completes, which is what is applied to this version.
If you experience any problems loading please reach out to us here. The last thing we want is for you to have any trouble playing and experiencing the game.
Hey explorers! OK, so we've been looking into this 0% loading issue and found a couple of reasons this may be happening for some players. Not only did we solve these, but we added more detail in the loading sequence so that you can clearly see where the game is with loading of data. If after getting this update you are still having problems please contact our support here. We want to help.
As exciting as load meters are, we've done a bunch more since Friday. Lots of various clean up throughout the game, including adding back in the creature health indicators (though we may eventually make this a suit upgrade) and Drone controls on the map are working again (our bad on that one, slipped through the cracks!). Here's the full list:
Change List
Added - Proper location names for Aziel Added - Improved Aziel planet rendering Added - Improved Zer planet rendering Added - More detail on loading levels in readout Added - Creature health indicator is now back on Added - Set all planets to have proper map location names
Changed - Set VSync back on for now, may create an option for this Changed - Temporarily turned off creature foot camera shake Changed - Texture and sound optimizations Changed - Aziel terrain specularity adjustments Changed - Limited Compass to display up to 3 names on merged markers
Fixed - Solved 0% loading error Fixed - Droid control panel in the map is once again operational Fixed - Minimap now turns back on when exiting dungeons Fixed - After death, player's animation state is now properly reset Fixed - Removed all colliders in Main Menu Fixed - Increased resolution of melee crosshair Fixed - Particle lighting to gather correct location settings Fixed - Reticle displaying at player death Fixed - Particles to show correct color per planet Fixed - Cleaned up extra colliders in all dungeons Fixed - Simplified carrot collider Removed - Unused heat triggers in Aziel trench
In the meantime, we're chipping away at more story integration, controller support, and creature AI upgrades. So, lots to do!
One of my favorite movie tags of all time: "In space no one can hear you scream" -Brian
Hey explorers! Yet another update this week for you. This latest version features a nifty way to reverse engineer items in your inventory. To try it out, use the Workbench to "Recycle" any item to various parts. So far we have found this to create interesting emergent gameplay scenarios and really gives the feeling of resourceful-ness while also contributing to a feeling of being "sciency".
Build Goals are now on a new Right Click menu to easily select and deselect buildables you are working towards. Building Structure Walls is faster and easier, and Tools now display their Harvest classification.
In addition to that we fixed up some loading and memory issues some people were seeing, plus added more polish and fixes along the way.
Change List
Added - New Item Recycle system, allowing the dismantling of items for various resources Added - Low Tech Recycle, High Tech Recycle, and Metallurgy as unlockable abilities to the skill tree Added - Workbench now supports Basic, Low Tech, and High Tech recycling Added - Forge now supports Metallurgy (Alloy recycling) Added - Tools inventory buttons now show Harvest Type such as Sharp, Blunt, Surgical Added - Support for adding and remove Build Goals through Right Click Menu
Changed - Turned off colliders on Space Station Airlock doors when opening and closing Changed - Inflatable Dome Kit now requires 4 Cloth Bundles instead of 1 Changed - Removed Space Debris conversion recipe from Furnace (replaced by Recycle system) Changed - Removed Scrap Hinge conversion recipe from Workbench (replaced by Recycle system) Changed - Kitchen is now unlocked by building a Habitat Changed - Bin and Smart Bin are now unlocked by building a Bio Dome Changed - Inflatable Dome now replenishes 30 hit points when activated Changed - All Huts now replenish 15 hit points when activated Changed - Bed now fully replenishes hit points when activated Changed - Set player to die if falling from a really high distance Changed - Adjustment to Sprint speed to be a little more realistic
Fixed - 0% loading hang and crash in most instances, greatly improving load times and game memory usage Fixed - Optimized colliders within Proteus mines and dungeons Fixed - Huge Bug fixing pass on Proteus Mines and Hives Fixed - Dungeon teleport routing issues on Proteus Fixed - Instances where the game would soft lock when canceling placing an item mid-build Fixed - Tool Redicle on building structure walls Fixed - Mouse button click bug when building walls Fixed - Build Buttons now show green if recipe is in inventory Fixed - Stopped player movement while building a structure or wall Fixed - Build events now complete instantly Fixed - Walls should now properly refund all costs when dismantled Fixed - Highlighter now properly displays when looking at a Workbench Fixed - Missing materials on crashed satellite Fixed - Small Crates are once again interactable Fixed - Highlighter should now properly display on Small solar panel Fixed - Repairable Buggie should no longer duplicate when repaired Fixed - Stim unit recipe now fits within 4 item slots Fixed - Adjusted space depth of field to proper settings
Removed - Outdated Survive and Collect Beetle Balls missions that were uncompleted
Be sure to check out this version and the new Recycle mechanic in the WorkBench, and enjoy all the polish we continue to put into the game!
"Comb the desert! Do you hear me? Comb the desert!!!" -Brian
Hey explorers! We quietly released this version yesterday which comprises the past few weeks and graduates to the Main Branch. There's a lot of nice stuff in here, such as:
Huge Rate Improvements
Since our gameplay systems have matured we took a pass at frame rate optimizations and found a lot of huge savings. Just get the latest version and enjoy frame rates well above 100FPS on most modern machines!
FOV Slider
Separate adjustments for first and third person, complete with new helmet interior and improved screen FX in first person!
New Underground Areas on Proteus 2
Using the new tech used on the later planets such as Aziel and Zer, we revisited the underground on Proteus and added tons of detail.
Revamped Space Walk
Movement in low orbit has never been better, and both first and third-person modes have been upgraded.
Full Screen GPS
An expanded map system with more tools allows you to find what you're looking for. You can also place Map Markers through the right-click menu.
Change List
Added - Full-screen GPS Added - Movement while in UI modes Added - Big optimization pass Added - Fullscreen support for GPS panel Added - New progressive buildable unlock system Added - Map Markers to Mini Map Added - FOV slider to first-person camera Added - FOV slider to third-person camera Added - Variants of Meteors to drop all types of ores Added - Updated Proteus 2 Mine Art Added - Another art pass for Hives Added - Roll for spacewalk Added - Near camera for improved first-person detail Added - Key binding to inventory equip slots Added - Key Binding option back into in-game Options Panel Added - Moving HUD, based on camera rotation Added - Option to turn off ambient camera movement Added - AimIK to CrabMonster Added - Max time parameter to Seek task to prevent getting stuck in rocks when backing up Added - Weather volume to sound mixer Added - Slider to weather volume Added - Post-processing volume to near camera Added - Prefab for game settings UI Added - Tool materials Added - Space dust to increase movement visibility while in space Added - Updated news screen with notification about build progression system Added - Collision LOD system Added - LOD fading shader Added - Collision optimizations for dungeons and low orbit Added - Collision optimizations to all minerals Added - New textures to Proteus ground Added - Sound to on person crafting Added - New interior helmet art Added - Optimized first-person helmet interior Added - Helmet interior to first-person camera rig Added - Improvements to first-person helmet interior Added - New rotation methods for directional and strafe rotation to AI Added - Configured all movement behavior tasks to properly utilize the interface rotation method Added - Optimized Sand Dunes Added - Scalar to creature species animation speed Added - Minimap to HUD Added - Right-click menu to Map Buttons Added - All mineral descriptions to Map panel Added - More Entry points for cave systems Added - Creatures Zones now spawn different creature sets depending on location and time of day Added - Readded and improved support for specific spawn groups to Creature Zones Added - Decorated mine entrances Added - Far LOD management for persistent objects Added - Meteors now fall on Lutari, and at a much higher rate than on proteus Added - Additional light to the top of the Spaceship to better highlight it at night when it's headlights are on Added - Assault Rifle to random loot crates Added - Automatic unlocking of already placed buildables Added - Unlock icon to build buttons to denote buildables that unlock additional tech tree stages Added - Custom option to toggle new Progression Buildable Unlock system Added - Crude Battery craftable in the Workbench that can power the flashlight at 25% efficiency Added - Power Cells can be used as a power source for the flashlight at 50% efficiency Added - When Flashlight energy is depleted, an emergency light on the suit will now activate, providing a small amount of light just around the suit Added - Entry trigger to all huts to make third-person interaction easier Added - Teleport feature to Third Person Camera for going in and out of dungeons Added - Event to respawn to properly display all scenery Added - Mouse over the display to inventory Added - Support for hand-placed manually configured repairables for use in missions Added - More features to voice log system for use in missions Added - Entrances and exits to all mines on Proteus 2 Added - Hit interaction to rock walls
Changed - Tweaked hunger and thirst drains Changed - Improved first-person camera springs to higher frame rate Changed - Optimized HUD to one canvas Changed - Set build item to move much snappier Changed - Optimized minimap Changed - Widened compass Changed - Optimized all mineral colliders Changed - Optimized all environment base colliders Changed - Optimized all Proteus 2 environment rock colliders Changed - Removed the need to crouch when walking down a slope Changed - Optimized all plant colliders Changed - Proteus fruit and berry balance tweaks Changed - Up res pod and map textures Changed - Various UI layout changes Changed - Optimized sand dunes Changed - Updated all creature prefabs and creature behavior trees to utilize proper rotation speeds and styles Changed - Optimized various creature calculations to improve framerates Changed - Optimized various vehicle calculations while they are not piloted to improve framerates Changed - Ground fitter on creatures to be more performant and look a bit less robotic, more organic Changed - Skeliopod sped up rotations Changed - Lower worm earthquake intensity Changed - Improved third-person camera and movement in space Changed - Improved first-person camera and movement in space Changed - Improved camera orientation when switching modes while in space Changed - Turned off weapon unequip while in space Changed - Now that wreckage crates are persistent, they can be opened after they have been emptied, previously they could only be salvaged Changed - Improved build particle to be more vibrant Changed - Adjusted all first-person items, weapons, and tools to use the new camera Changed - DOF to slightly fade from near focus on first-person arms Changed - Updated Rover salvageable model Changed - Updated and optimized salvage satellite Changed - Updated Item, Structure, and Utility icons Changed - Updated Tool Melee items with better art Changed - Updated Tool Icons Changed - Updated Structures/BuildIcons with Particles and Sounds Changed - Updated Aziel Occlusion data, low orbit atmosphere, and planet art Changed - Updated Aziel Rock materials Changed - Optimized creature despawn check Changed - Reorganized buildable unlocks to be in a few large stages instead of smaller unlock paths, allowing more freedom in the progression Changed - Creatures will once again spawn at all times of the day, different creatures will spawn at different times Changed - Improved look sensitivity with a game controller Changed - Moved a creature spawn zone that intersected with a spawn point to instead be nearby Changed - Moved a few creature zones to ensured each spawn point has at least 1 nearby spawn zone Changed - Increased size of Battery charge meter in HUD Changed - Disabled creature dust particles at night until their lighting is fixed Changed - Improved Buggie UI Changed - Improved Buggie sound Changed - Improved Buggie handling and wheel sizes Changed - Adjusted Drone Map UI Changed - Meteors are now more common on Zer Changed - Reduced prevalence of Radar Scanner in loot crates Changed - Increase prevalence of Broken Wires in loot crates Changed - Branches now have less weight Changed - Leather now has less weight Changed - Space Debris Chest now has 18 inventory slots Changed - Silver material to more shiny Changed - Weather sounds now fade faster to keep up with visuals Changed - Increased size of unlock icon on the build button Changed - Various Texture optimizations Changed - Optimized various sounds Changed - Updated Aziel Mines and updated wall/floor materials Changed - Updated Aziel Distance Terrain Changed - Optimized Aziel terrain Changed - Optimized Lutari terrain Changed - Optimized Proteus 2 terrain Changed - Optimized establishing shot camera Changed - Optimized Proteus 2 world art scene Changed - Increased flight speed of Flying Skeliopod Changed - Map icons buttons to click instead of mouseover Changed - Adjusted Arachnoid IK values Changed - Added improved transitions to Crab Monster animations
Fixed - Fixed broken Forge Upgrades Fixed - Moving inventory off an equip slot now forces the player to unequip an item Fixed - Alien Population slider is now respected and will multiply how many creatures are spawned from Creature Zones Fixed - Flashlight energy is now persistent and no longer resets upon login Fixed - Added additional colliders to the rear legs and the underside of the Colossus so it is easier to hit while near the creature Fixed - Repairable colliders should now properly reenable when the player is nearby Fixed - Player death animation now properly plays Fixed - Battery meter now properly displays battery charge Fixed - Clock in HUD now displays correct in-game time Fixed - Proficiencies are now properly visible within the skills screen Fixed - Spelling error for Fluorine in many locations Fixed - Moved space debris on proteus that was stuck inside rocks Fixed - Small Crates Appliance should be easier to interact with Fixed - Repairable colliders should no longer randomly be disabled Fixed - Should no longer spawn beneath a structure when logging out inside or above said structure Fixed - Repaired structures are now properly unlocked as buildables after repaired Fixed - Undiscovered structures can now be properly examined Fixed - Crab scythe should now properly inflict damage on all intended targets Fixed - Dismantling buildables with upgrades in the same session they are crafted should now properly return all used items Fixed - Set map screen canvas size to properly border icons Fixed - Set Easter Egg icons to appear on the map Fixed - Various errors that were causing players to be unable to load their worlds Fixed - Hydrocarbon Solution interactions Fixed - Weapon and tool interaction when item lost durability Fixed - Red Berry Tree collision with LOD system Fixed - Gem Leaf fruit should no longer fall through the map Fixed - Autowalk will now properly walk instead of sprint Fixed - Wreckage loot crates are now properly persistent and will not respawn after a relog Fixed - Logging out in dungeons now properly returns you to the entrance when loading back in Fixed - Potential fix for creatures not spawning in multiplayer Fixed - Creature zones will now properly spawn creatures while the player is within a vehicle Fixed - Camera bob in space Fixed - Camera bob on weapons in space Fixed - Melee weapon animation in space Fixed - Exiting space ship in space with proper orientation Fixed - Drills should now attract a correct assortment of enemies on all planets while drilling the core shaft Fixed - Some instances of autosaves failing Fixed - Numerous instances of localization bugs in GUI Fixed - Numerous errors reported by our backend tool Fixed - Shovel when looking down sights Fixed - Adding missed LODs on objects throughout proteus2 Fixed - Lessened range of third-person FOV Zoom Fixed - Potential fix for malware warning concerning open localization folder button Fixed - First-person layer sorting when getting in and out of vehicles Fixed - Screen FX sorting for new first-person rendering Fixed - Droid passive particles not disabling on death Fixed - Hunger warning will no longer display eat in pressurized structure when it is not a requirement Fixed - Errors caused by the repair droid repairing while a structure is dismantled Fixed - Errors propagating from the spawning of unfinished creatures Fixed - Potential issue causing creatures to sometimes become desynced between clients Fixed - Errors arising during creature death, potentially causing bugged invincible enemies Fixed - Error when reopening language panel Fixed - Prevented Autosave from occurring while leaving the game to prevent data loss Fixed - A few errors appearing during unsetting a build goal Fixed - Errors arising from highlighting a vehicle on the map Fixed - Errors with auto crafting causing storage instability Fixed - Errors with network propagation of creatures, fixing some instances of creature desync Fixed - Errors caused when using any repair tool on wreckages Fixed - Various errors arising from the use of some weapons Fixed - Errors intermittently being thrown when extracting gasses from geysers Fixed - Rotation issues with CrabMonster Fixed - Resources with duplicated mesh issue Fixed - Deleted old rover mesh that was causing a duplicated mesh issue Fixed - Player should no longer spawn within rocks or under structures after loading back into the world Fixed - Creature zones will properly spawn while the player is in a vehicle, correctly this time Fixed - All buildables are now unlocked by default in creative mode Fixed - Interaction sounds on utilities are now played when interacting with them instead of just looking at them Fixed - Set up movement to not move while in console or pop up modes Fixed - A bug where the weather would never go back to sunny after hazy Fixed - Rename popup should now properly ignore unintended key input Fixed - Crash when looking at crates Fixed - Rotations on item crates Fixed - Set all rock materials to opaque by default Fixed - Chat panel will no longer appear in singleplayer after the player is killed
Removed - Camera shake in spaceship when entering the atmosphere
So a stealthy little main branch update with a lot of nice adjustments and improvements! We hope you dig it! Be sure to reach out as always and we'll see you on the next one.
"You will refer to me as 'idiot' not 'you captain'!" -Brian
*Note - These changes are only on the Experimental Branch. To access the Experimental Branch, be sure to select it in your Steam Library. If this app does not appear, please check if this app is hidden in your Library. Experimental Branch changes upgrade to the primary branch monthly.
Hello brave explorers! We have another Experimental Build for you this week with lots of nice additions and polish. We had lots of conversations with you over our channels of what worked and what didn't in last week's build, and I think we found some excellent solutions!
Minimap and Map Markers
The mini-map is back with new features, the map now shows your placed markers. Simply right-click on any marker in the GPS to designate it as either Marker 1 or Marker 2, and these markers will display on your Minimap. You also have full Latitude and Longitude lines from before, and the map is a little smaller and more transparent, so it satisfies the goal we had to reduce its impact on the overall scene and exploration.
Creature Spawning
The day and night change from last week was a good experiment since it showed us that nights full of aliens is the right feel, but agree that it felt there was missing during the day. We added a lot of detail to how and when various creatures would spawn through the day and night, and went through and adjusted all the creature spawns throughout the entire game. This allowed us to really dig into the ecosystem of the alien life, adjust what creatures appear where and when, which gives the world a more natural feel.
Unlock System and Proficiencies
We decided we like the Unlock System of buildables and revised the unlock logic further. We also added a unlock hint in the corner of each buildable that unlocks other buildables, which gives a nice subtle hint that these objects can be valuable to create.
We also added the Proficiency Points to the Skill Tree screen. How you receive skill points is still being decided - we may more this into an overall "Level Up" event, but for now this is a nice subtle evolution of this system.
Proteus 2 Mines and Hives
We've been building up the art for these for a while now, and are so happy to share these new beautifully dark and dank underground dungeons with you! We added a lot of dungeons to the world too. And there are multiple entrances and exits. And they're sprawling. And they're full of dangerous creatures!
Smaller Things
There's lots more, like a crude battery that can be made inexpensively to power your flashlight, and an Emergency Light that automatically illuminates if your flashlight is empty. Lots of little bug fixes and polish. FINALLY fixed that pesky bug where you unequip when dragging inventory out of an equip slot. Lots of things like that.
Change List
Added - Minimap to HUD Added - Map Markers to Mini Map Added - Right-click menu to Map Buttons Added - All mineral descriptions to Map panel Added - Updated Proteus 2 Mine Art Added - Another art pass for Hives Added - More Entry points for cave systems Added - Creatures Zones now spawn different creature sets depending on location and time of day Added - Readded and improved support for specific spawn groups to Creature Zones Added - Decorated mine entrances Added - Far LOD management for persistent objects Added - Variants of Meteors to drop all types of ores Added - Meteors now fall on Lutari, and at a much higher rate than on proteus Added - Additional light to the top of the Spaceship to better highlight it at night when it's headlights are on Added - Assault Rifle to random loot crates Added - Automatic unlocking of already placed buildables Added - Unlock icon to build buttons to denote buildables that unlock additional tech tree stages Added - Custom option to toggle new Progression Buildable Unlock system Added - Fullscreen support for GPS panel Added - Crude Battery craftable in the Workbench that can power the flashlight at 25% efficiency Added - Power Cells can be used as a power source for the flashlight at 50% efficiency Added - When Flashlight energy is depleted, an emergency light on the suit will now activate, providing a small amount of light just around the suit Added - Entry trigger to all huts to make third-person interaction easier Added - Teleport feature to Third Person Camera for going in and out of dungeons Added - Event to respawn to properly display all scenery Added - Mouse over the display to inventory Added - Support for hand-placed manually configured repairables for use in missions Added - More features to voice log system for use in missions Added - Entrances and exits to all mines on Proteus 2 Added - Hit interaction to rock walls
Changed - Reorganized buildable unlocks to be in a few large stages instead of smaller unlock paths, allowing more freedom in progression Changed - Creatures will once again spawn at all times of the day, different creatures will spawn at different times Changed - Improved look sensitivity with a game controller Changed - Moved a creature spawn zone that intersected with a spawn point to instead be nearby Changed - Moved a few creature zones to ensured each spawn point has at least 1 nearby spawn zone Changed - Increased size of Battery charge meter in HUD Changed - Disabled creature dust particles at night until their lighting is fixed Changed - Improved Buggie UI Changed - Improved Buggie sound Changed - Improved Buggie handling and wheel sizes Changed - Adjusted Drone Map UI Changed - Meteors are now more common on Zer Changed - Reduced prevalence of Radar Scanner in loot crates Changed - Increase prevalence of Broken Wires in loot crates Changed - Branches now have less weight Changed - Leather now has less weight Changed - Space Debris Chest now has 18 inventory slots Changed - Silver material to more shiny Changed - Weather sounds now fade faster to keep up with visuals Changed - Increased size of unlock icon on the build button Changed - Various Texture optimizations Changed - Optimized various sounds Changed - Updated Aziel Mines and updated wall/floor materials Changed - Updated Aziel Distance Terrain Changed - Optimized Aziel terrain Changed - Optimized Lutari terrain Changed - Optimized Proteus 2 terrain Changed - Optimized establishing shot camera Changed - Optimized Proteus 2 world art scene Changed - Increased flight speed of Flying Skeliopod Changed - Map icons buttons to click instead of mouseover Changed - Adjusted Arachnoid IK values Changed - Added improved transitions to Crab Monster animations
Fixed - Moving inventory off an equip slot now forces the player to unequip an item Fixed - Alien Population slider is now respected and will multiply how many creatures are spawned from Creature Zones Fixed - Flashlight energy is now persistent and no longer resets upon login Fixed - Added additional colliders to the rear legs and the underside of the Colossus so it is easier to hit while near the creature Fixed - Repairable colliders should now properly reenable when the player is nearby Fixed - Player death animation now properly plays Fixed - Battery meter now properly displays battery charge Fixed - Clock in HUD now displays correct in-game time Fixed - Proficiencies are now properly visible within the skills screen Fixed - Spelling error for Fluorine in many locations Fixed - Moved space debris on proteus that was stuck inside rocks Fixed - Small Crates Appliance should be easier to interact with Fixed - Repairable colliders should no longer randomly be disabled Fixed - Should no longer spawn beneath a structure when logging out inside or above said structure Fixed - Repaired structures are now properly unlocked as buildables after repaired Fixed - Undiscovered structures can now be properly examined Fixed - Crab scythe should now properly inflict damage on all intended targets Fixed - Dismantling buildables with upgrades in the same session they are crafted should now properly return all used items Fixed - Set map screen canvas size to properly border icons Fixed - Set Easter Egg icons to appear on the map Fixed - Various errors that were causing players to be unable to load their worlds Fixed - Hydrocarbon Solution interactions Fixed - Weapon and tool interaction when item lost durability Fixed - Red Berry Tree collision with LOD system Fixed - Gem Leaf fruit should no longer fall through the map Fixed - Autowalk will now properly walk instead of sprint
I just want to say thanks to all the players (on Discord especially) who jammed with us this past week. There was a lot of passion, especially last weekend, and the collaborative effort we've had with you this week was great. There was a lot of truly valid criticism and we very much respect that, as we always welcome fruitful discussions about design. This is what we do, and we love what we do!
Anyway, enough of the sappy stuff. For now, please enjoy our latest Experimental Build!
"I see your point, sir. I suggest a new strategy, R2. Let the Wookiee win." -Brian