*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 typically upgrade to the primary branch monthly.
Hello explorers! This experimental build includes the new Physically Based Creature AI, along with important gameplay balancing tweaks to shape the overall experience of the game.
Physically Based Creatures
*Note - Larvae is the first creature to get this treatment. Months in the making, I am proud to introduce our first creature to receive the new AI treatment. What does "Physically Based AI" entail? It means that the creature is treated and processed as a physics object, with all the forces and collisions in the world correctly acting correctly upon it.
What does Physically Based Creatures get us? Creatures will now properly respect defensive walls, structures, utilities and anything that has collision. Creatures can now even be run over by vehicles! Also, no longer restricted to the Pathfinding Navmesh, creatures can now traverse anywhere in the world. It also means we can eventually remove the nav meshes - a huge optimization and will lead to us being able to continue with ground deformation when building large structures.
In addition to driving these creatures by physics, the actual behaviors have also been updated. Larvae will sprint at you when coming in for an attack, circle your base, and back away quickly. They've become feisty little buggers, and this AI system is far more easily expanded and less error prone than solutions we've used in the past.
Creatures are also spawned more at night, creating a "explore by day, defend by night" feeling.
Oxygen Matters Now, A Lot
Automatic replenishing of Oxygen has been moved to a Suit Attachment. This adds value to the attachment while doing something critical to gameplay - you will now be very "tethered" to your base. You will need to really plan your expeditions, going further and further with each stage of your journey. This also adds lots of value to vehicles.
Pod Crash and Furnace Now Give Oxygen
To balance the Oxygen usage, the crashed Pod contains two tanks on board that can be forever used to refill some oxygen. Once you build a Furnace, it refills your oxygen even more. Of course, once you have a HAB or enclosed vehicles like the Rover oxygen will be fully replenished.
Overall, we find this gives much more of a feeling of being in space, on another planet, and adds lots of interesting strategy.
Mission Refinements
The opening missions have been tweaked to reflect the various changes and tweaks to the balancing. More tweaking will continue as we go, eventually going into the later "levels" of the game.
Durability is Much More of A Thing
Durability balancing, screen indications, and Repair Tables have all been adjusted to create a feeling of being mindful of your gear and the Maintenace of it. This also reinforces the feeling of safety when back at the base, providing a chance to refill oxygen, fix up your gear, and reinforce your base from attacks.
Workbench Can Now Repair By Default
To balance the updated durability system, repairing has been added to the Workbench inherently. The Repair Table is still an upgrade, and now does even more repairing per repair usage, adding a time saving value to the upgrade.
Discovery Harvesting Yields Are Now Unlocked
Keeping the act of Discovering by interacting for the first time, we went ahead and removed the locks per weapon type to allow for strategy when approaching a plant or creature. Using various weapons and tools will yield different resources, and it makes sense that as a scientific explorer this information would be included in the discovery.
Dust Storms Now Damage Structures
Furthering the feeling of maintenance and the shelter of your base, along with pushing the vulnerability and dangers of survival on a distant planet, damage by weather pattern has been added. The dust storms on Proteus 2 now can damage your base objects, and Maintenace of these objects will be vital to your survival.
This also sets up possibilities for more skills and tool advantages, like being able to repair past 100% or being able to build objects that are impervious to storms.
Clearer Interactions
Just some nice quality of life displays to illustrate how much time until an action can occur, or how many objects left in a tree.
Updated Main Menu
Lots of polish on the Character Select Screens across all the modes, along with clean up of the Options area.
Updated Language Localization
Working with our community, the language files have been updated. As development occurs, new words need to be added to localization, so you still might see some words that remain in English. However, these will all be addressed by the time we leave Early Access.
Minor Balancing Throughout
Many minor balancing tweaks, for example Small Radar Dish range has been slightly expanded.
Lots of Fixes
Stars now display properly in space. Ownership blocking in multiplayer is fixed. Salvaging bugs in multiplayer are fixed. Here's the full list:
Change List
Added build small satellite dish mission Added Oxygen replenishing feature to Workbench Added color coding to replenish triggers Added display to show how much time is remaining on cooldowns Added color coded info to harvesting amounts of plants and trees Added support for harvestable segments to be skinned Added support for crafting tables to have the option of repairing functionality Added support to get upgrade from buildable objects in code Added support for durability hit flash on item icons Added support to display quick slots when receiving a durability penalty Added Repair tables now display the amount of repair and modifier Added more intelligent creature spawning to allow balance frequency of encounters and difficulty Added support to spawn any creature from under the ground Added legacy AStar support to new AI behaviors Added proper hit stunning of creatures Added prop blood spawning when hitting creatures Added skinning support to consumable items Added skinning action to player control system Added further support for skinning creatures across weapon system Added debug support to display interface object Added player sounds for getting hurt in various ways Added grunt sound when taking damage from fall Added button down holding interface for crafting actions Added support to play skinning animations on creatures when harvesting Added support to flash durability penalty Added and polished fading in and out throughout Main Menu Added gas to geysers for testing/developing modes Added support to properly record all structures in save game display Added support to properly record all utilities in save game display Added support to damage structures during weather patterns Added support to change brightness of stars based on location and time Added creature skinning animation in 3rd person Added structures and utilities icons to properly display in Avatar Selection screen Added Larvae animations Added upgraded blood FX to creature hits
Changed Updated localization files Changed Updated Main Menu Changed Updated Character Select screen in Main Menu Changed Updated language interface in Options Changed Updated Options interface Changed Updated Key Binding interface Changed Updated Server Buttons in Main Menu Changed Updated Character Buttons in Main Menu Changed oxygen no longer replenished automatically Changed Improvements to Mission Interface Changed Improvements to inventory object icons Changed Updated terrain files Changed Rebalancing of crash site pod objects Changed Minor adjustments and fixes to some structures and vehicles Changed Small Satellite Dish now has a larger detection radius Changed Reordered intro missions slightly Changed Minor changes to recipes in Workbench Changed Forge required much less to build Changed Ghost and Sentry have been upgraded to retro fit the new AI system Changed Charred Alen Bits now give more nutrition Changed Oxygenator now can refill oxygen completely Changed Updated Larvae to new physically based AI Changed Updated Player to include all new systems Changed Updated repair table function to work with all systems Changed utility upgrades to build automatically and not need the blueprint interface Changed creature indicators to only display health when hit Changed Improved knockback on creatures Changed Improved death ragdoll on creatures Changed Increased durability usage when firing guns Changed Increased durability usage when repairing and salvaging Changed Balancing of player sound Changed Less player breathing in idle and low impact states Changed More player breathing sound when hurt or in danger Changed Increased heart sound during stamina penalty Changed Increased footstep sounds Changed Lessened amount of hunger and oxygen used when using melee weapons and chisels Changed balancing of durability rules Changed Set Player Leveling to have a more steep XP curve Changed mouse cursor to no longer turn off in map mode or in character rotation Cleaned up game hints in load screens Changed Hut and Bed saving text to "Save Successful" instead of "Location Saved" Changed Improved 3rd person character animations Changed Improved starting and stopping in 3rd person Changed Audiomixer settings for player sounds Changed Updated soundtracks for all levels Changed Updated particle shaders Changed Updated blood shaders Changed Updated all Geyser Particle Systems Changed Updated grass shaders
Fixed data saving on Crash Site Fixed Zinc mineral LODs no long pop Fixed Furnace now has proper icons for all upgrades Fixed Workbench upgrade icons Fixed to Crash Site object save game data Fixed durability usage on equipped items Fixed Clean up of one shot audio functions Fixed null instances on PF particle systems Fixed creatures spazing out in ragdoll form Fixed Clean up of new AI system debug target indicators Fixed Cleaned up durability system on inventory objects Fixed left hand in IK system when holding rifles Fixed to Timed Destroy function Fixed Cleaned up creature damage system to show particles Fixed Cleaned up planet names displayed from save games Fixed Minor material fixes
Removed Royalty Free Music Removed Collect hide mission Removed the building of kits for various objects Removed ownership on repairable objects for now Removed storage ownership for now Removed notice that oxygen is replenishing Removed unneeded debug log Removed harvesting locks after discovering new plant or creature Removed ownership on fuel systems Removed ownership when salvaging Removed unneeded collision detection from interface system Removed vehicle ownership for now Removed ownership on elevators for now Removed ownership from repairing structures
Overall, this update marks a very important move in the design of the game by clarifying the gameplay and emphasizing the survival aspect. The goal here is to not make it "harder", but to add strategy, goals, and a feeling of advancement through the experience.
We will be continuing down this path by furthering the missions, upgrading more of the creatures, balancing the economy, and folding in the story as development continues. All in all, I've personally never been more excited about the potential of the final experience for the game as I am now, and I've been working on this project for over 10 years!
*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 typically upgrade to the primary branch monthly.
Hello explorers! We have some nice quality improvements for you today, along with some important groundwork for things to come.
Ground Deformation
*Note - The Inflatable Dome is the first (and currently only) structure to get this treatment. We are experimenting with deforming the ground when building structures. When building a structure, the ground becomes level and smoothed out around the base of the structure and any grass around the structure is also removed. This will greatly open up the amount of locations bases can be built, along with being able to build larger bases with many interlocking hallways and modules.
Dynamic Suit Readings
The Scientist Class backpack has been outfitted with the latest tech to display your vitals directly on the suit itself. Suit Breach, Oxygen Amount, and Health amount are now all displayed dynamically on the back of your suit.
3rd Person Animations
Player movement animations such as run, sprint, stop, strafe, and idle are properly animated and smoothed for a much more polished 3rd person experience. The Melee stance has also been removed.
Cinematic Camera
We now have support for Cinematic Camera moves in gameplay (single player modes only) and added this to the Intro Sequence.
Camera Zooming
Right clicking in game will zoom in and view the environment in both first and third person modes.
Improved Interactions
Lots of minor, but important clean up, fixes, and polish to the outlining, interact menus, cursor and center indicator have been added.
Updated Main Menu
Getting back to our "Classic" Main Menu background, we've begun work on the final Main Menu interface. This has started with a more streamlined and minimal look, along with nice smoothing and fades between screens. We'll be refining this further as we go.
Updated to Latest Unity
We've updated the entire project to the latest Long Term Support Unity Version, allowing us to explore some new technology, optimization, and graphics improvements to the game.
Change List
Added Ground Deformation for Inflatable Dome Added support to remove grass when building Added Suit readouts to backpack for Scientist Added interaction context menu for Fabricated objects Added fade in and out during character select in Main Menu Added support to remove cursor when viewing characters in Menu Added support to removing cursor when navigating the map in Map mode Added support to adjust first person camera sway Added Foot IK interpolates in based on movement speed, reducing foot artifacts while climbing Added Water interaction Added Both camera modes can now zoom to see into the distance Added Footsteps now create dust Added cinematic camera shot of Pod destruction
Changed Outlining is not more selective based on what mode or tool you are using Changed cleaned up always up redicle activations Changed updated suit breach overlay Changed Highlighting of objects is now more clear, based on if you have a tool equipped Changed Cleaned up Main Menu avatar load screen Changed First Person Bob values for less roll and more step movement Changed Hover IK is now smoother Changed version of Unity to latest LTS Changed Larvae is temporary replaced Larvae with the Skeliopod
Fixed Main Menu multiplayer mode selection interface for new layout Fixed fire reappearing on crashed pod when returning to game Fixed First Person camera is now more smooth Fixed Pod save on first play Fixed Missions not appearing on subsequent plays Fixed Center Indicator in opening Tutorial Fixed Center Indicator while running Fixed Center Indicator when returning to game Fixed destruction fire no longer displays on subsequent plays Fixed running up steep hills no longer accelerates you Fixed Repairable objects no longer have an Inspect option of no details are given through design
Removed Early Access text from all menus Removed step in avatar screen in Main Menu
As always, feel free to offer feedback on our Official Discord Server . In the meantime, we will be moving onto the next batch of material and improvements.
-Brian
What have you become? - Obi Wan Kenobi I am what you made me. - Darth Vader
Hello explorers! After vigorous testing throughout the month we're happy to report that we are graduating the new multiplayer Crossplay feature to the Main Branch! This means that we have support for both public and private universes to work across platforms.
Added - Crossplay multiplayer support Fixed - Load error reported on Quadro graphics cards
*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 explorers! We pushed a new update today for our Crossplay multiplayer tests and wanted to fill you in on what is around the corner.
Crossplay Multiplayer
We've spent a good chunk of time these past two months preparing to launch on the Epic Games Store. I'm happy to report that we are very close to completing this phase and all our recent tests have been performing perfectly. With this (almost) complete we can focus our efforts back on the next round of updates. Speaking of....
New Update In The Works
We've been working on a large set of features and content for our next update. This material includes AI behaviors, improved creature animation, improved player animation, and more missions and story elements. We've also been playing with new large (64K) maps, terrain deformation, and a new Power System for connecting and linking power to all structures from power utilities such as Solar Panels and testing to see how feasible this is in a live build.
As usual, we will start updating the Experimental Branch with the new material and eventually graduate to the Main Branch once everything ready and stable. Anyway, that's all for now - time to get back to it! Be well, stay safe, and enjoy.
-Brian
In my experience, there is no such thing as luck. - Obi Wan Kenobi
*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 explorers! Thank you for making the Voyager Update a huge success! It's been great to welcome new players to the Gliese 581 system and to have our long time supporters come back to cheer us on. A huge thanks to all of you who have supported us and what we're building with Osiris: New Dawn!
Anyway, in case you missed it we got a patch out a couple of weeks back that handles that weird "Multiplayer in Single Player" thing. Luckily, it was just a small oversight on our end and an easy fix. Since then we've been working in quite a few areas, including cross platform multiplayer.
Super short change list this time, but we needed to isolate this feature for testing purposes.
Change List
Added - Interface and backend for sending and receiving cross play Private Universe invites.
Beyond this we're preparing the next round of updates, which focus on an AI/animation pass and a level design/mission pass, which should start trickling out soon. Also, there's been a lot of requests for larger worlds, and so we've been testing 16K and 64K sizes to see if this is in the realm of possibility. Happy playing, live well, and stay safe!
-Brian
The oldest and strongest emotion of mankind is fear, and the oldest and strongest kind of fear is fear of the unknown.
Hello explorers! We've had another very successful round of Experimental builds and are now graduating them to the Main branch, which we're calling the Voyager Update!
Passenger Vehicle Space Travel
We've hammered on multiplayer and are proud to announce we have vehicular travel across planets with passengers! Needless to say, we're very excited about this - it's been on our roadmap forever and we're so glad to finally get this in.
Cross Planet Travel
Proteus 2 is our first multimap world. You can now travel to the next side of the world, in a vehicle, on foot, or even with a Space Ship. You can also travel with your friends as passengers of your vehicle.
Space Station Travel Improvements
We touched up the ability to park and save your Space Station above Zer or Proteus 2, in both single and multiplayer.
Proteus 2 Site A Remastered
We also restored the original Proteus 2 Site A map and added it back to the game. We also went ahead and remastered the texturing, lighting, sand dunes, and grassy areas. A nice walk down nostalgia lane, taking in this expansive and beautiful 4K map again.
Smoother First Person Movement
We rewrote how the first person camera moves, allowing for the smoothest camera we've ever had for first person mode.
Zer Changes
Improved light handing of the Blue Dwarf star, and strangely the gravity has increased on Zer.
Better Terrain Sand
Sort of a small detail, but it matters to us so we're calling it out. We increased the depth of how sand gets layered onto the ground, giving a more realistic look to dusty worlds like Proteus 2.
Softer Crafting Progression
Slight balancing to some early game recipes.
Multiplayer GAV
One person drives, the other shoots. Ready to go bug hunting?
Faster Mech and Mecha Crab
They're faster. Much faster. Like, twice as fast. But not too fast - that wouldn't feel right.
Multiplayer Buggie
Passenger and driver are now properly positioned in the Buggie for local and remote clients in multiplayer.
Creature Health Meter
We added the health indicators back in and made some improvements under the hood, making combat feel a little bit better.
Change List
Added - Remastered Proteus Site A Added - Support for more forms of intraplanetary and interplanetary travel Added - Support for ground travel between sites Added - Support for multiplayer ground/space travel Added - Support for World Boundaries to allow cross planet ground travel Added - Instanced Grass to Proteus Site A Added - Color coding to Proficiency upgrades Added - Sound to showing and hiding Repair Wireframes Added - Sound to all Tools for affective interactions Added - Support for Voice Log count alerts Added - Upgraded OMPA and Mining Bot dust particles Added - support to show Creator in Private Universe Button Added - support to show storage amount on Item Icons Added - support for creatures to pause during cinematics Added - 6 Passenger seats to the Corsair Added - "Empty" if Barrel has no contents Added - support for Low Orbit spawn points Added - low orbit spawn points to all planets Added - creatures to Proteus 2 Site A Added - Proteus 2 Site A Level Design scene Added - Proteus2A LevelDesign to build settings Added - Red Berry Trees to Proteus 2 Site A Added - tool for anchoring objects to the world Added - Timer on ground lerping for First Person after entering ground Added - Support for health indicators for creatures Added - Support for improved first person camera for Pod interior Added - support for saving and loading persistence files in ScriptableObject form
Changed - Switched world loading to use Loading Screens and transition cinematics to improve game stability Changed - Increased size of Center Text Alerts Changed - Removed black border from Large Satelite Dish icon Changed - Player physical material to be slippery on dynamic objects Changed - Reduced volume on OMMA Changed - Rotated ground UV's in Habitat to be square with the first Coupler Changed - Reduced specularity on Hovercraft engines Changed - missions no longer reprompt after loading back in from save Changed - Grass shader to Tint instead of HSL due to graphics glitches Changed - Reduced specularity on Cryochamber glass Changed - Avatar Selection button to display PLanet location instead of Server Name Changed - Zer lighting is less bright Changed - Zer is no longer low gravity Changed - Workbench upgrades are no longer mutually exclusive Changed - Switched out Makeshift Patch Tape with Makeshift Cloth Bundle in all buildable recipes to remove the need to find a Berry early on to build Changed - Removed Berry collection objective from temporary Sample Plant Life mission Changed - Increased resolution of collision for Rock 4 on Proteus 2 Changed - Increased sand depth to -1000 on terrain Changed - Improved sand dunes material Changed - Improved flying insect wing material Changed - Force an Asset Save after saving new PersistenceSaveAsset file Changed - Meteors now properly despawn after 5 minutes to not cause performance issues Changed - The Giant Worm will no longer spawn within 1 minute of level loads Changed - Crafted tools requiring Makeshift Patch Tape now only require Makeshift Cloth Bundles Changed - Optimized vehicle seat model Changed - Adjusted remote player position for Hovercraft Changed - Increased speed of MechaCrab Changed - Increased speed of the Mech
Fixed - Spaceships should no longer get lost during space travel Fixed - Spacestations should no longer get lost during space travel Fixed - Vehicles should no longer become inoperable if another player joins the room while piloted Fixed - Placement markers when placing buildables are now properly networked in multiplayer Fixed - Zinc can now be found in trace mineral veins on Proteus 2 Fixed - Repairable objects are now properly synced in multiplayer Fixed - Vehicle headlights are now properly synced in multiplayer Fixed - Remote pilot position for Buggie. Fixed - Passenger positioning in Buggie Fixed - Changed Terrain materials to use distance settings on Terrain asset to eliminate texture patching Fixed - Rigidbody interpolation to Player for smoother hovering Fixed - Unintentional continuous weather syncing causing multiplayer slowdown Fixed - Private universes should now properly be wiped when deleted Fixed - Private Server button to show players in Universe and World Fixed - Shower to properly clean player suit and give correct speed burst Fixed - Remote weapons that were showing extra limbs Fixed - Improved surface normals on Airlock model Fixed - Cleaned up decal sorting and improved various materials for Furniture items Fixed - Dropped/Spawned items now properly network their position to remote clients Fixed - Spaceship engine rotations should now be properly networked Fixed - Spaceship should now properly sync position while landing Fixed - Passengers in the Buggie should no longer collide with the body of the vehicle while inside it Fixed - When master client switches while a player is joining, new player should now properly load in Fixed - Smoothed out spaceship engine syncing Fixed - Spacestations should no longer get lost during travel Fixed - Spaceship ramp state is now networked to all players Fixed - Passengers in vehicles no longer collide with pilots on remote clients Fixed - jitter in First Person Helmet Fixed - planetside objects appearing while loading in Low Orbit Fixed - Added fail safe on Meteor explosions Fixed - jitter in GUI Fixed - mipping on GUI textures Fixed - Creatures should now sync much better during combat Fixed - Remote players will no longer disappear when entering a spaceship interior or getting on an elevator Fixed - Remote players piloting vehicles will no longer rubberband around the drivers seat Fixed - borders of Proteus 2 Site A sand dunes Fixed - Remote seated players should now be visible Fixed - Vehicle engine spamming the log in multiplayer Fixed - Intermittent crashing on Zer Fixed - Items aquired in and around the crashed pod can now be properly recycled withour relogging Fixed - Patched the hole in Epsilon mine on Proteus 2 Fixed - New private universes created or updated by their owner will now display the owners username Fixed - Death is now properly synced in multiplayer Fixed - Other players should no longer display as (Deceased) after they respawn in multiplayer Fixed - Passengers can no longer initiate travel Fixed - Arachnoid animator warning Fixed - PersistenceSaveAsset Fixed - Singleplayer games are now properly marked as offline and no longer connect other players Fixed - The player is no longer teleported back to last boarded position when exiting vehicles Fixed - Meteors should no longer arrive every 10~30 seconds on Lutari Fixed - Intraplanetary ground travel is no longer possible while within a cave Fixed - Dungeon entrance on Zer no longer sends the player to the void Fixed - Extreme number of dropped items within a world will no longer cause all networking to break Fixed - Players should no longer jitter in vehicle seats in multiplayer Fixed - Turret on GAV should now properly sync in multiplayer Fixed - Improved seating positions for SpaceShip Interior for remote Pilot and Passengers Fixed - Improved resolution of Buggie UI Fixed - Improved seated animation Fixed - Proteus A Cinematic Camera position Fixed - Smoothed out spaceship landing sequence in multiplayer Fixed - Landing gear no longer rubber bands outside of spaceship while flying Fixed - Landing gear no longer extends outside of spaceship when landing Fixed - Passengers will now exit their seat in the proper positions Fixed - Tool redicle from appearing when going in and out of pause screen Fixed - Crafting Table Fuel sync in multiplayer Fixed - Mech animations should now sync in multiplayer Fixed - Improved remote passenger positions for Rover Fixed - players disappearing when one player enters a Mech Fixed - Optimized mech perfomance impact when not boarded
Well, that's all for now. Next update rounds will be focused to single player!
-Brian
I literally laughed out loud at this: "I dated a Jawa for while. They’re quite furry."
*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 explorers! This next build, available now on the Experimental Branch, contains a focus on cleaning up all the vehicles in the multiplayer modes, along with addressing a few things found in the previous Experimental Branch.
Change List
Changed - Meteors now properly despawn after 5 minutes to not cause performance issues Changed - The Giant Worm will no longer spawn within 1 minute of level loads Changed - Crafted tools requiring Makeshift Patch Tape now only require Makeshift Cloth Bundles Changed - Optimized vehicle seat model Changed - Adjusted remote player position for Hovercraft Changed - Increased speed of MechaCrab Changed - Increased speed of the Mech
Fixed - Singleplayer games are now properly marked as offline and no longer connect other players Fixed - The player is no longer teleported back to last boarded position when exiting vehicles Fixed - Meteors should no longer arrive every 10~30 seconds on Lutari Fixed - Intraplanetary ground travel is no longer possible while within a cave Fixed - Dungeon entrance on Zer no longer sends the player to the void Fixed - Extreme number of dropped items within a world will no longer cause all networking to break Fixed - Players should no longer jitter in vehicle seats in multiplayer Fixed - Turret on GAV should now properly sync in multiplayer Fixed - Improved seating positions for SpaceShip Interior for remote Pilot and Passengers Fixed - Improved resolution of Buggie UI Fixed - Improved seated animation Fixed - Proteus A Cinematic Camera position Fixed - Smoothed out spaceship landing sequence in multiplayer Fixed - Landing gear no longer rubber bands outside of spaceship while flying Fixed - Landing gear no longer extends outside of spaceship when landing Fixed - Passengers will now exit their seat in the proper positions Fixed - Tool redicle from appearing when going in and out of pause screen Fixed - Crafting Table Fuel sync in multiplayer Fixed - Mech animations should now sync in multiplayer Fixed - Improved remote passenger positions for Rover Fixed - players disappearing when one player enters a Mech Fixed - Optimized mech perfomance impact when not boarded
Anyway, it's been a fun week to play in our private universe and take in the nostalgic scenery of the Proteus 2 Site A map!
On another note we've really been enjoying this process of incrementally improving the game with you. As my 22nd year in the game industry I remember wanting to take the AAA projects I was a part of further, but we lacked the platform/format back then to do so. It's great that we have this project to improve and expand on without the need or influence of a publisher - or any other outside pressures. We're really all in this together, as shown by the wonderful players over on Discord. If you want to join the party visit us on our Official Discord Server and say hi.
-Brian
Either I make it down there in one piece and I have one hell of a story to tell...or I burn up in the next ten minutes.
*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 explorers! Continuing from last week, this build hosts lots of minor items that were either fixed or improved from the last Experimental Branch build.
Change List
Added - creatures to Proteus 2 Site A Added - Proteus 2 Site A Level Design scene Added - Proteus2A LevelDesign to build settings Added - Red Berry Trees to Proteus 2 Site A Added - tool for anchoring objects to the world Added - Timer on ground lerping for First Person after entering ground Added - Support for health indicators for creatures Added - Support for improved first person camera for Pod interior Added - support for saving and loading persistence files in ScriptableObject form
Changed - Switched out Makeshift Patch Tape with Makeshift Cloth Bundle in all buildable recipes to remove the need to find a Berry early on to build Changed - Removed Berry collection objective from temporary Sample Plant Life mission Changed - Increased resolution of collision for Rock 4 on Proteus 2 Changed - Increased sand depth to -1000 on terrain Changed - Improved sand dunes material Changed - Improved flying insect wing material Changed - Force an Asset Save after saving new PersistenceSaveAsset file
Fixed - borders of Proteus 2 Site A sand dunes Fixed - Remote seated players should now be visible Fixed - Vehicle engine spamming the log in multiplayer Fixed - Intermittent crashing on Zer Fixed - Items aquired in and around the crashed pod can now be properly recycled withour relogging Fixed - Patched the hole in Epsilon mine on Proteus 2 Fixed - New private universes created or updated by their owner will now display the owners username Fixed - Death is now properly synced in multiplayer Fixed - Other players should no longer display as (Deceased) after they respawn in multiplayer Fixed - Passengers can no longer initiate travel Fixed - Arachnoid animator warning Fixed - PersistenceSaveAsset
We've been testing this one a lot internally and looks to be a great candidate for our next Main Branch build, though we'll give it a few more days to be sure it's absolutely ready. Please remember to reach out to us on our Official Discord Server with your feedback!
-Brian
[after making a plan to weld the doors shut and put out the sentry units] Outstanding. Now all we need is a deck of cards.
*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 explorers! We have lots of new features and fixes to share with you, along with a new (actually really old ːsteamhappyː ) playable zone!
Passenger Vehicle Space Travel
We've been hammering on multiplayer lately and are proud to announce we have vehicular travel across planets with passengers in multiplayer! Although still very rough we felt the functionality is solid enough for this branch. Needless to say, we're very excited about this - it's been on our roadmap forever and we're so glad to finally get this in.
Proteus 2 Site A Remastered
We also restored the original Proteus 2 Site A map and added it back to the game. Again, still rough in this branch, but it came in handy to build out cross planet travel on the ground.
Multiplayer Improvements
The primary focus here was ship and space station travel in multiplayer. The last thing we want is for anyone to get lost in space due to a load/save error, so this issue took top priority. While we were at it we cleaned up quite a bit multiplayer syncing issues and other random weirdness.
Change List
Added - Remastered Proteus Site A Added - Support for more forms of intraplanetary and interplanetary travel Added - Support for ground travel between sites Added - Support for multiplayer ground/space travel Added - Support for World Boundaries to allow cross planet ground travel Added - Instanced Grass to Proteus Site A Added - Color coding to Proficiency upgrades Added - Sound to showing and hiding Repair Wireframes Added - Sound to all Tools for affective interactions Added - Support for Voice Log count alerts Added - Upgraded OMPA and Mining Bot dust particles Added - support to show Creator in Private Universe Button Added - support to show storage amount on Item Icons Added - support for creatures to pause during cinematics Added - 6 Passenger seats to the Corsair Added - "Empty" if Barrel has no contents Added - support for Low Orbit spawn points Added - low orbit spawn points to all planets
Changed - Switched world loading to use Loading Screens and transition cinematics to improve game stability Changed - Increased size of Center Text Alerts Changed - Removed black border from Large Satelite Dish icon Changed - Player physical material to be slippery on dynamic objects Changed - Reduced volume on OMMA Changed - Rotated ground UV's in Habitat to be square with the first Coupler Changed - Reduced specularity on Hovercraft engines Changed - missions no longer reprompt after loading back in from save Changed - Grass shader to Tint instead of HSL due to graphics glitches Changed - Reduced specularity on Cryochamber glass Changed - Avatar Selection button to display PLanet location instead of Server Name Changed - Zer lighting is less bright Changed - Zer is no longer low gravity Changed - Workbench upgrades are no longer mutually exclusive
Fixed - Spaceships should no longer get lost during space travel Fixed - Spacestations should no longer get lost during space travel Fixed - Vehicles should no longer become inoperable if another player joins the room while piloted Fixed - Placement markers when placing buildables are now properly networked in multiplayer Fixed - Zinc can now be found in trace mineral veins on Proteus 2 Fixed - Repairable objects are now properly synced in multiplayer Fixed - Vehicle headlights are now properly synced in multiplayer Fixed - Remote pilot position for Buggie. Fixed - Passenger positioning in Buggie Fixed - Changed Terrain materials to use distance settings on Terrain asset to eliminate texture patching Fixed - Rigidbody interpolation to Player for smoother hovering Fixed - Unintentional continuous weather syncing causing multiplayer slowdown Fixed - Private universes should now properly be wiped when deleted Fixed - Private Server button to show players in Universe and World Fixed - Shower to properly clean player suit and give correct speed burst Fixed - Remote weapons that were showing extra limbs Fixed - Improved surface normals on Airlock model Fixed - Cleaned up decal sorting and improved various materials for Furniture items Fixed - Dropped/Spawned items now properly network their position to remote clients Fixed - Spaceship engine rotations should now be properly networked Fixed - Spaceship should now properly sync position while landing Fixed - Passengers in the Buggie should no longer collide with the body of the vehicle while inside it Fixed - When master client switches while a player is joining, new player should now properly load in Fixed - Smoothed out spaceship engine syncing Fixed - Spacestations should no longer get lost during travel Fixed - Spaceship ramp state is now networked to all players Fixed - Passengers in vehicles no longer collide with pilots on remote clients Fixed - jitter in First Person Helmet Fixed - planetside objects appearing while loading in Low Orbit Fixed - Added fail safe on Meteor explosions Fixed - jitter in GUI Fixed - mipping on GUI textures Fixed - Creatures should now sync much better during combat Fixed - Remote players will no longer disappear when entering a spaceship interior or getting on an elevator Fixed - Remote players piloting vehicles will no longer rubberband around the drivers seat
While this build is a nice step forward there's still much to do before it goes to the main branch. Please remember to reach out to us on our Official Discord Server with your feedback!
-Brian
Loved Andy Weir's latest book "Project Hail Mary". Hint - lots of sciencing the **** out of stuff!
Hello explorers! We've had great success with these past few Experimental builds featuring all the latest goodies and are now graduating them to the Main branch! Here's a full recap of what we have cooked up so far this year for this build.
Full and Centered
The most noticeable difference? Everything is now CENTERED as opposed to being on the right side of the screen, and Menus are now full screen.
Clean, Expanded Interaction
We also attacked the Interact HUD. Inactive options are now faded out. Interaction title and info are now centered.
You can now Open and Use objects while holding any kind of repair tool.
Minerals and More in your Map
HUD Map now displays your settings from the Map Menu, so anything from minerals to base objects can be viewed while exploring.
Vehicles now display the HUD Map too.
Stats are Back
Physical Stats and Leveling Up have been added back with an improved interface. You can now increase your abilities as you progress in level.
Inspect Those Vitals
Your Vitals can now be inspected with a tool tip to display detailed information of your health, nutrition, hunger, and more.
Clear, Minimal 3D HUD
The Lower HUD is now 3D. We also mute nominal Vitals from the HUD.
We Have a "Fill" Button
We added a "Fill" option to easily transfer your inventory. There is also a "Fill Like" that intelligently fills like-typed items for easy item management.
Progress Goals
Build options now show the required structure to unlock and for builds requiring proximity to specific Utilities.
Numerous Touches Throughout
We added small but helpful touches such as the Battery Icon now pulses when using your Flashlight and Inventory weight displayed with a meter. Planet day cycle and location are also shown.
You can also now teleport your drones to your position.
HUD Opacity Meter
An opacity setting is now available in the Setting Menu to allow any percentage of HUD opacity. Like it minimal? Set it to zero. Like to see all your vitals but muted? We like 20%. Want it all the way full? Set to 100%.
Text Colors and Drop Shadows
OK, so this was easy and only took a couple of minutes, but it was requested by some players and I thought it deserved a call out. We also re enabled the clock in the HUD.
More accurate Temperature Readings too
Vehicle Driving Lights
The Buggie and GAV are the first to receive our new Driving Light treatment, which sets the lights on the vehicles to illuminate when driving them.
Expanded Vehicle Camera Viewing
All the vehicles now have a much greater range of view, allowing you to take in all your surroundings while driving.
Build Goal Details
Recipe item titles are now displayed in the Build Goals and anywhere else recipes are displayed.
Lots of Fixes, Too
Your feedback helped us identify some subtle issues we may have missed, such as walking diagonally taking stamina. We also cleaned up some old bugs like unfinished Habitats with walls that appear on reload. Both fixed, along with many more. Here's our full list:
Change List
Added - 3D HUD Added - Animate the HUD based on input Added - New Deposit All and Deposit Like buttons to inventory UI Added - Fade out nominal vitals Added - Fade out Equip Slots, fade in when used for a time Added - Harvest interact is based on what you're holding Added - Level Up physical stats with improved interface Added - Cleaned up Item descriptions panel Added - Player Model back into Inventory Screen Added - Weight Meter in Inventory Screen Added - Faded out inactive Interacts Added - Better interact instructions for Geysers Added - mouse overs to Vitals in Menu Screens Added - Battery icon pulse when flashlight is on Added - Tab Circle when pressing Tab in a menu Added - Inspection Descriptions now turn off when going to a menu and resume when leaving menu Added - Voice Log system added as a pickup and raid item Added - Voice Log Listening interface Added - support to bring in debug missions for testing Added - more detail to auto typing text Added - Fuel Cell upgrade to Forge Added - Full screen layout for all menu modes Added - Turn off Stat Elements when in Map and Skills Screen Added - Planet day cycle data Show Planet Rotation Speed in Hours on Clock Added - location coords to Menu Added - Planet Name and site to Menus Added - Fail safe to teleport droid to base Added - location type to Menus Added - locked build objects to menus Added - Unlock requirements to locked build objects Added - Level Up Alert Added - Show Structures in Map Screen Added - Slider for controlling HUD opacity fade Added - outlines and drop shadows for vital warning Added - outlines and drop shadows to Mission header Added - sound to Level Up Added - sound to Stat increase buttons Added - GAV driving lights now illuminate Added - Names to Build Goal recipe icons Added - Buggie driving lights now illuminate
Changed - Text and layout pass on all UI menus Changed - Smoothed out rock textures when viewed from a distance Changed - Set raid object to always give listed objects for missions Changed - Repositioned Battery Icon Changed - Cleaned up Center Queue alerts Changed - Improved Centered Interact Text Changed - Forge no longer requires Fuel Cell to build Changed - Forge by default requires fuel Changed - Forges built before this update will gain the Fuel Cell Upgrade by default Changed - player slightly moved to center in 3rd person Changed - Minerals now properly render on the minimap Changed - Utilities/Inventories can now be accessed and operated while holding a Tinkering tool Changed - improved and clarified UI in Crash Pod tutorial sequence. Changed - Improve HUD meters on all objects Changed - Compass text size Changed - Clean up various Inventory screens Changed - Tweaked build object colors for various states Changed - Improved description in unstuck Buttons Changed - Rework Map controls in Map Panel Changed - Discovery now shows Minerals first Changed - Improved Depository material Changed - Improved Printer Collision Changed - Improved Printer active lights Changed - Spacecraft and Space Appliances are now all unlocked with the building of a Laboratory Changed - Mission title text color changed to a more readable color Changed - Removed wording in tutorial referencing "skittering noise" Changed - New characters now start with 3 stat points by default Changed - Health stat points now offer 2 hit points per level Changed - Stamina stat points now offer 2% increase from base per level Changed - Speed stat points now offer 2% increase from base per level Changed - Strength stat points now offer 10% increase in carry capacity from base per level Changed - Increasing health stat points now heals the amount of hit points aquired Changed - Temperature warning messages now display more accurate information Changed - Set sound on Level Up to play when text is also shown Changed - Set Level Meter to orange Changed - Temperature Vital to color code the outside and suit temperature Changed - Updated particle dust to handle lighting better Changed - Set improved dust lighting on all vehicles Changed - Buggie camera now has much larger range of motion Changed - GAV camera now has much better range of motion Changed - Buggie headlighting is now much improved Changed - Matched particle lighting for some Proteus 2 plants Changed - Improved driver sitting IK while in Buggie Changed - Player Map icon to Green Changed - Improved Zirconium material Changed - Inventory Weight text label now reads Max Weight Multiplier in custom settings screen
Fixed - Map now is displayed in all vehicle types Fixed - New Mission gets turned off after viewing missions Fixed - Duplication bug when quick stacking items into multiple stacks Fixed - Optimized runtime impact of the Minimap and GPS screens Fixed - Numerous issues with items not properly rendering on the minimap or GPS map Fixed - Graphics settings will no longer reset to defaults after planet travel Fixed - Walking diagonally reduces stamina Fixed - Redicle re activates when going in and out of menus Fixed - some objects not pickable in 3rd Person Fixed - Disappearing Space debris on Proteus 2 Fixed - Habitats with walls missing will no longer render ghost walls after leaving and returning Fixed - Weather is now properly persistent in save games Fixed - Issues causing Weather to not sync to other players properly in multiplayer Fixed - Laboratory interact once again works as intended Fixed - Player is no longer considered outside when walking between connected pressurized structures Fixed - Buildables with upgrades dismantled after building them in the same session now properly refund all spent materials Fixed - Large Radar Installation can now be properly interacted with Fixed - Large Radar Installation now has 1500 hit points Fixed - Funnel Leaf Tree can now be harvested with Sharp and Shearing tools Fixed - Vital tooltips will no longer stick to the mouse after closing the menu Fixed - Launch!!! button in character creation will now no longer sometimes read Update Fixed - Update button in difficulty change menu will no longer sometimes read Launch!!! Fixed - Removed proximity build requirements from buildable icons Fixed - Locked buildables are no longer buildable when still locked Fixed - Baked potato, Potato, Packaged Food, and Sand should no longer fall through the floor, and should be interactable Fixed - Main menu and in-game settings panels are now at parity with one another Fixed - All buildables can once again be dismantled Fixed - Build goal can now display more types of recipes Fixed - Build goal will no longer display outdated build information Fixed - Changing HUD Opacity within the in-game settings will now properly apply without restarting Fixed - Set suit temperature reading dial to accurately display Fixed - Vital tool tip to turn off properly when leaving a menu Fixed - Blur background in Mission Menu entries Fixed - Error in Map System when travelling between planets Fixed - Scorpion is now discoverable and harvestable when killed Fixed - Collision on Spaceship ramp Fixed - Some instances where creature corpses would teleport back to the surface after being harvested Fixed - Sentry decal graphic glitch Fixed - Potential fix for cursor remaining locked after returning to the main menu Fixed - Center redicle circle no longer appears while driving a vehicle Fixed - Extreme hot and cold outside temperature now stay within gauge readout Fixed - Player hover dust now fades with hover height off ground Fixed - Player no longer has look IK while driving a vehicle
We'll likely continue tweaking the UI as we go, but largely this will conclude our UI push, which was one of our pillars to achieve this year. The focus will now go to story elements and creature combat improvements for the upcoming rounds of updates, along with our usual rounds of smashing bugs, balancing, and overall clean up. Oh, and the other vehicles will likely get the driving light treatment too.