As you know, we published a new big update which added x64 binaries, 4K support, damage indicators, a quest, a miniboss and several new areas to explore. You can learn more about it here:
https://steamcommunity.com/games/531660/announcements/detail/2932299116266780599 I was also going to make a big section to tell you what we are up to and share some work in progress to give you an opportunity to sneak peek into future updates of Exoplanet and update our roadmap based on this. Unfortunately, two minutes before the new build went live it turned out that Steam almost completely ruined my drafts and also the whole Russian translation. That’s why I had to postpone the idea and publish the short version restored as quickly as possible because by the time I managed to do that the build was live for a few hours without a changelog.
Anyway, today I am going to tell you what I intended to. Here we go.
WHAT DO WE DO NOW
As you may know, we are really not satisfied with the starting area at the moment. Despite the fact we managed to significantly improve it since it was added, it is still requires a lot of work. Also, there’s no place for a decent tutorial but a small area to show some tips to a player before he dive into action. That’s why it is ought to be changed.
Also, since that’s the very start of the game, it is also necessary to show players what the game has to offer, our strong sides which we believe are:
open and alive world of space western with complex level design, many secrets and interesting places to explore
complex non-linear quests which can be solved in several ways
interesting mechanics (remote-controlled bugs, for example)
player’s decisions can affect the world and the story
Clearly, there’s a great deal to be done.
TUTORIAL
That’s an important part of the game but we don’t feel like to hold player’s hands. It also won’t be the same tutorial with a bunch of tips but a small story with quests on the new specially created small area—and we already made the very first prototype.
It is a small open world with some places to explore. The story is connected with main quest and also the Anomaly Area’s conflict—this area known as the starting location at the moment. I will tell you more about the story below.
Quests on the tutorial area will use different mechanics to show player basics and possibilities of the game from digging and gathering to crafting and cooking. Moreover, some quests here also could be solved in different ways based on your choices or how well you explored the area. You will also learn some useful lore about plants, animals and antigravium.
We are working on new assets which will allow us to make the start of the game more alien-looking and interesting to explore. It’d take time to get the result we would like to see but it is worth it.
ANOMALY AREA
What is going to change here? At the moment this area lacks proper goals for a player, a strong motivation for the hero, the story is barely present and quests are not involved with it. That’s ought to be fixed.
Let’s start with the story.
As you may know, Anomaly Area is a very harsh place. Its soil is almost infertile, water sources are very limited, it is hard to grow anything edible here. Still, this place is a home for Outcast aborigines. Despised by almost everyone, humans and other abori tribes, they built up a camp on this remote patch of land and trying to survive for many years. Basically, Outcasts exchange scrap they get from wrecks and anomalies for supplies brought by rare merchants.
There are other aborigines in this area called Scalphunters. They don’t get along with Outcasts and are hostile to them and our protagonist. This abori are brutal and prefer to use their victims’ remains as trophies and decorations. They are also blocking the only way out of this area, that’s why poor Outcasts can’t sell scrap for food anymore.
There’s even more backstory to learn but the clash is imminent. And player can affect its result. His actions will define what happened to Outcasts and Scalphunters and will change the appearance of the area.
As for our hero, I’d like to avoid spoilers, so I just mention that he has his own motivation to be involved in the conflict. His main quest has its goals in the area. Also, it is hard to leave the area with all the Scalphunters swarming around.
ASSETS
As I said before, we are working hard to make the starting area more alien-looking. But we also lack some simple assets like different types of grass for each biome (most of the ones we use are pretty old), that’s one of the reasons why Anomaly Area looks pretty naked. Grass, especially the small one is very important in several ways. With its help, you can make roads more notable. Also, it tells a lot about the area, creates its atmosphere. Thus, Anomaly Area should be paved with dry and faded grass able to grow on this wasteland.
When it is done, we are going to make a stress-test for the game to look how well it is going to perform with a lot of vegetation. Once Exoplanet pass the test, we will be able to completely change the appearance of different areas.
Other plants can be useful for different purposes. There will be new poison stick, for example, which you can craft from two different plants (at the moment, you can simply get it from a cactus plant). This Meat Cage below is just a concept so far but it could be used to push your enemies onto its thorns—yes, we’re so in love with kicking mechanic from Dark Messiah of Might & Magic that actually thinking to do that.
Well, enough talking about flora, let’s save something for future updates. But what about fauna?
I already shared new bitebugs concept with you some time ago in a post about Exoplanet’s roadmap. We decided to make different species with unique behavior (it was actually designed from the start) instead of the old one.
Bugs models are finally ready though they could use a few cosmetic changes. At the moment we are creating animations for them from the scratch. We are also still working on AI, transferring existing NPCs to the new system which allows to create more complex behaviors.
There are other assets which requires some attention. We are working on new barrels instead of the ones we have in the game at the moment.
As you can see, some barrels bares marks of what inside of them, fuel and wastes. Players will be able to explode the red ones to get advantage in a fight or perhaps use the empty ones as a hiding spot when we add stealth mechanic.
What about the rest?
Despite the fact that the beginning of the game is the first priority now, we are also going to create new content for the existing areas. For example, The Scarecrow quest, added in the recent update, will be greatly expanded. It was initially designed as a complex quest with several endings but we need some time to finish it. Anyway, upcoming updates will tell you more about it.
If you have any questions, just ask them here in comments or our Discord. And if you enjoyed the reading, don’t forget to click on a ‘thumb up’ button—it will tell us that you care. Thanks.
Hey, space cowboys! The new update is finally here and we hope you will enjoy it. There are few very important features, a new quest and areas to explore and even a miniboss.
CRASH REPORTS
As you may know, we added a huge and useful tool in previous update—crash reporter. And we would like to thank everyone who sent their reports. We found and managed to fix numerous bugs with your help.
For those who missed the previous update, crash reporter allows you to send us the report with the information that will help us analyze and fix the crash. It shows up when the game has crashed. And it is up to you to choose whether you wish to send the report or which files go into it—you can easily delete the ones you don't want to send, just click on What does this report contain? to open a new window with error report details.
It also allows you to enter your email and/or a short description of your last actions before the crash—click Provide additional info about the problem (recommended). That’s very important because we might contact you to tell you that the crash is fixed or if we might need some additional info. Also, it is much easier to find your report among the others.
In this update we also added another useful thing to the feature. From now on, you can send us reports right from the game. Just press Alt+F1 combination to send it. Unfortunately, the window still says ExoplanetFC has stopped working which is not true, don’t be confused, we will improve the tool later.
A quest bug, a glitch or a bad looking texture—you can let us know in a few seconds. Also, keep in mind, that crash reporter making an in-game screenshot when you press Alt+F1 so you might want to be sure that the visual problem you’re referring to will be captured.
x64 BINARIES
As you may know, Exoplanet is developing on our own custom build engine called Sahara but it is still in development as well and could use a lot of improvements so far. And we would like to announce a really big one today.
From now on, Exoplanet has x64 executable. What does it mean? That means that the game finally can use more than 4Gb of your RAM which is really good due to the fact that optimization ain’t flawless yet. We really hope that you’ll find that Exoplanet runs smoother than usual and has more stable FPS numbers. Please, let us know about the game’s performance on your rig.
If you have any troubles with the client, please, do not hesitate to send us crash reports. We will do our best to fix everything as soon as possible. And, of course, we will do our best to improve optimization of the game.
2K / 4K & LOW RESOLUTION SUPPORT
Due to the really old UI which will be completely reworked from the scratch later, some players complained about small fonts on 2K / 4K displays which make it almost impossible to read.
We are glad to inform you that we managed to adjust our UI and it should feel much better now if you have resolution more than 1920x1080. Please, let us know if it works fine.
Also, we made few tweaks for 720p as well. I hope it will please the ones with old laptops and proud owners of 4:3 displays.
DAMAGE INDICATOR
Another important feature is damage indicator. Since Exoplanet has gunplay mechanics, we believe it is necessary for players to know where bullets come from. Probably, that's not final, so let us know what do you think.
CHANGELOG
WORLD
new area: Abandoned Fort is now open for exploration
new area: The Scarecrow's lair
new area: Lemonade Wade's Stronghold
improved design of the Outcast Camp
added Pale's Platform to the Outcast Camp
added five Pale's followers with new dialogues
added Pale's Altar to the remote area at the edge of the map in preparation for future quest
added more generic NPCs with new clothing styles and default dialogues to Outcast Camp
a big rock blocking the road on the west from the Fort has been removed
removed unnecessary boxes in Barnabas' room
removed possibilities to get stuck when controlling a bitebug in Barnabas' room
added more details to Scalphunters' cave entrance and Cutthroat pass arch
improved roads throughout the location
VISUALS
new bandits with unique appearance: Lemonade Wade and his cronies
added new assets of human skeletons and remains
old nanogrease barrels replaced with new ones redesigned from scratch
new skin textures for Scalphunters
crucases now can detect corpses to eat
QUESTS
new bounty quest: The Scarecrow
new miniboss: Lemonade Wade
AI
Various bandits' AI enhancements:
bandits play turning animations now
added recoil for guns
bandits can play shotgun cocking animations
bandits can point gun up/down if the target is above or below
bandits use actual weapon's delay between shots
fixed bandits losing their targets when crowded
added patrolling bandits
snipers now have higher range where they can see Jack and shoot him
ANIMATIONS
pray animations for Pale's Followers
animate shooting and turning NPCs with ranged weapons
better striking animations for aboris and humans
AUDIO
added ambient music for Scarecrow Lair
added new sounds for force fields
improved sound of security turret
UI
UI adjusted to be readable in 4K as well as 720p
added UI damage indicators
allowed mapping of extra mouse buttons
added different loading screen images
random tips displays during loading screen
fonts are more readable now
added confirmation on loading / overwriting save game
fixed journal buggy word wrapping
improved tutorial messages
OTHER
from now on, Exoplanet works fine with Unicode symbols if you have any on the path to game's folder
IMPORTANT
If there's no sound after game's loading, try to alt-tab to Windows and then go back to the game.
If you're stuck / hero doesn't move, F5 (quick save) and F9 (quick load) can help you in such matters.
If you have a weak PC or a laptop (especially the ones with Intel integrated graphics), we highly recommend to launch Exoplanet from its folder, not via Steam.
Keep in mind that integrated graphic cards are not supported despite the fact we do our best to make it possible. At the moment, there's a chance you can run the game but your performance probably won't be good enough to enjoy Exoplanet.
If you have BitDefender antivirus and can't launch the game, please, unblock Exoplanet's .exe.
If you have any other problem, please let us know via our Discord channel. You can also report about bugs on technical support forum, send us a mail to support@alersteam.com with description of the problem and your PC specs or simply use our crash reporter to do that (Alt+F1).
You can find your .log file here:Documents\Alersteam\Exoplanet First Contact\system.log
Fixed a particularly nasty bug that was causing most of the crashes
Fixed some cases where expected errors were not caught and resulted in a crash
Unassigned buttons should no longer appear as two single quotes '' in hints
Enabled the broken scanner quest which can be now also fixed in the anomaly zone
Mason now has his own appearance and not that of Master Phil's
Dialog hint now reads "RMB to continue"
Fixed not being able to finish the "Somebody stole my clothes" quest in some cases
"Open Sesame" quest now properly handles the situation when player manages to get in the storage beforehand
Fixed not being able to talk with Old Outcast if you go to Ragpicker first and then kill and loot the bandits
"Small prey—big gain!" quest should no longer break if saved during a certain moment
Fixed Jack's head tracking during bitebug remote control
Added bitebug remote control animation
HOTFIX (JUNE, 6TH)
Fixed crashing some time after climbing ladders while holding a weapon and trying to equip it later
Fixed Small Prey—Big Gain quest wrong journal entry at the start of the quest
Made reloading much more robust
Fixed label appearing while holding a bitebug taken from an inventory
Fixed sky color not being set properly upon loading
Fixed missing item pickup notifications
Fixed item info border colors on hovering non-weapon type items
Fixed turrets placed by players missing the tripod
Fixed Kenneth's dialog lines cutting off in the dialog window
UPDATE
Dear space cowboys, we’re here to bring you the latest update! So much work went to this update (and so much more work is left to be done!), like the crash reporter that should help squash those nasty crashes, and brand new hand-painted terrains, new camera, new quest, varied talking animations, and further decrease in loading times and performance boost.
We’re hoping that you’re gonna enjoy this update, and when you do, maybe even leave us a Steam review with your feedback, telling us what you liked, and what you would like to see improved in the future updates. Please, don't forget to tick 'Allow Comments' box to let us answer your feedback. Thank you.
ROADMAP
We also updated OUR ROADMAP, and you can find something new there (you can easily track changes with Menu button on the right) as well as take a sneak peek to some screenshots from our draft storyboard for Exoplanet intro cinematic.
Since some people still can experience random crashes, we decided to add a crash reporter which can help us to track and solve your problems even faster. It allows you to send us the report with the information that will help us analyze and fix the crash.
It shows up when the game has crashed. And it is up to you to choose whether you wish to send the report. It is also allow you to preview exactly what files go into the report—you can easily delete the ones you don't want to send.
It allows you to enter your email and/or a short description of your last actions before the crash. Entirely optional but recommended. We might contact you to tell you that the crash is fixed or if we might need some additional info.
CHANGELOG
WORLD
All terrain was repainted from scratch using multiple textures
Improved design of Outcast Camp, added many new buildings, new Big Hat cave in a high mountain
CAMERA
Revamped the camera so it should no longer feel wonky and should feel super smooth
Added a slight camera shake effect when firing weapons (togglable in game options)
Fixed camera getting inside character models in some cases
Fixed camera micro stuttering
VISUALS
Added hit effects for some mobs that didn’t have them
Turned off Jack’s head tracking in some corner cases that resulted in weird neck angles (shooting, aiming, hitting, using items, sleeping, resting)
Prevented most cases of dialog participants playing identical talking animations one right after the other
Added new outfits for abori Scalphunters
GAMEPLAY
Jack can now fall from ladders when he is heavily damaged (more than 10% of his health in one shot) or if he is weak due to being low on health (has less than 20% health)
Jack should no longer fall from ladders without reason
Adjusted ladder starting and finishing positions to be more precise
Poisonous alien cactus bat now must be crafted from a cactus head and a stick (or firewood)
Added a tutorial hint for crafting the alien cactus bat
Automatic reload (togglable in game options) now triggers on firing last ammo cartridge and on equipping a weapon with an empty magazine
Automatic reload sequence can be interrupted
Fixed not being able to shoot immediately after automatic reload ended
Rewrote the resting and waiting time skipping system
All guns automatically unload ammo from their magazines on pick up
Only equipped guns visible on Jack’s model are allowed to keep ammo in the magazines
Removing guns from visual slots on Jack’s model unloads ammo from the magazine into inventory
Holstering weapons equipped from the inventory or the hotbar assigns them to the corresponding visual slots (and keeps ammo in the magazines)
QUESTS
Added a new NPC Carry The Stone with a brand new quest “Scan It”
You can now also talk with Carry The Stone about “K’Tharsis is a harsh mistress” quest
The “Family relic” quest has a suitable ending now
Zak’s whistle should no longer just disappear from Jack’s inventory on quest finish
Fixed arphant Molly’s focusing issue and tweaked her dialog to reflect Jack’s knowledge about her
ANIMATIONS
Animations during dialog with NPCs are no longer chosen at random—all dialogs were treated with custom gestures animations that reflect what is being said
Ported all missing talking animations from humans to aborigines
AUDIO
Added footsteps for many NPCs
Added injector use sound effect
Notifications no longer play all associated audio clips at the same time
Added some new sounds to the soundscape of jungle on the far side of Windscream Canyon
Fixed an issue causing sounds of swimming to disappear
UI
Added a type-out effect for dialog texts, with speed configurable in game options
Dialog auto advance is now also a game option which is off by default
Dialog layout was tweaked with neater aligning
Dialog text window width depends on display aspect ratio to make reading more comfortable
Fixed moving on-screen labels lagging slightly behind their objects\characters
Ambient subtitles shift position during dialog sequence to avoid drawing one over the other
Fixed some cases of read dialog branches not being highlighted as such.
Fixed overlapping notifications
Tweaked notifications margins
Added a new ammo icon for energy-based weapons
Various fixes for the immersive UI system
Fixed keys stuck on multiple actions when trying to remap a key
All non-wearable items should now stack in the inventory
Smoother UI widgets fading and transitions
FIXES
Fixed a crash that sometimes happened when loading a saved game from main menu
Fixed some cases where the game could freeze without crashing
Fixed crashing on hovering status effects with mouse cursor
Fixed some cases of disappearing status effects
Fixed stuck sounds and sounds that were playing outside of their maximum range
IMPORTANT
If there's no sound after game's loading, try to alt-tab to Windows and then go back to the game.
If you're stuck / hero doesn't move, F5 (quick save) and F9 (quick load) can help you in such matters.
If you have a weak PC or a laptop (especially the ones with Intel integrated graphics), we highly recommend to launch Exoplanet from its folder, not via Steam.
Keep in mind that integrated graphic cards are not supported despite the fact we do our best to make it possible. At the moment, there's a chance you can run the game but your performance probably won't be good enough to enjoy Exoplanet.
If you have BitDefender antivirus and can't launch the game, please, unblock Exoplanet's .exe.
Some of you asked us to create Exoplanet’s roadmap, because this way you can see where the game is going, track our plans and progress, leave your feedback and ideas about future changes. We particularly would like to thank Grifman who was the very first who suggested that.
We liked the idea, because we always carefully read everything that community says and thoroughly discuss all the feedback and suggested ideas. We believe that’s a very healthy relationship and very grateful to everyone who support us. And today we finally want to share our roadmap with you.
We’ve checked your suggestions about the way our roadmap should be done, took a look at the way other developers did it and ended up with Trello. We believe it’s very simple, intuitive and comfortable (that’s why we actually use it ourselves among the team).
The next step was to decide what’s going to roadmap. Of course, we can’t place everything. Also, some features could be changed or even removed due to a number of reasons (lack of budget, for example).
Thus, we decided to place only the most important tasks, for example, the starting area improvements and camera overhaul. But that doesn’t mean that we do not work on something else like new assets, mechanics, concept art and so on. It just seems weird to place everything on the roadmap, whether it’s something big:
...something smaller, like torture devices or different gibbets, dead bodies or decaying remains:
...or some tiny strange arphant figures made by aborigines skilled in arts:
Anyway, we decided to split the roadmap into several columns:
SHORT / MID / LONG TERMS—approximate time of delivering features. Click on a card to learn more about a feature and to see its progress. Some cards contains old examples or WIPs, videos, screenshots and some updates in the comment section.
BACKLOG AND REQUESTS—postponed features as well as some interesting ideas which should be discussed and could be implemented later.
KNOWN ISSUES—every known problem goes there, from random crashes and low optimization to nasty bugs you can currently face in-game.
All cards are labeled. Every label has its definite meaning (except the red and the orange ones which was used to attract attention to a task in KNOWN ISSUES section).
GREEN LABEL—in development at the moment
YELLOW LABEL—will be definitely added to the game later
VIOLET LABEL—undefined, should be discussed
BLUE LABEL—completed and most likely will be added to the game in the next update
Some cards has several labels. Sometimes they are opposite to each other (for example, LOCALIZATION card): there are yellow (confirmed) and violet (undefined) labels. The thing is, some languages (English, Russian and German) will be definitely added but we can't be sure about the rest, it depends on success of the game and community support. Of course, we would like to translate Exoplanet to as many languages as possible but don't want to make empty promises. If you can help us with translation to your native language, please, create a topic on forum or contact us any other way.
IMPORTANT
Before you are going to click the link and browse our plans:
we created a special topic, where you can share your ideas or ask questions about the roadmap.
If you like Exoplanet, please, tell your friends about us with an honest Steam review. Your support will help to attract new players and significantly speed up the development of the game. Thank you.
Some of you asked us to create Exoplanet’s roadmap, because this way you can see where the game is going, track our plans and progress, leave your feedback and ideas about future changes.
We liked the idea, because we always carefully read everything that community says and thoroughly discuss all the feedback and suggested ideas. We believe that’s a very healthy relationship and very grateful to everyone who support us. And today we finally want to share our roadmap with you.
We’ve checked your suggestions about the way our roadmap should be done, took a look at the way other developers did it and ended up with Trello. We believe it’s very simple, intuitive and comfortable (that’s why we actually use it ourselves among the team).
The next step was to decide what’s going to roadmap. Of course, we can’t place everything. Also, some features could be changed or even removed due to a number of reasons (lack of budget, for example).
Thus, we decided to place only the most important tasks, for example, the starting area improvements and camera overhaul. But that doesn’t mean that we do not work on something else like new assets, mechanics, concept art and so on. It just seems weird to place everything on the roadmap, whether it’s something big:
...something smaller, like torture devices or different gibbets, dead bodies or decaying remains:
...or some tiny strange arphant figures made by aborigines skilled in arts:
Anyway, we decided to split the roadmap into several columns:
SHORT / MID / LONG TERMS—approximate time of delivering features. Click on a card to learn more about a feature and to see its progress. Some cards contains old examples or WIPs, videos, screenshots and some updates in the comment section.
BACKLOG AND REQUESTS—postponed features as well as some interesting ideas which should be discussed and could be implemented later.
KNOWN ISSUES—every known problem goes there, from random crashes and low optimization to nasty bugs you can currently face in-game.
All cards are labeled. Every label has its definite meaning (except the red and the orange ones which was used to attract attention to a task in KNOWN ISSUES section).
GREEN LABEL—in development at the moment
YELLOW LABEL—will be definitely added to the game later
ORANGE LABEL—postponed due to change of priorities
VIOLET LABEL—undefined, should be discussed
BLUE LABEL—completed and most likely will be added to the game in the next update
Some cards has several labels. Sometimes they are opposite to each other (for example, LOCALIZATION card): there are yellow (confirmed) and violet (undefined) labels. The thing is, some languages (English, Russian and German) will be definitely added but we can't be sure about the rest, it depends on success of the game and community support. Of course, we would like to translate Exoplanet to as many languages as possible but don't want to make empty promises. If you can help us with translation to your native language, please, create a topic on forum or contact us any other way.
IMPORTANT
Before you are going to click the link and browse our plans:
we created a special topic, where you can share your ideas or ask questions about the roadmap.
If you like Exoplanet, please, tell your friends about us with an honest Steam review. Your support will help to attract new players and significantly speed up the development of the game. Thank you.
We’ve had some technical difficulties, but managed to solve them all. Major progress has been made in this update towards modular upgradeable weapons, and the first part of that is already here. I’m talking, of course, about weapon quality. No longer are all weapons created equal—the better the quality, the higher the value, the better it works all around. So get to exploring and find the best of them!
CHANGE LOG:
WORLD
Added more details to currently unreachable parts of Windscream Canyon in preparation for future updates
Many minor fixes and improvements
VISUALS
Remote-controlled bitebugs now have actual neurochip visuals
GAMEPLAY
Weapons have varying quality that affects their stats and value
Added custom animated Jack’s stash container
Reload the weapon upon magazine depletion automatically
You can now cancel reloading and switch to another weapon
Added first quest markers to a few selected quests
Vasily fixes the shotgun to a good quality now
NPCs
Added lots of new talking animations for aboris
Dead monsters don’t play death animation after loading a saved game anymore
Certain characters should no longer be loaded with incorrect orientation
AI
The hornhog’s AI was remade from the ground up on the new ai system
Arphant Molly’s AI was tweaked as well
Bandits' behavior was ported to the new AI system
AUDIO
Brand new sound effects for crucas
Added unique sound effects for Combat Tazer
Remastered fire sound effects for M37 pump-action shotgun, Equalizer and SCAMP
UI
Revamped item info tooltips
Added Alersteam (that’s us!) and our publisher’s, “Grab The Games” logos on game start
Sort weapons according to quality
Items can now be assigned to hotbar by hovering over them with a mouse cursor in the inventory and pressing 1-0 key
FIXES
Fixed a crash that would sometimes happen when trying to load a saved game from main menu
Fixed crash on intense mouse clicking while game loads
A couple of instances of incorrect character label positions were fixed
Dead characters without loots should no longer receive focus
Alt-tabbing on death should no longer disable mouse cursor
Fast travel menu shouldn’t show it’s own travel point name as destination
Saving a game during NPC’s turning towards or away from player should no longer modify NPC’s default orientation
IMPORTANT
If you have a weak PC or a laptop (especially the ones with Intel integrated graphics), we highly recommend to launch Exoplanet from its folder, not via Steam.
If you have BitDefender antivirus and can't launch the game, please, unblock Exoplanet's .exe.
We’ve had some technical difficulties, but managed to solve them all. Major progress has been made in this update towards modular upgradeable weapons, and the first part of that is already here. I’m talking, of course, about weapon quality. No longer are all weapons created equal—the better the quality, the higher the value, the better it works all around. So get to exploring and find the best of them!
CHANGE LOG:
WORLD
Added more details to currently unreachable parts of Windscream Canyon in preparation for future updates
Many minor fixes and improvements
VISUALS
Remote-controlled bitebugs now have actual neurochip visuals
GAMEPLAY
Weapons have varying quality that affects their stats and value
Added custom animated Jack’s stash container
Reload the weapon upon magazine depletion automatically
You can now cancel reloading and switch to another weapon
Added first quest markers to a few selected quests
Vasily fixes the shotgun to a good quality now
NPCs
Added lots of new talking animations for aboris
Dead monsters don’t play death animation after loading a saved game anymore
Certain characters should no longer be loaded with incorrect orientation
AI
The hornhog’s AI was remade from the ground up on the new ai system
Arphant Molly’s AI was tweaked as well
Bandits' behavior was ported to the new AI system
AUDIO
Brand new sound effects for crucas
Added unique sound effects for Combat Tazer
Remastered fire sound effects for M37 pump-action shotgun, Equalizer and SCAMP
UI
Revamped item info tooltips
Added Alersteam (that’s us!) and our publisher’s, “Grab The Games” logos on game start
Sort weapons according to quality
Items can now be assigned to hotbar by hovering over them with a mouse cursor in the inventory and pressing 1-0 key
FIXES
Fixed a crash that would sometimes happen when trying to load a saved game from main menu
Fixed crash on intense mouse clicking while game loads
A couple of instances of incorrect character label positions were fixed
Dead characters without loots should no longer receive focus
Alt-tabbing on death should no longer disable mouse cursor
Fast travel menu shouldn’t show it’s own travel point name as destination
Saving a game during NPC’s turning towards or away from player should no longer modify NPC’s default orientation
IMPORTANT
If you have a weak PC or a laptop (especially the ones with Intel integrated graphics), we highly recommend to launch Exoplanet from its folder, not via Steam.
If you have BitDefender antivirus and can't launch the game, please, unblock Exoplanet's .exe.
Hey! There is a small hotfix to get rid off some pesky bugs we have found with your help. Thanks a lot for reporting them.
HERE IS WHAT WE FIXED:
fixed the problem with traders' inventories
added checking for traders' inventories, it resets inventory to default if something goes wrong
fixed the problem with disappearing bugs when you press LMB while Jack playing animation of getting a bug out of the inventory
healthbar is now updating while remote controlling a bug
fixed wrong location of bugs' damage collider
other small fixes
KNOWN ISSUES
sometimes the game can crash if you click mouse keyboard buttons during loading
some players can experiencing random crashes
If you experience this or any other critical bugs, please let us know in our Discord channel. We will try to fix everything as soon as possible. You can also report about it on technical support forum or send us your log to support@alersteam.com with description of the problem.
You can find your .log file here: Documents\Alersteam\Exoplanet First Contact\system.log
Also, if you have any other questions or need help (game crashes / freezes / can't launch), feel free to add me (@bijou) and I will try to help you.
Hey! There is a small hotfix to get rid off some pesky bugs we have found with your help. Thanks a lot for reporting them.
HERE IS WHAT WE FIXED:
fixed the problem with traders' inventories
added checking for traders' inventories, it resets inventory to default if something goes wrong
fixed the problem with disappearing bugs when you press LMB while Jack playing animation of getting a bug out of the inventory
healthbar is now updating while remote controlling a bug
fixed wrong location of bugs' damage collider
other small fixes
KNOWN ISSUES
sometimes the game can crash if you click mouse keyboard buttons during loading
some players can experiencing random crashes
If you experience this or any other critical bugs, please let us know in our Discord channel. We will try to fix everything as soon as possible. You can also report about it on technical support forum or send us your log to support@alersteam.com with description of the problem.
You can find your .log file here: Documents\Alersteam\Exoplanet First Contact\system.log
Also, if you have any other questions or need help (game crashes / freezes / can't launch), feel free to add me (@bijou) and I will try to help you.
But before that, I would like to show you our new updated Early Access trailer. Exoplanet is in Early Access for a year, and we managed to significantly improve the game thanks to your help and honest feedback. Of course, there's still a lot of work to do but the game is evolving. And we would like to thank you guys for being with us, we wouldn't make it without your support.
The new trailer is a gameplay trailer. We couldn't achieve a decent result with the old one due to the lack of optimization, lack of time and, most important, lack of content back there. Hell, there was some footage from the old Kickstarter demo! Anyway, thanks to the really good editing, we managed to get you into the game. And we hope the new trailer will help us to find more beautiful players around the globe who really care about the old-fashioned exploring action RPGs.
Don't forget to like the video on YouTube and share it with friends if you like it. And, of course, let us know what you think:
This is a maintenance update, where there are more changes under the hood than on the surface. We’ve solved some of the internal problems that were a major obstacle to really cool features that are coming soon! In the meantime, we hope that you’ll enjoy playing this update!
CHANGE LOG:
WORLD
Detailed some unaccessible areas of Windscream Canyon in preparation for future updates
Improved lighting in caverns
Added bitebug blood decal
Many minor fixes and improvements
VISUALS
Added more models for food when eating
Improved blood particles
Added rotten meat texture
GAMEPLAY
When aiming with a ranged weapon the camera returns to the default height (shoulder level)
Increased the amount of antigravium gained via mining to be closer to former levels
QUESTS
Better models for Jack’s clothes in the quest for retrieving his attire
NPCs
Added lots of new talking animations for humans
Added dialogues for several NPCs
AI
Improved bitebug idle walking behavior
Improved the way hostile entities react to characters engaged in dialog or trade
UI
Added a button to show crafting components instead of right click
Attribute-boosting buttons are highlighted for the first level up
Reduced item pickup notification spam
Improved font rendering for 2k and higher resolutions
FIXES
Jack should no longer loop the chosen animation for his line endlessly
KNOWN ISSUES
Some players still can experience crashes on random areas
Sometimes the game can crash if you click mouse keyboard buttons during loading
IMPORTANT
If you have BitDefender antivirus and can't launch the game, please, unblock Exoplanet's .exe. He's not very friendly with our game at the moment but we are working on it.
A few players also can expect crashes every 5 minutes. We believe we know why but if you are experiencing this bug or any other major problem, please let us know via our Discord channel. We will try to fix everything as soon as possible, and I hope we'll manage to release a hotfix before the New Year. Sorry for inconvenience and thanks for understanding.
You can find your .log file here: Documents\Alersteam\Exoplanet First Contact\system.log
Also, if you have any other questions or need help (game crashes / freezes / can't launch), feel free to add me (@bijou) and I will try to help you.
As usual, we recommend to start a new game.
NEW YEAR'S MAGIC
Steam Winter Sale is a good chance to get some players on board. That's why Exoplanet is on sale with 30% discount.
But we desperately need at least 10 reviews to get the RECENT REVIEWS section. It is very important to show potential players that Exoplanet is evolving with every update and this is not the same bare-bones game as it was on the release.
So if you do like our game but didn't leave an honest review with your feedback, please do. That would be an awesome New Year gift for us (and it is also anniversary!) Thank you very much.