Ostranauts v0.14.0.15 is now available on Steam, and your clients should be updating shortly.
This is a hotfix patch to our recently released "Across the System" update, which includes fixes for misbehaving police, NPC ship behaviors, crashes, and other issues.
These changes should be compatible with older 0.14 saves. Though if that save has already had errors (e.g. like dead NPCs), some of those errors may continue until a new game is started.
Fixed a bug that could cause game to hang if character was knocked out from gravity.
Added REDACTED for when player gets too close to REDACTED.
Fixed a bug that could cause NaN gas amounts when a room synced with void atmo.
Fixed a bug which spawned 1036 Ganymed (OKLG's asteroid) at twice the correct size.
Fixed a bug which caused maintenance techs to be hirable.
Fixed a bug which caused maintenance techs to overpopulate some stations at the expense of others.
Fixed a bug that caused Caps Lock hotkey to cycle through entire police/pirate roster if one was selected.
Fixed a bug that prevented cycle crew hotkey from showing the player in cases where the player had no other crew, and was stuck on an off-screen ship.
Fixed a bug that allowed the player to long for a better love life while unconscious.
Fixed a bug that caused NPC collisions with the station if player was there and no ship was docked.
Fixed a bug that allowed NPC ships to keep flying even if crew was knocked out.
Changed the quick action button list to only show plot actions if both player and target are not currently replying to each other.
Fixed a bug that allowed NPC ship to message player ship when nobody on board was conscious.
Fixed some trader buy/sell lists including invalid items.
Fixed a bug which caused NPCs to spawn dragging ABL Wall Liners around.
Fixed several items producing wrong components when damaged or destroyed.
Fixed a bug which caused cargo pods and windows to become wrong variant when damaged.
Fixed missing log text color for removing very bad conditions.
Removed several placeholder and other unused items from the game data.
(Un)Docking Changes
Fixed a bug that could cause NPCs to fly around as if undocked, while another ship was docked to them.
Fixed a bug that could prevent AI ships from undocking if they were shallow loaded.
Fixed a bug that allowed NPCs to dock with player ship if they were knocked out, dead, or NAV was missing.
Fixed a bug that could cause NPCs to remain sitting at their NAV endlessly after docking.
Fixed a bug that could allow AIShip to dock with a target if self was already docked full.
Police Changes
Fixed a bug that could cause police to ignore player after docking with them for a police action.
Fixed a bug that caused OKLG arrest encounter to leave the player wanted if they chose to pay in installments.
Fixed a bug that could cause an officer to get stuck questioning the player if the player saw officer as friend, but it was not mutual.
Added code to help officer recognize wanted suspect during shakedown.
Added a way for police to end the interrogation peaceably if they have no accusations or beef with the player.
Fixed a bug that caused police to undock with player aboard after finishing questioning/fine.
Fixed a bug that caused police to forget their shakedown pledge after they complete it the first time.
Fixed a bug that caused player to become wanted when undocking from a police ship, even if police were dead or KO.
Fixed a bug that could cause police to fail in interrogating the player if save game was loaded while police was on player ship.
Fixed a bug that could cause LEO to get stuck ordering player to stop there, under arrest, if save was loaded during a shakedown when an arrest started.
Fixed a bug that would leave police officer on player's ship after player went to jail or used ferry.
Fixed a bug that caused police to resume interrogating player if player teleported to jail then docked with that police ship again.
Fixed police ships to have more space between terminal and chair, to prevent NPCs from dismounting into the wall/terminal.
Fixed a bug that caused police to go into arrest mode again immediately after arresting player.
Added code to help police exit arresting mode during shakedown if target is no longer a criminal.
Fixed a bug that could cause crimes to be ignored if player was standing under certain appliances (e.g. air pumps) or walls were too close behind them.
Fixed a bug that could cause attacks to be ignored if player was standing under certain appliances (e.g. air pumps) or walls were too close behind them.
Probably the biggest collection of changes in this patch center around police behavior. We received a wide range of bugs involving police, and this patch tries to address as many of those as we could.
This covers police getting stuck in interactions, paying fines having no effect, police not seeing the player doing crime correctly, police absconding with the player aboard their ship, and more.
We also included some code to try and self-heal save games from these bugs, though it is important to remember this patch may not cover 100% of cases. Generally speaking, if you try to either finish the current police interaction, or run away (triggering a warrant), things should eventually get back on track and behave normally in affected saves.
This patch also includes a bunch of fixes for NPC ships with unconscious or dead crew, as well as issues with docking and undocking. This should hopefully result in fewer cases of ships doing things that shouldn't be possible.
There was at least one bug fix in here which addresses the game freezing, and sometimes crashing to desktop. This was caused by an infinite loop when the player was knocked-out due to high Gs in such a way that sleeping relieved pain, woke them up, that caused pain again, they knocked-out, etc.
OKLG's asteroid was also spawning at twice its correct size, and new games should now see that correctly. This might prove to change how you see the boneyard quite a bit, literally!
Also, a special "treat" was added near REDACTED :)
Finally, there were a range of other bug fixes from big to small.
As always, there's plenty more for us to fix, change, and add! And we'll be continuing in roughly that order. In the meantime, let us know if this patch helps you out, as well as if it reveals new problems!
Best, Daniel Fedor Founder, Blue Bottle Games, LLC
Additions: 1) Added a faint light to the Gate Key to make it easier to see, as it was a bit too hidden before. 2) Added Credits for the 3D model added last update, as I forgot to before and that's really important and is the main reason I pushed this update. 3) Added some text telling you that you can allocate PTSD to the Bonuses, as most players didn't seem to notice that.
Changes: 1) Moved the black barrier used to emulate the lights going out. - Accidentally moved it last update so I wanted to move it closer to where it used to be - I'm unsure if you can even tell in-game but I just noticed and thought that should be adjusted
Slight Tangential Note: I want to update the cover art of the game soon to make it more visually striking so if you notice it suddenly changes to something significantly brighter, that is why.
Who is ready for a Castle Crashers Painter Boss Paradise DLC development stream?!
We'll be live this Friday, October 4th, at 2:00PM PDT on YouTube, Twitch, and here on Steam to discuss some new features with our special guest Reckerless! See you soon! 😊
The demo has been released and the playtest has been deactivated. Here's what's changed since the latest playtest build:
Improved recoil
Added rocket types
Added biomes
Added gold
Added inventory UI
Added vehicle crash sounds
Host game screen displays color map
Keybinds
Added shovel place block animation
Changed fog
Reduced camera far plane to 250 meters
Added theme music for each team
Optimized mesh generation
Added procedural maps
Better textures for UI
The Plans
Here are some things that I want to add to the game in the near future.
Vehicles:
Humvee - This will be the main troop transport of the game, and it can hold 5 people including the gunner.
Tank - The final boss of the game. Expensive in resources to build but worth it.
Gamemodes:
Invasion - Co-op gamemode where you hold out against attacking AI enemies trying to capture your flag.
Assault - The inverse of invasion mode, where instead of defending, players are attacking. But instead of capturing a flag, the goal is to eliminate all the AI enemies. Permadeath is enabled.
Game settings:
Hardcore mode - You only have one life!
Realism mode - Bullets do more damage, zooming in is disabled, and the crosshair is removed.
Ultra-hardcore mode - When you die in-game, you die in real life.
This weekend we’re running a Stash Tab Sale! You can view the full selection of discounted tabs by pressing M in-game. The Stash Tab sale ends at 5PM October 7th PDT.
If you’re missing points for the sale, be sure to check out the Paladin and Penance supporter packs by pressing M in-game!
Nimh’s got a bold new outfit for you to check out, and let’s just say he’s never looked so… well, we were going to say “badass”, but that might be pushing it. He’s never looked so pirate-y, that’s for sure!
Let’s be honest, Nimh probably wouldn’t last too long on the high seas, but he sure does rock the look! Hey, at the very least you can hang out on the docks and watch the sun set over the ocean or something. To unlock Nimh’s brand new Pirate Outfit, all you have to do is log on daily to collect your Event Tokens - no pillaging or plundering necessary! (Gotta keep things quiet and calm for Nimh’s poor heart, after all…)
To celebrates the day of feasting and abundance, the Harvest Festival holiday week is now live!
During this week complete as many tasks as you can to unlock various rewards, among them the glowing Pumpkin Head! (Not all tasks can be completed by all players)