*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.
Great news everyone! You can now play the entire Osiris: New Dawn story mode from beginning to end!
Complete Missions
Expanding on the missions from last round we have added the remaining missions to the Story Mode. This mode takes you on a solo adventure to discover the mysteries of the Phoenix Team and your attempt to rescue Mission Specialist Dawkins. Along the way you will fight for survival that will take you across the world, deep underground, and into space.
Story Mode Repair Design Pass
All repairables in the Story Mode have now been properly set and designed based on progression, mineral hardness, Cyptex availability, and numerous other factors to ensure a smooth and realistic experience.
Phoenix Team Voice Logs
Find clues and logs of Phoenix Team members spread across the world as you search for the survivors. These clues will be vital for your own survival.
Cryptex Blueprints in Story Mode
We resurrected an idea we had years ago and finally added it to the game in a meaningful way. Cyptex disks can be found throughout the world and can unlock build recipes for a variety of items. We feel this greatly improves the progression and rewards exploration.
Populated Mines and Caves
Lots of work went into a proper design pass of the underground areas. In addition to filling these areas with scenery and loot, we also brought back one of our most popular legacy mines. Doors have also been added, and keys now matter.
Structure Pressure Matters Now
Airlocks are now “intelligent” in that they will sense if a connected structure is not secure. Therefore, as in any pressure tight environment, all structures must be fully built and sealed prior to Airlock Pressurization.
In our own testing, we found this further creates quite a “cozy” feeling when in a large base. The elements can rage on outside, but you are dry and safe in your base.
We also cleaned up the couplers - they no longer sound glitch when walking through them.
Base Power System and Lighting
Bases now are lit by the power they receive. Therefore, you can power your base and the lights inside will turn on, eliminating the lighting triggers that set lighting previously. This means that when you leave your base at night your base is still lit up, giving the feeling of a safe place to return to while also indicating the condition of your base’s power distribution.
Furniture, Appliances, and other equipment in your base may also need power to function, which is now a thing. In order to cook food, use your computer, or run your Water Distributor you will need to properly power the structure that contains this equipment.
[h2Power Distributor Now Saves Connections Your set up of power is now persistent, and we also fixed a few other edge cases we found with working on this system. Oh, and the Power Distributor can now hold 1000 units of power instead of 100.
Completing Missions Out Of Order
One of the trickiest things, and was most of the feedback coming out of the last Experimental Build, was the issue of having to complete a mission twice if done out of order. For instance, if a player fixed all the Solar Panels, then later received the “Fix Solar Panel” mission, it would stop progression since there are no more Solar Panels to be fixed! So we explored some options.
Ultimately, the best way to solve this is proper mission structure that coincides with crafting progression - you simply can’t repair that object until the time comes. This worked for some cases, but we couldn’t cleanly do this for all.
So in addition to tackling this from the design side we also set up intelligent action sniffing - a way to determine if you’ve already accomplished something prior to being tasked to do it through a mission. This was a lot of work, but we thought it was worth it, and the end result creates a smooth, uninterrupted experience.
Known Issues and To Do’s
From here on out, we’ll be listing what is left to do and what we know still needs to be addressed. This will hopefully minimize the feedback loop and let you know what is coming and what may need fixing:
Underground loot boxes currently do not save. DO NOT PUT ANYTHING IN THESE CRATES, as you will lose that data. We’ll be adding a way to make these crates persistent in the next round.
Creature AI and animation
Weapon polish
Final text throughout and localization
Change List
Added - Power System Saving Added - Complete Mission Set for Story Mode Added - Over 20 voice logs Added - Dawkins/Fox Banter Added - Comms Link Puzzle Added - Mission Support to advance missions completed out of order Added - End Game Cinematic and credits Added - Airlock intelligence Added - Pressure System to Structures Added - Underground Design Pass Added - Coupler collision system based on pressure Added - improved Airlock UI, sound and FX Added - “Off” versions of all structures, utilities and furniture Added - Improved interaction with all Furniture Added - Art pass to Chemistry Station Added - Art pass to Computer Desk Added - Improved UI for Computer Decrypting Added - Event for decrypting a disk Added - Right click menu for Voice Logs Added - Improved Sound and Interactions for Space Station crafting Added - Furniture items now light up when powered Added - Repair Design pass
Changed - Improved Spacewalk movement Changed - improved audio setting while in space Changed - Improved lighting while in space Changed - Set less player voice sounds in Space Changed - Station name for “Osiris” to “New Dawn” in opening cinematic Changed - Story beats in opening cinematic to correspond to final story
Fixed - Spaceship take off and exit sounds Fixed - Mecha Crab textures Fixed - Labs and other Structures are now easier to build Fixed - You are now able to leave the Space Station Cockpit Fixed - IK when leaving cockpits in space Fixed - Weapon holding when leaving a cockpit in space
This build is a special one for me. I feel it successfully incorporates so many of the numerous features we’ve built over the years and uses them in a way that drives a narrative in an open world genre.
Moving on, we’ll be putting this build on the Main Branch after some dust settles. Then, we’re onto our final build for Early Access release. This final push will be focused on creatures, weapons, and any other touch needed prior to release.
I honestly think this quote every time I sit down to the computer to work:
“Do or do not. There is no try.” - Yoda
Experimental Build v0.5.600
*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! While working today on our next round of material we wound up fixing a few things along the way, so we thought it safe enough to push them up on Experimental.
Change List
Added - Story dialogue in the early part of the story adventure Fixed - Case of black Character Select screen in Single Player modes for long time players that have older save game data structures Fixed - Item crafting now uses items in the crafting table as designed and is no longer a cheat Fixed - Solar Panel repair mission in Story Mode Fixed - Dialogue queue to restrict the System Computer from talking over herself
Some players have also asked about the In Game Feedback. We're turning that off for now and instead would ask you to use Discord or our Help Desk. We find these both a bit easier for us to manage and allows us to get to your requests sooner and with more accuracy.
*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.
Hey explorers! Thank you for checking out the latest Experimental Build yesterday. We gathered some quick feedback and have a new patch for you today. Here's the notes:
Change List
Fixed - Build Goals now increment and clear correctly Fixed - Item crafting no longer takes double items Fixed - Black screen when loading in from a legacy save game (Please notify us either way if this solves your issue!)
Changed - Survival Challenge no longer requires a pressurized structure to eat
Some players have also asked about the In Game Feedback. We're turning that off for now and instead would ask you to use Discord or our Help Desk. We find these both a bit easier for us to manage and allows us to get to your requests sooner and with more accuracy.
*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! The focus of this experimental build was to clean up the Salvaging interaction and Salvage Saving, along with cleaning and clarifying the Save Game system in general. This update is important as it further separates the modes and how each behaves in terms of data saving.
Salvaging System
We fixed the preventing of Salvaging by removing the ownership of the Salvaged item. This means that in all modes any Salvageable object found in the world is not owned by anyone, until of course, it is fully salvaged and made operational.
The progress of the Salvage is also now saved properly, meaning that the salving you have done will not be wasted if you leave the game mid salvage. This also removed a loophole where Salvageable objects become constant loot givers by cycling going to the title menu and back.
Single Player Saves
Single Player saving is all about "Bed Saves" - or saving at a Hut or Bed. This further emphasizes the importance of the base area and the feeling of being tethered to it - which we feel is important to reinforce the subject of being on an alien planet with drastically different atmospheric and temperature conditions to Earth.
Your last save is now clearly displayed.
Multiplayer Saves
Multiplayer Save keeps the Automatic Save system, which records everything each player does at regular intervals. Bed Saves are less important in these modes and are mostly about restoring some health.
Change List
Added Time Stamp to Single Player Character Select Profiles Added Time Stamp to Private Universe Select Profiles Added Time Stamp to Public Universe Select Profiles Added Salvage Objects save in all modes properly Changed Save System in Single Player Mode Fixed Salvaging objects interaction and harvesting Fixed Time Stamp on Cycled Servers in Character Selection Profiles Removed Auto Save in Single Player - for now
This update was a slight detour from the planned Missions, AI, and Economy Balancing objectives, but nesseary as many of our players on Discord raised concerns. Be sure to join our Official Discord Server .
-Brian
You Paint Some Flames On The Side, Maybe Like A Rainbow Unicorn, You Got Something. - Lt. Gordon Malloy of "The Orville"
Experimental Build v0.5.509
*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!
Always remember, your focus determines your reality. - Gearge Lucas
Experimental Build v0.5.505
*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
Crossplay Multiplayer
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
Happy playing!
-Brian
Experimental Build v0.5.493
*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
Experimental Build v0.5.419
*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.
Voyager Update
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."