*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.
This week, while still making great progress on our new features we still hope to share with you all soon, we wanted to get some more fixes out for you all in the meantime. To assist with our testing internally, and as a tool for any players in Singleplayer or those who are the owners of a Private Universe, the Dev Console is now accessible in-game with the Slash "/" key.
The Dev Console comes with an auto-fill recommendation system that will display any relevant commands depending on what is entered in the input field, showing all possible commands, displaying their states, and overall helping usability.
These recommendataions will also show all possible inputs for certain fields such as spawnable items, vehicles, droids and creatures.
In addition to possible inputs, where applicable the hint will also display current status of a related variable, for instance the "set" command's hints will display the current vitals of the player.
Added - Dev Console for both players and devs in singleplayer or for private server owners.
Added - Fade in and out for all loading transitions
Added - Reticle to Melee Weapons
Added - Auto swing to Melee Weapons
Added - Foley ramp in on fade in and out
Added - Wind sound to mines
Added - Cinematic snow to Aziel.
Added - UI audio while in Cinematic mode.
Added - More detail when fading our audio during exit game.
Changed - Hover now allows mid-jump hovers if hover fuel is available.
Changed - Rebalanced hovercraft fuel consumption
Changed - Updated art in All Mines
Changed - Updated Atmosphere in All Mines
Changed - Cleaned up mine design systems.
Changed - Pop Up to Right side of the screen
Changed - Softened walk to Idle in 3rd Person
Changed - Plant triggers to off after harvest
Changed - Updated GAV materials and projectile sound.
Changed - Reduced fog in the rainstorm on Proteus.
Changed - Adjusted Reflections in Mine.
Changed - Renamed custom option "Resource Recharge" to "Mineral Respawn Rate" to improve clarity
Fixed - Tanks inventory not properly saving
Fixed - Build manager reference issues
Fixed - Barracks and Habitat joint connections
Fixed - Minerals now respawn as intended with Resource Recharge (now Mineral Respawn Rate) custom option
Fixed - Autocomplete on dev console for Barrels and Glass Containers
Fixed - Issues with Mine stairs traversal
Fixed - Issues with Terrain in mines
Fixed - Issue preventing crafting
Fixed - Null on Audio for FX Handler
Fixed - Singletons not getting registered after a scene load
Fixed - Issues Causing players to get stuck in mines in multiplayer after space travel.
Fixed - Melee Distance on weapons in 3rd Person
Fixed - Corrected networking objects with incorrect view IDs.
Fixed - Errors reported by the internal error reporting tool
Fixed - Color errors on Terrain in Lutari and Aziel
Fixed - Color errors on Main Menu terrain
Fixed - Vehicle ownership string updating with ownership transfer.
Fixed - Mission system not initializing when starting a new character.
Fixed - Nature object syncing preventing loading
Removed - Convex collider from Potato
As you enjoy these improvements, please continue to reach out to us with any concerns, and be sure to keep an eye on our Roadmap so you can see what is next to come!
- Fenix Fire Entertainment
Version 0.4.453 - Polish, Stability, Fixes
Hello fellow explorers,
After receiving your feedback reports with trouble loading and space traveling we took a deep dive to give these systems a stability pass. A special thanks to the players from the community who helped us reproduce many of these issues, and therefore solve them.
Change List
Added - auto swinging to Melee Weapons
Added - Redicle to Melee Weapons Fixed Melee Distance on weapons in 3rd Person
Added - Implemented animation speed control for knockback in animation driven creatures
Added - Implemented IK directional step control for knockback in IK driven creatures
Added - knockback particle effect handling
Added - main menu PPV
Added - support to send mode in Feedback Reports
Added - blur to Main Menu bottom bar buttons
Added - cinematic snow in Main Menu Added Snow assets
Added - Space PPV to Lutari
Fixed - more issues with singletons not getting registered after a scene load
Fixed - networking issues concerning players travelling between planets
Fixed - cause of massive FPS drop in multiplayer
Fixed - numerous saving issues with spaceships and remote players
Fixed - issue causing players to lose control of their spaceship during spaceflight
Fixed - an error caused by leaving a planet inhabited by pathfinding AI
Fixed - first time load issues
Fixed - overblown depth of field on establishing shot
Fixed - Objects no longer appear on the surface of the planet when in low orbit
Fixed - Spaceship can now be flipped
Fixed - issues with skydome scaling and space planet positioning
Fixed - Liquid and Gas Tanks
Fixed - buildable manager legacy code issues
Fixed - combat knife durability usage to be more inline with other melee weapons
Fixed - 0 hardness on Conduit Bender and PickAxe, currently they are both at 7
Fixed - many instances of legacy data migration issues, hopefully fixing 58% load issues
Fixed - checksum handling, this fixes some cases of the saving loading issues
Fixed - buildable object manager references to be properly a singleton
Fixed - enemy spawn amounts to properly scale with universe options
Fixed - Saving and Loading stability issues
Fixed - slightly offset panels on Laboratory
Fixed - Main Menu not loading properly after getting disconnected
Fixed - Require Pressurization to Eat
Fixed - issue with Ally map not getting updated causing the turret to still fire at allies
Fixed - enemy syncing in multiplayer (enemies should no longer teleport around)
Fixed - collision on Colossus beetle
Fixed - Ammo boxes in mines
Fixed - Jump Idle
Fixed - forward thrust after leaving spaceship while in space
Fixed - Space distance on all Persistent Scenes
Fixed - distance rendering in Main Menu
Fixed - camera far distance settings
Fixed - fossil collision and pathfinding
Fixed - Stackable Object rotationChanged
Fixed - Collider is now disabled on branches when it is harvested
Changed - Updated death message UI
Changed - Tweaked Droid obstacle avoidance when in groups
Changed - Increased emission on the beacon material
Changed - Updated build version warning UI on Main Menu
Changed - Reordered fade in order on establishing shot text
Changed - Unlocked all buildables from their position grid
Changed - Oxygen is no longer in space
Changed - Vehicles now settle with physics when spawned and flipped
Changed - Improved harvest rate of Barrels
Changed - Increased capacity of Glass Container to 100 units of liquid
Changed - Normalized vehicle refuel amount from both the tanks and player interaction
Changed - Tuned chisel durability to be more in-line with other harvest tools
Changed - Reenabled creature zones on Proteus
Changed - Reduced fuel consumption on Rover and GAV
Changed - Feedback panel now retries up to 5 times when a bug fails transmission
Changed - Feedback panel will now not clear the previous bug settings
Changed - Extreme thirst and hunger drain
Changed - Dungeons now count as a pressurized area for consuming food and water
Changed - Upped TOD cycle slider to max out at 10x
Changed - Adjusted used Minotaur loot table to match the changes made to the legacy one
Changed - Softened walk to Idle in 3rd Person
Changed - Set Plant triggers to off after harvest Fixed null on Audio for FX Handler
Changed - layout in Main Menu
Changed - Brought in minimum build distance to 2M
Removed - renderers from colliders on vehicles
Removed - Distance Asteroids from Proteus 2 Low Orbit
With this update we’ll be monitoring your feedback and continue to iron out any issues as they surface. New material listed on the Roadmap is coming along nicely and we look forward to sharing this with you soon.
BTW, I can’t believe it’s the middle of March already! Apparently time flies in the Gliese 581 system. Thanks again for all your support and kind words. We read everything you write and your support means the world to all of us here on the dev team.
Where we’re going, we don’t need roads. Brian
Version 0.4.400 Available Now!
Coming off last week's polish updates is a focus on vastly improved interactions along with a full upgrade to the Gameplay Options!
Gameplay Options
We added a slew of fresh new options to suit a wide variety of gameplay tastes. Want to tame down survival gameplay and focus on building? We got that. Want a hard-core-hard-science experience? We got that too. These options are available for your Single Player and Private Universe campaigns. Public Servers will be set to Normal for now.
Chisel Interaction
Working from the technology recently added to the Multi Tool, we’ve added a damage meter when mining minerals with the Chisel. The chisel also has an intelligent reticle in both first and third person modes to illustrate what is in range.
Third Person Melee
We spent the bulk of the week on 3rp person melee. First, we needed to make sure the weapon swing occurred over the center of the screen to coincide with the reticle. This was accomplished with complex math rotations on top of the motion capture animation data. Then, the trigger sphere from each weapon mathematically calculates the precise position of the hit for proper FX and damage dealing. We also added a raycast from the center of the screen at precisely the right time per swing to calculate detection from the camera, then compare the data from the swing sphere and raycast to find the proper result. Finally, a simple animation speed adjustment when a hit occurs creates the feeling of collision. Also, when holding a melee weapon the camera is brought in to showcase the action. When added all together, we find the 3rd person melee feels very satisfying, responsive, and consistent.
Durability and Hardness
Every surface and melee weapon now has hardness. This is scientifically based on Moh’s hardness scale and each mineral now displays the correct hardness value. Your default chisel is made of steel and therefore has a hardness of 7. Hit any material less than 7 and the chisel will not lose durability. Hit an object over 7 and it will lose durability.
Once durability of an item is depleted it no longer is destroyed - this was far too punishing and not good design. Instead, the item enters a fully degraded state, flashes red, and can still be used but will deal less damage. All items can easily be repaired on the Repair Table.
Utility Interactions
We’ve added proper contextual subtitles to many of the Structures and Utilities in the game, describing states/uses for each.
For example, the 3D Printer requires power to use. If it does not have power the Printer does not light up and the HUD displays it does not have power. Build a nearby Solar Panel and the Printer lights up and is fully interactable. We’ll be adding this functionality to all Utilities and Structures as we go.
Stackable Storage
First, we tracked down the bug preventing the Depository from stacking. Then we added functionality to make other items stack, and added this to the Space Debris Chest!
Here's a video that showcases some of this week's features:
[previewyoutube="60uOa1znOGo;full"]
Bug Smash
The Feedback tool continues to be a fantastic resource between player and developer, and we knocked out hundreds of reported issues this week, many having to do with space travel. Here's this week's change list:
Added - Survival Sound Library Added new cross hair textures
Added - Highlighter filtering to bias towards pick ups and selected objects
Added - Highlighter filtering to bias towards pick ups and selected objects
Added - Info Display to selected Inventory Icon
Added - sounds and FX to Forge
Added - sound to Space Debris Chest
Added - Redicle to MultiTool
Added - redicle to Chisel
Added - Redicle System to Multi Tool
Added - highlighter to all creatures
Added - sound to all creatures
Added - look at transform for Airlock Ramp Making sure the creature prefabs got updated
Added - Graphics Jobs for more optimizations
Added - Decal Library
Added - Decal System
Added - 3rd person hit pause with successful hit
Added - Discovery system foundation
Added - math to determine proper placement of 3rd person hit collisions
Added - dynamic key interactions to Utilities
Added - proper subtitle for Utilities and Structures
Added - harness to all melee weapons and tools
Added - chisel hardness detection
Added - flashing red icon to destroyed items
Added - harness to all minerals
Added - hardness system
Added - raycast to 3rd person combat
Added - durability and hardness to Tactical Knife and Chisel
Added - Panic audio to Player
Added - a weight stat to CreatureSpecies in CreatureData
Added - hit stun and knockback systems to creatures
Added - - ded Eat and Drink sound Emotes
Added - volume control to DroidSound audio cues
Added - messages for the remote user when they are added and removed as Allies
Added - Custom Options back to singleplayer and private multiplayer
Fixed - enemy syncing in multiplayer (enemies should no longer teleport around)
Fixed - collision on Colossus beetle
Fixed - Ammo boxes in mines
Fixed - spaceship duplication issues
Fixed - a bug that would cause ID mismatches and could cause any number of issues
Fixed - Turrets should no longer target Allies
Fixed - Panels on the escape pod should no longer respawn when reloading the world
Fixed - commander in Beta Mine
Fixed - a bug causing enemies to stop spawning until the world was reloaded after a certain number
Fixed - Seek task from indefinitely retreating from player
Fixed - invisible collision in craters of Lutari
Fixed - infinite terrain in Lutari causing frame hitches
Fixed - Lutari Low Orbit Fixed low gravity movement speed
Fixed - Aziel disappearing in Low Orbit Fixed particles showing on Aziel surface from space
Fixed - hover landing in first person
Fixed - display weather only on Planet
Fixed - shovelling from crouch in 3rd Person
Fixed - jumping from crouch
Fixed - Glitch option
Fixed - Gas Tank trigger blocking other triggers
Fixed - solid green lab wall on interact
Fixed - Repair Droid repair sound
Fixed - Run Reticle size
Fixed - Feedback when not added a screenshot
Fixed - all weapon shadows
Fixed - light in Inflatable Dome
Fixed - Trigger in Inflatable Dome
Fixed - Ramp in Inflatable Dome
Fixed - interaction on environment objects
Fixed - Crafting Table crafted icons not appearing
Changed - Configured hit behaviors on all creatures
Changed - Adjusted Pursue and Seek tasks to properly interrupt when a creature is hit
Changed - Adjusted base health values for all creatures
We hope you enjoy this week’s build! We have some pretty big stuff coming right around the corner, and also like the gains we’re seeing from polishing details. Therefore we plan on focusing a third of our effort to new material, a third to polish/balancing, and a third to bug fixes/stability. So ~33.3% for each, if my math is correct.
Light speed is too slow, Brian
Version 0.4.382 - Polish, Polish, Polish
Since Tuesday we’ve been focused on improving the interactions in the game, notably the combat, weapons/tools, and item interactions, along with numerous bug fixes. We’ve also been starting on a sound design pass, cleaning up many of the sounds with higher quality audio.
Shout out to the Feedback Form
We are seeing great results from the in game feedback form. The feedback you are posting goes directly to our live web page where our community manager records each issue into our internal database. This allows us the dev team to organize and prioritize bugs and feedback quickly, allowing us to improve the experience for you. Yet another way we are working on improving our connection from player to developer.
Speaking of feedback, be sure to either include a screenshot or a comment (having both are great!) as this really helps identify what your feedback refers to. On a side note, we’ve been getting so much feedback we actually crashed the server this week. However, we were able to migrate to a new cloud server with quadruple the horsepower while retaining all the feedback data in a matter of an hour. Just another day at the office!
A Note On Resources
You may have noticed that resources are finite (meaning they don’t respawn). This is a feature we added to the save game system to solve for exploits in the gameplay, such as exiting to the main menu, coming back, and mining all the minerals again. Going in and out of a menu or a mine to get resources is not good design, obviously, and we have plans for that.
In the coming weeks we will be doing a balance pass in the game, putting minerals and economy through some much needed adjustments. Gameplay options will also be receiving mineral spawning, including finite (which we never had working before), to the custom options so that you can tune the gameplay to your taste.
Multiplayer Allies
We’re phasing out the Party feature and instead introduced Allies. To share your base assets, simply just run up to your friend you press F to add as an Ally. Your assets will be available to your allies offline and persist between play sessions. Allies will lead the way to a more full feature set in the works - Colonies.
Combat Improvements
We added another layer of polish on the creature AI, this time focusing on hit reactions and knock backs. We’ve also added noises and sounds to the creatures, bringing them more to life.
Multi Tool and Chisel
These tools received a much needed reticle pass, showing you what is interactable. In the case of the Multi Tool you will see how much health an item has as you dismantle. The Chisel now has a reticle showing where it will apply damage.
Improved Night Rendering
Using our realtime global illumination the night time is now rendered with more bounce light, allowing you to see and traverse at night. It can still be spooky, especially if you hear something behind you (spatial audio fixed! Woohoo!).
Change List
Added - Ally system, an ally can access all your items, even when you are offline
Added - melee stance to melee weapons
Added - sound fadeout system to fire
Added - messages for the remote user when they are added and removed as Allies
Added - hit stun and knockback systems to creatures
Added - hit reactions on all creatures with available animations
Added - hit behaviors on all creatures.
Added - prefab testing scene
Added - more loading and saving stability fixes
Added - redicle to Chisel
Added - redicle to MultiTool
Added - sound to Space Debris Chest
Added- sounds and FX to Forge
Added - Info Display to selected Inventory Icon
Added - Highlighter filtering to bias towards pick ups and selected objects
Added - Survival Sound Library
Added - new cross hair textures
Added - Redicle System to Multi Tool
Added - Eat and Drink sound Emotes
Added - weight stat to CreatureSpecies
Fixed - double spawning crashsites
Fixed - issue where initiating a save while a save was active would corrupt save data, usually the main culprit for data loss when entering the mines
Fixed - issue where inviting or uninviting a user to a private server would not save the invites list after pressing the Update button
Fixed - spaceship getting stuck returning to planet from low orbit
Fixed - Excrement collector now properly persists its time remaining
Fixed - activateable objects such as the shield and flood light now store their state when saving and loading
Fixed furnace's water collector's storage is now persistent when saving and loading
Fixed - issue where the player would sometimes lose their crashsite persistence
Fixed - missing collider on ground of rover in beta mine
Fixed - interactibles being marked as busy in singleplayer
Fixed - droids giving proficiencies for nature objects they gather
Fixed - the player now respawns with a repaired suit instead of the broken suit persisting
Fixed - dust storms should no longer damage the player in space
Fixed - Seek task from indefinitely retreating from player
Fixed - Made Inflatable Dome pick up able again
Fixed - crafting icon amount text
Fixed - Outdoor sounds are now muted when in a structure
Fixed - Player stuck in structures after jumping
Fixed - spatial sound on worm
Fixed - spatial sound on meteor
Fixed - commander in Beta Mine
Fixed - all weapon shadows
Fixed - light in Inflatable Dome
Fixed - Trigger in Inflatable Dome
Fixed - Ramp in Inflatable Dome
Fixed - interaction on environment objects
Fixed - Crafting Table crafted icons not appearing
Fixed - 3rd person melee hit detection
Fixed - bug causing enemies to stop spawning until the world was reloaded after a certain number had spawned
Fixed - commander mission reading as Alpha mine instead of Beta mine
Changed - hearing range of monsters in the mine by half to better allow stealth gameplay
Changed - Brightened Proteus night sky
Changed - Updated Highlighter System
Changed - Updated Crash site and Proteus items to use this layer
Changed - Polished fire and FX in crash site
Changed - Made Chisel swing loopable in third person
Changed - Chisel animation improvement
Changed - First Person hit detection of Chisel at 2 meters instead of 4
Changed - Moved pick up prompt to side of screen
Changed - Increased size of all inventory icons
Changed - UI polish on Player GUI
Changed - Improved sway on starting weapons and tools
Changed - hover particle
Changed - Increased flashlight brightness
Changed - Widened flashlight radius
Changed - Reduced sound of player breath by half
Changed - Capped snow and sand coverage on player at 10%
Changed - Sound pass on all environment sounds on Proteus 2
Changed - Sound Mixer for better volume control in first and third person modes
Changed - Upressed textures on crude melee weapons
Changed - Optimized Repair Table
Changed - Optimized Workbench
Changed - Rebalanced all player weapons to each have their strengths and weaknesses
Changed - Updated sounds on health items
Changed - Sound polish on Crash Site
Changed - Pursue and Seek tasks to properly interrupt when a creature is hit
Changed - ragdoll kill force on all creatures.
Changed - base health values for all creatures
Removed -customize structure for now until new features are in
Removed - aluminum from Steel recipe
Removed - Party system (replaced by Ally system, fixing many of the issues the party system had)
Removed - Temporarily disabled missions past Follow the Commander while the story and mission system gets rebuilt
We hope you enjoy this latest version and polish pass. We have lots more to do to polish further, but we like the gains we’re seeing to the feel since improving these interactions. Half of our team will continue on polish and move into balancing, while the other half is focused on implementing new content from the roadmap.
Onwards and upwards, Brian
Tiny Patch - Build 0.4.350
Important Alert
We experienced a glitch in the multiplayer save data and are working to resolve this. As a fail safe, multiplayer players will likely have their data rolled back to Friday, Feb 19th. We apologize for the inconvenience.
We are working on the following regarding this glitch:
Adding in further back ups of data
Adding more security measures
Adding more data safety to functionality
In addition to this, we gathered reports from the community across our channels and went ahead and fielded these items:
Change List
Added - Map icons for all droids
Added - Mineral Outcroppings to mines to temporarily help offset persistent surface minerals
Added - Feature so that Landmine does not hurt owner
Added - Saving of a Droid's current command so that they resume when returning to game
Fixed - Landmine Textures
Fixed - pink Buggie Tires outside Gamma mine
Fixed - the private server invite functionality
Fixed - Mineral Map Icons no longer respawn when reloading the world
Changed - Optimized Gas Tank
Changed - Optimized Liquid Tank
Changed - Liquid Tank color to Blue
Changed - Optimized all Ground Turrets
Changed - Optimized Forge
Changed - Optimized Landmine
Changed - Optimized Marker
Changed - Making sure Depth of Field available for Proteus 2
Changed - Enemies can now freely move around Alpha and Gamma Mines
Changed - The Minotaur's front legs are now attackable
Changed - The Elida's head is now attackable
Changed - Tweaked lighting in Alpha and Gamma mines
Changed - Reduced the difficulty cost threshold of enemies in the mines by half for now
Changed - Buffed Pistol damage to better match other weapons and new creature HP
Changed - Capped mine difficulty scaling
Changed - Adjusted AudioSource 3D settings on all Creatures and Droids
Changed - Added and configured LODGroups on all Creatures and Droids
Changed - Optimized Highlighters by default on all Creatures and Droids
Changed - Disabled enemy spawn wave with crashsite
Changed - Disabled forced sandstorm at crashsite
Changed - Renamed Berry to Fern Tree Berry
Changed - Renamed RedBerry to Redfern Tree Berry
Changed - Renamed Fern Tree to Fern Berry Tree
Changed - Renamed RedBerry (the tree) to Redfern Berry Tree
Changed - 5 patch tape now spawns in the pod
Removed - RegionObjects on all Creatures and Droids
Removed - any 'dummy renderers' from all Creatures and Droids
Removed - region objects from furniture, hopefully fixed randomly disappearing furniture
We also updated the Feedback report with these features:
Added descending order, so latest issues appear on top
Filtered out issues that either do not contain a screenshot or a comment - since there is nothing we can access without at least one of these items
Added a feature where you can click on the screenshot to view full size
We hope these changes improve the experience for you, and apologize again for the data glitch.
Over and out, Brian
Frozen Worlds and the Rise of the Machines
This Main Branch built from the past five Experimental builds adds a never-before-scene-surprise...the Security Unit!
This is a very significant update for Osiris: New Dawn as it graduates the new Cloud Data System, Seamless Space Travel, the new moon of Lutari, the new creature Moon Mantis, restored and improved moon of Aziel, Herd Behaviors, improved Droid AI and Pathfiinding, while adding hundreds of improvements, fixes, and polish.
Rise of the Machines
This is the first version of the new Droid AI systems, and although they're a little rough around the edges we decided to share them with you now.
Security Unit
These armored bots will follow you into any combat scenario. Sentry Units feature a highly powerful blaster and can travel in squads.
Mining Assistant
Why mine when a Mining Assistant can do the dirty work for you? These handy bots will seek out minerals and continually mine. Simply access each one to grab what they have harvested.
The O.M.P.A. has also been upgraded with the latest AI system, putting it's specialty into repairing and base maintenance. If you have a large base, you'll want to have a few OMPAs around to keep everything in tip top condition.
[previewyoutube="gy4xezJoNQY;full"]
In case you missed last week's Experimental Build, we added:
Lutari
The second moon of Theseus Prime is Lutari. Lutari is positioned very close to the Theseus Prime ring system, giving a beautiful look at the “hot Jupiter’s” rings. Similar in appearance to our own moon, this world features reduced gravity, strange “Moonshrooms” and is rich in rare minerals.
[previewyoutube="C3Rrhffr9GQ;full"]
Moon Mantis
The first discovered Lutarian is the Moon Mantis, which appears to be some sort of predator that roams the surface.
The Moon Mantis takes advantage of our new IK Creature Animation system which allows math driven IK for traversal and feet planting while using expressive key framed animations in the attack sequences. We’ve had a lot of players ask for this, which has also been on our roadmap, and now it’s here. Other creatures will be receiving this animation treatment as we go.
Moonshroom
Not completely desolate, there seems to be a strange iridescent shrub called a Moonshroom on the moon’s surface.
Lots of fixes and improvements
In addition to graduating everything from the past 5 weeks into this update, we managed to knock out lots of fixes and polish from issues found by the community and our testers.
Whew! We're super proud of this Main Branch build! With this build we will be updating the Roadmap as we move closer to and closer to full release.
Over and out, Brian
Experimental Build 0.4.303
*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.
After gathering reports from the community across our channels and went ahead and fielded these items:
Added - Habitat and Beacon now appear both on the compass and have icons on the map
Fixed - bug that would prevent multiplayer servers from loading
Fixed - pink materials on Custom Ramps and Skylights
Fixed - bug causing the Crashsite enemy wave to spawn twice
Fixed - bug causing the player to lose Science points when logging in and out
Fixed - Legacy migration is now only ran once, instead of in the instance of not finding current data, allowing deleting all characters manually and not having them reappear
Fixed - bug that would cause players to get sent straight to the class selection screen even if they have already created a character
Changed - Patch Tape now costs 1 Cloth Bundle and 2 Berries and can be crafted in the Player's inventory, Printer, Fabricator, and Advanced Fabricator
Changed - Higher level new creatures no longer cost 0 difficulty, so should no longer spawn in greater numbers, or sooner in progression than intended
Changed - fast tracked a few economy rebalance changes to improve current playability
Changed - Cloth Bundle now is crafted with plant life found on Proteus, and is craftable in the Player's inventory, Printer, Fabricator, and Advanced Fabricator
Changed - Upped the data storage size for player XP to prevent any overflow issues
Changed - in-game description on Cloth Bundle
Changed - Crashsite spawn wave is now clamped to a maximum of 2 weak creatures
We thought it would be better to get these fixes and changes in your hands now as opposed to later in the week. In the meantime, we're heads down on this week's update.
Over and out, Brian
Experimental Build 0.4.292
*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.
While half our team focused this week on data stability and multiplayer, the other half worked on adding a new moon, creature, and lots of polish and bug fixes. We also added dedicated quality assurance testers to our team, which has allowed us to really stress test the game and has already proven to be worth the cost ten times over.
Lutari
The second moon of Theseus Prime is Lutari. Lutari is positioned very close to the Theseus Prime ring system, giving a beautiful look at the “hot Jupiter’s” rings. Similar in appearance to our own moon, this world features reduced gravity, strange “Moonshrooms” and is rich in rare minerals.
[previewyoutube="C3Rrhffr9GQ;full"]
Infinity Terrain
We also added back in our “infinity terrain” system and improved it greatly. Added first to Lutari, the infinity terrain will generate in all directions at huge distances, completely removing any end of the world. We optimized the system from previous versions and improved the visuals to allow for parallax mapping and detailed shader system, the same shader system on the primary terrain area, which gives a nice cohesive look.
All the other locations will be getting the Infinity Terrain in future releases.
Moon Mantis
The first discovered Lutarian is the Moon Mantis, which appears to be some sort of predator that roams the surface.
The Moon Mantis takes advantage of our new IK Creature Animation system which allows math driven IK for traversal and feet planting while using expressive key framed animations in the attack sequences. We’ve had a lot of players ask for this, which has also been on our roadmap, and now it’s here. Other creatures will be receiving this animation treatment as we go.
Moonshroom
Not completely desolate, there seems to be a strange iridescent shrub called a Moonshroom on the moon’s surface.
Changes to Slipping
The controversial and much debated foot sliding mechanic has been tweaked in this version. When attempting to jump at the highest peak incline the slip now has a very small chance of causing a suit breach. The sliding duration has been drastically reduced to allow for quicker interaction after sliding.
User Interface Transitions
Something we’ve always wanted to add in and finally had a chance. We started with some nifty zoom transitions when going from menu to menu.
Lots of fixes and improvements
Huge focus on furthering the data stability since our change to the cloud file system. Countless bugs were fixed this week around these features. We also fixed party member ownership, building, and other control issues.
Change List
Here's list of what we hit this week, we kind of went a little crazy:
Added - New multiplayer buffer system
Added - mode title to Main Menu
Added - Quick Level Test spawn points to World
Added - configured Lutari LevelDesign scene with CreatureZones
Added - Lutari to Proteus2 LowOrbit
Added - AStar and configured loading settings for Lutari | Added GraphCache file
Added - Lutari WorldArt lighting pass
Added - Lutari sections file
Added - Highlighter to crab and rock pickups
Added - Creature enum for pick ups
Added - color coding for Cover during storms
Added - Set atmosphere, stars, planet and weather settings for Lutari.
Added - thin atmosphere to lower audio levels
Added - Configured Lutari plants for collection
Added - logic to request the master client save every 30 seconds while a player is attempting to join, to account for any unexpected loss in photon calls
Added - null check to weathermanager's photonview setting in awake
Added - Moonshroom item, configured to work with lutari plant prefabs
Adding - Transition system
Added - transitions to in game menus
Added - Crystal shader
Added - Lutari mineral variants
Added - lots of minerals to Lutari
Added - planets reference to Lutari_Persistent
Added - PlanetTrigger to Lutari planet in Proteus2_Persistent
Added - failsafe to not run the dynamic wave spawner if no enemies are specified
Added - finished automated backup, syncing of backup, and loading of backup-ed file in the instance of corrupted file either overall or in the instance of erroneously erased data
Added - Infinity Terrain to Lutari
Added - RTP to InInfinity Terrain
Added - More polish on Lutari materials, terrain, and rock materials
Added - Spaceship will now wait for the world save to finish before it spins up it's interplanetary drive to full speed
Fixed - Parasyte body will no longer fall beneath the world and be inaccessible
Fixed - item pickup collision settings that caused them to fall through the floor very frequently when dropped
Fixed - shadow distance options
Fixed - room names being inconsistent
Fixed - owned structures and vehicles not populating
Changed - Optimized Spaceship Landing Gear
Fixed - Player jumping over small bluffs in the terrain
Fixed - Bloom options
Fixed - Network instantiated player prefabs are now properly removed from the world when their owning player leaves
Fixed - issue causing the new buffer system to allow data desync in the buildable system due to save IDs getting desynced
Fixed - issue causing the new buffer system to save empty data entries into the persistence system, unnecessarily bloating the save files
Fixed - viewIDs not properly getting sent to remote clients for Droids
Fixed - Disabled despawning of Creatures temporarily as the system gets redesigned due to it causing severe FPS drops on clients due to creatures not being destroyed on every client
Fixed - issue preventing players from joining a master client that is inside of a vehicle
Fixed - Texture sizes for RTP
Fixed - corrupted file handling for non-data critical save files
Fixed - FileStreams remaining open due to mid-stream errors
Fixed - instances where autosave would attempt to run before the initial load has finished, causing corrupted/incomplete data
Fixed - Spaceship is now removed when a client leaves low orbit to enter space
Fixed - some errors ran into through testing multiplayer
Fixed - to Crab Pickup materials
Fixed - ghosting on selection circle sprites.
Fixed - jittery camera on Mech and MechCrab
Fixed - UI on Hovercraft and GAV
Fixed -Particle system on Hovercraft
Fixed - Player now properly spawns when remote client enters planet
Fixed - small instabilities and errors in multiplayer
Fixed -issue where save IDs were not properly counting the highest ID, causing building to be problematic
Fixed - general errors during loading
Fixed - persistent data duplication issue
Fixed - divide by zero error when starting fresh in a multiplayer universe
Fixed - some null refs in item pickup
Fixed - creature logic being ran on remote clients when unintended
Fixed - Crab Mech multiplayer sync issue
Fixed - 3rd person Camera Collision from jittering
Fixed - ownership discrepancies for party members
Fixed - bug causing remote clients destroy to not clean up the item locally
Fixed - issue with buildable object manager duplicating and not properly maintaining one single instance at any given time
Fixed - Player's location is now saved when they spawn so if they respawn they are not stuck inside the pod or at 0,0,0 world space
Fixed - 3rd Person camera for Mech
Fixed - Mech sounds
Fixed - hovercraft engine material
Fixed - Hovercraft exhaust materials
Fixed - all camera distances for all vehicles
Fixed - all headlights for all vehicles
Fixed - an issue where the BuildableObjectManager would keep references to the previous planet's buildables in memory and respawn them on a new planet
Fixed - infinite loop in saving on failure to save
Fixed - backup file sync path
Fixed - gravity when planet travelling to low gravity worlds
Fixed - bugs within BuildableObjectManager
Changed - Increased ambient and sky illumination at night
Changed - Spaceship exhaust materials less bright
Changed - Harvesting berries now provides science
Changed - Looting creature bodies now provides science
Changed - Harvesting broken droids now provides extra engineering XP
Changed - Set server debug text to be wider
Changed - Gave important scene PhotonVIews their own fixed IDs
Changed - Made lingering smoke on meteor darker to make it easier to find
Changed - Updated Crab mesh pick ups and other optimized meshes
Changed - Improved Pick Up HUD
Changed - Improved always up HUD
Changed - Adjusted atmosphere settings on Proteus 2
Changed - Adjusted LOD distances for some crab and skeliopod items
Changed - Increased resolution of displacement maps on Proteus 2 terrain
Changed - Set all Lutari textures to 2K
Changed - Set camera rendering to Forward to fix RTP black terrain issue.
Changed - Player breath is now off when in a vehicle
Changed - Switched out BuildableObjectManager's list handling with a dictionary so they can share the same persistent object IDs and not become desynced with async loading
Changed - Adjustments to incline sliding. Made sliding less time and only gives damage at a low chance percentage
Changed - Trimmed jump landing animation to make it quicker and more responsive
Removed - the need for Draw Distance limits
Removed - dummy missions from Mission Transmission
The next Main Branch update is right around the corner. In the meantime, we'll keep chipping away - lots more to do. Hope you enjoy the low gravity world of Lutari!
Over and out, Brian
Experimental Build 0.4.230
*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.
Besides adding some quality of life systems, we took the week to clean and solidify all the features we've added over the past few weeks.
Server Logs
This week we added a feature we call "Scribe", which is a server log to view what has happened on the server while you were away.
Feedback Tool
This in game Feedback system was a huge hit in our Beta Branches, so we added it to this branch. This will allow you to send us your feedback while in the game, quickly and easily. Plus, we find the screenshot feature is extremely helpful.
You can view this feedback on the Osiris: New Dawn website here:
Filling out Aziel was a snap with our new nature tools we developed last year, allowing us to add hundreds if not thousands of minerals across the surface of the 7K map. We plan on exploring this technology further, allowing seeds to create interesting variations in placements.
Change List
Most of the fixes this week went towards solidifying the Cloud Save System. Here's list of what we hit this week:
Added - Scribe Log System and accompanying UI Added - Feedback Tool and accompanying UI Added - rich mineral nodes and ruins across all of Aziel Added - snow variants of minerals Added - visual versions of all the specific resources Fixed - numerous Cloud Save System bug fixes and polish Fixed - Spaceship no longer is lost when disconnecting or crashing during transit between planets Fixed - HAB window not counting as cover Fixed - Creatures no longer damage the player through walls Fixed - Printer and Chem Station textures have been upresed Fixed - instances where interact HUD would cutoff some descriptions and build costs Fixed - collision in a wall in the Gamma Mine Changed - View ID max up to 10000 per player
In case you haven't seen it, our Roadmap can be viewed here. Now with voting:
I also wanted to take a minute and say thanks for sticking with us. It took a while to find the right crew, and right now we have the perfect crew on board to properly get after this project. People make all the difference and I couldn't be more proud of our team, their excitement, dedication, and skill.
Over and out, Brian
Experimental Build 0.4.221
*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.
OK, got a lot in this week! We finished restoring Aziel, the seamless space travel, and added in the cloud file system which will take over from the old SQL database structure. We updated the Aziel "giraffe" creature to the new AI and gave it the Herd Behaviors which we migrated over from our Beta Branch tests. We also updated a number of "quality of life" changes, moved the worms to the dunes, toned down the chance of a dust storm, and a bunch of other small items.
[previewyoutube="0HMlTJhDWQw;full"]
Seamless Space Travel
This second version of space travel incorporates asynchronous loading, removing the need of having a loading screen in between planet travelling. This will allow you to travel seamlessly from Proteus 2 to Aziel, including being in Low Orbit and a new zone called Deep Space.
Cloud File System
Version 1 of our file cloud save system deprecates the old SQL system, which was prone to errors due to data parsing over server connections. This new system has numerous benefits, such as automatic back ups of your data, much faster saving and loading (especially in high density worlds with lots of objects), and has an automatic migration feature which will bring over all your data. We took extreme measures to make sure to handle your data with care, and though it was a lot of work, we think it was worth it.
Additionally, the cloud data allows for far more variants in our save game states, which will allow us to explore more ways to customize structures and vehicles, along with being able to add more interesting game play elements. This system essentially frees us up to explore more, while adding stability, redundancy, and speed.
Aziel
The first planet restore since the code rewrite is Aziel, and she's looking better than ever. A full 7K world, Aziel is the largest planet we've made for Osiris: New Dawn. Aziel also sports a fancy new lava illumination shader for the heated areas of the world.
A side note - the worlds will continually be worked on as we go. For instance, this version of Aziel is missing the Tundra around it, and this will get added as we continue.
Herd Behaviors
We previously showed what we can do with stealth gameplay using the hearing and vision senses of the updated AI. Taking the AI further is the Herd system, which just like nature has a leader with the others following in a flocking style movement. Disturb the herd and they will scatter, all while avoiding obstacles, pathfinding, and not taking any hit to the game's performance.
Lots of Minor Fixes
Worms and storms seem to be the most frequent pain points, so we adjusted those this week, along with fixing a handful of other items.
Added - Seamless Space Travel to all gameplay systems Added - Cloud Save System Added - Aziel Planet Added - Giraffe Idle and Gallop animations. Added - Giraffe rootmotion walk animation. Added - Attack, hit, and turn animations for Giraffe Added - event system for going in and out of orbit Added - support for planet rendering while in space Added - Deep Space zone Added - reertry sounds. Added - reentry sound when planet travelling Added - support to test local and multiplayer saving from Quick Level Test Added - AI systems into restored Aziel scene. Added - mineral nodes to restored Aziel scene. Added - creature zones for Giraffe herds in restored Aziel scene. Added - and improved creature herding systems and associated behavior tasks. Added - Giraffe creature from beta branch and set up with new herding and fleeing Fixed - infinite worm spawns when a vehicle is lost to the worm in the Sand dunes Fixed - interact system crash when interacting with an object without an interact target Fixed - Compass System for space travel Fixed - Map System for space travel Fixed - creature zones not properly detecting player. Fixed - local planet issue when space travelling. Changed - Sandworms no longer are triggered when the player is in a spaceship Changed - minimizing starting health at 5 so the player does not die instantly at spawn Changed - adjustments to Structure build sounds behavior. Removed - interactable surface from hallway
With the cloud save system in we hope that data issues become a thing of the past. We're also very excited about the new level loading tech, and that adding planets in is becoming easier and easier. This was a huge week for us, but keep in mind, this is EXPERIMENTAL, meaning this material was not thoroughly tested and will get refined and tested before adding to the main branch.