Outpost Zero cover
Outpost Zero screenshot
Genre: Simulator, Adventure, Indie

Outpost Zero

Version 0.9.9665

Greetings Overseers!

Today we have a small hotfix patch for several high priority bugs

1) A bug with disconnecting from the server after a few seconds of play
2) Corporate log not working properly upon login
3) Fix for respawning inside drop pod
4) Fixes for stacking ramps on top of one another and using them for support
5) Fixes for some bots and players falling out of the world and not properly recovering

Note that structures that used exploits to gain support when they shouldn't may collapse with this patch.

Version 0.9.9635

Greetings Overseers!

We have a small patch of bug fixes and optimizations for you today. See the full patch notes below

PATCH NOTES



  • Drone bots will now properly play their idle animations
  • Make AI less "escape artisty", add failsafes to prevent AI from getting "stuck"
  • Fix minion bot "retire" spam
  • Make animals better at attacking. Improve crab attack anim
  • Fix a bug with AI not finding the items in storage they need for crafting
  • Fix building and animal attacks in water
  • Show proper amounts when picking up resources in notification popups near player panel
  • Significant optimizations to server side networking code
  • Fix resource manifest showing bogus resources
  • Fix for melee block resulting in negative armor values
  • Make level 3+ handy never overheat
  • Fix turn left/right binding which wasn't showing in options menu
  • Reskin proximity switch properly, give it a proper name and description
  • Plants rare resource popout properly skinned to look like wood/carbon
  • Fix Corporate advanced crafting skill definitions so Miners are displayed only in the proper spot
  • Add expansion slots to many of the armors
  • Increase placement distance of certain large structures like extractors and large foundations
  • Don't show an permanent enemy compass icon for player
  • Clicking Show offline in social menu immediately refreshes
  • Default social menu to "show all"
  • Fix hotbar slots sometimes being reset upon login
  • Fix a bug that prevented players from leaving a corporation

Outpost Zero is free to try for a week and 30% off!



Greetings everyone!

Starting now and until next Thursday, Outpost Zero is free to try and is 30% off!

The Free Week is to help us test out a few updates as the game gears up to go into 1.0 at the end of the Free Week!

Go ahead and give it a try:

https://store.steampowered.com/app/677480/Outpost_Zero/

Version 0.9.9590

Greetings Overseers!

We have a couple of bug fixes and balance tweaks here today, as follows

PATCH NOTES



  • Add "join our discord" button to main menu
  • Update our major version to 0.9
  • Make esc not hide objectives when pressed, just stop VO
  • Fix ammo scrapper dupe bug - No more scrapping ammo and consumables
  • Update to conquest UI and objectives. Move Conquest UI to social menu. Updates to some text and UI layouts to make it clearer what's going on. Add "objectives" to conquest colony so player generally knows what to try and do.
  • Fix for a possible bug with animal loot, and a balance bug allowing high level rare drops from level 1 animals
  • Fix some "use" inconsistencies allowing players to stay connected to energy rocks and crafting stations
  • Add a harvesting Popup when harvesting animal, which also informs player about harvesting when inventory is full
  • Various server side and single player optimizations
  • Fix AI unable to access non-storage structures to find
  • Add "JoinCorp" cheat which will directly join player to a corporation
  • Increase T2 and T3 rocket launcher base damage by a lot but reduce their stack counts
  • Make animal damage depend on LOS check. Reduce animal damage vs structures by a further 67%
  • Animals have an easier time hitting you while kiting, fix mauler charge to properly damage
  • Fix a bug with other UE4 survival game inis clobbering ours causing keybinds to break
  • Increase C4 weapon radius and damage
  • "Special" pirates now only appear once every 4 raids with Pirate Captains, and there will be max 1 "special" pirate per raid
  • Make pirate captain a bit larger and more menacing
  • AI Crafting behavior improvements - cycle through aborted crafting tasks faster instead of wandering in between each one by skipping tasks that can't be accomplished. Announce when they abort task for better player-side debugging.
  • Fix a bug resulting in too many Pirate Builders
  • Fix a bug with weapon equips not working on the first try when dragged from another inventory
  • Fix a bug with picking up weapons dropped on the ground
  • Fix anonymous user data sending
  • Weapon pickups no longer show incongruous ammo counts in notification popups
  • Fix control buildings cheat to also control AI bots
  • Fix a bug allowing AI to go outside their task zone to retrieve items
  • Fix Desperate low power AI cancelling charging stations!
  • Pirate compass warning will always be large instead of fading into distance
  • Fix a bug that caused compass points to duplicate and overwhelm the UI
  • Update AI combat state combat so it doesn't result in "confused".
  • Update AI recharge state so consuming energy pack doesn't result in "confused".
  • Pirates can only unstuck "upwards"
  • Add occasional job switch to AI crafters, ensure they don't get laser focused on just one job

EA Patch #24: Dropships, Pirate Bases, and AutoCrafters!



Greetings Overseers!

We have a major patch for you today! Of note, we have implemented several major new features - Pirate Bases, Dropships, and AutoCrafters!

Pirate Bases: The pirates are fed up with corporate control of the planet and have started to develop a foothold of their own! Find the bases in the world, destroy their defense turrets, decommission their pirate workers and then loot the spoils for yourself!

Dropships: Build these new huge VTOL flying machines at a T3 vehicle pad! Dropships can hold up to 4 of your buddies for fun raiding missions, and fire T1 rockets at a limited range!

AutoCrafters: For those who don't want to depend on the whimsy of hapless minions, unlock an AutoCrafter with your Advanced Crafting skill, and place them on Machine Shops and Materials Processors. AutoCrafters will automatically craft from their own inventory just like a bot, but without the annoying jibber jabber. You can even pipe in and out of their inventories to move items around and truly automate your production facilities.

See a full patch list below.

UI



  • Play a warning sound when displaying warning text
  • Fix a bug that caused minion stats not to display correctly in the UI
  • Fix for a "double interact" UI that can popup when you finish building something
  • Make sure the tooltip always disappears when you close your inventory
  • Fix for some inconsistencies with scanning when playing multiplayer
  • POIs on the compass and map will now have better icons displaying what the thing is
  • Better description for multitool to indicate that it is useful for crafting
  • Fix vehicle damage popups which weren't previously displaying
  • Better info on who/what killed a player or bot (death by power loss is now "Power Loss" instead of "Gaiya", death by falling is "Gravity")
  • Fix for some interact inconsistencies that required players to tap "USE" several times to open something
  • ESC will now properly cancel all VO and messages including scanning messages.
  • Hitting ESC 3x will still prompt to cancel tutorial, but if the player refuses will not prompt again until 6 more hits
  • Eliminate "double notification" of player death


AI



  • NEW: Added randomly generated pirate bases. Pirate bases will spawn in the world and pirate builders will inhabit them and begin to build and upgrade them
  • NEW: Add "auto loot dead bodies" behavior to AI in patrol and following modes. Patrol bots will also drop off their loot at pipelines or storage in range.
  • Stop AI from spinning and facing an invalid location in between moves and targeting
  • Add new aggression stances for minions - aggressive to bots and aggressive to animals. Both these settings will be defensive by default but will attack the specified target on sight
  • Pirates will now be aggressive to bots by default so they are less likely to be sidetracked by animals when raiding your base
  • Pirates will now properly attack structures that they are set to raid
  • Animals corpses will now expire after 5 min if not looted
  • Fix for minion "unstuck" behavior
  • Fix animals that get stuck on rocks and such and then "rubberband" on the server
  • Fix a bug causing pirates not to deliver their VO lines in combat
  • Fix a bug causing pirates not to drop loot if killed by turrets
  • Make loot drops more consistent between pirates and animals based on level, sharing a global rare loot table
  • Fix biggs death animation, better stomp FX, reduce stomp damage so it doesn't quite 1-shot newbies
  • All animals now do less damage to structures
  • Fix nightstalker running animation so it looks correct
  • Greatly reduce AI handy welding and impact sounds so a large factory floor doesn't sound like such a cacophony


STRUCTURES



  • NEW: Autocrafter that can be piped to/from and will craft from its inventory like a bot. Can only be placed on Machine Shops and Material Processors.
  • NEW: Proximity switch that toggles when an enemy bot is sensed nearby
  • NEW: Timer switch that toggles on/off on a set timer
  • NEW: Alarm that plays a sound and shows a warning light when turned on
  • NEW: Added new "drop shield" structure that can be placed from your hotbar in enemy territory. Drop shields only last a short time and can be used as cover.
  • Fix a bug with large foundation support. Fix snapping of large foundations. Large foundations can now be placed much "higher" from the terrain.
  • Turrets now all fire projectiles which can be dodged at longer distances
  • Fix a bug with pipe and connecting pipe collision, should now match visuals much better
  • Change base shield visuals to look cooler
  • Change territory claimer visuals to look cooler and also fix "disappearing" tiers
  • Better science lab description to show what can actually be researched there, and fixed science lab visuals
  • Structure upgrades now unlock with the specific skill, instead of with a global "upgrades" skill (i.e. upgrade Power Systems to unlock higher Steam Generator tiers)
  • Structures that don't require unlock can be upgraded by improving the "craftsman" skill
  • Fix "stackable" large ceiling
  • Enemy players can no longer access friendly structures except to loot their inventory.
  • Nuclear generators will no longer block wall placement around them
  • Pipelines will now enforce a one-stack per item type limit, so that an entire T3 pipe can't be clogged by one resource type. Autocrafter has the same ability so it can't be filled with materials leaving no space for crafting results.


GAMEPLAY



  • NEW: Add Pirate Jetbiker and Mind Controlled animals to pirate raids at higher levels.
  • NEW: Added a VTOL dropship to the game that can carry up to 4 teammates and fire rockets
  • NEW: Handy now has unlockable levels. Base handy stats are buffed, but handy will now "overheat" after being used for too long without a break
  • NEW: Added a bunch of "accessory" items that can be equipped in the offhand as stats boosts. Accessories can only be found as rare loot from pirates and animals.
  • Make it so "dropped items" reflects the actual visuals of the thing that dropped it.
  • Vehicles now dismount with Q
  • Vehicles will now do a small "jump" with space, and space will make the dropship ascend, crouch will descend
  • Vehicles now strafe with A/D by default instead of turning when driving
  • Vehicles should now drive more stably with less rubber banding on a server
  • Reduce all vehicle costs by about 50%
  • Fix handy welding sound so that it no longer "cuts out"
  • Performance improvements on server
  • Fixed a bug that would cause ammo counts to desync on an equipped weapon when looted
  • Fix a bug with viewing player inventory when riding a vehicle
  • Audio pass to make distance explosions and gunshots more audible
  • Fix a crash on the server search menu
  • SMG Tier 3 now uses 7.62 ammo
  • Fix a bug causing armor to be invisible on respawn
  • Fix a bug causing max rogue level not to work properly with pirates
  • Time of Day will now be saved in an SP game (will not reset to 10am upon restart)
  • Added tutorial objectives for unlocking the players first skill
  • Added "/cheat theonecheattorulethemall" which gives players a big stack of each resource, weapon, ammo, armor, base stats and etc
  • Left click will now throw grenades and C4 instead of having to right-click + left-click to throw them
  • Make sure all higher tier weapons have distinct visuals
  • All weapons now do more damage across the board, bringing T1 and T3 weapons closer in terms of overall damage. Slightly increase animal HPs from mid->high level ranges to compensate for this.


EA Patch #23: Bug Fixes

Greetings Overseers!

Here are a bunch of bug fixes in today's patch. Of note - we are fixing the walking Drop Pod bug, the issue causing Crafting/Hauling AI to run way outside their job zone in search of items, and more. Check the full patch change log below


  • Remove superfluous tooltip on non-equipment slots (i.e. "head" tooltip when looking at a storage locker)
  • Add some rare random loot that occasionally spawns a valuable droppod, decked out corpse, salvageable wreckage, or storage chest with various different loot packages in place of animals
  • Corporation invite will now popup a confirmation box (instead of just having to click on text in chat, which is still there)
  • Interact widget fixes - increase text size, make sure colors are correct, don't show "0 hp" on stuff that doesn't have HP, adjust layout to look better
  • Fix spawn sequence (walking around droppod)
  • Slight modification to how AI unstuck works - if no navigable area nearby, teleport to a random point in 100/100 bounding box
  • Make sure rare resource shows proper "gathered" text and show gathered text at proper location (fixes stuff like water gathering) Change text color, pfx, and sound to be more overtly "bonus". Make rare resource ejection more "floaty" and bigger so it's a bit more challenging. Assign rare resources to deposits that didn't have them. Add a rare resource multiplier, and give all plants a chance to spawn a 10x carbon rare resource.
  • Fix for Rebinds: No more swapping rebinds or trying to "fix them up". Properly catch mouse input on rebind menu.
  • Start window on primary monitor
  • Make "hoverbike out of fuel" more intuitive (turn off lights, eliminate rubberbanding, generally make it less buggy)
  • Make esc properly escape all menus and also escape non-VO based warning messages in top right
  • Fix a bug causing pirates that "timeout" to drop their loot
  • Fix for AI running way outside their range for storage containers

EA Patch #22 - bug fixes!

Greetings Overseers!

Today we have some major bug fixes for you focused on AI and building structures. We also have a couple new features

- Spare Chassis - build one and respawn here!
- Server performance improvements - switch to using TCP sockets instead of UDP for chat system

Over the next several weeks we will be making some huge steps forward in AI robustness and "intelligence" so check back with us for the next patch! Full notes below

PATCH NOTES



  • Some major fixes to building system
  • Structures should always properly show green when they can be built even when connected to server, and show red when they can't
  • Structures should properly account for their own size when determining if attached objects are supported
  • There should no longer be any "spam stackable" structures (occupying the same space)
  • Foundations can now be snapped and supported properly with one another
  • Fixed a bug with electric floors giving infinite support
  • Fixed/removed some confusing snap points that led to structure snaps becoming desynchronized
  • AI can now deposit and grab inventory from farther away
  • Fixed a bug preventing AI from finding a charging station to charge at
  • Fixed a bug for AI getting hung up on small stacks of crafting ingredients
  • Fixed a bug causing AI not to find some items when crafting
  • AI will now occasionally drop off their inventory when crafting, instead of waiting until they are COMPLETELY full, so other bots can use the fruits of their labors
  • AI will do a better job of "unstucking" themselves if they clearly spawn or find their way inside a foundation
  • Make animal melee attacks less laggy on a server game
  • TAB will always reopen inventory, not skill menu if it was last open
  • Changed it so all "random" item interacts show a ? widget instead of the power icon (dropped backpacks, oddities, etc)
  • Convert the chat system to use TCP connections instead of UDP connections (major server performance improvement)
  • Greatly expand the limitations of the Corporation Log based on new TCP connections (can now store up to 500 messages while offline)
  • Fix various chat related bugs
  • Damage popups from firing weapons now properly happen at the hit location, not the "root" location of the object hit
  • Power grid UI has been revamped to make it clearer how it works
  • Power grid UI has been added back to Crafting station
  • Fix a bug with rogue weapons appearing after death, and being duplicated
  • Any "owned" dropped backpack that falls beneath the world should be teleported back to the owners base
  • New Building: Spare Chassis Mount - used to craft a spare chassis that the player can inhabit if they die (players will respawn into the spare chassis upon death. If no spare chassis exist they will fall in a droppod)


The patch is currently in test and should be released later tonight!

EA Patch #21: Another week, another patch!

Greetings Overseers!

Today we have some major fixes to AI, overhauled Pirate system, and some fixes for common structure/base building exploits and bugs.

In order to accommodate these changes, we have had to wipe old save files as they were incompatible with some of the new systems.

Please see below for the full patch notes.

STRUCTURES



  • Fixup "old pipes" becoming invisible
  • Cube is now replaced with a foundation, which is now stackable but won't allow exploiting supports
  • Fix spam click structure stacking bug, ensure better authority by server over what can be placed and when
  • Fix daily drop pod inventory
  • Fix daily drop pod not informing players where it landed
  • Power no longer transmits along pipes
  • Pylons can no longer connect to hostile bases
  • WIRING is now in the STRUCTURE menu (power submenu) instead of done via hotbar. Uses the same method as connecting pipes
  • Double biology lab size
  • Fix Science lab placement and functionality
  • Fix various snap points on large structures
  • Large ceilings have longer support distance


GAME



  • Restore densite drops to high level animals and BIGGS
  • Change the way movespeed stat works so it only affects sprint speed
  • Stat bonuses are now immediately applied when a skill is unlocked
  • Pirate raids will now begin at corporate value of 1M
  • Revamp pirate raids so they are more consistent
  • Pirates will now select a single command center, territory controller, bot, player, or high value storage container as a raid target
  • Fix raid messaging so its clearer what's happening
  • Pirate captains will only show up with "hard" raid, "hard" raid will only occur after 4 successful defenses


AI



  • Fix for animals ignoring player
  • Animals will now properly peel off aggro after chasing the player for a certain distance
  • Added some debug functionality to AI to help track down stuck states
  • Fixed some common stuck states in hauling and crafting trees
  • Haulers can now refuel generators directly from harvesting machines
  • Crafters will no longer think they have run out of inventory space if they have an unfilled stack of the item type they're making
  • AI will now automatically "unstuck" themselves when they fall into the "confused" state if they can't move
  • Re-add Dodge-Roll to AI combat states
  • Make sure Pirate raids don't get "stuck" and last forever
  • Fix mauler charge so it can't spin around on a dime and can be more easily dodged
  • Make biggs stomp more obvious and easier to dodge


UI



  • Add an equipment slot tooltip to inventory slots so you know which slot is which
  • Fix intro movie
  • Skills menu has been moved to the player inventory screen [TAB]
  • Fix FOV bug with Ansel enabled
  • Fix UI highlight so that it's the correct color
  • Fix the compass widget disappearing in certain orientations
  • Revamp the corporation menu, add a corporate log showing the last several things to happen with timestamps
  • Make sure that the thing that destroys your structures/bots/etc is properly identified in the warning message (including their corporate affiliation)
  • Fix the active player tracker in corporate menu
  • Add a large "alert" that shows over animals when they're about to execute a special move (mauler charge, crab teleport, biggs stomp)


EA Patch #20: Pipelines, Skills, and more!



Greetings Overseers!

We have a hefty patch for you today - we've reworked two major systems in our game and introduced a new ability

PIPELINES have been reworked to be much easier to place and more intuitive. Inflow and outflow pipes have been consolidated to one Connector pipe, and items can now be piped into ANY structure with inventory! You can now setup pipeline flows directly to your generators, turrets, scrapper, etc.

SKILLS have been introduced to replace the simple XP level system. You can now spend XP on unlocking skills, which will allow you to unlock structures, tiers, character boosts, new abilities, and more. Find the SKILLS menu in the MAP tab.

SKINNING mechanic has been added to the game to add to the progression system and improve the loot dropped by higher level animals as you level up.

Notably, we've also fixed some major performance issues for both client and server, as well as an annoying issue causing structure misalignment when placing on the server. Now triangles should work perfectly!

Below is a full list of patch notes

WORLD



  • Fix the wind effect on grass and foliage around the map so it doesn't look like it slides in the ground
  • Fix some lighting issues with the time of day system


STRUCTURES



  • Completely reworked pipelines into one object - no more long and short ones
  • Pipelines will have a "source" and "target" lock when being built so they can be setup more accurately
  • Inflow and Outflow pipes have been reworked to a single "connector" pipe which can connect ANY two structures with inventory
  • Made connector pipeline much more intuitive and direct to place, connecting the source and target by selection
  • Fixed issues causing pipes to "move around" and connect to different things - pipes will now save and load consistently
  • Fixed an issue where walls and etc wouldn't show which Corporation they belonged to
  • Fixed a major client performance issue with large bases
  • Fixed a major loading issue with large bases
  • Fixed a major server performance issue with miners, harvesters, and extractors
  • Fixed a major server misalignment issue causing compounding errors with snapping structures. Triangles should now place perfectly on the server.
  • Added several missing storage filters
  • Various structure collision and placement fixes



SKILLS



  • Replaced XP level system with a new "skill" system. The skill menu can be found as a tab on the map and must be unlocked using XP.
  • Renamed "pirate" XP to "explorer" XP, rebalanced all XP rewards for all actions
  • Corp XP is now awarded for building and crafting
  • Soldier XP is now awarded for fighting enemy players/bots and pirates
  • Explorer XP is now awarded for fighting animals and scanning new data
  • Added a bunch of new Skill unlocks, including structure unlocks and tier upgrades
  • New skill system is PERSISTENT across server resets, but is not yet synced between servers (future update)


SKINNING



  • Implemented a new "Skinning" system allowing players to get much higher level biological ingredients from killing animals
  • Skinning can be unlocked and upgraded via the Explorer skill tree
  • All animals now grant basic bio materials on death, but must be "skinned" after being killed to access the higher level materials
  • Rebalanced loot for all animals


MISC



  • Fix a bug causing weapons to sometimes "stop working"
  • Fix a bug that wouldn't show the player talking in the chat box
  • Fix a bug with keybinding - all keybinds should now be possible and work properly
  • Add "off" as an anti aliasing option
  • Fix a bug with disbanding a Corporation that would result in the player(s) being placed in multiple corporations and seeing strange artifacts with this
  • Fix the "destroyed by" text to work with turrets and etc and inform you which Corporation owns the thing that killed you
  • Fixed a bug preventing animals from destroying certain structures




EA Patch #19: Major patch incoming!

Greetings Overseers!

We have been hard at work on a larger content patch over the past 6 weeks. It is in testing now and should be released within the next 24 hours. Here are some of the new features you can look forward to


  • Upgrade weapons with permanent enhancements
  • A new scanning system and codex with unlockable entries
  • A beta version of our Conquest mode
  • Revamped weapons, now projectile based


See the full list of patch notes below.


CONQUEST



  • Add a beta version of conquest game mode. Gaiyacite will begin spawning after a warmup period, and unlock the following Win conditions
  • Pyrrhic Victory - Build and fully charge a volcano bomb in the mouth of the volcano
  • Economic Victory - Consolidate a certain amount of Gaiyacite in your storage
  • Technology Victory - Build and charge tech scanners on active alien artifacts
  • Revolution Victory - Build and charge a launch pad to launch a satellite that frees all bots from corporate control
  • New Structures - Volcano bomb, Tech Scanner, Launch Pad
  • Conquest mode will be available for testing in SP and private servers but will not yet be active on official servers. Use Game=Conquest on commandline


UI



  • Expanded the map to add tabs with a bunch of new info
  • New "Corporation" menu - contains manifest, and various other corporate info (Work in progress)
  • New "Character" menu - contains XP progression with full progression tiers (Work in progress)
  • New "Codex" menu - contains unlockable entries that expand on various items and gameplay features, as well as some story and lore elements (Work in progress)
  • Rework the compass to be linear instead of semi-circular, with a clearer delineation of important waypoints along the bottom
  • Interact widgets will no longer "expand" until you mouse over the object, and will fade out over distance to reduce screen clutter
  • Also fixes bugs where interact widgets clutter the screen when riding a vehicle
  • Inventory icon coloring will now correspond to a "quality" level as opposed to item class. Grey for common, Green for uncommon, blue for rare, Purple for Epic
  • Build structures list is no longer sorted alphabetically, instead sorted by how common the item is used


GAMEPLAY



  • All weapons except railgun and shotgun are now "projectile based", meaning the shots have travel times and tracers can be observed
  • Rebalanced all weapons to make them feel distinctive
  • Added a new type of consumable item which can permanently enhance weapons and armor
  • Rebalanced animal loot around drops which can be used to create weapon enhancements
  • Added "hunting" stat that can be increased by leveling up the "explorer" tree, and
  • Added a new "Scan" ability (Default hotkey: I) for most items in the game. Scanning something for the first time will grant a small amount of XP, an explanatory VO snippet, and a new Codex entry
  • Heavily buff the wind turbine generator, so it generates more power at lower elevations
  • Add some sounds that play when gaining XP, and a better "Level up" notice messag
  • Inflow and Outflow pipes can now connect from a pipeline, to ANY object that has storage, allowing you to automate things like generator filling and scrapping
  • Pirates now give "pirate XP" when killed instead of Soldier and Corp XP.
  • New structure: Science lab. Place samples collected from Gaiya and return later for some XP reward
  • New structure: Biology lab. Use material gained from hunting animals to create permanent weapon and armor enhancements


BUGS



  • Fix an issue that may have been causing some character and animal Jittering
  • Fix the randomized server-generated wind direction/intensity and associated sound
  • Fix some generator power radius issues
  • Fixed the persistent issue with pirate weapons never going away and cluttering the ground
  • Fixed an AI bug with haulers that caused them to freeze up, they should be better at hauling now


Over the next few weeks, we will primarily be working on


  • Bug fixes, especially AI bugs
  • Pipeline usability rework
  • Performance issues
  • New revamped progression system, spending XP points in a skill tree instead of automatic unlocks