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!
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