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

Outpost Zero

EA Patch #18: Bug fixes from Engine version upgrade

Greetings overseers!

Today's patch is a relatively small one due to most of the team being out for prolonged holidays, but we have some bugfixes for annoying issues and some fallout from the engine upgrade. See below


  • Increase performance of many different elements of the game based on performance profiles gathered.
  • Some fixes for VXGI settings not being setup properly on game start causing some rendering performance issues
  • Fixed for AI constantly chattering, their less important messages should be much less frequent
  • Fix for AI sending radio message with low priority messages
  • Fixed character collision issue.
  • Can't merge corporations with more than one shield
  • Made the one cheat to rule them all better.
  • Made sure a regular interact doesn't appear while placing turrets. Structure interact will be shown once placed.
  • Fixed build menu scrolling issue.
  • Prevent player from firing with an inventory or build menu open.
  • Generators all get 1 more slot to start.
  • Increase max search results during server search
  • Vehicles are now displayed on map
  • Unhooked the pirate raid and tutorial systems. Pirates will now raid any corporation over 10M value
  • Add better FX for charging station - show a tether to a player when charging.
  • Fix an issue causing charging station to not work in SP
  • Fix an issue causing charging station radius to be much larger than normal
  • Placeholder Tutorial game selection in SP/Hosted menu. Will eventually move most tutorial functionality into this selection, instead of main game mode.
  • No longer show negative HP on dead Animals in UI

EA Patch #17: Major engine upgrade



Greetings overseers!

Today we are releasing our major engine upgrade to UE4.19! This will help us continue to develop the game with the new features and improvements in the engine, as well as bring some major upgrades to you, the players!

In particular, we now have VXGI 2.0 integrated, which should make basic VXGI functionality much more accessible to the average PC! If you have a reasonably recent GPU, try the game with VXGI on low or medium to see some new lighting FX that should be much more performant!

Also, Ansel is now available in our game out of the box, meaning you can take those high res 360 screenshots of your sweet base and all your bots!

We have a number of additional bug fixes and changes listed below.

Engine



  • Updated engine to UE4.19, fixing various rendering and settings related issues
  • Updated VXGI to VXGI 2.0 bring major performance improvements
  • Updated Ansel to latest versions allowing ansel to work out of the box


Game



  • Activate cataclysm mode on all servers on a 2 week timer.
  • Cataclysm mode will not be activated on SP or Hosted games.
  • Wiped all save files for SP, Hosted, and Servers
  • Fix for scrapping stacks - scrapping will give you the stack amount of resources
  • Fixed cheat access in SP and Hosted games
  • Hot-swap key (T) will now properly swap back and forth between handy and main hand weapon
  • Night time will now be a bit darker
  • Fix the "fell out of world" detection to properly catch you and teleport you back to where you fell from
  • Major optimization pass for UI
  • Major optimization pass for SP
  • Fixed a crash bug in server list


UI



  • Major optimizations to map and compass icons
  • Added a confirmation box to delete save
  • Map icons will now refresh position in realtime so there's no lag while scrolling/zooming
  • Dead bots corpse icons will now be properly labeled with their names
  • Updated main menu newsmessage to pull from a place that can be more easily modified


AI



  • Bots will no longer be able to store non-liquids into liquid containers
  • Populated all the proper bot audio from some that were missing
  • Fixed Mauler collision size


Structures



  • Turrets are now properly counted towards colony value
  • Fix triangle ceiling attach points
  • Fixed corner support issue
  • Fixed dome support issue
  • Fix a support issue that was causing ceilings, and anything attached to ceilings, to hover forever after all foundations are removed
  • Fix wall light material and light settings
  • Fixed a bug where charging station sometimes wouldn't work in SP after reloading
  • Players can now open auto-doors while mounted on a vehicle
  • Increase HP of long pipelines by 2x


Happy holidays from all of us at Symmetric Games, we can't wait to share what we're working on in the new year!

Small Bugfix Patch

Greetings Overseers!

We have a small bugfix patch today with some more fixes to map and compass UI elements and some other small issues. Here's a full list of patch notes.



  • Fixed starting resource node values.
  • Fixed selected bot radius circle on the map.
  • Fixed the map and the bot frame so they don't overlap. Decreased the time that colony refreshes info from 10 seconds to 5 seconds.
  • Significant performance improvements for CPU related to enemy icons on the compass.
  • Fix POI icons on the compass.
  • Properly show inventory capacity as number of backpack slots, not equipment slots plus backpack slots.
  • Fixed the cost to upgrade t3 of auto wleder and repair o tron.
  • Fixed a few run time errors
  • No longer allow colonies to merge if thier bot or turret populations would be too large.
  • Colonies can't merge with multiple command centers either now.
  • Fix for enemy icons on compass.
  • Fix for a possible cheat vulnerability
  • Fix for map Icons.
  • Bot and resource manifest now overlap and use a dropdown box for selection in map view



In other news, this week and next we will be upgrading our engine to UE4.19, which will give everyone access to VXGI 2.0 (with much improved performance and fidelity), Ansel, and other performance improvements. We are going to be testing a bunch this week, so feel free to join us on our test servers if you'd like to help us out and get an early look at the new version.

Small Bugfix Patch

Greetings Overseers!

Today we have a small bug fix and optimizations patch that focuses on some specific issues - namely optimizations for the compass and map, and for servers loading large savefiles that were causing them to crash on startup.

Testing is complete on these features and the patch is being pushed live now. Later this week we hope to push another patch with a small list of bug fixes pertaining to corporation ownership, some rare single player crashes, and a few high priority gameplay bugs. Stay tuned for more info.

Below are the full patch notes for this patch


  • Fixed a bug causing some AI to think they could path into the middle of a large foundation
  • Make sure the radar sphere doesn't sometimes appear to other players
  • Fixed fire rate and reload rate being faster instead of slower during snowstorm
  • Adjusted animal XP scaling slightly so that it's based on difficulty instead of purely the level
  • Heavily optimized the worldmap and compass UI performance
  • Fixed UI runtime error/log spam in right hand inventory
  • Fixed territory circles not being cleared and showing up as if they're solid
  • Some network optimizations for corporation info when map is open
  • Fix for low HP resource nodes on start.
  • Adjusted range bonus on scanners so they are more consistent.
  • fix for weapon swap not affecting scanner properly
  • faster loading code for structures, server loads should generally be much faster
  • Fix a bug with servers not registering with steam if they take too long to load

EA Patch #16: FIXES FIXES FIXES!



Greetings Overseers!

Today we're releasing a big patch of bug fixes for AI and Structures! In particular we have focused a lot on AI automation, pathfinding, and using crafting structures. AI should path much better around pipelines and doorways, and auto-doors no longer let in non-allied creatures.

We've fixed some major usability and UI issues, especially related to the power grid info, and we have added some nice quality of life features to the UI. See the full list of patch notes below.

World



  • Rebalanced resources in RedPlanet.They should be more abundant all over - but all should be scaled better from top right to bottom left.


AI



  • Fix AI step height, nav step height, and collision for pipelines(and possibly other structures)
  • Fix pathfinding through auto doors. Now only friendly AI bots will path through doors, not enemies, pirates, or animals.
  • Add more failsafes to move to destination, fix a possible server stability issue with AI pathing


Structures



  • Added a "direction" arrow to all structures when placing, not just pipes
  • Fixed foundation snapping not working with other types of foundations.
  • Added Cancel structure upgrade: Get the mats back and set back to tier - 1.
  • Fixed all attach points on furnature.
  • Make charging station AOE based when on. Just move within charging station AOE to charge, no interact required. Fixed AI to work with new system.
  • Add charging FX to the charging station when charging hookup starts, to make it clearer what's going on
  • Updated Large Walls, Ceilings and Foundations for Appropriate Scaling / Visuals
  • Fix inflow pipe snapping
  • Increase structure build and destroy XP amount
  • Updated the names - stand points - and attach points of all the basic structures(walls, floors, ceilings)
  • Default daily drop pod to "haul away"
  • Bug OZ - 214 - Can't place ceiling triangle when all 3 walls are placed on a triangle foundation.
  • Place cube in the floor and ceiling section.
  • Bug OZ - 63 Wall light placement broken.
  • Fix placing ceiling lights
  • Adjusted collision on battery and pillar to solve issue OZ - 381 and try to solve the battery issue(need Will to make a new placing mesh.
  • Can place walls down middle lines of large walls and ceilings/foundations
  • Can Place ceilings half way up large walls
  • Can place Ramps to wall tops.
  • Fixed some wall attach point issues.
  • Fixed a bunch of structure collision issues with foundations, large buildings, and ceilings.
  • Make sure that generators and crafting station structures properly block navigation


Game



  • Crashed Ship WIll now destory 5 - 10 minutes after being looted.
  • Added difficult animals to the crashed ship spawner so its not always spawning ships.
  • Fixed the damage on the starting Iron
  • Significantly increase Volcano damage.
  • Fixed deep freeze so it slows reload and shooting instead of increases.
  • Submit a first pass of cataclysm mode.The Volcano will explode every 10 days. Winning corporation is saved and displays current MVP to P menu
  • Added Admin cheat to enable cataclysm
  • Fix sprint not working when released
  • Update Charging FX to be less "in your face"
  • Added additional failsafe for falling out of world.
  • Added community volunteers to default bot name list.
  • Added TheOneCheatToRuleThemAll


UI



  • Fix the massive amounts of interact widgets on screen when riding bike
  • Fixed a bunch of UI formatting issues.
  • Making sure crafting tooltip is readable.
  • Make autofire red text pinkish like weapons.
  • Make crafting tooltip show up when you mouse over the bottom part of the crafting slot.
  • Change some UI text color for contrast.
  • made XP tooltip show all the perks.
  • Properly event driven hiding of the HUD when menu is opened and closed.
  • Fix keybinding a key that's already bound. Swap keys instead of just failing.
  • Made sure you can't drag the tooltip in the right hand inventory window.
  • Fixed confirmation box clobbering "don't ask again" - different questions use different settings.
  • Power grid displays a timer, simplify the UI a bit, make it a bit clearer
  • Fix an issue with the power component not updating / replicating on something that is disabled - this should fix inconsistencies with the power grid info
  • Fixed for Slate menu UI infinite loop on double escape when open.
  • Fix level numbers in XP Frame
  • Add a news string to main menu
  • added all the common 16:9 aspect ratios to screen options (missing 1440p and below 720 before).
  • Titanium icon Is now no longer the Iron Icon
  • Fixed "sort and loot all button" visiblity so it appears in the UI for all things with inventory components.
  • Mousewheel will now scroll menu faster




Over the next few weeks we will be working to upgrade our engine to UE4.19, which will include support for

- VXGI 2.0, which greatly improves the performance of VXGI, making it more usable on lower end video cards
- DLSS for those with hot new NVIDIA cards!
- Ansel support
- Better server and multiplayer performance
- Much more!

Stay tuned for more info

Cataclysm awaits!



Greetings Overseers!

The long dormant volcano is now active! All our servers have been wiped by extreme volcanic activity, and Gaiya is again ripe for the picking!

If you haven't joined us in some time, you may have missed quite a few changes that have come in the past few months


  • Jet-bike and Hover-Sled Vehicles
  • Pipelines to carry resources long distances
  • Large Minion AI improvements to enable sustained automation
  • Proximity Voice Chat
  • Major new structures, like Auto-welder, Repair-o-tron, Base Shield, and more
  • Triangular ceilings and foundations
  • Customizable game settings
  • New "birdy" combat drone
  • Locally hosted matches, and join-a-friend
  • New XP progression system for unlocking perks and structure blueprints
  • Major rebalance to weapons, combat, and loot
  • Major updates to map UI, to command your bots and base
  • Daily login supply drop bonuses
  • Pirate occupied bases
  • Pirate ambush attacks while exploring
  • Long list of bug fixes, optimizations, and QOL improvements


Moving forward from here, some of our servers will periodically experience Cataclysm events which wipe the surface of Gaiya to make room for a new batch of explorers. The corporation with the highest value when the volcano hits will earn the title of "Market Leader" and gain a major XP bonus.

Please join us this weekend for our next big streaming event!

A full list of patch notes is below

Gameplay



  • Fix for voice chat channel connections
  • Implement a persistent player XP system. Player gains Pirate XP from killing enemy players bots and structures, Corp XP from constructing buildings, and Soldier XP from killing animals and pirates. XP is locked to the server and player, not corporation
  • Unlock various perks as a player levels up. Some advanced structures must now be unlocked via Corporate XP levels
  • Fix for jetbike constantly spinning, unable to mount, creeping forward when out of fuel
  • Vehicles: Display OUT OF FUEL in flashing red. Don't play engine PFX or SFX when out of fuel. Don't rotate hoverbike with the player when out of fuel. Play a warning sound same as player with low energy when out of fuel.
  • Improve weapon muzzle light FX
  • Better trail FX for all guns
  • Increase gun sound range
  • Add a daily supply drop that occurs when player logs in, every 24 hrs. Supply drop contents depend on the player's various XP levels
  • Make all weapons more accurate when in ironsights
  • Make sure you can't transfer items to slots they don't fit into. Also, dropping any equipment into slots other than the one it fits, will try to instead drop into the proper spot
  • Use G to toggle auto attack on and off instead of the options menu.


UI



  • Fixed some UI formatting issues
  • Replaced the intro cinema with a lower bitrate and and mp4V2 single pass compression version that doesn't skip.
  • Fix the damage type ballistic notice
  • Fixed corporation value display $M vs
  • 10^n
  • Fixed for accidentally looting all when hitting Q with inventory closed.
  • Major performance update to UI
  • Major updates and improvements to server list - auto refresh now works properly and UI is skinned correctly
  • Official servers are sorted to the top of server list
  • Make job radius easier for people to understand that you can edit that text field.
  • Add version number to main menu. Set major/minor versions to 0.8
  • Added random hint text to loading screen with various hints about how to play
  • Fixed the showing of ammount of ammo on the playerframe being hidden.


AI



  • Bots will no longer place Circuit boards in iron storage
  • Reduced timings of the pirate pathing, so they don't walk into walls so much
  • Bots will properly aggro turrets
  • AI will run around to the backside of walls less when they walk to a structure
  • Fixed pirates dropping their pirate weapons on death.
  • Fix pirate personality setting so their audio uses the right voice
  • Fix all friendly AI aggroing across the map when player shoots something. Now only following AI will do this
  • Fixed PVE pirate base damage - can now damage Pirate bases in PvE and PvP-Lite servers
  • Bots should only try to find friendly charging stations


STRUCTURES



  • Gas generator now takes petroleum or fuel, with petroleum providing half the power
  • Change drop pod name and description
  • Added large (2x2) wall
  • Added large (2x2) foundation
  • Added large (2x2) ceiling
  • Added long (3x) Pipeline
  • Long structures have more HP and are proportionately less expensive than equivalent number of small structures




EA Patch #15: Bug Fixes for AI and Structures



Greetings Overseers!

Today we have a patch intended to fix a lot of the AI crafting and hauling functionality, as well as some structure and vehicle fixes. For the rest of the week we'll be working on solidifying our QA process so we can continue to release high quality patches with plenty of fixes for you all. Next week we will be unveiling our Cataclysm mode, and announcing our next big community event. Stay tuned!

Full Patch Notes



  • Full efficient alphabetical sort implemented. Reskin the social system menu.
  • Minor adjustments to the placement and location of other UI elements so that everything fits better and doesn't clip over eachother as much.
  • Fixed the wall light placement
  • Increase spawn exclusion range to 25m and only in claimed territory
  • Use RaidingAllowed to turn on/off ambushes
  • Reskinned "P" Menu
  • Increase placement dist of Extractor so you don't get stuck and is easier to place. Scale down to 75% of previous size.
  • Turrets won't shoot animals until they aggro
  • Vehicles will now immediately stop when dismounting.
  • Vehicles can be mounted if they have no fuel, and display "no fuel" in the fuel bar
  • Vehicles will now be "owned" after jacking them so your turrets dont shoot them
  • Fixed a bug where vehicles would move/slide forward when unmounted
  • Fixed vehicle strafe/reverse speed being too high and resulting in odd behavior
  • Added /cheat GetPerformanceReport duration runs a profile for duration on the server.
  • Fixed the power UI in the E menu for buildings to be like it is in the interact.
  • Removed 1s cooldown on upgrade button
  • Warning sound will now play if below 100 shields or 200 energy
  • AI Bots, Pirates, and Animals will not path into lava anymore. This may affect bases built over lava.
  • Added /cheat fly - use mouse wheel up and down to fly. Then use /cheat walk to go back to the ground.
  • Full alphabetic sort on crafting list instead of just first letter.
  • UI Fixes for the right hand inventory
  • Fix a bug with caching items on server reload, causing issues with crafting and hauling
  • Change the AI storage usage system so that it's based on a drop down list, with tooltips to describe how AI use them
  • Various fixes to deposit and hauling behaviors to avoid superfluous and confusing AI speech
  • Fixed some config variable issues, all config variables should now work correctly
  • AI will "ignore" pipelines by default
  • Fix shield placement
  • Make cowardly bots search a much larger distance for their cowardly base destination, and take fewer breaks when running. If none found, make them run farther from the enemy.
  • Reskinned Grenades
  • Fixed door UI so the auto checkbox doesn't clip at the bottom and be unselectable.
  • Fix hoversled engine FX
  • Move storage manifest to other side of map
  • Fix thrown weapon spamming, and update damage and gravity values on thrown projectiles
  • Inflow pipelines only transfer in stacks of > 20

EA Patch #14: Bugs and Balance!



Greetings Overseers!

Today we have a big bug fix patch, intended to address some new and old bugs. We also have some rebalancing of certain features that were annoying to players (like animal loot tables).

Our primary motivation was to increase the amount of action in the early and mid game, but also improve your ability to combat it. We increased the frequency of pirate raids, and added a pirate hit squad that will seek you out when you haven't undergone combat in some time. To counteract this, we greatly buffed Drone, Combat Drone, and GUARD bot base statistics. You should see them MUCH more powerful when engaging pesky animals and pirates.

We have a new QA process in place to attempt to prevent any more major issues (like what we saw in the last patch with exploding storages). From here on out, please join our public "test" branch if you'd like to help us with testing our game. We will be heavily refocusing on bug fixing and quality improvements, instead of new features, and moving to a slightly slower patch schedule of 1/week, in an attempt to continue to improve stability of our existing features.

Stay tuned for our list of fixes for next week!

Bug Fixes



  • Pirates that takeover bases will patrol the command station and properly aggro players (WIP)
  • Fix the turret not animating properly
  • Fix for the door checkbox not being properly set when you open a different door.
  • Touchup collision on doors to auto open
  • Auto Doors will be more responsive
  • Add a pirate "hit squad" that spawns every 20-30 min if you haven't been in combat within that time
  • Reduce default pirate raid timers, back to a reasonable amount (20-30 min on easy, 18-20 min on hard, 16-18 min on impossible)
  • Every 5th pirate raid is a "mega raid" with 3 more pirates all 10 levels higher than the norm.
  • Significant buffs to minion bot base stats. Drones can now handle most weak animals and low level pirates, and GUARDS can handle medium level animals and pirates even with no gear on
  • Add the proper repair pack recipe to machine shop for AutoWelder
  • Fix a problem with the inventory manifest on server load and structure upgrade
  • Improvements to inflow and outflow pipelines: add arrows to indicate direction, make sure a pipe can't connect source and target to same object, and fix an issue with snapping being too "sticky"
  • Fix doorways so AI can path through them again
  • Big rebalance of animal loot tables - make higher level animals guaranteed drop high level animal crafting materials, and make the rare drops even better
  • Change spawning system so territory doesn't govern exclusion, just proximity to structures. Structure within 10m will disable spawns.
  • Resource gathering structures are more tolerant of server stress in terms of resources per minute
  • Fix a bug where player could stay connected to power grid after logout
  • Fix some UI issues with the right-hand inventory
  • Fixed some scrap rewards and make sure you can't scrap if scrapable but no scrap reward.
  • Fixed issue where jumping a bunch right at spawn sequence start (getupanim) would cause the drop to retrigger many times and call many droppods.
  • Fixed if tutorial is complete destory drop pod on spawning in.
  • Added a text indicator for turret counts in the map
  • Fixed turret count not updating properly and displaying properly on the map.
  • Fixed various world art bugs
  • Added Mauler Camp in X2Y2, added several art details
  • An attempt at a better location for choosing raid points. Use world spawner locations that are far enough away from the home location
  • Fix some bugs with voice chat
  • Fix AI perception bugs, again
  • No more building while the player is in deep enough water to be "swimming"
  • Redid crafting entries slightly so it looks better and takes up less space
  • Sorted all the other inventory lists alphabetically (to the first letter)
  • Make upgrade button have a 1 second cooldown so it can't be accidentally spammed.
  • Valid dropped backpacks will now count towards colony value.
  • If players aren't finished with the tutorial and have a colony value under 250k then they spawn with their first spawn inventory.
  • ShowMeTheMoney is now sorted alphabetically and all the empty names are taken out.
  • Can no longer place things that aren't liquid in the stoage tanks.
  • Fixed resource mining so that the popups will now display FULL in red if your inventory is full.
  • Fixed it so that you can't gather more resources from a node than it has left
  • Fixed quickmove not working for the first 8 slots on containers and such.
  • Fix find nearby deposit distance check when AI search for mining deposits
  • Add a dedicated charge point search task when AI need to charge

EA Patch #13: Major bug fixes and QOL updates



Greetings Overseers!

Today we have a large patch that fixes many issues in the world, including some significant performance issues that were developing on live servers. Next week we will be tackling some more gameplay issues and continuing to fix bugs with the new pirate takeover system, long term AI automation, and more.

WORLD



  • Fixed various art bugs in the world


AI



  • Add 2 checkboxes to all resource storage classes, allowing you to dictate which ones AI will deposit or haul from
  • Direct friendly AI focus to the leader's current combat target
  • Readding the use of AI stand locations. AI should no longer walk around to the back of a structure to work on it
  • Show the currently selected bot's job radius on the map in the form of a light blue circle
  • Fix some AI issues with finding items in containers
  • Major performance improvements to AI finding items in containers
  • Highlight the currently selected bot on the Compass in yellow, at all times, even when outside its sensor range
  • Fix a bug where AI were having trouble finding a container to deposit items into


STRUCTURES



  • Make sure that power relays don't derive structural support from remote stuff they overlap for power distribution.
  • Make sure objects that require attachment can't derive support from landscape placement
  • Better structure snapping - ramp snaps from longer distance and objects should no longer snap to edges whose rotations are on different planes
  • Sort the bottom of the Filtered Item list alphabetically 1 letter deep
  • Fix for ceiling face/accessory snapping and pillar snapping
  • Remove collision to inflow/outflow pipes and add obstacle nav area to pipelines, so AI will be less confused around them
  • Add a button to sortup and sortdown the container inventory you're viewing
  • Slow down structure rotation with mousewheel so it's easier to get the rotation you want
  • Changing a pipeline filter also affects all downstream pipes.
  • A fix for outflow pipeline snapping - ensure it picks the best overlapped object instead of the "last" one
  • Better triangle snapping - more exact math
  • Fix geothermal snapping
  • Fix wall snap offsets
  • Remove a bad snap point on the ramp
  • Fix for structures rotation snapping sometimes snapping to the wrong point
  • Increase ramp snap distance
  • Make sure structures don't get stability updates if they're invalid (pending kill)
  • Move door auto state to a checkbox on the info panel, instead of a Q state


GAME



  • Fix a bug with swapping away from weapon to handy while jumping
  • Make it so the leader can disband their Corporation. Disbanding will now move all players to new corporations and let the pirates takeover the old one
  • Fixing some opacity issues in the menu.
  • Added a /unstuck functionality for the player in the chat box that can only be used every 5 minutes, and not in enemy territory. Will teleport a player to a known good location.
  • Implement basic laser rangefinder into UI
  • Performance fix for animal spawns
  • Add territory control info to the map in the form of red/green circles
  • Adding Icons: Ender and Kioku Grenades, Wind Turbine, Healing Structure
  • Control right click moves all stacks of selected item type to/from the container
  • Add a way to turn off the confirmation dialogue when demolishing structures
  • Fix a bug with enviorment events ending.
  • Fix a bug where alt-tabbing may cause the game to become unresponsive
  • Fix a bug where certain inventory functions weren't using the SetInventoryItem accessor
  • Add a resource manifest to the top of the map above bots
  • Fixed the issue causing players to loose their colony on relog after disbanding a corporation.



Thanks for your continued support!
















EA Patch #12 - Pirate Bases! (IN TESTING, LIVE ON FRIDAY)



Greetings Overseers!

Today we are announcing the beginning of a big push over the next few weeks to finish implementing some important mid-game and late-game content goals for players. The major things we'll be tackling over the next several weeks are

1) Pirates will take over abandoned player bases for other players to assault
2) Pirates will randomly build their own bases for players to assault
3) Massive improvements to pirate raids - pirates will be bringing warbirds, jetbikes, mind controlled animals, and more varied base assault tactics to make late game pirate raids a real challenge for players!
4) World bosses - massive unique animal bosses that will require raid-style tactics to take down, with huge rewards
5) Loot rebalance, with ultra-rare drops from high level pirate captains (from both raids and pirate bases) and world bosses, which will unlock some ultra-powerful Tier 4 gear

Today we'll be releasing our first pass implementation of #1 above in our test server with the patch, and hopefully have it live by Friday.

In addition to the above, we'll be implementing Cataclysm mode on our servers with rolling resets built into the official game mode. Every 2 weeks our servers will be wiped with the previous "winner" of biggest corporation enshrined with their name as the server champion. In the future, we will be adding persistent account-based rewards that will be unlocked from "winning" a Cataclysm event, stay tuned for more information on this!

Finally, with this big push towards mid and late game content, we will also be refocusing a bit on fixing some major bugs. We've been trying to get a ton of new features and content in, but as we round out this next batch of stuff, we will start to naturally slow down a bit on getting "new" stuff in and focus a bit more on fixing the "old" stuff. This means constant tweaks of balance, small changes, bug fixes, exploit fixes, performance upgrades, and more.

Full Patch Notes below

World



  • Fixed some duplicate resources
  • Fix some holes in terrain


AI



  • Animals will no longer float above ground and rubberband on server
  • Fixed Bot Auto-Unstuck so it no longer falls through the ground
  • Increased radius of manual bot unstuck/drag to 25m
  • Add a message when too far to manually unstuck/drag a bot
  • Bots that fall through the world or go outside map bounds will be respawned at the player's command center
  • Bots will go to multiple containers if necessary to deposit more stuff up
  • Bots will be better about depositing things they no longer need
  • Bots will only grab one stack at a time when crafting so they have sufficient space for results
  • AI Bots set to "hauling" will now attempt to harvest plants from planters


Structures



  • Abandoned player bases (4 days, 6 hours without login) will be claimed by pirates!
  • Pirate bases can be assaulted on PvP, PvPLite, and PvE servers for loot and glory!
  • Fix for bug allowing damage to Territory Claimers and Command Centers in PvE mode or during ORP
  • Planters now give 50
  • tier resources per 10 min
  • Destroyed CCs will now reset the player's Corporation level
  • Fix for cases where inflow and outflow pipes can be disconnected on reload
  • Turrets now shoot at enemy vehicles
  • Added a new AOE repair structure which uses repair packs
  • Added a wind generator, which increases power generated with height and wind strength


Game



  • Fixed readability of the first line due to the UI initalization and animation playing. delay first line a bit.
  • Fix some Gaia->Gaiya typos
  • Subtitles are now printed in chat log so player can re-read them
  • Some items in machine shop have been renamed and reordered for consistency
  • Added throwable grenade, TnT, and C4 explosives to machine shop
  • T2 rocket launchers now have much higher speed and slightly higher radius, and more damage
  • T3 rocket launchers still fire at slow speed, but have a MASSIVE radius and VERY increased damage
  • New FX for T2 and T3 rocket launchers, including a thermonuclear mushroom cloud and earthquake effect
  • Fix some big possible performance issues with Animals on dedicated servers
  • Fix a stats exploit with rapidly swapping weapons
  • Attempt to fix vehicles flying off when dismounting, and not being found
  • Welder will now heal vehicles in stead of damaging them
  • Added binaural wind corresponding to wind strength
  • Added Jetpack to robotics factory crafting - these will let you jump extremely high
  • Added new visual for Speed boots


Let us know your thoughts on these upcoming changes!