Today we're happy to announce our most significant patch yet in Early Access - we've added Vehicles and Proximity-based Voice Chat to the game!
You can select between 2 vehicles, a jetbike and a hover sled for hauling larger loads, and there will be many more to come.
You can also chat with your friends, taunt your enemies, and hail strangers by holding "Left Ctrl" to initiate proximity-based voice chat. Be nice!
Our official servers have been wiped to introduce our new PvP Lite mode, where your command center territory is protected from assault, but your territory claimer areas can still be assaulted. We also have a new ORP system which reduces damage to your structures for 48 hours, starting 30 min after logout. Try them out!
Here's a list of full patch notes for today
World
Large performance optimization to terrain material
Fixed some holes in terrain
AI
Fixed a bug causing AI to go outside their radius when depositing items
Structures
Added a "Base Shield" which will absorb a projectile shot from outside its boundary once every 8/6/4 seconds
Added a pipeline system which will funnel resources placed inside along connected pipes
Added a scrapper machine which can be used to reclaim resources from equipment you no longer need
Can no longer place turrets within 10 meters of other turrets
Fixed powered states for miners and command center tier 5+
Doors are no longer usable by non-corporation members
Reduce the incidence of "unowned" structure bug
Game
Jetbike and HoverSled vehicles are now available on the vehicle pad
Implemented Offline Raid Protection on PvP and PvPLite Servers
PvP Servers - ORP kicks in for 48 hours, 30 min after last logout. ORP reduces damage taken by all structures in CC radius by 80%
PvP-Lite Servers - ORP kicks in for 48 hours, 30 min after last logout. ORP reduces damage taken by all claimed structures by 80%
Fixed a bug allowing players to damage enemy claimed territory structures in PvE mode
Fixed a bug where pirates couldn't damage player buildings
Players can now see which corporation a bot/building belongs to
Added proximity voice chat - left ctrl can be used as push to talk
Fix a bug with weapon animations
Added throwable grenade to Tier2 weapons shop
Added throwable C4 pack to Tier3 weapons shop
Thanks for all your continued support! Stay tuned next week for information on our upcoming new Cataclysm mode!
- The Dev Team
EA Patch #10 - Bug fixes and setting the stage
Greetings Overseers!
Today we will be pushing up a new patch to our Test server with several major changes that will set the stage for our biggest patch to date, coming next week.
Once the patch is fully tested, it should be live in official servers on Saturday morning.
Our "beta" server is being renamed "test server" to avoid confusion. Please join us there in testing the new patch tonight!
World
Adjusted cloud shadow values, disabled far distant cascades
Fixed water pool interaction near volcano
Structures
Fix for command center placement count to use the same system as turrets and etc
Added vehicle pad in preparation for vehicles next week (currently nothing can be crafted there)
Auto-door setting should now be properly saved
Fix for drill animation
Removed vehicle recipes from robotics factory
Fix for certain cases where solar panels would appear blocked even though they weren't
AI
Will now only build/repair friendly structures
Fix some issues where bots couldn't get close enough to charge
Stuck bots will now try to auto-unstuck themselves
Bots also have an "Unstuck" button that players can hit to teleport them to their location when within 10 horizontal meters
AI will now prioritize containers nearest to their job center when depositing items, and won't deposit outside their job radius
Friendly AI can now path through automatic doors
When idle, will now only wander within 3m of their job origin instead of 20m
Drones will no longer attempt to equip weapons that they cannot use
GUARD bots will actually equip weapons into their hand slots when using them
Pirates will now attack buildings near your home location, and only track down the player if there's no other structural targets (or if they see the player while raiding)
Game
Fix for environment events ceasing to work after some time
Fix for lightning storm not spawning lightning bolts
Increased time between pirate raids to 50-60 min for casual mode
Greatly reduce amount of energy drained by energy weapons
Rebalanced ammo costs to make T2 slightly cheaper and T3 much cheaper
Current weapon's ammo in clip is now being saved and loaded between sessions
Weapon FireRate and Reload Speed are now displayed in "shots per second" and "seconds" respectively
Weapon sound FX now work properly with sound settings
Crashed ships will spawn far less often
Fix for a possible crash
Fix for structures and bots sometimes not spawning in successfully when being loaded from save file
Next week will see the addition of several major features
- Vehicles! We will be introducing 2 vehicles into the game, a jet bike and a hover sled. Stay tuned for more information on how these will work in a future announcement
- Voice chat! We'll be partnering with Vivox to deliver low latency positional voice chat when playing on our official servers
- Major structure changes! We will reveal these changes in an announcement next week.
Thanks for all your continued support!
- The Dev Team
EA Patch #10 - Bug fixes and setting the stage
Greetings Overseers!
Today we will be pushing up a new patch to our Test server with several major changes that will set the stage for our biggest patch to date, coming next week.
Once the patch is fully tested, it should be live in official servers on Saturday morning.
Our "beta" server is being renamed "test server" to avoid confusion. Please join us there in testing the new patch tonight!
World
Adjusted cloud shadow values, disabled far distant cascades
Fixed water pool interaction near volcano
Structures
Fix for command center placement count to use the same system as turrets and etc
Added vehicle pad in preparation for vehicles next week (currently nothing can be crafted there)
Auto-door setting should now be properly saved
Fix for drill animation
Removed vehicle recipes from robotics factory
Fix for certain cases where solar panels would appear blocked even though they weren't
AI
Will now only build/repair friendly structures
Fix some issues where bots couldn't get close enough to charge
Stuck bots will now try to auto-unstuck themselves
Bots also have an "Unstuck" button that players can hit to teleport them to their location when within 10 horizontal meters
AI will now prioritize containers nearest to their job center when depositing items, and won't deposit outside their job radius
Friendly AI can now path through automatic doors
When idle, will now only wander within 3m of their job origin instead of 20m
Drones will no longer attempt to equip weapons that they cannot use
GUARD bots will actually equip weapons into their hand slots when using them
Pirates will now attack buildings near your home location, and only track down the player if there's no other structural targets (or if they see the player while raiding)
Game
Fix for environment events ceasing to work after some time
Fix for lightning storm not spawning lightning bolts
Increased time between pirate raids to 50-60 min for casual mode
Greatly reduce amount of energy drained by energy weapons
Rebalanced ammo costs to make T2 slightly cheaper and T3 much cheaper
Current weapon's ammo in clip is now being saved and loaded between sessions
Weapon FireRate and Reload Speed are now displayed in "shots per second" and "seconds" respectively
Weapon sound FX now work properly with sound settings
Crashed ships will spawn far less often
Fix for a possible crash
Fix for structures and bots sometimes not spawning in successfully when being loaded from save file
Next week will see the addition of several major features
- Vehicles! We will be introducing 2 vehicles into the game, a jet bike and a hover sled. Stay tuned for more information on how these will work in a future announcement
- Voice chat! We'll be partnering with Vivox to deliver low latency positional voice chat when playing on our official servers
- Major structure changes! We will reveal these changes in an announcement next week.
Thanks for all your continued support!
- The Dev Team
EA Patch #9: Structural Changes
Greetings Overseers!
Today we have a major patch intended to solve some high priority performance degradation on servers with large bases and high populations. This is an ongoing battle, and will not be the last required fix, but it should help stave off severe performance issues for now.
We are also planning to roll out a new system by which we issue patches. Because this is a large and rather risky patch, we are not going to deploy it directly into our production servers. Instead, we will deploy into a "BETA" server. Everyone has access to the public beta branch on steam - you can access it as follows
1) Right click outpost zero in your steam library
2) Select properties
3) Select betas tab
4) Select "Beta" branch in the dropdown list
Once you've done this, you should get a game update, and see the beta server in the server list. We will let people play on this server for at least a day to verify stability before pushing the new patch live.
In order to go back to playing on regular servers, follow the above steps but select "opt out" in step 4.
Here's a list of all the patch notes for today
World
Fixed Clipping Rock in various locations
Fixes for environment events not showing up on the server, and not damaging players or structures
Made night time darker, time to use those flashlights!
Fixed some stretched terrain and badly placed resources
AI
Fix a stuck case with AI hauling/crafting when their inventory is full
AI charging fixes for performance and for failing to find charging station
Fix for recharging when on follow not aborting the follow
Significant optimizations to AI on dedicated server
Make bots more likely to follow foundation paths
Bot AI aggressiveness can now be set to Aggressive, Defensive, Cowardly, Passive
Bot AI will once again properly aggro things that they see in a proximity around them
AI fix to some stuck cases with crafting and hauling.
AI will be significantly more responsive in general, and will communicate more about what they're able to do
Hopeful fix for a "stuck in fighting stance" bug
Structures
Added new structure - large shielded bay door - 3 foundations wide by 2 walls tall
Added new structure - Planter box - allowing you to harvest carbon in the safety of your base, and make pretty gardens
Added new structure - Basic Cube - filling in a full 3x3x3 foundation cube
Added new structure - Repair-o-Tron - consumes health packs to AOE heal over time all friendly bots in an area
Fixed refraction issue on glass ceilings/corners
Fixed window walls snapping at off angles
Added custom collisions to command center T1-T3
Fixed the door so that it has 3 toggle states - On/Off/Auto
Cap number of turrets in a corporation to 5
corporation rank
Increased the building costs of the harvester, extractor, and the miner as well as all of their upgrades.
Adjusted Turret Audio to be louder, and more distant
Overhauled structural support system - should be much more performant and stable
Significant optimizations to Turrets on dedicated server
Significant optimizations to Structure networking on dedicated server
Fix for pylons sometimes not hooking up power grids on reload
Gameplay
Significantly improve weapon accuracy across the board
Fixed an issue preventing pirate raids from being customizable on servers
Territory claimers will now show up on your map
Players will now properly take fall damage.
Audio pass on various weapons
Added implementation for Rocket Boots, which now grant lots of move speed and jump height.
Fix industrial health pack regen to give 2000 health over 20 sec
Next week we should have a beta version of voice-chat working, as well as more progress towards automation which was delayed this week due to high priority performance fixes.
Thanks for your continued support, and see you on Gaiya!
Upcoming plans and new patch schedule
Greetings Overseers!
We'd like to take a moment to discuss our plans for the next two weeks, and to relay a change in the way we're going to be rolling out patches.
Short Term Goals
This week, we're doing some major passes on structures, with an emphasis on server performance. This should greatly improve multiplayer experience when raiding large bases, or inhabiting large bases. It will also hopefully improve turret acquisition times, and generally help with rubberbanding, AI responsiveness, and more. This will not be our one and only optimization pass but it will be a big one with the key goal of improving performance on heavily populated servers.
We will also be implementing a few new structure types in preparation for some major new upcoming features
1) AOE Repair and Healing structures
2) 15m wide by 10 m tall large shielded bay doors
3) Base-wide Shielding structure
4) 5x5x5m solid block structure
5) Vehicle pads :)
6) Large resource pipelines (not yet functional for purposes of automation)
In addition, we'll be making several important fixes and improvements to existing structural issues, UI issues, and usability concerns with structures.
Medium Term Goals
Our push over next week and the following will be to implement the PvP Lite game mode, finish our voice chat implementation, continue work on resource pipelines/automation, improve the combat experience, and focus on the beginnings of our vehicles and special/utility item prototyping.
Cataclysm System and Server Wipes
We also want to implement a new Cataclysm system by which our PvP servers will wipe periodically. Throughout the rest of Early Access, each PvP server will wipe on either a 2 week or 4 week timer.
The wipe will take place as a large event in the last hour of the server, during which the Volcano will undergo an epic eruption, killing every bot, animal, and structure on the server. Gaiya is not pleased with your presence, and she wants you to know it!
Before the beginning of the Cataclysm, the Corporation with the highest total networth on the server will earn their Victory of that cycle, and their names will be placed in the server name for the duration of the following cycle. We hope this will incentivize players to really compete for that top slot on a server! This system will roll out within the following 2 weeks targeting the next wipe cycle at the end of August.
PvE servers will be unaffected by this system, but they may still be subject to wipe throughout EA, which will be timed to coincide with the normal cycle schedules of the PvP servers.
New Patch Process
Finally, we'd like to announce some changes to the way our patching process will work. From now on, we will roll out our major patches into a new publically accessible Beta server. In order to access this, you'll need to select the "Beta" branch from your library->OutpostZero->properties->betas tab. We will be pushing Beta branch builds on Thursdays and hopefully, rolling those betas into live servers on Tuesdays late in the night. We hope this will result in more stable patches that don't require multiple hotfixes.
We will add a new discord channel for reporting beta server bugs, and will be very reliant on our community to help find any bugs.
Thanks for your continued support!
- The Dev Team
EA Patch #8 - Major Balance Changes
Greetings Overseers!
Today we're submitting a major game balance overhaul. The item system has been completely redone and all damage and HP values of players, animals, and pirates have been retuned. The difference between T1 and T3 gear should be overall less extreme in PvP combat, but still be necessary for high end PvE battles.
Here is a full list of patch notes.
World
Fix for some petroleum harvestable with a sword
Major Performance improvements for terrain
Fixed some disappearing/destroyed geothermal vents
AI
Base drone, GUARD, and combat drone have all had their HP and Shields buffed
Bots should path much better in deep water
Fixed a case where pirates were stuck rolling forever
Fixed a case where pirates in water would be stuck forever in combat
Structures
Limit corporations to one Command Center per colony
Increased damage of melee weapons vs buildings slightly
Increased damage of turrets vs pirates
Fixed positioning issues with triangle ceilings
Fixed some collision issues on T2 and T3 walls
Fixed collision issues on T2 and T3 Doorway
Foundations can no longer be placed above other foundations
Extended base of harvesters so they always sink down into the ground
Collision fixes for T2 and T3 pillars
Fixed some corner foundation snapping
Gameplay
Major combat and weapons rebalanced, multiple changes throughout the system
Renamed "Insulation" to "Deflection" which now reduces damage taken by shields
Shotguns, Railguns, and Batons are now highly effective vs deflection but weak vs armor
Rifle, Sniper Rifle, and Knife are now highly effective vs armor but weak vs deflection
Pistols, SMGs, Swords, and Rockets do balanced damage vs armor and deflection
Greatly reduced animal attack damage and HP scaling, but increased their armor
Greatly reduced pirate attack damage and HP scaling, but increased their armor and deflection
Added Shields to Crabs
Reduced the gap between T1 and T3 equipment
Crafted Weapons will have a random base damage stat within a range, based on crafting skill
Crafted Armor will have a random set of stats depending on armor type
T2 and T3 crafted equipment will have sensible bonus stats depending on the equipment type
Multitool can no longer be thrown
Fixed a bug preventing player and pirates from taking damage when out of power
Increased base scan range
Rocket range greatly reduced
Fix a major possible server issue
UI
Fix an issue where health and shield bars wouldn't update properly when connected to a server
Damage popups on enemies now display actual damage dealt including mitigation
Damage numbers <1 now show up as "<1" as opposed to fractional numbers
Server list will continue to populate over time instead of clearing old servers with each refresh
Invitations to join other players colonies will now appear in bright green all captialized text that starts with CLICK HERE TO...
As a reminder, we will be wiping the servers after ensuring this patch is stable.
Stay tuned for some awesome new features next week, including
- Spatialized Voice Chat
- New PvPLite game mode
- Server Victory Mode
- Resource Pipelines
- AI Fixes
- New Structures
And more! See you on Gaiya!
Server Wipe Update Event - Retreat To Gaiya!
Greetings fellow Overseers! As you may know, we've been hard at work and following up on as much feedback as possible. While we have much more to do, we are excited to announce that this Friday we will be wiping the servers, and re-launching them with a new update.
This weekend will also provide custom server hosting with Nitrado which will officially be up, so stay tuned for news with that.
As such, with the update we're going to be inviting several streamers and partnered streamers on both Mixer and Twitch as well as our YT content creators and we encourage all to join us this weekend for jumping on our PVP/PVE servers in a fresh wipe experience!
As soon as the wipe occurs on Friday, and the servers come up the Official Retreat to Gaiya event begins!
Be sure to join us and if you're interested in collaborating, be sure to announce in the #oz_live_streams
Retreat to Gaiya
You can watch the stream LIVE
Steam Broadcasts here on the Community Page
http://mixer.com/outpostzero
http://twitch.tv/outpostzero
Friday August 3 - 10am CST - Sunday August 5
EA Patch #7: Triangles? What's next, CIRCLES???
Greetings Overseers!
Tonight we'll have a patch for you that includes some extensive AI fixes, as well as some structure building fixes.
We're introducing the triangular foundation and ceiling piece, which is an equilateral triangle that snaps to all existing 1x1 foundation and ceiling pieces, as well as normal walls, ramps, and etc. We hope you enjoy being able to build more interesting shapes with your bases using this new piece!
We've also made some major AI fixes to the crafting and hauling jobs, in particular. Hauling AI should now be fully configurable, and Crafting bots should be much more efficient about picking and dropping off items, and crafting repeatedly from a stack of materials. Most of the major cases of bots becoming stuck have been addressed.
A full list of patch notes is below.
World
Added more potassium, magnetite, and titanium to x0y0,x0y1,x0y2,x1y0,x1y1
Added some extra collision in x1y0 to prevent players from falling behind rocks.
Terrain Triangulation fixes
Fixed petroleum sprays to render properly
Structures
Added Equilateral Triangle Shape foundations and ceilings
Overhauled T1-T3 Ramps, created new T3 Ramp, adjusted previous ramps to snap properly.
Reduced memory and improved realtime performance on all building pieces
Make turrets higher priority for server replication, nerf their range a bit, make their damage not pierce armor or shields at all
Set proper walls for T2 and T3, set interior wall set for light walls. T2 and T3 walls now have emissive lights.
Added Glass Ceiling Corner piece
Fix turret tracer FX so you can see where shots are coming from
Attempt to fix power issue with structures on load in, not displaying their true powered state
Fix cancelling crafting items, make sure they properly refund you
Foundations can no longer be snapped to existing objects without being placed in the ground
AI
Allow AI to mine their desired deposit while in the water
Additional AI moving fixes for when AI aren't able to make it to their destination
Bots let you know when crafting or refueling tasks are starting to get low on resources.
The non-player bots have a voiced message when spawned or created now.
Bots now say if the reason they can't do their job is lack of resources.
Fixes for AI crafting behavior. will now work until they run out of mats or free inventory space and then go deposit.
AI will now count free inventory space as including unfilled stacks of their current crafting type
Fix for the Animal AI combat state vs turrets - Animals will properly kill turrets who shoot them
When AI powers down due to power loss, it will say something and gives a correct radio message
The server will now despawn Animals that are far from any players, so new animals can spawn near the players
Fix to AI hauling behavior so they properly drop off resources
The checkboxes for hauling jobs should work correctly now.
Game
Pirates will be harder at low levels and easier at high levels
Turrets will become less effective against pirates at high levels, but player weapons will continue to be pretty effective
Fixed a bug that failed to visually abort melee weapon swing animation when player cancels click before hit
Optimizations for dedicated servers, especially when there are no players on
Add more config settings for claimed/unclaimed environment event damage, global gather rate and resource respawn
Fix a bug on PvE servers where it allowed damage vs claimed structures on server reload
Update bot hit FX so they aren't fleshy green stuff anymore
UI
Updated description for Magnetite
Fixed Bug that will now allow cheats in Single Player and Locally Hosted Games, and fixed on Servers
Fix a bug in storage setting dropdown box when it was set to None
Later this week, we plan to introduce our new revamped item system along with an extensive rebalance of the way combat stats work in our game, to bring the gap between T1 and T3 players a bit closer together, while maintaining the PvE challenge of high level animals and the need to increase your gear level vs these major foes!
This Friday, we will be wiping the official servers in order to set forth our major balance changes.
Next week, we'll be adding
- Spatialized Voice Chat
- New structures, including AOE Healing and Repair structures
- Resource pipelines
- More AI fixes!
- More items!
- More buildings!
- More stuff! All of the stuff!
See you all on Gaiya!
EA Patch #6: OCD Edition!
Greetings Overseers,
Today we'll have a bunch of improvements to crafting and storage quality of life, which should help a lot with getting yourselves organized and staying efficient. We also have some high priority fixes, and a few cool new features.
World
Fixed water in x0y0
Fix for some floating rocks and resources
Added several more potassium, titanium, and magnetite nodes per zone
Fixed some bad collision on some terrain pieces
Modified the skull collision a bit
AI
Fix an issue that was causing AI to jitter and become unresponsive
Add a "lock" setting to AI bot inventory slots that prevents them from storing items placed in those slots
Bots in follow mode should be much better at jumping off stuff and getting unstuck
Added some new Bot lines that more clearly describe any issues they're having with their work
Structures
Added a way to lock storage containers to specific item classes, which bots will use when storing items
Turrets should be more responsive in targeting
Rocket turrets no longer cause friendly fire
Add hydraulic fluid to materials processor
Fix higher tier CC crafting costs and HP
Fix for infinitely crafting bots
Add a glass ceiling to connect dome pieces
Window wall collision adjusted so players can't get through
Game
Significantly buff sniper rifle accuracy
Melee weapons now wait till appropriate point in their swing animation to deal damage
Buff sword damage at all tiers. Sword swings slower. Increased range slightly.
Buff Knife damage at all tiers. Knives deal armor piercing damage
Buff Baton damage at all tiers. Batons swing slower. Add a significant DOT debuff to baton strikes
New calculation for armor piercing which makes it more effective vs high armor
Sniper rifle now shoots a projectile with travel time. Increased reload time, decreased clip size, significantly increased damage, added a T4 ammo for T3 sniper rifle
Added a new animation for Spade, reduced swing speed, greatly increased gather rate
Nerfed building damage for all melee weapons
Significantly buffed shotgun damage at short range, increased reload time
Equipment should now be visible on relog
Fixed stalker backpacks appearing as soldier backpacks
Added "TheGathering" cheat which allows you to add any item type by name to your inventory
Increased default battery capacity by 5x
Melee weapons can now be thrown by holding right-click/aim and then firing
Fixed an issue with saving while game is shutting down that may have led to lost data
UI
Changed default fullscreen mode to fix a problem some players are having with significant FPS issues
Players can now reset their tutorial with /resettutorial
Fixed cheats working on local hosted games
Added Main Menu options - Single Player, Locally Hosted Games, and Internet Hosted Games
Fixed sound settings in options menu to properly mute/adjust sound types
Fixed some duplicated item names (Robotic Assembly T2/T3)
Crafting Structure UI changed from On/Off to "Auto/Manual"
The patch will go live around 4am CST.
Next week we will begin tackling our big item revamp, switching to a new RNG system for item crafting that is similar to Diablo's system. We'll also continue our AI fixes, and begin looking into adding voice chat support into the game.
Thanks for all your continued support, and see you on Gaiya!
EA Patch #5: Multiplayer Improvements!
Greetings Overseers!
Below is our list of patch notes for the patch which will drop tonight. Thanks for all your continued support!
World
Fixed an unharvestable water
Fixed some doubled up resources
Fixes to various terrain rock clipping and underground resources
Fixed Various holes in rocks.
Fixed water at Andres hills, reduced number of sodium deposits.
Adjusted various energy rocks scale for proper interact
AI
AI will no longer miss the crafting table
AI finding a storage container now uses job radius
Toggling bot power will reset its AI state(have you tried turning it off and on again?)
AI bots will defend allies being attacked in a radius of 20m
Add a "retire bot" option to the bot frame menu
Better feedback when issuing a bot orders it can't follow
UI
Players can find Favorites, History, and Friends Servers from Steam in the In-Game Server List
Locally Hosted Games will now appear in the Server List for players on the same LAN (check the "local" checkbox)
Update to the stat widgets to fix some UI issues
Fixed jump height description to not be empty
Fix tutorial getting stuck at weapon swapping objective with logging in and out.
Update some out of date item descriptions
Add more info about what resource is needed to operate for generators in its Info UI
Fixed Foliage options settings
Better death message if the killer is not a player, should let you know when killed by turrets and etc
Added Early Access disclaimer statement to the Loading Screen
Add "Try updating" to the server list menu if no servers are found
Structures
Implement a repeat crafting count, with an infinite checkbox for infinite repeat
Fixed tier 6 and up command center
Fix an issue causing turrets to fixate on blocked targets
Add actual rocket projectile to rocket turrets, and nerf damage by half
Increased heavy turret damage, but reduced its range
Game
Change PVE rules so players can't be killed by turrets in unclaimed territory, but structures can.
Remove repair pack from machine shop until it's useful
Players should no longer be blocked from interacting with things in water
Shield Boosts now Boost armor by a lot more, making them much more useful in combat
Updated animations for various melee weapons
Players will be less likely to spawn in range of enemy rocket turrets
Cheat StayingAlive now sets shields to full as well.
Players will take no damage and draw no aggro from mobs until 30 seconds after they finish their spawn sequence or until they attack anything.
/EnableCheats enables cheats in SP
Later this week we will add support for
- Locally hosted internet games
- Password protected servers
- Local game mode settings in menu
- High priority power system fixes
- Restricted storage containers
- UI/Stats fixes for players and bots
- Additional AI fixes
- And more!