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

Outpost Zero

EA Patch #11: Vehicles and Voice Chat!



Greetings Overseers!

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!

Thanks, and see you all on Gaiya!