BETA UPDATE # 4
Feb 20 2019
New Mission System
Lost UNE Satellites and Drones to Discover
New Coordinates System
All Minerals are now Persistently Finite - meaning they do not regenerate after being mined
New Scanning System
Eight new Plants with sub species
All Playable zones now have discoverable areas
UI sounds added for all Main Menu, HUD and UI buttons
Ability System added with experience point and leveling accumulation
Added Unidentified Object Missions based on Coordinates
New Workbench Art
New Furnace Art
New Power Distributor Art
Added Support to filter Missions by Current Planet/Zone
Context specific automatic tool wielding when approaching an interactive object
Added Planet names to indicators while space traveling
Added Cockpit Enter interaction
Added Cockpit Leave interaction after landing
Missions yield various experience points and follow up missions
Missions save properly
Gathering objects now show indicator in center of screen
Mining all of one Mineral gives experience and sometimes a special item
Mission completion now has sound
Scanning now has audio while scanning
Added slope detection to Player
Player now reacts to extreme slopes
Player now faces utilities and interactive objects when close to object
Map can now zoom in and out in HUD mode
Map now has 3 distinct zoom levels
Foliage cutting on all utilities and structures
Shovel now digs and deforms the ground
Added Space Shuttle Thrusters when leaving a planet
Space Shuttle now has moving rudders and ailerons while in atmosphere
Colonization screen now displays your Colonization Status by category
Colonization screen now shows your structures, utilities and vehicles on the map of each zone
Colonization screen now shows your current player’s planet, zone, coordinate location
Workbench, Furnace, Forge, Printer, Chem Station are all buildable
Airlock can now be directly attached to Biodome and Barracks
Cleaned up Forge Art
Cleaned up Crafting and Build Menus and rollover info system
Improved Space Shuttle Landing detection
Improved Worm Fossil Art on Proteus 2
Ramps have been reworked to allow for easier/seamless movement up ramps
Further balancing on minerals and plants in all zones
Drastic framerate improvements to Proteus 2
Added Legend to Map Details
Texture optimizations to reduce over 1GB of download size
Graphics Settings has been reworked to fix shadow settings
Fixed Default Graphics settings to include Shadows
Bug fixes to Compass and Map while travelling between planets
Fixed to Compass markers
Fixed Player orientation after landing Space Shuttle
Fixes to Shuttle Hovering System
Fixed bug where player death after space travel made player float as if in space
And many more minor bug fixes
Feb 16, 2018
We noticed that many players were experiencing inventory and frame rate issues caused by the last hotfix, so we wanted to make sure to rectify those for you before the weekend.
The things we corrected for this hotfix are as follows:
The vehicle inventory bug where players would lose their vehicle's inventory when travelling.
The frame rate issue on Proteus Site B.
The bug where players would lose items planted in their Bio-Dome bins when logging out and logging back in to the game.
Oxygen tanks can now be crafted in the printer.
UPDATED: HOTFIX 0.1.179
Feb 9, 2018
We just pushed a new version. We fixed the power supply issue that the hotfix broke regarding new equipment built that required power. We have fixed and corrected this issue. As we mentioned recently in the forum, we have been working to resolve some outstanding issues that have ranged from common annoyances to game breaking bugs. The following is a list of the items that are included in this HOTFIX. This is by no means an update; that will follow later. This is just an attempt by mere mortals (ie, the Fenix Fire developers) to make the game more optimized, less buggy and more enjoyable to play.
Please play through the latest version of the game and send any issues that you may encounter to Houston@FenixFire.com. For full patch notes, please see below:
Created Multiplayer Streaming Manager: By creating this manager, we are able to send small packets of data over time to the server. This should alleviate many, but maybe not all, of the server logic and time-out errors. Please note that if you have a lot of structures/buildables, it might take a few seconds for all of them to load in upon initial launch of the game.
Optimized Culling System: To help improve frame rate, we optimized the culling system so that things would not render either far behind, or far ahead of your character.
Improved Pooling Managers: Additionally to help frame rate, we have improved the pooling for effects, audio, and projectiles.
Skill Points Should No Longer Disappear: Players were experiencing a loss of skill points when logging out and back into the game. This was due to a database issue and should now be rectified. Please note: You should no longer lose skill points from here on out. You will not be able to recover any previous skill points that you may have lost.
New Aspect Ratio Support: We adjusted the UI to add support for a 16:10 aspect ratio.
Inflatable Dome Kit In Mine: We fixed an issue where picking up the inflatable dome kit mission item while a player’s backpack was full, it would disappear forever.
Elevator Fixed: Fixed an issue where the elevator would not register the floors correctly and would stop working.
Spaceships and Asteroids: Spaceships can now take off of asteroids and should not hover over invisible triggers anymore.
Vehicles and Mecha Crab Falling Underground: If vehicles and/or the Mecha Crab fall through the map, they are no longer destroyed. Instead, they teleport to the surface.
Turret Sound: Turret sounds have been fixed so that they are no longer at high volumes across the entire map.
O.M.P.A.s should no longer fall out of bounds, but if they do, they will roll back inbounds.
O.M.P.A.s no longer continue shooting when the battery dies.
Crashed Pod Collision: Fixed an issue where player cannot grab the patch tape when in the pod, due to an object outside of the pod.
Structures With Ramps: Structures now procedurally create ramps, which should reduce the amount of time where structures are high above the ground with no ramps. Please note: The max ramp distance is approximately 15m.
Missing Inventory While Travelling: Fixed an issue where travelling to a dungeon or a planet with a backpack attachment would cause players to lose their inventory.
Trouble Entering Mines In Multiplayer: Fixed an issue where players had trouble entering a mine when in multiplayer and another player left the server, or traveled to another planet. To fix this, player can now enter the mine simply by opening the chat panel and typing ‘/leaveparty’.
Turrets and projectiles can no longer mine berries.
Red berries can now be planted.
Proteus Missions Displaying On Other Planets: Fixed an issue where the game would display mission locations for Proteus on other planets.
Cloth is now craftable, as we fixed the recipe.
The anvil can now be crafted, as we changed the required skill to steroids.
UI Fix: Pressing ‘TAB’ and an ‘F’ key will no longer break the UI.
Fixed In-Game Descriptions: Reactor and Heat Pistol descriptions have been corrected.
Cerberus FX Improved: Improved the effects for the stomp attack.
What Has Been Removed
Push To Talk Functionality: To help improve performance and framerate issues on multiplayer, we removed the Push To Talk functionality.
We are aware that when travelling in a vehicle between both locations on Proteus with an O.M.P.A. and a passenger, the passenger will get kicked out of the vehicle. We are currently working on a solution for this issue.
Dec 20, 2017
Yesterday, we released The Rise of Zer Update. We received a lot of great feedback and some reports of issues. The team has been monitoring reports, gathering data and looking into solutions for these issues today. We are pleased to announce that we have fixed the following issues:
Skill Point/Skill Tree Issue: Many players since last night's release experienced an issue related to missing their skills and not being able to use their skill points. The problem stemmed from a null code occurring with regard to blueprints. This has been FIXED. All characters should retain their previously earned skills. You did not lose them.
Black Screen Issue: Like above, many players were having issues where they would enter the game with a black screen, and then have to press ESC twice to resolve it. This has been fixed as well.
Liquid Auto-Crafting: Some players noticed that when auto-crafting liquid at the Chem Station, it would stop upon walking away. This issue has been fully resolved.
Cryo Rifle/Ammo Bug: The Cryo Rifle was having issues using Cryo Ammo. This is fixed and the Cryo Rifle is fully functional.
Shovel, Cryo Rifle, and Cobalt-Assault Rifle can now be repaired.
Spacecraft Radar: When traveling from low-orbit to the planet surface, the spacecraft radar was incorrectly displaying. This has been resolved.
Worm Spawns on Original Proteus Map: Worms were not spawning on the original Proteus map. They now are.
Added Contact Devs button to the menu UI.
Added Blueprint tab to the mission menu.
Added sounds to the building/crafting mechanics, as well as when cycling through the UI.
The Rise of Zer Update Available Now
Dec 19, 2017
Prepare yourself for entirely new environmental challenges and fearsome indigenous creatures, with our Rise Of Zer update. We have included many features, such as an attachment system, and revamped some items, such as the UI. We’ve also performed a few fixes for common issues and removed the abandonment timer. But that’s not all! The following is a comprehensive list of all that this update entails.
Have fun unwrapping all of this and happy holidays, from the Fenix Fire team!
Shiny New Toys
Zer - Existing as the first planet nearest the star Gliese 581, Zer is an incredibly hot and tidally locked planet.
New Resources Exclusive to Zer:
New Refined Resources:
Z-Board (a Zirconium-lined circuit board)
Five New Creatures Exclusive To Zer:
New Gun/Ammo Type:
Cryo Rifle & Cryo Ammo — This new weapon and ammo pack a piercingly cold punch capable of freezing enemies in their place.
New Gun Variants
With the introduction of Cobalt, it’s now possible to craft cobalt-plated versions of the Pistol, Assault Rifle, Bolt Rifle, and Heavy Assault Rifle. Additionally, these cobalt-plated weapons have 25% more durability than the standard versions.
New Attachment System
In previous builds, attachments were coming soon, and with this update they are in game. Currently there are 10 unique attachments (with three different tiers) that can be equipped to the suit.
Pump Unit — This pump unit is great for improving oxygen and stamina recharge rate.
Stim Unit — The stim unit improves oxygen consumption, oxygen recharge rate, stamina usage and stamina recharge rate.
Light Unit — The light unit improves flashlight battery consumption and flashlight range.
Storage Unit — The storage unit increases the bonus slots available, but this comes at a cost as it also increases hover fuel consumption, oxygen consumption and stamina usage.
Cooling Unit — The cooling unit cools the suit enough to enable one to withstand a higher temperature threshold. The cost however is an increase in stamina consumption.
Solar Unit — The solar unit improves the recharge rate of the flashlight as well as the oxygen recharge rate, but it also increases the stamina usage.
Booster Unit — The booster unit increases the hover height and improves the hover fuel recharge rate, but it also decreases the hover duration and hover fuel capacity while also increases hover fuel consumption.
Glide Unit — The glide unit improves hover duration hover fuel consumption, oxygen consumption, and stamina usage, but also reduces the hover height.
Recover Unit — The recovery unit improves the gravity modification, fall damage received, hover fuel recharge rate, oxygen recharge rate, and stamina recharge rate.
Fuel Compressor — The fuel compressor improves the hover fuel capacity, hover fuel consumption and hover fuel recharge rate.
Advanced Anti-Personnel Turret — This advanced turret shoots at a slower rate, but does twice the damage of the standard Anti-Personnel Turret.
Z-Shield — This shield is an improved version of the electro-dome. In fact it is over twice the size and glows red instead of blue.
Advanced Fabricator — While providing faster crafting than the standard fabricator, this advanced version is necessary to build the cobalt-plated weapons.
Advanced Chem Station — This is faster at crafting than the standard version.
Repair Bench — Weapons and tools with durability can be repaired.
A Few More Goodies (aka: Revamped Items & Improvements)
Revamped UI Layout
The menu UI has been completely overhauled to present information in a more efficient and consistent way.
While players can access the menu by pressing TAB, quick key access has also been implemented to ensure that the desired information can be accessed as quickly as possible.
Within the menu, the long-awaited Field Guide is accessible. This field guide provides helpful tips and pertinent information to surviving in Osiris: New Dawn.
Revamped Camera Collision Detection:
When in third person and moving the camera, rather than clipping through an object, the camera will detect the object and snap to first person.
Removed the Abandonment System
There is no longer an abandonment timer on the structures and utilities built.
Miscellaneous Improvements & Additions:
Improved reloading animation for the pistol.
Improved Crab Monster Attack Patterns:
Crab Monster now will charge and bit, jump and spit.
It’s now possible to build while in a vehicle.
It’s now possible to access menus while in a vehicle (though it still is not possible to leave the game while in a vehicle).
Upon defeat, creatures can now drop attachments as well.
Fixed an issue where player inventory would sometimes disappear when traveling to a new planet, hives or mines.
Fixed an issue where the Hovercraft would hover over an invisible trigger at the refueling station.
The Electro-Dome, and now Z-Shield, block meteors.
Location is now saved when exiting a vehicle for the first time after travelling to a new planet/map. This creates a default respawn point in case the player dies before crafting a bed, hut, etc.
Fixed an issue where some items would disappear from all crafting tables when auto-crafting.
The Lost & Found Update Now Available
Sep 28, 2017
Remember the good ol’ days wandering the original Proteus 2 map with your trusty sidekick O.M.P.A.? Well, we’ve re-established contact with BOTH! You read that correctly, The Lost & Found Update has brought back both the O.M.P.A and the original Proteus 2 map.
What does this mean? It means the O.M.P.A. has been re-wired, re-worked, and revamped to be better than ever. And as for the original Proteus 2 map coming back, don’t worry about it replacing the current Proteus 2 map, it’s more of an extension. Or think of it simply as the other side of the world. Basically after crash landing on the current Proteus 2 map you can walk towards the sand dunes and be prompted to travel to the original Proteus 2 map.
For further information on additions, tweaks, and fixes in The Lost & Found Update, please see the details below.
How the O.M.P.A. Has Changed
You can craft multiple O.M.P.A.s (make an army of them if you please).
We’ve created a command menu specifically for the O.M.P.A.s, where you can control/direct 4 at any given time.
The O.M.P.A has its own skill tree. Meaning, it’s up to you how you want to improve its performance.
The O.M.P.A. now has a persistent existence, so you can fully customize its color, as well as manage its internal inventory.
If you lose your O.M.P.A. you can teleport it to your location for half its energy.
Original Proteus 2 Map Returning
You can travel to the original Proteus 2 map from the sand dunes on the current Proteus 2 map.
Original Proteus 2 map is now Site B, while current is Site A.
When traveling between Site A and B of Proteus 2, you can also do it inside as either the driver or the passenger.
Other Improvements & Fixes
We’ve improved traveling between planets to help reduce incidents of players losing their spaceship.
In single player, we’ve corrected the issue where people’s destroyed structures were reappearing.
Fixed an issue where the game sometimes crashed when flying a spaceship.
Developer Update Video 08.07.17
Aug 9, 2017
Just in case you didn't see the video I posted a few days ago on the forums, I wanted to post it as an announcement as well to make sure everyone knows what's coming down the pipe for Osiris: New Dawn. We're extremely excited.
Also remember to sign up for the Fenix Fire Newsletter at FenixFire.com before August 11th, 2017 and you could be randomly selected to join us for a closed beta of Osiris: New Dawn’s newest update.
Jun 29, 2017
Hey guys! This fix clears up the character deletion issues in the mine and a few other nagging problems.
Magni no longer makes character inaccessible (Currently the quest line ends there)
Skills now unlocked the correct weapons
Mecha Crab no longer disappears on re-logging
Liquid tanks now save their inventory
Jun 24, 2017
Hey everybody. This should fix the main game breaking issues that some were having.
Forge displaying "another player is accessing"
Fabricator displaying "another player is accessing"
3d printer displaying "another player is accessing"
The game not properly using more than 4gb of RAM (we believe this was cause the character creation crash)
The character creator crash should finally be fixed. Thank you everyone for your patience.
Jun 24, 2017
Below are the patch notes for the latest update. The team worked through the night in order to get the new update pushed through and building these note took a bit of time :). It did require a server wipe.
There seems that some are having isses creating a new character which we are looking into. But a work around seems to be deleting your old character save in your steam files. The above issue should be fixed! Please share any other issues that you find.
Two new classes. Classes now all start with varying numbers of skill points and different starting equipment.
First person interior helmet and movement.
Saving and loading of vehicle health, fuel, and color customization.
Pseudo water physics. Player suit becomes glossy after exiting water. Entering water removes sand build up on player suit.
GAV, Rover, and Hovercraft now require fuel. Set required fuel to Hydrazine. Set first pass balancing for fuel consumption and refueling. Added ability to refill vehicle's fuel using correct fuel type in corresponding container type.
Gas Tank and a Liquid Tank to store gasses and liquids respectively. Gas and Liquid tanks can also be used as another method to fuel vehicles.
Gravity fields in Proteus 2 around floating rocks which allows players to jump as if they are in low gravity.
Redesign of main menu scene including backgrounds, lighting, GUI placement, and functionality. This includes making sure buttons don't stay highlighted when pressed.
Redesigned skill web. Skill web now focuses on buildable objects. The redesigned skill web also includes: new icons, animations, scroll functionality, new placement, new balancing, and new sounds. Question mark icons are placed in skill tree for planned skills which have not yet been implemented.
Pool of random female names for use during character creation for female avatars.
Complete rework of character creation sequence. Includes: new scenes, new sounds, stat and skill assignment during creation, ability to edit body features, and unique stats and starting loadouts for each class.
Rework of into crash pod sequence. Includes: entirely new pod models which can be taken apart piece by piece, random pool of useful items added to crash site which scatter around the crash site, sand storm which spawns when first entering with a new character (possible to not spawn in multiplayer to avoid too many storms), and new quest to go to mainland after crashing.
New space junk structure which can be crafted out of scavenged pod and satellite materials.
New Crab and Skeliopod structures which can be crafted out of scavenged body parts of the Crab and Skeliopod.
Conduit Bender weapon which has chisel like damage to nature objects and large base damage.
Pickup animation for picking up objects.
More universe customization including survival meters (health and thirst).
First and third person camera bob which can be adjusted by players in options menu.
Ability to look around while running using alt key.
Interiors to GAV and Spaceship. Players can now enter first person mode inside the GAV and Spaceship. These are not the final versions of the interior for these vehicles.
Mine 1-B (Now Mine: Baldur) is now unlocked through a mission.
New female models which have different proportions from males. Includes female voices.
More story missions.
Underwater camera effects.
Ability to craft chisel. Chisel now has durability and not all classes will start with one.
New standing still jump animation.
Third person lens wipe animation.
Player feet dust particles.
Redesign of in game UI.
New effects for Giant Worm.
Graphics options to the options menu.
Prints message when player disconnects from server .
Rocks no longer have their HUD up at all times (HUD is still visible using the Locator)
Splash screens text and sound.
GAV Suspension art.
The thickness of the alien ferns.
Hovercraft distortion particles.
Proteus 2 Atmosphere FX.
Materials on Gav, Rover, and Hoverbike.
Pistol to take ammo (Laser Cell) and added a recipe to craft Laser Cell in forge.
AI aggro so that you can lose a creature by hiding.
UI for inventory and craft tables in Character Menu.
Huge terrain update, working towards finalizing Proteus 2 map. Lots of tweaks to sky and
Character limit on universe name.
Replaced all proficiency types XP and skill points with COMBAT, ENGINEERING, and SCIENCE.
Removed Mech until we can make improvements.
Raw meat takes away more health for eating it than before.
Removed ammo crate, survival kit, and inflatable dome from the start of the game and
Increased XP gained from missions.
XP amounts earned for mining different minerals .
XP amounts earned for crafting of the different drugs.
Increased the nutrition gained from many foods.
Satellites drop Space Debris instead of Aluminum.
Satellites now produce additional drops and more rare drops more often.
Camera compositor white point and vignette.
Pick up icon and HUD light.
Crashed Pod materials.
Main Menu progress icons.
"Press enter to continue" portion of early access disclaimer can now be completed by clicking enter.
Ability to access ESC menu when in vehicles. Still do not allow exiting of game while in vehicle.
Slight timing change to chisel swing.
Majority of buttons will no longer stay highlighted after pressing them.
Made Speed value turn different color when going a negative speed.
Party and colony invites now puts popup messages into the chat panel.
Made it so that party invites are handled completely through in game HUD intractables.
Character stat icons to be more clear.
Mission panel in tab menu.
Affiliation panel to now be a colony panel.
Avatar information panel.
Pistol sound, camera shake and recoil.
Bullet particles to be slightly larger.
Geysers and sources of liquids now have a visible HUD element when looking at them while holding a container.
Melee swings cannot be performed while hovering.
Lowered storage space on GAV to 2
Lowered storage space on Rover to 24
Removed storage space on Hovercraft
Loading screen, made far more simple.
Shadow option settings.
Sword Leaves in 3rd person can now be hit.
Player jump animation, GUI helmet light, buttons sounds, text sizes in missions, player stickiness, 1st person camera switch, lake fog, environment FX distance, sky values.
Structure bugs. Walls utilities should no longer be buildable in the hab. Fixed a bug with the HAB allow for a hallway to be built on any HAB wall. Fixed the discoloration on the HAB walls.
Fixed bug where inventory items in quick slots were covering up the slot number.
Smoothed spaceship flying over multiplayer.
Resetting party when traveling to a new level.
Fixed bug where last letter of notification wasn't being displayed.
Makeshift Bandage/Patch Tape icons.
Flashlight bug of continuous activation/deactivation in multiplayer.
Volumetric clouds appearing in low orbit.
Vehicles will no longer fall into the sand dunes.
Fixed resources on and low orbit entry point to Aziel.
Holes in mines 1-A, 1-B and improved the collision of the stair case inside of the mines.
Damage to Spaceship.
Removed ability to activate emotes in space and in vehicles.
First person in GAV and Spaceship is not always working. Sometimes the camera is too low or other bugs can occur. Getting into the vehicle from first person is a possible fix for now.
Notification text on the top of the screen sometimes prints out of notification box.
GAV passenger functionality and turret control can sometimes break. The turret also jumps around a lot when driving with a passenger aiming.
Character pickup animation sometimes makes player slide around. Also can seem like it is slow in first person since the player is animating but there isn't any indication in first person.
May 29, 2017
This new patch contains a significant amount of bug fixes and performance optimizations. We have focused our efforts these past two weeks towards optimizing last month's large technical systems further along with sweeping up as many bugs/issues as possible, therefore laying the ground work for a solid and stable codebase to build upon.
Note: We are still iteratively designing and fine tuning the maps of both Proteus II and Aziel. Geometry is subject to change and may affect base placement!
The reverse audio issue on creatures.
Thrown objects now spawn in the correct place and are thrown the correct direction.
The collision on the bottom of the GAV making it slide better.
Hovercraft no longer spawns kinematic.
Laboratory now spawns vehicles a few feet off the ground to avoid vehicles spawning inside ground.
Creature spawning at night
Bugs with craft highlighting
Issue with vehicles colliding with low orbit art. Fixed critter spawned layer.
The dust particles (flash light and head lights no longer affect the dust)
Particle lighting (dust particles should now be darker in shadow)
Removed collision from Build Icons for Floodlight, Stone Oven, and Primitive Workbench.
Multiplayer replication of highlighter and projector for Build Icons.
The invisible floor on Aziel
Duplicated bugs when using Take All button in storage containers.
Liquids not updating when drank inside of storage container
Cleaned up some formatting to help best fit text in menus.
Crate XP type gained to be Industrial rather than Melee
Stair cases in mines collision to block walking through it from underneath
MP saving issues
Spaceship hovering when exited
Description plates now display properly
Players no longer get stuck on vehicles
Materials in survival kit now have finite uses
Habitat clipping issues
Textures on escape pod
Creature collision physics
Players dead body ragdoll
Player head animation
Issue with players unable to finish suit breach tutorial
Issue with player being able to clip through refinery
All issues regarding waterfall
Queen Cleo’s respawn time
Clipping issue with mine 1-A doorway
Lights turning off if fabricator is jumped on
Issue with GAV getting stuck on structures
Vehicles no longer get struck in air when exited/flipped
Volumetric clouds flickering
Refinery roof textures
Trees causing performance drops
Issue with player clipping through biodome
Issue with player getting stuck to lab roof
Player can no longer duplicate items
Issue with player clipping through mine 1-A stairs
Enemies in egg room no longer get stuck to walls
Water no longer refills infinitely when drank out of external inventory
Issue with player getting stuck on satellite stairs
Issue with player getting stuck on Xuthus refinery stairs
Spaceship no longer gets stuck to lab wall
Issue with rubber trees causing fps issues
Issue with players getting stuck under lab
Building crates now gives correct experience
Issue with airlock panels disappearing
Vehicle spawning issues
Random holes around map
Hovercraft now has a much harder time scaling steep surfaces. Scales speed and hover height down based on steepness of surface
The LOD models for the Alien Mush-tree
Prefabs, models, and textures of the optimized Foliage used
More polish to Proteus 2 map
Resources in areas v0h1, v0h2, v0h3, v1h1, and v1h2 to match terrain adjustments made
Simple skin swap script
Avatar LOD system
Costs of panels and pieces to use ingots
Collision of doorways inside of Mine 1-A Disabled respawning for the queen Fixed Habitats stilts to have collision
Collision inside the Biodome to prevent jumping out of the building from inside
Edge barrier add to sand dunes ( On Proteus the sand dunes are no longer infinite there is now a wind barrier visuals still need to be added)
The Crab Monster LODs
The LODs for Gnat, Snubs, Crab Queen, Skeliopod, and the Hybrid
Character cap of 18 for avatar names
Ability to Remove Azurnium from the Meteors and narrowed their range from 3000 meters to 1500
Azurnium to asteroids in low orbit
Collision to the stilts of the habitat Fixed both crates XP from melee to industrial
Set up Region Objects to take advantage of new mini-grid system in Region Manager for LOD improvements
World art and Terrain Changes, added rock formation prefabs
Hovercraft guns have been removed
Location of resources and amounts in certain areas
The plant prefabs to use optimized models
The Makeshift Patch Tape and Bandage Prefabs
Player and monster sounds.
Low orbit boundary which stops the spaceship from flying through the planet
Spaceship and GAV collision.
Added cause of death and days survived UI to death screen.
Included fail state for missions that must be completed when they're first given (i.e. Find Wreckage Supplies).
Added Find Shelter Kit mission to separate finding the Inflatable Dome Kit from the other supplies and unlocking the Build Inflatable Dome mission separate from the other supplies.
Sound load types. Hopefully FIXED the reverse audio issues for the creatures.
LODs for the crab monster to be the proper size
Ostrich (rig was adjusted to animate properly) and added the LODs files into its model folder.
Bashing rock and build button
Notification when invited to colony/party to include key name for character menu.
Death screen now shows what the player was killed by. UPDATE a copy of the death message is sent to other players who are in the same colony and party.
Thanks everyone, and have fun!