SES_Adam

Administrators
  • Content count

    129
  • Joined

  • Last visited

About SES_Adam

  • Rank
    Advanced Member
  1. @rileya_cThats good feedback. Farming hydrazine may not make its way back in the game in a way you are used to, but we did learn from that the value of 'farming' type mechanics. Mechanics like that are things we wanted to explore during the development of this game that we may now do so with the knowledge of feedback we've received when we tweaked hydrazine and trade modules.
  2. Pretty much this. Typically the stuff that is new (To us) bubbles to the top some how and lands in front of us. Personally, I browse our Twitter, Facebook, Reddit, Steam community, and forum every day but not for very long on any of those.
  3. Astroneer's Pre-Alpha Early Access version has just been updated to 0.3.10158.0 (Patch "158"). Steam 'Early Access' users will receive this update immediately. Xbox 'Play Anywhere' players please allow up to 48 hours for the patch to hit your console or Windows 10 machine. This patch introduces a number of fixes for existing bugs in the game, including some priority fixes for the games recently updated Research Curve. Additionally, Astroneer now supports Turkish language, Hydrazine canisters are now explosive, and a few other minor updates. UPDATES The follow updates have been applied to the game. [AS-939] - Hydrazine can explode! [AS-1011] - Gas hazards now despawn after being uncovered from terrain. [AS-1041] - Improved research curve. Chests of the same type can now be re-researched. (This resolves an issue where some players might never see certain unlocks) [AS-1042] - Add Turkish language to the build. [AS-1063] - Add Early Accesss/Pre-alpha + Build # to on-screen overlay. FIXES The following bugs are now fixed. [AS-450] - Fixed an issue causing the occurrence of visible seams in terrain in MP or after save load. [AS-935] - Improve rover stability in MP so they no longer unrecoverably fly apart. [AS-979] - Most rocks now despawn after being dug up. [AS-990] - Fix gamepad camera behavior while in planet navigation. [AS-996] - Fix incorrect research unlock text. [AS-1025] - Fix ejected resource nuggets being ungrabbable for non-host players. [AS-1026] - Fix various audio cues playing incorrectly in MP. [AS-1036] - Fix power cells not unlocking despite the player receiving an unlock message.
  4. @snowburn I wrote a reply to some similar feedback as yours about the Reward curve that I hope you don't mind me quoting as a reply to the feedback you've shared with us. (If I forget to write it later in this post - thank you for taking the time to write us the feedback on the forums. It's means a lot!) From my reply to this thread here: I wanted to just express that we can completely understand your frustrations with it. We'll continue to develop it and expand upon it so Research isn't just the simplified version (or "random") of its self that you're playing in 155. Like everything in the game, we'll be improving upon it and expanding the ideas through pre-alpha and out of early access.
  5. You made me choke on my water. The team is anxious to get to the vehicle controls, its just a matter of where that falls in priority with our upcoming dev goals (more on that later). @spinlock_1977 Your post actually made me go back and (re)confirm that Generators are available for unlocking in the game. (I'm assuming you meant a Small Generator, the 1-slot version that consumes Organic.) They are. What I am thinking is, with the game you are playing in right now, you've unlocked a lot of other items which is causing more and more Resource-type of objects to be spawned in lieu of a new blueprint (the more blue prints you unlock, the less and less of them you'll be rewarded in the current version). The team understands the frustration, for sure. We'll slowly be updating the Research paradigm of the game so its away from an RNG/"random" type of model of unlocks. We think there's a place for that in our game, but not across the board like it is now. We'd also like to allow for players to make more concentrated efforts in the things they are rewarded for Researching so they can better plan their base, goals, adventures, and so on. That'll also not happen in one single update, but in multiple updates spread across the game while its in Early Access. When I read your frustrations with the game in 155, I can understand your desire to want to wait for future updates. Just know that we appreciate your early support and you taking the time to offer your feedback.
  6. Patch "155 - Hotfix" is now live on Steam. Xbox 'Play Anywhere' players should expect this patch late this week. This update addresses a priority bug that caused previously unlocked item blueprints to be unavailable for Printing. Users playing from Save Games should now expect to see all previously unlocked item blueprints available for Printing where applicable (Backpack Printer, Medium Printer, Vehicle Bay). FIXES Bug: Fix previously unlocked item blueprints not being Printable. Bug: Power Cells not appearing in the Backpack Printer after being unlocked from Researching an item.
  7. The Seat is the only thing available because nothing else has been Researched (on a new game). If you're not on a New Game, we introduced a bug that we'll be hot fixing today/tomorrow so that all your previously unlocked items will be available for printing again. Adam
  8. Hey! We'd never roll back an update as any feedback - like telling us you're frustrated - is very useful to us and the games development. Though telling us why you're frustrated would be super useful, if you're interested. Additionally, you may like what I wrote here:
  9. For what it's worth I (and I am sure everyone on the team) don't view negative opinions as "negative" opinions. It's all constructive to us, even if they're communicated int aggressive ways. All feedback is important to us, "negative", constructive, passionate, we need and want it all.
  10. This thread! Reading the comments has been really interesting and informative. I think one area we failed at with this update is around the communication of what to expect and thought I'd post about it here. This is the very first pass of the future of our unlock system internally. Meaning, the tools we've just finished creating for ourselves internally, as the developers of the game, will allow us to make a Reward/Unlock system that is engaging and compelling to the player to participate in. That is now more possible to do than the previous iteration of it. The first pass of that was the simplest one: An RNG based unlock tier. We have no plans for that to remain the way you earn all items in the game. Though in the future an RNG approach to unlocks might be a way you unlock specific types of items (like cosmetic items, as an example - should we have those in the future). As with everything we do, at the team size we have, we baby-step ourselves in to bigger ideas. Unfortunately this first baby step isn't the best play experience (everything is RNG'd as an unlock) and we'll be improving it in the future (where you as an Astroneer can make more informed decisions of what it is you unlock). We appreciate the feedback on this and the continued testing, support, and criticisms of the game. This feedback is a huge help to us, so thank you for that.
  11. Hey everyone, I'd like to get clarification on the problems reported here. Problem 1: All previously unlocked items you had, that you could print, are no longer available for print since updating to 154. Your assumptions are that if you re-unlock those item via Research, you should be rewarded with those items once more and able to print them again. However.... Problem 2: Any new items you unlock by Researching are not appearing on your Small Printer (Backpack) or Medium Printer. Therefore making all newly unlocked items unavailable for Printing. Is that a good summary? I'd like to make sure our team is crystal clear on the issue so we can hot fix this ASAP.
  12. Patch 154 is now live on Steam and Xbox 'Play Anywhere'. (Xbox One/Windows 10 users: Expect the update to hit your console or PC in the next 48 hours.) This is the same update that was originally played and tested on the Experimental Build of Astroneer (Details). It is a small patch that mostly addresses Medium Printer and Vehicle Bay accessibility issues from Patch 153 and two minor bug fixes. UPDATES MEDIUM PRINTER base module now unlocked at the beginning of new games. You will no longer be required to unlock its Blueprint from Researching. MEDIUM PRINTER base module will include a SMALL SEAT blueprint, available for Printing. You will no longer be required to unlock its Blueprint from Researching. VEHICLE BAY base module now unlocked at the beginning of new games. You will no longer be required to unlock its Blueprint from Researching. VEHICLE BAY base module will include a ROVER CHASSIS blueprint, available for Printing. You will no longer be required to unlock its Blueprint from Researching. FIXES Fix for player colour/suits being wrong in MP after Save game is loaded. Fix for DEADLY HEAT-SEEKING storm boxes
  13. The art floating like that is a known issue. I have no idea whats going on in your last couple of pics, but I'll share it!
  14. I've added this to the OP, but want it here so I can easily link: "EXPERIMENTAL" UPDATE: The EXPERIMENTAL build of the game on Steam has been updated with Patch "154". You will not have access to this update on the main version of the game on Steam. You will need to opt in to the Experimental build of the game in order to help us test this update: HOW TO JOIN THE EXPERIMENTAL BUILD OF ASTRONEER ON STEAM: In your Steam library: Right Click on Astroneer Properties Betas tab From the drop down select, "experimental - Latest untested builds" Hit 'Close' Steam should automatically grab that build. Once it's done, run the game. You're now running the Experimental build of Astroneer. When you want to go back to the MAIN build, repeat these steps but choose "NONE" from the drop down list in 'Betas' tab. We will be running this patch on Experimental until Monday/Tuesday (Apr. 24/25) of this upcoming week. At that time we will update the main branch of Astroneer on Steam, as well as have that be the version we push to Xbox 'Play Anywhere'. NOTE: Your save games will not be compatible with the Experimental build of the game. When we push this update to the main build of the game your save games will (should?) still be compatible. You will be starting a fresh game whenever playing a new Experimental build. This update mostly addresses the inability to Print objects or Vehicles after unsuccessfully being rewarded with their blueprints for Researching. There's 2 bug fixes included in this update as well. UPDATES MEDIUM PRINTER base module now unlocked at the beginning of new games. You will no longer be required to unlock its Blueprint from Researching. MEDIUM PRINTER base module will include a SMALL SEAT blueprint, available for Printing. You will no longer be required to unlock its Blueprint from Researching. VEHICLE BAY base module now unlocked at the beginning of new games. You will no longer be required to unlock its Blueprint from Researching. VEHICLE BAY base module will include a ROVER CHASSIS blueprint, available for Printing. You will no longer be required to unlock its Blueprint from Researching. FIXES Fix for player colour/suits being wrong in MP after Save game is loaded. Fix for DEADLY HEAT-SEEKING storm boxes
  15. The AUGMENT & RESEARCH CURVE update is "Patch 153", a pre-alpha update for Astroneer. (version 0.3, build 0.3.10153.0) This update focuses on two major updates, but also includes a large selection of features, general updates, and fixes to the game. The two primary goals of this update were to introduce you to Augments, which Aaron writes about on our blog today. And changes to what we call the Research Curve (how the game rewards you for researching things as an Astroneer) which Samantha wrote about yesterday. We recommend you read both blog posts in addition to the patch notes to fully understand the changes this build brings to Astroneer. NEW FEATURES Added tool augment system: Augment items can be attached to tools (starting with terrain tool) to upgrade or change behavior Terrain tool can now be interacted with when backpack is open in order to slot in augments. New unlockable augment items! Terrain analyzer: Collect terrain of a particular material/color until meter is full. Once meter is full, adding terrain will use the equipped color, and subtracting terrain will filter on the equipped color. Wide mod: Increases the size of the terrain tool brush while decreasing intensity. Narrow mod: Decreases the size of the terrain tool brush while increasing intensity. Inhibitor: Shuts down functionality. Applied to terrain tool, turns off adding/subtracting terrain, but maintains color changes and harvesting. Complete overhaul of equipment unlock progression. Specific equipment unlocks are now dependent on researching certain types of chests while retaining some randomization. Steeper difficulty curve: Fewer types of equipment are available at the beginning of a new game, requiring more chests to be recovered and researched to acquire everything. Research chests are less common overall. GENERAL UPDATES Hydrazine no longer tradeable at trade module. Backpack now opens to one side, if space is clear, to support tool interactions, and clear the view ahead. Backpack gets illuminated when opened to aid visibility in dark areas. Default terrain tool brush size and intensity adjusted. Terrain tool now adds grey terrain when no augment mod equipped. Terrain brush now indicates color Added an interaction indicator between the Astroneer and held items. In multiplayer, the indicators of other players are now visible and receive the accent color of that player. Dynamite explosion power and radius now increases when multiple dynamite sticks are packed together. Mellowed out camera behavior when backpack or terrain tool is out. Updated vehicle code to increase stability. Added new VFX for deformations. FIXES Performance: Several significant improvements to key physics systems to improve CPU perf. Bug: Fixed crash on load of some saved games. Bug: Fix many objects falling through the world when unattended. Bug: Fixed foliage floating in air after dynamite explosion. Bug: Fix tethers disappearing on quick-stow if top-left backpack bundle is full. Bug: Fix tethers not being placeable while sprinting. Bug: Fix Astroneer's head remaining cocked until cursor is moved to a forward position. Bug: Fix auxiliary slot items not automatically equipping to backpack auxiliary slots when printed. Bug: Fix item unlock messages not replicating to all clients in MP. Bug: Fix various MP desync issues. Patch 154 This update mostly addresses the inability to Print objects or Vehicles after unsuccessfully being rewarded with their blueprints for Researching. There's 2 bug fixes included in this update as well. UPDATES MEDIUM PRINTER base module now unlocked at the beginning of new games. You will no longer be required to unlock its Blueprint from Researching. MEDIUM PRINTER base module will include a SMALL SEAT blueprint, available for Printing. You will no longer be required to unlock its Blueprint from Researching. VEHICLE BAY base module now unlocked at the beginning of new games. You will no longer be required to unlock its Blueprint from Researching. VEHICLE BAY base module will include a ROVER CHASSIS blueprint, available for Printing. You will no longer be required to unlock its Blueprint from Researching. FIXES Fix for player colour/suits being wrong in MP after Save game is loaded. Fix for DEADLY HEAT-SEEKING storm boxes