SES_joe

SES Dev Team
  • Content count

    186
  • Joined

  • Last visited

Everything posted by SES_joe

  1. ------------------------------------------------------------------------- UPDATE : 4/2/18 We have deployed hotfix 0.6.8.0 to Steam to address these issues: 1. Fixed some crashes that were occurring upon loading saves. We are continuing to monitor crashes but this one was our worst offender and we felt it warranted a fix. Thanks to everyone who reported this issue and send crashdumps! 0.6.8 Will be deployed to Xbox Play Anywhere as soon as it gets through certification! ------------------------------------------------------------------------- UPDATE : 3/30/18 We have deployed a hotfix 0.6.7.0 to address two issues: 1. Fixed a bug that caused bases on fabricators, solar panels, and worklights to not deploy. KNOWN ISSUE: Dropping the above items when not near terrain will cause them to teleport under the starting habitat. We will fix this issue in an upcoming update. ------------------------------------------------------------------------- UPDATE : 3/29/18 We have deployed a hotfix 0.6.6.0 to address two issues: 1. Fixed the bug that caused players to lose the ability to pick up items in the world. This should also fix any saves previously impacted by this issue. 2. Fixed a big with fabricators created in 0.6.3 that caused them to not update their print lists with the new platforms ------------------------------------------------------------------------- Steam 'Early Access' users will receive this update today, Thursday March 15th, 2018. Xbox 'Play Anywhere' players can also expect this patch to hit their consoles or Windows 10 machines Thursday March 15th, 2018. UPDATES You can find these updates in 0.6.5.0, the current build of the game. As always, we recommend starting a new save when playing new updates. Older saves should work, but will definitely experience bugs. VEHICLES The Medium Rover and Large Rover have received a visual update. This includes new front and back slots which provide extra storage. These slots will only be active if the power line below them is unconnected. Once the power line is connected to another Rover or Platform base, the slots will fold down and drop any items attached to them. Old rovers should transfer over seamlessly. The visual representation for Rover batteries has been changed. But their discharge and capacity is unchanged. Rovers have received an update to their suspension. Handling should be much better. Also, gravity on vehicle chassis has been adjusted so Mobile bases should be more stable. The power connection between Rovers and Platforms has been changed to directional. Now, you can very easily tell if your rover is consuming or providing power from your base. You can use this directional line to prevent the rover from mistaken power draw or discharge. Research unlock costs relating to Vehicles have been reduced. This change has been made to encourage acquiring Rovers earlier in progression. Specifically: The Vehicle Bay cost has been reduced from 1000 Bytes to 250 Bytes The Medium Rover cost has been reduced from 2400 Bytes to 2000 Bytes The Large Rover cost has been reduced from 8000 Bytes to 6000 Bytes The Open 1-Seat cost has been reduced from 600 Bytes to 300 Bytes POWER A three port Splitter object has been added to the game. The Splitter takes in a power line and creates up to two adjustable directed streams. It is available in the Catalog for 1000 Bytes and prints from the Small Fabricator for 1 Copper. Directional power visualization has been updated for clarity. The previous version was just placeholder art. The marching chevrons should now be much more readable at a glance. Power Cells behavior has been changed. They now act as an on demand, single use battery which will only discharge when power is needed by the item they are attached to. Oh, they also no longer provide infinite power. BASEBUILDING Modules can now be unpacked on top of Rover bases enabling a kind of Mobile base. You will still need immense amounts of power to operate a base on wheels, but this should allow for our nomadic players to continue base operations on the go. Also, be aware that once unpacked, base modules on rovers are linked forever. <3 Added new Platform and Storage variants to the game! (KNOWN ISSUE: OLD FABRICATORS WILL NOT UPDATE TO INCLUDE THE NEW PLATFORMS. UNTIL WE ISSUE A FIX, PRINT A NEW FABRICATOR TO SEE THE ENTIRE LIST OF PRINTABLE PLATFORMS.) Medium Platform B - More compact version of the Medium Platform, costs 250 Bytes to research and 1 Resin to print. Large Platform B - More compact version of the Large Platform, costs 500 Bytes to research and 2 Resin to print. Large Platform C - Winged version of the Large Platform which swaps the Tier 2 side slots for 20 Tier 1 slots, costs 2000 Bytes to unlock and 2 Aluminum to print. Large Platform D - Two-tiered platform with 10 Tier 2 storage slots, costs 2000 Bytes to unlock and 2 Aluminum to print. Extra Large Platform - An octagonal platform with a single Tier 4 slot, and eight cable sockets, costs 3000 Bytes to unlock and 2 Aluminum to print. Extra Large Storage - A domed Tier 4 storage platform that prints on top of a Large Rover, or an XL Platform. It contains 31 Tier 1 storage slots, costs 3000 Bytes to unlock, and 2 Compound and 2 Aluminum to print. The Vehicle Bay can now be operated by a Control Panel. Module Control Panels have received a lighting pass INTERACTION A large number of the orange floating UI buttons have been removed from the game and replaced with interaction verbs. Your bases should look a bit less like a Las Vegas light show. The default Use verb has been replaced with contextual interaction verbs. For instance the Work Light now uses the verbs “Turn On” and “Turn Off,” while Drop Pods, Habitats, and Seats now use “Enter” and “Exit.” AUDIO UPDATES Update Smelter Audio, better end loops. Less Abrupt. add variations for Base Building. Hazard Plant SFX OTHER UPDATES Items in the Catalog have been slightly reorganized. BUG FIXES [AS-1831] - Fixed a longstanding bug where Tether lines did not go dark in Multiplayer games when disconnected from an Oxygen source. [AS-2237] - Fixed a bug where the Astroneer’s headlamp would turn off while dying inside a Drop Pod [AS-2545] - Fixed an issue with cables twisting in strange ways in relation to the planet center. [AS-2546] - Fixed an issue with power sockets on platforms twisting cables in strange ways in relation to the planet center. Due to the physics constraints of the world, vehicle chains have once again been limited to a maximum of 4 Rover bases. [AS-2567] - Power Nuggets once again charge batteries. Cave spelunkers, rejoice! [AS-2570] - Drop Pods should no longer launch into space when invoking the Use command. [AS-2572] - Large Solar arrays can once again be moved by the Winch! [AS-2574] - Mineral Extractor and Smelter should once again auto-pull from and auto-deposit into connected storage. Fixed several recurring crashes on PC and Xbox One which should increase general stability. ROADMAP HIGHLIGHT This update we are doing things a little differently, with an update of the roadmap: (view it here) directly from Veronica, our wonderful Producer: Greetings Astroneers! Since we're nearing the end of March, and the first quarter of 2018, it's time for a Roadmap update! Our key features from Q1 have now been released: Basebuilding, Streaming Power, update to Vehicles including mobile bases and physics stability fixes. We also made big changes to the interaction system, modifying gamepad controls and introducing Examine and contextual Use verbs. A few things we had that we started this quarter are not quite yet ready to move over to the "Released Features" column. The biggest ones to mention are Directional Steering for Vehicles and adding new Hazard and Discovery types to the game. The good news is, these things are in progress right now with Andrew working on steering, and our new Content Designer, Annie, working hard on bringing new discoverables into the world. You should see the fruits of their labor within the next couple of updates! Ahead of us in Q2 and beyond are the two remaining big systems - Terrain 2.0 and Dedicated Servers. I am happy to report that both are in full swing, with Adam working on the first new planet using the Terrain 2.0 tech, and Carl currently working on ensuring players on dedicated servers are able to preserve their game state when logging on and off. We're looking forward to sharing these features with you later this year! Overall, everything you see in the Q2 column is already in progress and we are very pleased with how things are coming together. We can't wait for you to play with the new planets, vehicles, modules, resources, discoveries, and much much more. Thank you for your ongoing support and feedback! -V -------------------------------------------------- *EDIT* - KNOWN ISSUES! 1. Fabricators and printers made in a previous save will not display the newly unlocked platforms. Create new fabricators and printers in version 0.6.5 to print new items. 2. Rovers and connected seats made in previous versions of Astroneer will display odd behavior, including bouncing when entering, and issues when using the "USE" action. To alleviate this issue, create new rovers & seats in version 0.6.5 or use the (ALT + CLICK) shortcut to immediately use something. ------------------------------------------------- Thanks for reading Astroneers! As always, thanks so much for the feedback, bug reports, & suggestions! This coming week we will be at GDC in the Epic Games booth showing Astroneer, so if you are headed to SF, and want to meet for a beverage, a high five or to talk business, drop me a line! joe@systemera.net -jt
  2. until
    Come watch the weekly Astroneer livestream!
  3. SES_joe

    Things become unselectable

    This sounds like a bug that we had in the previous version but got fixed, are you up to date and on version 0.6.8?
  4. SES_joe

    Why mixer?

    I am confused! I am scrubbing through it right now without any issue. Your issue does remind me that I have been meaning to just upload all streams to Youtube so they don't expire, so maybe I will just do that going forward to keep all of our video in one place.
  5. Thanks for persevering! We definitely have noticed that some of the text and other elements need some visibility tweaking and we will address in an upcoming update!
  6. SES_joe

    [XBOX ONE] Impossible to play togheter!!

    Hey Marck! There was an issue earlier where the win 10 and xbox versions were not on the same version thus resulting in a failure to connect. The update went out to all platforms a few hours ago, which hopefully should fix this issue!
  7. Thanks so much for the debugging! Will forward to the team!
  8. Also, thanks so much to everyone who sent saves, this was a complicated one and they were instrumental in finding the problem and a fix.
  9. We are currently playtesting a fix for this! It will unbork old saves.
  10. bumping this up, we are investigating this. If you have other saves impacted by this, leave them here.
  11. Steam 'Early Access' users will receive this update today, Wednesday February 28th, 2018. Xbox 'Play Anywhere' players can also expect this patch to hit their consoles or Windows 10 machines Wednesday February 28th, 2018. This patch addresses some issues introduced during the Basebuilding Update, as well as a quality of life fix for large storage! UPDATES You can find these updates in 0.6.2.0, the current build of the game. We issued hotfix 0.6.1 to Steam to address some of these issues, but are squeezing in a bit more, as well as issuing all of the fixes for Xbox Play Anywhere! Large Storage on a Rover or on a Large Platform will now pass-through power! We are extremely excited that players are finding all new ways to plug different base and vehicle modules together, and realized we needed to add some functionality to large storage to account for that. Now generators, wind vanes, and solar panels connected to Large Storage will pass power through to the platform or vehicle they are printed on. Additionally, we are working on new platforms, storage units and more to keep expanding on the variety of configurations for bases. Details soon. BUG FIXES Fixed missing sounds that were not loading for fireworks and other items Fixed an interaction but that resulted in players being unable to use the terrain tool after sitting in a 3-seat on a Shuttle or Large Rover Fixed a bug where users were able to unpack base modules that were not on a Large Platform. Fixed a bug where a battery that was plugged into a power pool would constantly tell the player it was full Fixed a bug where running platforms that got disconnected would then gain infinite power Fixed a bug that would result in "wireless power" for disconnected platforms Fixed a bug that caused a full Mineral Extractor to turn into Barad-dûr, resulting in the Eye of Sauron's gaze to follow your every move in your solar system. CRASH FIXES Fixed and added guards against crashes resulting from the array of connections while regenerating and merging Tether networks Fixed and added guards against crashes resulting from the unpack animation failing to play KNOWN ISSUES We are aware of the following issues, but they didn't make this patch. Thanks to the users who have reported these, we will address them in our next content update, coming in March. Corpses in the habitat from disconnected players trap players in the Habitat. Until we a get a fix in, make sure players do not disconnect while sitting in the Habitat! You can almost always jump your way out, or examine the corpse to start the despawn timer. Rovers sometimes become stuck in terrain on save/load. Power nuggets no longer charge batteries. They do however, still power rovers and other battery based items one their batteries have been depleted. Clients in multiplayer sometimes cannot see holograms on modules or in the Catalog. Invoking the use action on a printable Habitat sometimes causes the player to simultaneously grab it, causing them to rocket into space. The burn-off particle effect shoots across the entire screen. Large platforms are intended to create oxygen in this build. We plan on changing this behavior in an upcoming update. Extractors no longer autofeed from connected storage Solar Array crashes are no longer moveable Thanks to everyone for the feedback regarding the Basebuilding Update! Looking forward to sharing details very soon about content in our update in a few weeks. -jt
  12. Steam 'Early Access' users will receive this update today, Thursday February 22nd, 2018. Xbox 'Play Anywhere' players can also expect this patch to hit their consoles or Windows 10 machines Thursday February 22nd, 2018. The Basebuilding update is Astroneer's biggest update to date. Whether underground, on a mountaintop, or on far away planets, the all new Basebuilding and Power systems will allow you to create efficient bases that are all your own. This update includes 20+ new art pieces, which includes new platforms, modules, items to print, and much more. With that being said, this update is only the beginning for Basebuilding as a system. We have already begun development on more features and content to continue growing the already robust foundation. UPDATES You can find these updates in 0.6.0.0, the current build of the game. UPDATE: We have just deployed version 0.6.1.0 to Steam (Xbox Play Anywhere will get this as soon as possible) with a few bug fixes: Fixed a few crashes that were occurring Fixed missing sounds that were not loading for fireworks and other items Fixed an interaction but that resulted in players being unable to use the terrain tool after sitting in a 3-seat on a Shuttle Fixed a bug where users were able to unpack base modules that were not on a Large Platform. We are also aware of "remote" ghost connections, issues with rover power, and infinite power loops. We are working on a fix, thanks for your patience! Introduction of the Basebuilding System Creating bases has changed fundamentally at its core. Now Astroneers can create bases however they like with a variety of new movable platforms and new ways to connect those platforms together. We have introduced free standing movable base platforms. Three all new Platforms have been added. Two versions of the Medium Platform, and a platform for base modules, the Large Platform. These objects can now be placed and rotated individually, allowing for greater flexibility in base configurations. Lock platforms into place by connecting them to power. If you want to move them again, just disconnect all power lines. Introducing: Fabricators. Fabricators are portable printers that allow you to make bases. Pop up the new control panel, pick what you want to fabricate, and in the end you will have a crate you can unpack immediately or bring with you anywhere you go. The Small Fabricator allows you to bootstrap an entire base from your Backpack and is used to print Medium Platforms and Medium Fabricators. The Medium Fabricator is for printing Large Platforms and Base Modules. Medium Printers and Vehicle Bays remain unchanged for now. The starting Habitat module has received a visual update. Complete with a built in Oxygenator, Power Generation System, nighttime running lights, and 4 power connectors, the new Habitat is top of the line Exo Dynamics technology. All printed base Modules and Platforms now come in the form of packaged crates. This allows them them to be moved or stored before deploying. Hovering over a crate on the ground or a Module on a Platform will show a hologram preview of its orientation. Base module crates can only be unpacked while on top of a platform, so keep that in mind when planning your base. Added a new Landing Pad which automatically deploys next to a new Habitat. The Landing Pad is used to call in your first packaged items, and as zone for other players who join your session to land. Be aware that calling in new packages to the landing pad will destroy the extant ones. We plan on adding more functionality to the landing pad in the future. For now, shuttles will still land in the area in front of a vehicle bay. Bases created in previous builds will automatically migrate to the new Basebuilding system. When loading into an old save, Platforms and Modules will be converted to their movable, packaged form. We tried to support old saves as best we could so there was no loss of items, but terrain might not always generate properly. As always though, use old saves at your own risk. All holograms have received a visual update. They should now be much more readable at all times of day. The introductory landing sequence has been updated. We will continue to improve on the introductory sequence in future updates. Implemented an all new Power System Changed the Power System over to a system that uses streaming shared power pools.That means items that need power pull from available power generators on a connected network. All Modules, Rovers, and crashed solar arrays have been migrated to use this new power system. To see how a network is doing, check out the new power indicators on platforms. Cable and Cable Connector Art has been updated. Cables and their Connectors are now indicators for how much power is running through a network. When the indicator is red, the network needs power and all Modules connected to it will not run at optimal efficiency. As you add more power, the indicator will begin to expand, and connected Modules will run faster. Added a new directional power tool, Extenders. Extenders are printable in bundles of five from your backpack. Extenders provide directed power flow, which redirects excess power from one pool to another. Drag a cable from the extender to indicate the direction of power and where you would like it to flow. Power flow is indicated by the large chevron on the cable. Added small standalone platforms for small power items. When placed on the ground, Small Solar Panels, Small Generators, Small Wind Vanes. and Worklights will now deploy standalone bases with two Power Connectors on them. Use these to add power to your network, power bespoke standalone platforms, or as extenders that also add power. Small worklight bases also contain spikes can now stick to any terrain surface regardless of orientation. Interaction Updates A new interaction verb “Use” has been added to the game. Holding Use (by default E on keyboard and X on the Gamepad) triggers using an object. It is also used to get in and out of vehicles and the Habitat. A new interaction verb “Examine” has been added to the game. Holding Examine (by default Q on keyboard and Y on the Gamepad) triggers examining an object or its control panel. Holding Q on keyboard or Y on Gamepad will now open the Catalog whether or not the Backpack is open. This is a change from the double-Q / double-Y interaction from previous releases. Shoulder buttons can now toggle items in the Backpack Auxiliary slots on and off. Interactions that need to be held rather than tapped, like Use and Examine, now have a visual indicator ring around them. Platforms and Modules can be rotated using Z / X keyboard and RB / LB on Gamepad by default. When standing close enough to power slots, Gamepad users will auto-select slots that can pull connections. The Backpack printer can now be used with the directional pad and A button, rather than having to use the Gamepad cursor. Other Updates Small Generators now auto-pull nearby Organic resources when actively generating power. Small Generators will now automatically turn on when an Organic resource is added. Firework rocket has been added to the Catalog as an unlockable object. Happy Lunar New Year! Control Panel buttons, including the Research Platform, have been updated to change color and icon depending on whether pressing it will start, stop, or cancel a process, or if there is insufficient power. Tutorial help menu carousel has been updated to include Basebuilding, Power, and Interaction changes. Informational widgets that appear at the bottom of the screen have received updated visuals. Optimized rendering of hovering info text that appears over holograms, along with other minor framerate optimizations. Made several changes to the gravity system to improve stability of Rovers. Medium Generators now provide about 30% more power If you want to see the other stuff that happened this month that didn't make it, check out our vlogs for weekly insight to what the team is doing. BUG FIXES Fixed several issues causing Rovers to float when outside of physics range. There should now be fewer instances of Rovers going on a beautiful journey into space. Unified the simulation of the vehicle chain. This should mean many less vehicle physics freakouts going forward. Fixed an Xbox One crash that sometimes occurred when players were transitioning into Multiplayer games, improving overall stability. Fixed a PC crash that sometimes occurred when players were transitioning into Multiplayer games, improving overall stability. Fixed a minor issue where large rocks would not despawn when dislodged, causing untidy bases. Fixed an occasional bug where the mouselook camera would do a single wild 360 degree swing. Fixed an issue where players were sometimes able to pick up things inappropriately while seated. ROADMAP HIGHLIGHT The following major features are continuing during development, but are not included in this release. Now that we are in Alpha, you can expect to see all of these items implemented during the first half of 2018. Dedicated Servers - (Q2 2018) We now have our final plan for implementation and player workflow when it comes to dedicated servers and have begun implementation. The rollout plan is to have servers provided through a 3rd party during Early Access for stress testing, and then DIY hosted servers at a later date. Basebuilding - Implemented & In Progress Its finally out! As mentioned above, we still have plenty more we want to add to this system. We would love your feedback once you get your hands on it. Research 2.1* - Implemented & In Progress The next steps include working on items that instantly grant you research points, and unlockable blueprints that can only be found out in the world and never be unlocked via the catalog. Expect this to keep getting more content for our next few updates. Weather and Hazards - (Q2 2018) As a part of Terrain 2.0 we will also be introducing an entirely new weather and hazard system to challenge players. First on the list is fixing the wind system so it is more predictable and players can rely on it as a source of power generation. Terrain 2.0 - (Q2 2018) Not much has changed here. The terrain system is now stood up, and final tools are being implemented to account for item placement in the world. Adam has begun generation of terrain and exploration of new planets and biomes. Thanks for reading all of this! Really excited to get these sweeping changes into the hands of players. -joe
  13. SES_joe

    Update 0.6.5 - March 15th, 2018

    Sorry, its a known issue, need to make new fabricators to print them!
  14. SES_joe

    Update 0.6.5 - March 15th, 2018

    unlock them in the catalog, then use the medium fabricator to print them!
  15. thanks for this awesome thread with lots of feedback. forwarding to the team but will respond to some of this in a bit!
  16. SES_joe

    Patch 0.6.2 - February 28th, 2018

    it's in the known issue list in the notes.
  17. SES_joe

    Patch 0.6.2 - February 28th, 2018

    you can make a small printer from your backpack, which can make the smaller platforms.
  18. SES_joe

    Patch 0.6.2 - February 28th, 2018

    definitely working on this. There are problems with some sound not being effected by the values, and reverb. Will be fixed next update.
  19. SES_joe

    Patch 0.6.2 - February 28th, 2018

    Large Storage on a Rover or on a Large Platform will now pass-through power! We are extremely excited that players are finding all new ways to plug different base and vehicle modules together, and realized we needed to add some functionality to large storage to account for that. Now generators, wind vanes, and solar panels connected to Large Storage will pass power through to the platform or vehicle they are printed on. Additionally, we are working on new platforms, storage units and more to keep expanding on the variety of configurations for bases. Details soon.
  20. SES_joe

    The "Basebuilding Update" - February 22nd, 2018

    Lets get this hype train started.
  21. SES_joe

    A new healing module

    I love this! Going to send to the team!
  22. Steam 'Early Access' users will receive this update today, Wednesday January 17th, 2018. Xbox 'Play Anywhere' users got this update yesterday. This update is a followup to the previous Research Update! The team took some much needed time off for the holidays and were going to hold off on updating till February, but decided to keep to the "update every month" schedule to spend time fixing some bigger crash bugs and add another feature to the Research system! UpdatesYou can find these updates in 0.5.1.0, the current build of the game. Research System now uses Multi-Phase rates This release we've made a big update to the research system that debuted in our last update. Now every research subject contains multiple phases with different Byte values. Some items have their most valuable phase early, some much later, and some in between. So if you really want to maximize your research operations, you have lots of new decisions to make about what to research, when, and for how long. To help you make these decisions and figure out how much you want to min-max as a player, the Control Panel on the Research Chamber now shows a timeline of all the current item's phases. If your current research subject has moved into a lower-rate phase, and want to replace it something that's higher value, you can stop the current research operation and and load in the new subject right away. But be careful, stopping a research operation early means sacrificing any uncollected points! So don't be reckless, okay? Update to the lighting system has been implemented In this patch we included an overhaul to the lighting system. The main goal was to get the game running using the ACES tone mapper, so we could then get the game running in HDR in a future update. That meant spending lots of time recreating the look of Astroneer in a completely new system. We aren't completely done tweaking this, but overall this approach is a huge step in the right direction. If you want to see the other stuff that happened this month, check out our vlogs for weekly insight to what the team is doing. The most recent one shows off the new Basebuilding system: FIXES BUGS [AS-1522] - Fixed a number of issues that were causing save files to be deleted when the game crashed or the application was closed. In the most common case, this occurred when very large saves took enough time to write out that the user had time to close the window before the file finished. [AS-1958] - Fixed an issue causing inconsistent playback of Gas Hazard audio [AS-2097] - Fixed a minor issue where the Astroneer could still walk around when scrolling through the pages of the Help screen. [AS-2104] - Fixed an annoying Multiplayer bug which prevented the Client player from exiting a flipped vehicle in Multiplayer games. [AS-2113] - By adjusting a few things in the engineering team’s favorite part of the code, local wind effects should now only spawn for the relevant player rather than all players in a Multiplayer game. [AS-2158] - Fixed a bug where the Research platform remained in the "completed" state if it lost power while in that state. [AS-2172] - Base platforms no longer have "ghost" slots on the front that store only Compound. Goodbye, secret Compound storage. CRASHES With automated crash reporting coming online last month, during this release cycle we focused on fixing some of our most common crashes. There are a dozen or so more, but are pretty technical so I tried to summarize them here. [AS-2148] - Fixed a crash that occurred when entering the pause menu [AS-2150] - Fixed a crash that occurred while printing an item [AS-2153] - Fixed a crash that occurred while opening your backpack in certain situations [AS-2155] - Fixed a crash that occurred while loading a save game ROADMAP HIGHLIGHT We just completed a comprehensive overhaul to the roadmap! Now you can see projected time frames for upcoming content, as well as our ideas for free post launch content. The following major features are continuing during development, but are not included in this release. Dedicated Servers We currently have a dedicated server running with a third party that we can connect to. There are plenty of bugs still yet to deal with, but we are getting closer and closer to public launch. Basebuilding We have already completed a couple of playtests, but this is feeling really great right now. If you watched the above vlog, you can catch some glimpses of basebuilding in action, but here is an image that Spencer made during one of our recent playtests that sums up a lot: (none of the above art is final*) Research - Implemented & In Progress We just keep going! This update As with all of the new systems we are shipping, these are just base implementations that we will now work on expanding. Multi Phase items are now in, and the next steps include working on items that instantly grant you research points, and unlockable blueprints that can only be found out in the world and never be unlocked via the catalog. Expect this to keep getting more content for our next few updates. Terrain 2.0, Weather, and Hazards This is still in a similar place as last update. Zabir is working hard on ironing out some of the last authoring tools that the art team will use to create planets, biomes, and weather. The next step here will be generating one of the existing playable planets with the new system for testing! Also, the first versions of aggressive flora were shown off in the last vlog. We are now working on making variations that utilize some of the cool behaviors Andrew created.
  23. Steam 'Early Access' users will receive this update Monday, December 18th, 2017. Xbox 'Play Anywhere' players can also expect this patch to hit their consoles or Windows 10 machines Monday, December 18th, 2017. The Research Update is an entirely new way to play Astroneer. As part of our Alpha launch, we wanted to lay a solid foundation by updating our core game loop. Now, using the new Catalog and Research Chamber, players can use Bytes to unlock the blueprints they want. This update also includes our first module that uses "streaming power", as well as changes to resource colors and some under the hood performance changes while we continue our ongoing effort to improve game stability. Also, as mentioned earlier, we are moving into the Alpha phase of development, which means that going forward, we will be adding content and changes to the game with every update until we reach Beta. For a list of upcoming features and expected launch windows, check the roadmap update below! Updates You can find these updates in 0.5.0.0, the current build of the game. Complete Overhaul of the Research System The research system has been completely changed from the ground up. This will allow us to add new items to the game on a consistent basis, while giving players direct ways to unlock the items they want. Here's how it works: 1. We have introduced a concept called Bytes. Bytes are the way Astroneers will unlock items in the new research system. 2. Getting Bytes requires researching items at the new Research Chamber. Items that are researchable include: Research Chests found in the world, and resources like Compound, Resin, etc. We will be expanding the list of researchable items in the future. 3. Use the backpack Catalog to unlock blueprints. After you have accumulated enough bytes to unlock the items you want, open up your Catalog in your backpack to send data to Exo Dynamics in exchange for the blueprint to create said item. There are a few general tips for this new system. Research Chambers require a constant flow of power to continue gathering Bytes. That means power infrastructure like Batteries, Generators, Solar panels, and Wind generators will become extremely important. You can Overclock your platforms to produce more bytes by increasing the amount of power the platforms receive. Added the new and improved Research Chamber The new Research Chamber is our first platform using "streaming" power, a system we are going to move to completely in the future. Now, rather than placing a research chest on the platform and getting a random item, you research objects to accumulate data, which you can then use to unlock whatever items you would like from your backpack. These platforms all stack, so the more powered platforms with research you have going, the more Bytes you will accumulate! You can also Overclock your Research Chamber to accumulate Bytes faster. Examine the module connected to the platform to see the rate of Bytes, and also check if you are operating at maximum efficiency. Players should also be aware that after you add a researchable item to the Chamber, you cannot stop the process without destroying the contents. Cancelling for any reason means you lose the Bytes left in that subject! Added the new backpack Catalog Module The Catalog is your central hub for unlocking printable blueprints for items. Once you have enough Bytes, open the catalog using the backpack key while the backpack is open, or just click on it when your backpack is stowed. On the top if it's screen you will see the rate of Bytes Per Minute (BPM) as well as your total accumulated Bytes, and on the bottom, you can scroll through researchable items and unlock them by clicking on the green button. To cycle through the categories of research, press the buttons with the icons above the main window. First Implementation of the new "streaming" power system As the first step in getting basebuilding online, the Research Chamber uses the new streaming power system to operate. That means rather than having base modules use a power bar that has to continue refilling, modules using the new mechanic search the network for sources of power and then stay connected to them as long as the power keeps coming in. Implemented new resource colors Keeping with our ideal to try and base items in our game on actual science, we worked on updating resource colors. Items like malachite should now better reflect their real world counterparts. These are still a work in progress. UI updates The game now has a few usability and informational tweaks. The first is a prompt to let players know that an old save is most likely unsupported and buggy. Upon loading the older save, the game will warn you about the potential for bugs and less than ideal performance. We also added a new message of the day area on the home screen, with a link to patch notes so you can check them out anytime. Added a new in-game tutorial Players will now have an on-screen prompt upon starting new saves that explains updated mechanics and content! Press F1 on your keyboard or the "View" button on your controller to pull up these tutorials at any time. Automatic Crash Reporting Implemented Now, if you crash as a result of a bug, the game will automatically send a report to us for triage. We might still ask for crashdumps from time to time, but this will help us better track crashes and how many players they effect. New Soundtrack Music now added to the existing soundtrack songs Purchasers of the Astroneer soundtrack will get the new Soundtrack Volume 2 by Rutger Zuydervelt for free! If you want to purchase a physical copy, head over here! Riley also added new sounds for the Research Chamber and Catalog. If you want to see the other stuff that happened this month that didn't make it, check out our vlogs for weekly insight to what the team is doing. This month the team showed off some new hazard behaviors that you should be seeing in game really soon. Bug Fixes [AS-1308] - The game now auto-saves appropriately when force quitting via the window “x” in the top right corner or by pressing ALT+F4. [AS-1713] - Fixed a visual issue where Client player’s dropship had no thrusters in Multiplayer games. [AS-1762] - Players can no longer hold objects after death or during the re-launch animation from orbit. [AS-1816] - Fixed a few issues with quick stowing of items not interacting well with the backpack printer. [AS-1829] - Fixed the Terrain Brush color ring to reflect the player color in the 'tool disabled' state (it’s no longer fuschia). [AS-1832] - Fixed a few other instances of Client players getting stuck in a wheelie while driving a Rover in Multiplayer games. [AS-1834] - Fixed an issue in Multiplayer games where the soil burn-off effect on the drill did not display for Client players [AS-1876] - Fixed a bug in Multiplayer games on Xbox One where the 'No Power' text and symbol were not visible on Modules to Client players ROADMAP HIGHLIGHT The following major features are continuing during development, but are not included in this release. Now that we are in Alpha, you can expect to see all of these items implemented during the first half of 2018. Dedicated Servers - (Q2 2018) We are currently working diligently with a 3rd party to start standing up the dedicated server experience. There are unanswered questions regarding ownership & persistence, but we expect to be shipping our first dedicated server experience during Q2 of 2018. Basebuilding - (Q1 2018) Right now the team is working on some elements that will will completely change how you build your bases, and creating "tiers" of base modules that will scale up as your Astroneer starts to master the solar system. We want there to be a sense of progression when creating bases, so that your initial base looks way different than a base belonging to a seasoned Astro. That doesn't just mean bigger, that means more complex, but also more rewarding. Right now you could technically burn organic on 30 small generators to power a big base, but what if you could just upgrade your base with more powerful and automated power sources to replace them all? The initial version of basebuilding will be shipping some time in Q1 2018. Research 2.1* - Implemented & In Progress The first version of this is out, but that doesn't mean we are done. As with all of the new systems we are shipping, these are just base implementations that we will now work on expanding. The next steps include working on items that instantly grant you research points, and unlockable blueprints that can only be found out in the world and never be unlocked via the catalog. Expect this to keep getting more content for our next few updates. Weather and Hazards - (Q1 2018) As a part of Terrain 2.0 we will also be introducing an entirely new weather and hazard system to challenge players. You should have gotten a taste of this in last weeks vlog. Rather than just being challenged by gas bags and dust storms, we are going to implement different kinds of weather effects, and aggressive flora that will challenge your exploration of the solar system. Terrain 2.0 - (Q2 2018) I will save you the technical talk and just say that creating new planets, biomes and caves has begun. There is still a long process to tweak the procedural system, but T2.0 is slowly being turned over from engineering to the art team so they can begin making much more complex planets with unique challenges to face. Holy hell this was a long one. Thanks to everyone who has been sharing, reporting bugs, and providing feedback on the current state of Astroneer and keep the info coming in so we can make it the best game it can possibly be! Looking forward to continue updating the game on a regular basis! -joe
  24. SES_joe

    "Patch 0.5.1" - January 18th, 2018

    Could you try starting a save in a fresh slot and seeing if that saves your progress? We introduced some fixes to avoid loss of save data in this update. Edit: Also, sorry this is happening to you! Appreciate you posting on the forums about it.
  25. SES_joe

    There is an error in Korean translation.

    hey Lithium! You can email me at joe@systemera.net!