SES_joe

SES Dev Team
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Everything posted by SES_joe

  1. SES_joe

    Patch 1.0.15 - April 11, 2019

    Patch 1.0.15 will be deployed to Steam, but is being held on Xbox/Windows 10 while Xbox sorts out an issue with deploying builds. They are actively working on a fix and we will deploy this build as soon as they finish. (UPDATE: This issue has been resolved and the build has been deployed on Xbox / windows 10) Updates General Updates This patch includes a large update to networking code to improve performance in multiplayer sessions. Hosts should no longer see huge performance drops when clients join their games! [AS-6597] - Code redemption is now available in Astroneer. Redeem your Recruit Bundle codes now! [AS-6301] - Gateway Engines no longer require oxygen management from Astroneers. [AS-6181] - Emote selections are now persistent account-wide - like all other customization options - rather than just per individual save. [AS-6302] - The Gateway teleportation exit point has been changed so that the player no longer takes fall damage when exiting it. [AS-6404] - The Scrap value of Graphite has been fixed from a high 0.75 to the intended 0.25. This also addressed a minor exploit which allowed players to trade 3 Graphite nuggets for 4 Graphite nuggets via the Scrap mechanic. A number of balance and distribution changes to Hazards and Research Samples are included in this patch. Research Samples and Items: [AS-6017] - Increased Research Sample spawn probability on Sylvan forest biome by 25%. [AS-6022] - Increased the density of Research Items and Samples in Sylvan subterranean biomes. [AS-6306] - Respawn times for Research Samples have increased 25%. Also increased the value of Research Items by at least 25%, and reduced their research time by a similar margin. Hazards: [AS-6020] - Where there previously was a single growth, now a trio of Volatile Cataplants have sprouted on Glacio’s ice sheets. [AS-6021] - Delayed Bouncevine explosion from .5 to 1.5 seconds after being uprooted. [AS-6024] - Adjusted both the Noxious and the Elegant Spewflower to have a stronger toxin (especially the latter, which only occurs underground). Astroneers visiting Atrox are cautioned to avoid their fume clouds, which are at least 25% more deadly than previously recorded. Bugfixes We have addressed an issue with a performance optimization which was causing intermittent crashes in version 1.0.14.0. [AS-3085] - Fixed a long standing bug which would cause the Shelter tooltip to not reappear if Players exited the Shelter while mousing over it. [AS-4338] - Fixed the messaging on the Research Chamber for non-researchable items until the save is reloaded. [AS-4650] - Fixed a bug in the customization system where suit palettes with non-default materials incorrectly change backpack slot colors. [AS-6179] - Fixed a bug where players were unable to drive Large Rover trains of more than two Rovers. [AS-6188] - Fixed the glitch (and by that we mean hilarious exploit) which occurred when entering a shuttle and picking it up simultaneously allowed the client player to fly around. [AS-6211] - Client Players can no longer carry platforms when they enter the shuttle and carry the those platforms to other planets. [AS-6225] - Fixed a bug causing small printer functionality to become suppressed when instructed to print the thruster until the correct cable is connected. [AS-6337] - Astronium nugget now uses the correct texture. [AS-6352] - Text boxes no longer overlap when collecting more than one kind of resource in quick succession: instead they now conveniently stack alongside the backpack. [AS-6360] - Fixed a bug causing batteries to send out power on directional power connections even when they have no excess power to send out. [AS-6514] - Fixed an incorrect research Byte value and research time on a some hazards. Also if you haven't heard already, Astroneer is nominated for FIVE Webby awards! We could use your vote to bring the awards home, so head over here (VOTE HERE) for more details about what categories and how to vote! Thanks for reading and I look forward to kickstarting the youtube channel back up soon with a new post 1.0 vlog! -jt UPDATE: KNOWN ISSUES! 1. Terrain is still desyncing for clients and hosts. We are investigating, no matter what speculative fixes we have made on this so far, we still see this for some users. 2. Terrain seams coming back near where hard terrain and regular terrain meet. Please post here with any stuff you see that is odd in 1.0.15, and I will add to the list. We prioritized optimization in this last patch, and some gameplay stuff might have gotten into a weird state. Overall we have seen a pretty significant decrease in crashes, and an overall boost in framerate across all platforms, but there is definitely still work to be done!
  2. SES_joe

    Patch 1.0.15 - April 11, 2019

    This one has been a thorn in our side since launch, and any speculative fixes we have implemented have seemingly fixed the bug for some but not others. Will make sure this continues to be looked at. If there is any information that you can forward related to it happening in 1.0.15 I would love to see it, so far what I have been seeing has been related to internet weather. The client doesn't have a great connection to the host and then the game tries to just guess the last state of the terrain.
  3. Patch 1.0.13.0 Release Notes The primary focus on this patch was to continue addressing the most pressing performance concerns! When comparing with exisiting saves, we saw significant framerate improvements. Some more big performance changes are being tested and worked on right now, which should further help with performance, especially in multiplayer sessions. We are definitely not done optimizing, but this was a much needed big first step. Tether Changes This patch includes a rework of the algorithm that drives the placement of new tethers in a network. The new algorithm should greatly reduce the hitches players see when placing tethers in a big network across all platforms, leading to improved performance in single player and multiplayer games. This is the first part of a two-step fix to this system, the next portion coming in a future patch. The rework of the algorithm has somewhat changed the connection behavior of tethers. The impact of this change is not only on performance, but also in far more predictability and control over what will happen when you drop or pick up a tether. Here is a summary of what’s changed and what remains: Vehicles, base platforms and characters should behave the same as before. You should not see any difference in how they make tether connections. Connections between tether posts that have changed. When placing a new tether post, it will now connect to the closest tether post of each distinct tether network in range. A tether network in this case being a set of connected tether posts. Tether networks are no longer self-healing! When you pick up a tether post it will trigger a network split of all the other tethers it was attached to. A tether post being disconnected will not cause any other tether post connections to change. Performance Improvements A number of overall performance improvements are included in this patch. Make debris objects despawn when they leave relevance Generally reduce object count by cleaning up stateless objects that are far away from players. Sped up transform updates for all objects. Updated timeslicing settings for expensive objects that did not previously take advantage of timeslicing. Optimized terrain geometry generation throughput. Do not update animations that are out of the player's view and not in their immediate vicinity to save time. Cached audio parameter values to avoid time spent updating them when they haven't changed. Bugfixes Fixed several of our commonly reported crashes increasing overall stability [AS-6342] - Fixed a bug introduced in the last update, where digging up Hazards with research samples attached cause the research to pop into the air and become stuck. [[AS-6351] - The achievement “Journey to the Center of the Thing” now unlocks when its requirements are met. [AS-6353] - Fixed a bug which caused objects to become unusable for client players when unpacked or repackaged while outside the host's field of view in Multiplayer games. [AS-6390] - Fixed a bug Moving wrecked rover seat means Player is unable to interact with debris POI after save. Sorry that this one took a little longer than expected, there are some big changes to some core systems here and we needed more time to test! -jt
  4. SES_joe

    Patch 1.0.13.0 - March 13th, 2019

    Noooo! Can you please send the crash dump to me? support @ systemera. net
  5. SES_joe

    Patch 1.0.13.0 - March 13th, 2019

    This is definitely on the list, especially because this has the benefit of adding accessibility features to the game as well!
  6. SES_joe

    Patch 1.0.9 - March 1, 2019

    Patch 1.0.9.0 Release Notes The primary focus of this release was to address more of the key gameplay issues and stability issues that we’ve been encountering in live. Fixed even more of our most commonly reported crashes increasing overall stability. Deployed fixes for a number of our most commonly reported gameplay bugs: [AS-6208] - Made the first fix to the issue which is causing players to be randomly launched into the air while walking around, especially on planets other than Sylva. Now if this error occurs, the player will be only slightly bumped and should no longer take lethal damage. We are investigating a deeper fix to Terrain 2.0 that would fully address this issue, as well as some others, but will require more implementation and testing. [AS-6162] - Made several fixes to Terrain 2.0 which would cause Client players to see seams where Host players have deformed terrain around resource deposits. [AS-6196] - The Achievement "Delve Greedily and Deep" will now be appropriately unlocked when reaching the mantle of any planet. Unfortunately, this is not a self-healing fix, meaning that you will have to go back to the mantle of a planet to earn this. [AS-6212] - The exploit that allowed players to generate infinite Scrap by removing Small Batteries placed on the Shredder and replacing them has been fixed. You will now have to go back to collecting Scrap the good ‘ol fashion way. Made changes to how our backend service checks for Achievement progress in order to address the issue of players no longer seeing customization items they unlocked by completing achievements. If you are still experiencing missing items in your inventory, please keep reporting it to us. Cranes and Drills have received several fixes and adjustments: [AS-6234] - Fixed the bug causing the Crane and Drills mounted on vehicles to not collect soil into canisters attached to them. [AS-6270] - Fixed a bug which caused Crane-mounted Drills to stop digging a short ways past the surface. [AS-6271] - Fixed a bug which caused a lower strength Drill to fail to activate if a higher strength Drill is detached from its slot. The deformation rate has been made uniform across all Drill hardness tiers when drilling soft terrain. Additional power will now be drawn when multiple Drills are attached to one vehicle. Buffed the deformation size for Crane-mounted Drills. A number of most commonly occurring Tutorial issues have been addressed in order to smooth the experience for first time players: [AS-6101] - Fixed a bug where the UI prompt for the tutorial dropship does not appear again after a player dies. [AS-6111] - Fixed a usability issue which occurred if a player stowed a research sample in their backpack, there would be no prompt open the backpack. [AS-6112] - Fixed an annoying issue with the small printer where it would lose the Use key and could not be used to print a thruster and progress the objective. [AS-6113] - Fixed an issue where slotting the solid-state thruster to the oxygenator slot on the shuttle mistakenly advanced the objective. A number of issues have been fixed regarding quick stow and tier two object carrying. [AS-6160] - Fixed a bug that would cause carried objects to clip through terrain and become lost when a player enters a slide or deploys terrain tool. [AS-1070] - As part of the above fix with carrying objects, addressed an old bug where resources would sometimes fall through the terrain when their model was below the surface at the time they were ejected from the back of the Terrain Tool. [AS-5038] - And while we’re there, fixed a visual issue where attempting to quick stow a large item while holding it would trigger the “Backpack Full” UI warning [AS-6206] - The RTG can now be shredded in the Shredder. KNOWN ISSUES: Client desync and performance drops on all platforms. (Update: Further profiling has helped us identify the biggest offenders for performance, and some fixes are being tested currently for deployment in our next patch) Some modified terrain nodes will sometimes lose collision, causing players to quicksand into them. (Still debugging this issue. Seems like deformation is causing terrain node math to get into a weird state on lower end hardware. Working on a fix) If you crash while in a shuttle in orbit, the shuttle will remain in orbit and your starting point might get broken. We have a solid repro of this and are tracking a fix. Rovers with front mounted drills will sometimes cause the rover to lose control when operating the drill for extended periods. Exiting Tractors will sometimes cause clients to catapult into space and subsequently suffocate. (Update: Verified that is happens when pressing "enter" twice before entering. Should be fixed in next week's update) Vehicles will sometimes not respond to input, causing repeated enters and exits before resuming normal operation (Update: turns out this might happen when other inputs are held while entering. Should be fixed in next week's patch) Crashing on loading before the start menu (This should have been addressed in this update, please keep us updated if you continue running into this issue.)
  7. SES_joe

    Devs Chat on Twitch about Performance

    Thanks for posting here! The jist of it: A performance update coming tomorrow, we are in cert today, with upgrades to overall frames as well as some changes to tethers to make sure you never have the issue where placing them takes multiple frames. Continued performance in the next few patches! Also Gene makes an appearance.
  8. UPDATE: 2/21/2019 Fixes for the backend service that would have unlocked all customization unlocks have overwhelmed our services and caused performance drops while the game continues to try and connect. We have implemented a fix and hope to have a hotfix out ASAP. The primary focus of this release was to address as many major gameplay issues as possible that have been reported over the last couple of weeks, as well as a fix for Xbox / Windows 10 players who could no longer access cosmetic items they have unlocked through progression. BUGFIXES Fixed more of our most commonly reported crashes increasing overall stability. [AS-6164] - Fixed a major issue where vehicles would decide to take an unwelcome nap, and would remain stationary despite being powered. [AS-5572] - Fixed a major issue in Multiplayer that would cause Client Player’s camera to be launched into space if the "Enter" command was pressed multiple times when entering a seat. [AS-6127] - Added some guards and performance improvements to address the issue which occurred most often on lower end machines causing picked up and dropped items to fall through the terrain. There may still be some visible stuttering on lower end specs, but items should no longer be irretrievably lost. [AS-6103] - "Up By the Roots" achievement should now become unlocked by unearthing Popcoral [AS-6243] - Fixed a major issue where Players on Xbox / Win 10 would no longer see their unlocked cosmetic options as of version 1.0.6.0. The underlying issue had to do with the platform not properly communicating with our backend service and therefore not being able to pull down a player’s inventory. Actual player inventory was not affected and all items should be rightfully restored in the UI view as of version 1.0.7.0. [AS-6070] - Fixed a major issue in Multiplayer that occurred when a Client Player disconnected a rover train the Host was driving, the towed vehicle could no longer be driven by any players. [AS-6218] - Remove the use key quick stow capability (Edit: Clarification = We removed the 'hover over something + press F to Quickstow because it was causing some usability issues... namely for gamepad users who had something accidentally proximity selected that would wind up stowed.) [AS-5857] - Fixed an issue in Multiplayer games where Terrain would be briefly invisible for Client Players when joining a Multiplayer game. Included in this fix are other improvements to the load / join experience which should result in a more consistent experience throughout the game. [AS-6180] - Fixed a rare Multiplayer issue that would cause a rover train to become disconnected when Client Player drove the train. [AS-6233] - Fixed an issue which would cause clouds to z-fight to death when viewed from distance and turn into a flickery soup. [AS-6190] - The required resource icon at the subterranean Engine on Glacio has been changed to match the resource’s tool tip. [AS-6114] - Removed the erroneous mention of Oxygen on the gas resources tab of the Astropedia [AS-5902] - Removed erroneous smoke effects on the Shuttle Wreckage Thrusters. KNOWN ISSUES Client desync and performance drops on all platforms. (Update: We are working furiously to ease the pressure on the host machine in order to fix this. Turns out MANY non relevant items were being rendered (items below ground in caves for example) so we are working on implementing an unreal engine feature that will help this issue tremendously) Exiting Tractors will sometimes cause clients to catapult into space and subsequently suffocate. (Update: Verified that is happens when pressing "enter" twice before entering. Should be fixed in next week's update) Vehicles will sometimes not respond to input, causing repeated enters and exits before resuming normal operation (Update: turns out this might happen when other inputs are held while entering. Should be fixed in next week's patch) Some modified terrain nodes will sometimes lose collision, causing players to quicksand into them. (Still debugging this issue. Seems like deformation is causing terrain node math to get into a weird state. Hoping to have this fixed next week) Crashing on loading before the start menu (This seems to impact players on windows 7. If you are having this problem there is a workaround you can use while we work on the fix. If you crash while in a shuttle in orbit, the shuttle will remain in orbit and your starting point might get broken. We have a solid repro of this and are tracking a fix. UPDATE: 2/21/2019 Fixes for the backend service that would have unlocked all customization unlocks have overwhemed our services and caused performance drops while the game continues to try and connect. We have implemented a fix and hope to have a hotfix out ASAP. Glad we got some of the gameplay bugs that impact the most players! Looking forward to continuing to squash gameplay bugs and get performance in line with what what we expect on all platforms! -jt
  9. Post feedback, suggestions, etc here! Looking forward to seeing what you all have to say!
  10. This patch should already be deployed on Steam, and is in Xbox cert but because of the holiday on Monday, will likely not be deployed till Tuesday 2/19. You should expect our next patch on 2/22/19. The primary focus of this release is addressing the top crashes we are seeing out in the wild. This patch also contains some performance improvements and other bug fixes. Fixed several of our most commonly reported crashes increasing overall stability. Most notably, we have fixed crash which would occur when saving a game, causing that save game to be corrupted. Saved games affected by this issue should once again become playable after installing this update. Made additional performance improvements to the Terrain system, specifically when deforming a lot of terrain. [AS-5878] - Fixed a bug where Research Samples attached to the bottom of Hazards would fall through terrain when the Hazard was dug up. [AS-5925] - Fixed an issue where Clients would not see the appropriate Oxygenator state in Multiplayer games. [AS-5931] - Fixed a bug where undermining large EXO wrecks would cause them to jitter around wildly while they look for a stable resting spot. [AS-6062] - Fixed a collision issue on some of the larger rocks and formations found on Vesania. [AS-6088] - Fixed a bug where Hazards would be destroyed too quickly when dug up. The fix changes unburying behavior across the entire game to be more consistent for all objects. [AS-6124] - Fixed a bug that caused foliage to shrink in place when harvesting with the Terrain Tool at maximum range Made a few more small changes to how often we report back Achievement progress to our back end service. This should have no outward impact on the game, but will stabilize the connection to the service. KNOWN ISSUES Client desync and performance drops on all platforms. (Update: We are working furiously to ease the pressure on the host machine in order to fix this. Turns out MANY non relevant items were being rendered (items below ground in caves for example) so we are working on implementing an unreal engine feature that will help this issue tremendously) Exiting Tractors will sometimes cause clients to catapult into space and subsequently suffocate. (Update: Verified that is happens when pressing "enter" twice before entering. Should be fixed in next week's update) Vehicles will sometimes not respond to input, causing repeated enters and exits before resuming normal operation (Update: turns out this might happen when other inputs are held while entering. Should be fixed in next week's patch) Some modified terrain nodes will sometimes lose collision, causing players to quicksand into them. (Still debugging this issue. Seems like deformation is causing terrain node math to get into a weird state. Hoping to have this fixed next week) Crashing on loading before the start menu (This seems to impact players on windows 7. If you are having this problem there is a workaround you can use while we work on the fix. If you crash while in a shuttle in orbit, the shuttle will remain in orbit and your starting point might get broken.
  11. SES_joe

    Patch 1.0.7 - February 21, 2019

    It won't last another week.
  12. SES_joe

    Patch 1.0.4 - February 9, 2019

    This is a patch that includes a handful of fixes to improve overall stability before the weekend. [AS-6140] - Fixed an issue that would cause game audio to play through Oculus Tray Tool if it was running rather than speakers or headphones. [AS-6138] - Reduced the number of times the game pings our backend service with Achievement progress. This is a speculative fix to the ongoing issue of Retro Suits not appearing for some Early Access / Game Preview players, which is caused by a failure of the service to properly retrieve your account inventory. Made some targeted performance optimizations in the Terrain and Multiplayer systems. [AS-6131] - Put guards around the most commonly occuring low-level crash, improving overall stability of the game. Fixed a crash that would happen if speedy players attempted to open the catalog before their Astroneer had fully spawned in the world. Fixed a rare, but annoying crash that would occur if a player deformed terrain then quickly exited the game, preventing the game from saving their terrain changes properly. We also deployed version 1.0.3 to Xbox and Windows 10. Users should see performance improvements across the board, as well as fixes that were supposed to be in the game on day one. Now that this build has passed certification, we have been approved for the bypass group on Xbox which will allow us to deploy builds much faster. We thank you for your patience! We will be working to bring the Steam and Xbox versions of the builds in parity ASAP. KNOWN ISSUES Client desync and performance drops on all platforms. We are working hard to address this issue, it is at the top of our list with all of the other optimization we are currently doing. Exiting Tractors will sometimes cause clients to catapult into space and subsequently suffocate. Vehicles will sometimes not respond to input, causing repeated enters and exits before resuming normal operation Some modified terrain nodes will sometimes lose collision, causing players to quicksand into them. Retro suit will sometimes be unselectable for some players. Not being able to download the game via the Windows 10 store. (we require the latest version of Windows 10 from October, so download that first and then you should be able to purchase the game Crashing on loading before the start menu No QOL for accessibility. We are working through a potential timeline to add QOL features for accessibility like colorblindness, mouse acceleration, and rebinding of all keys. We will release that timeline as soon as we are complete! We are working furiously to get through these and many more issues! Please keep the bug reports coming in so we can continue to prioritize. Thanks!
  13. Steam 'Early Access' players will receive this update November 14th, 2018. Xbox 'Play Anywhere' players can also expect this patch to hit their consoles or Windows 10 machines throughout the day November 14th, 2018. Update 0.10.5 contains a Tech Test of a new planet using an early version of Terrain 2.0, a new suit only for Early Access and Play Anywhere players, and bugfixes for the main version of the game. This will be the final early access update before 1.0! UPDATES & INFO Exotic Moon Tech Test This build includes a first look at an early version of Exotic Moon. We are using it as a stress test for Terrain 2.0, the new technology we are using to generate planets. This planet is an earlier unfinished version than the current development one, so it will be missing large parts of the gameplay loop. You should expect to encounter bugs and missing gameplay. If you do, please report them on our forums so we can track major issues as we go through our bugfix phase before 1.0! No amount of feedback is too small! You can access the build by scrolling left on the starting menu space ship and loading "Terrain Tech Test" Because the planet has missing decorators, effects, research, and resources, Exo Dynamics has provided the Astroneer with 100k bytes, and an experimental development plinth that provides all necessary resources to craft items. Consider this an EXTREMELY loose test for players who want "Creative Mode" type experience. Please give us feedback on what you would like to see included if Astroneer added a dedicated creative experience after 1.0! Also, the planet has a fixed seed, so every player of the game will experience the same exact planet. Share your favorite mountains, caves, craters, and with others and directions on how to get there using the Astroneer's compass! "Retro" Suit Unlock As a gift to everyone who supported us throughout development, a new suit has been added to the game! This “Retro” suit is exclusively for Early Access and Game Preview players of Astroneer as a thanks for your ideas, bug reports, feedback, and encouragement. Anyone who owns the game before 1.0 will receive the "Retro" suit, and we have no plans for making it available to post 1.0 players. Thanks so much for your support thus far! BUGFIXES The following live issues have been fixed as of version 0.10.5.0: [AS-3717] - Addressed an issue where some players were unable to join a Multiplayer game on Xbox One. We will keep monitoring to see if the issue persists, please let us know on the forums if you are still encountering this problem. [AS-3983] - Fixed a bug where clicking on the opened Backpack while holding down a terrain modifier key breaks cursor selection [AS-4003] - Fixed a Multiplayer bug where Client players could not start the Soil Centrifuge from the control panel [AS-4047] - Fixed a bug where the Chemistry Lab would stop functioning mid-print if a player was holding enough resources to perform crafting twice [AS-4088] - 3-Seat modules should now be appropriately facing outward when printing directly on an Extra Large Rover. [AS-4602] - Fixed a rare, but annoying crash that occurred when players attempted to shred a second non-empty Oxygen tank with oxygen in it after shredding a non-empty Oxygen tank. INFORMATION! Release Date Just in case you missed it, Astroneer now has a solid release date, February 6th, 2019! While we hoped to release the game into 1.0 right after the two year anniversary of our Early Access + Game Preview release in mid December, we have made the tough decision to delay the game 6 weeks to make sure we meet the quality bar we have for what we consider a polished 1.0 experience. The game is all but finished, but we ate up too much of our bugfix and performance time that we had slated for the end of development, and feel the few extra weeks of work will allow us to make Astroneer 1.0 a polished experience. We hope our players will understand! For more context about the decision, check out our developer Q&A that we posted on Youtube today, and then check out the release date announcement trailer to see just how different Astroneer is: Price Increase We always said we would revisit this once we got closer to 1.0, and now that we are here, it is time! Astroneer will be officially moving to a 1.0 launch price of $29.99 USD on November 19th 2018. Our 19.99 price point was always seen as a discount because the game was unfinished. Just as a reminder, Astroneer 1.0 will include 7 entirely new planets with multiple brand new biomes, new vehicles, modules, items, suits, and an exploration based experience! This also includes around a years worth of completely free content updates. You can view future content being considered on our roadmap. That's all for now! This final update is a bittersweet one, this Early Access journey has been an amazing experience, and we cannot wait to deliver an incredible game on February 6th that we can all be proud of having worked on together. Thanks so much from every single member of our team. -jt
  14. SES_joe

    Astroneer 1.0 is live!

    After 2 years of early access, we are finally here! Watch the trailer: this has been an amazing journey and we cant wait to keep developing with you all.
  15. Hey Friends! I wanted to just post here to share some news and be really transparent...unfortunately we had to make the unpopular decision to cut dedicated servers for 1.0. As time counted down we realized that shipping them was just not feasible to keep our current date and we were cutting the feature down to it's bare bones just to make it. We would rather not do that, so we are going to continue work on them and then release as soon as they are ready after 1.0. I will do my best to keep everyone updated with a timeline, but we are still as excited about them as ever because we want cross play and larger multiplayer counts. Totally understand that this is disappointing news, but I hope people will understand our reasoning and enjoy the rest of the awesome stuff that is coming in the 1.0 update. I will try and answer questions as they pop up here!
  16. Hey friends! We were having this discussion internally, so I wanted to throw it out here to get more feedback. Part of our work while we are getting to 1.0 is to finally fix quality of life changes we have been meaning to make for a while to reflect a polished 1.0 product. What qualifies as a Quality of Life improvement? See the criteria below: A change that addresses a mismatch between design intention and player expectation. A change that uses or changes only existing systems Has low disruption to other features and systems in the game Examples of ones currently on the list: 1. Changing worklights and generators so you can see the power plugs that pop out on their deployable platforms before placing them 2. A "use" action for medium storage to make them go flat or stand up 3. Oxygen tanks in aux slots should be rotated 90 degrees so you can see how full they are QoL improvements are not new features, new systems, overhauls to design, or critical bug fixes. So if there are some small things that have been bothering you, or don't match up with what you think a thing should do, or something that could be WAY better with just a small tweak, drop it in here! Thanks!
  17. LOOKING FOR 0.10.5.0 PATCH NOTES? CLICK HERE Steam 'Early Access' players will receive this update September 6th, 2018. Xbox 'Play Anywhere' players can also expect this patch to hit their consoles or Windows 10 machines throughout the day September 6th, 2018. Update 0.10.1 contains a complete overhaul to the crafting and progression systems, including new resources, minerals, recipes, modules, and a new shuttle! New Crafting Progression Astroneer now has multiple stages of crafting progression! In order to prepare for new items that will be added in 1.0 as well as creating a progression that encourages exploration, we have overhauled the progression of crafting. There are now new resources in the world to gather, completely new craftable resources, and a new resource type, Atmospheric! Now, in order to craft everything in the game, Astroneers must travel to different planets. Progression now happens in a few stages: Stage 1: Gathering resources with your terrain tool. In addition to the existing in-game resources, there are several new mineral deposits found throughout the world, and different densities of those resources on different planets. Stage 2: Smelting and Refining resources. Like the current version of Astroneer, step two requires smelting and refining materials. There are new smeltable resources, be sure to check their UI card for more details! Smelter has been renamed “Smelting Furnace” More resources can be smelted Stage 3: Extracting resources from soil. This system has gotten a complete overhaul. Rather than just extracting all resources, the newly dubbed "Soil Centrifuge's" role is now to help Astroneers extract common resources without all of the manual labor. This should allow players to focus on finding rare resources and automate the process of gathering items like compound and resin. Mineral Extractor has been refactored into the “Soil Centrifuge” Centrifuge provides easy access to common and uncommon resources but no longer can create all resources. Stage 4: Compositing two resources together. Stage 4 now requires some science! In order to create rare composite resources, Astroneers must use the "Chemisty Lab" to combine resources from the above steps. Rare resources will now sometimes require a specific atmospheric gas to create. Hydrazine Catalyzer has been refactored into a “Chemistry Lab” Brand new resources can be crafted by combining multiple resources together Some high-level resources require an Atmospheric resource as a type of fuel Stage 5: Collecting Atmospheric Resources. As mentioned above, Atmospheric Resources are a new resource, and the new Atmospheric Condenser is the way to gather them. Not all atmospheres have every gas, and some have higher concentrations of gases than others, so make sure to visit new planets in order to collect all gases for crafting! Fuel Condenser has been refactored into the “Atmospheric Condenser” Visuals for the module have been completely replaced Allows you to collect different resources from the planet’s local atmosphere Different planets have different resource availabilities! New Resources and Recipes A new ore has been added - Sphalerite. Sphalerite can be smelted into Zinc, and is found above ground and below ground on most planets. New types of resource deposits have been added - Quartz, Clay, and Graphite. Quartz can be smelted into Glass Clay can be smelted into Ceramic Organic can now be smelted into Carbon. Coal deposits have been removed from the game and any existing Coal nuggets have been migrated to Carbon nuggets. The Medium Generator now uses Carbon! The following new crafted resources can be created at the Chemistry Lab: Rubber Plastic Aluminum Alloy Tungsten Carbide Graphene Diamond Hydrazine Silicone Explosive Powder Steel Titanium Alloy Nanocarbon Alloy The following new atmospheric resources can be gathered using the Atmospheric Condenser: Hydrogen Argon Methane Nitrogen Helium Sulfur To enable early game exploration of new planets, two new items have been added: the Solid-Fuel Thruster and the Small Shuttle. The Solid-Fuel Thruster is unlocked in the Catalog for 500 Bytes and is printed from the Small Printer for 1 Aluminum and 1 Ammonium. This disposable thruster will enable you to take a one-way trip to another planet so you can collect the resources you need to complete your crafting progression. For your convenience, it prints to a small package that fits in your backpack, so be sure to take spares with you if you want to make round trips! The Small Shuttle is unlocked in the Catalog for 1500 Bytes and is printed from the Vehicle Bay for 2 Aluminum. The Small Shuttle works with both the Hydrazine Thruster and the Solid-Fuel Thruster. Recipes for many of the objects in game have changed! The goal of these changes is to give each item a clearer place in the crafting and gameplay progression. We hope players will now have a much more gratifying sense of progression as they unlock and craft new technology! Because this is such a big change for the game, we’d love to hear your thoughts and feedback on the forums. General Changes The Catalog has received a visual redesign! We heard your feedback loud and clear on this, and with all the new recipes, we decided to overhaul the catalog and the information provided within. We hope that players will now make better informed decisions when spending bytes and planning out progression! It now shows the required print resources to help you decide how to spend your hard-earned bytes To further streamline Research and Printing, researchable items have been arranged by the printer type they come from (Backpack, Small Printer, Medium Printer, Vehicle Bay) instead of their gameplay role. All Fabricators have been renamed to Printers. Collectible power nuggets and oxygen nuggets have been removed from the game! To mitigate oxygen “rescue” moments, oxygen filters are unlocked by default and resin deposits are more common. To mitigate power collection, the collectible nuggets surrounding hazards will collect as organic for small power generators. Miscellaneous Hovering over the required Resource holograms on printers now displays information about obtaining that Resource in their Tooltip. There are tons of new things, so this should help players find the resources they need! EXO Wrecks and fallen Astroneer backpacks now have a chance to grant the newly added resources. See you in the stars fallen friends. Byte values of researchable items have been adjusted Byte costs of purchasable items have been adjusted Bugfixes The following live issues have been fixed as of version 0.10.1.0: [AS-2487] - Fixed a bug where the Smelter sound loop would persist for Client players in Multiplayer games after smelting has finished [AS-2676] - Fixed a bug where the Client player in Multiplayer games was unable to hear the Smelter when it was active [AS-3330] - Fixed a bug where the Client player in Multiplayer games was not able to see the preview holograms while printing Medium and Large Rovers [AS-3341] - Fixed a bug where Vehicle Bay will pop to center of the Shelter once it has been unpacked [AS-3362] - Fixed a minor issue with the Medium Solar hologram which appeared too bright in the Catalog [AS-3363] - Fixed a minor issue with the Terrain Analyzer image clipping through the background of the Catalog [AS-3419] - Control + Click shortcut should once again work on the Landing Zone control panel [AS-3426] - Fixed a bug with the item pads of small objects becoming separated from the object under certain conditions [AS-3461] - Fixed an issue where Fireworks explosion became visually offset with the rocket [AS-3465] - Smelter will no longer drop items to the ground when queuing up resources [AS-3509] - Items will no longer fall out of world when packages are unpacked upside down [AS-3522] - Fixed a bug where the green light on the side of certain module packages did not light up [AS-3523] - Fixed a bug where Printers were not prevented from printing when items were placed in the center of the preview hologram [AS-3541] - Fixed a long term usability issue where Smelter slots did not have priority over platform slots for placing ores for processing. [AS-3571] - FIxed a visual issue where the Medium Storage became unskinned for a brief moment when unpacking [AS-3602] - Fixed a number of localization issues in the Quick Help menu screens [AS-3608] - Fixed a number of objects whose holograms appeared too large in the Catalog and caused readability issues with localized text [AS-3647] - Fixed a bug where the Small Fabricator could finish its current printing process while being stowed in the backpack [AS-3665] - Resources found in the white resource caches now show UI information cards [AS-3669] - Exit key is no longer present in the shuttle UI when in orbit [AS-3739] - Fixed an issue that occured when the player died with the research catalog open which caused previously unlocked items to show as locked and unpurchasable after respawn. KNOWN ISSUES: You should not be able to slot anything in the Chemistry Lab tray. Doing so will brick the Chemistry Lab once you start the process. We will be fixing this in a hotfix. For now, make sure to leave the tray empty when creating items. UPDATE: The above known issue has now been fixed in 0.10.2! The hotfix has been deployed on Steam and will be deployed on Xbox once it goes through cert! Thanks for reading! This is a big change for the game, and we would love your feedback. Use this thread to give us your thoughts!
  18. SES_joe

    Astroneer 1.0 QOL suggestion thread

    Lots of good stuff to chew on here, we have definitely had bigger conversations on the team about a few topics including: 1. Storms 2. Holding big objects 3. Remembering Terrain Tool mode 4. Flattening storage via a use action 5. Pointing 6. Compass changes There are a ton more, but just wanted to thank people for all of this great insight. No promises about these, but it is good to see what little stuff we can polish up before we get to 1.0
  19. We have been specifically tight lipped about this as it is a 1.0 feature! We have been pretty open about most of our EA development, but this one will definitely be better if we don't list it out ahead of time.
  20. SES_joe

    Astroneer 1.0 QOL suggestion thread

    HEY EVERYONE! This is all amazing feedback. going over it with the team so we can pick out stuff that is doable for 1.0! Thanks for all the great responses and keep them coming!
  21. Whoa! A lot to unpack in this thread. I will begin by saying, patch notes are meant to be as thorough and comprehensive as possible. Every team member goes in and adds their work during an update to keep track of what is being changed and what isn’t. In the case of a big update like this, unfortunately some changes fall through the cracks. That isn’t us saying we want to hide anything from anyone, it is just a miss on a rather large list of changes. Comparing us to Warframe is a bit of a stretch, we are a 17 person team compared to a AAA group with tons of support. I would venture to guess they have an entire team dedicated to comms whereas we have.... me. I totally get your feedback though, and am talking to the team about making sure changes don’t slip through the cracks in the future. As far as the discord vs forum thing, I read both every day, and I agree that the forums are still our main place to disseminate information. Patch notes get dropped here first, they rank on google (where most of our traffic comes from) and we link to here everywhere we post them. That being said, discord is also an awesome place for the team to directly interface with players in real time, and will become more and more integrated into our communications as we grow. As always, I appreciate feedback, especially critical because it helps us get better, so keep it coming. I think Wyvyrias does a great job keeping our various contact points moderated on a daily basis, I would read a lot less feedback if I didn’t have him keeping me afloat.
  22. SES_joe

    Update 0.9.2 - August 6th 2018

    Steam 'Early Access' players will receive this update today, August 6th, 2018. Xbox 'Play Anywhere' players can also expect this patch to hit their consoles or Windows 10 machines throughout the day August 6th , 2018. Update 0.9.2 contains the groundwork for extensive changes to the crafting and resource systems, as well as additions to printer lists and changes to printers overall! UPDATES You can find these updates in 0.9.2.0, the current build of the game. NEW RESOURCES AND RECIPE CHANGES New resource deposits have been added to the solar system! Titanite, Wolframite, and Hematite deposits can now be found on the surface of planets and in caves. But you won’t be able to find all of these on Terran, intrepid Astroneers will have to travel the solar system in order to find the new resources. Titanium has been changed to be the refined form of Titanite. Wolframite and Hematite can be smelted into Tungsten and Iron, respectively. New recipes have been added to include these new smelted resources! New resources need new recipes to print them! These are just a few items that will be using this new resource progression, be on the look out for more items in updates very soon Drill Head: 1 Tungsten and 1 Resin Extra Large Platform: 2 Iron Extra Large Storage: 2 Iron and 2 Aluminum Fireworks: 1 Titanium Thruster: 2 Tungsten GENERAL CHANGES - Medium Printer has been removed as part of an ongoing effort to streamline crafting. With the introduction of the Small and Medium Fabricators, the Medium Printer became increasingly redundant and created confusion about where objects can be crafted. All objects that previously printed from the Medium Printer can now be crafted from the Small Fabricator. Existing Medium Printers in saved games have been automatically converted to Small Fabricators. - Thruster is now a craftable object. It is available in the Catalog for 2000 Bytes and prints from the Small Fabricator for 2 Tungsten. - The respawn rate of Harvestables has been positively adjusted! - EXO wrecks can now be found in caves! Adventurous Astroneers will also discover new large wrecks on the surface that hint to each planet’s theme. - The orange launch button has been removed from the Shuttles. You can now use the Auxiliary keys (Z / X on keyboard or RB / LB on gamepad) to launch into orbit. - Beacons have received a small update and a bug fix. Beacons are once again visible when slotted. Now players actually can locate their vehicles if a beacon has been put in a slot on the chassis. They can now be turned off. This option is available when you finish cycling through all of the color options using the input keys. They can now be turned on, off, and their color can be changed using the aux keys when slotted onto an auxiliary slot on vehicles and backpacks. BUGS & CRASH FIXES The following live issues have been fixed as of version 0.9.2.0: A number of frequently occurring low-level crashes have been fixed, increasing overall stability. [AS-2475] - Fix an issue where the Backpack "No power” notification did not account for attached extra power from batteries. [AS-2521] - Fixed an issue in Multiplayer games where an incorrect required resource notification is displayed when a Client player scrolls between craftable objects with a resource in their backpack. [AS-2576] - Picking up or quick stowing a bundleable item into the Backpack no longer starts a new bundle if a non-full bundle of that item is already in the backpack. [AS-2598] - Fixed a Multiplayer issue where the Backpack printer did not display necessary resource to craft for the Client player. [AS-3256] - If you open the catalog while your terrain tool is out, it will be put away. This fixed an issue where the mouse did not work with the catalog if the catalog was opened while the terrain tool was equipped. [AS-3261] - Fixed an issue where Medium Generators attached to a Rover aux slot could not be toggled using the aux keys. [AS-3267] - Fixed an issue in the Tutorial, where the Research Module control panel could not be examined when the progress tooltip refreshed too quickly. [AS-3294] - Fixed an Audio issue causing the reverb audio filter to persist when Players exited a cave. [AS-3311] - Fixed a small visual issue where the Trade Module Rocket appeared unskinned for a brief moment when the Trade Module platform is unpacked. [AS-3331] - Spiker Seeds now have a UI card. [AS-3339] - Client players should once again be able to slot items to the top slots on the Medium and Large Rovers. [AS-3349] - Fixed an issue on the Xbox One where the selection cursor persisted upon respawn if the Astroneer died while browsing the catalog. [AS-3382] - Drop SFX have been restored on small modules. [AS-3383] - Pick-up and placement SFX for Small Wind Turbine, Small Solar, and Small Generator have been restored. [AS-3389] - Clients should once again hear Fuel Canister emptying SFX. [AS-3396] - Vehicle Bays should now be able to print Rovers and the Small Shuttle on top of a wrecked Spaceport. [AS-3424] - Blowing up a Large Shredder should no longer leave an unusable partial Scrap resource. [AS-3430] - When modules are picked up from their bases, their control panels will now close automatically instead of jittering erratically. [AS-3463] - Tweaked the Fireworks sound effect so it no longer starts before the visual effect appears. [AS-3525] - Resource slots on small fabricator can disappear or reappear as camera is rotated to put it offscreen Fixed a number of small localization bugs, naming inconsistencies, and text spacing issues. Restored a number of missing icons indicating the contents of a printed package. KNOWN ISSUES The addition of new Wrecks and Discovery types will cause terrain seams in old saves. This will no longer be an issue once Terrain 2.0 gets rolled out! Some titanium from older saves might disappear upon updating. Thanks for reading! Can't wait to see you all at PAX in a few weeks to talk about some really exciting news related to Terrain 2.0! -jt PS: RIP MEDIUM PRINTER, WE WILL MISS YOU ❤️
  23. SES_joe

    Update 0.9.0 - July 6th 2018

    Steam 'Early Access' players will receive this update July 6th, 2018. Xbox 'Play Anywhere' players can also expect this patch to hit their consoles or Windows 10 machines throughout the day July 6th , 2018. Update 0.9.0 contains a new gameplay mechanic and module, the Shredder, and tons of new things to discover while exploring planets! UPDATES You can find these updates in 0.9.0.0, the current build of the game. NEW DISCOVERY TYPE - EXO WRECKS Players can now find new types of EXO discoveries while exploring! From small crashed dropships to sprawling empty outposts, these discoveries await you on the surface of all planets across the solar system. Some of these structures are still somewhat usable… will you strip them of their goods, or settle down and repurpose their working parts into a new base of operations? Some of these include: Solar and wind farms Wrecked dropships Abandoned spaceports These discoveries will also provide valuable parts that you can use for shredding, which brings us to our next addition... SHREDDER AND SCRAP The Small Shredder and Medium Shredder have been added to the game! Shredding is a new gameplay mechanic in Astroneer, that will allow players to use found and created materials to create Scrap, a new resource. Scrap is created by shredding items and modules you no longer need, or wrecked objects and debris you find in the world. Players can then use scrap to trade for materials at the Trade Platform. The Small Shredder is available in the Catalog for 500 Bytes and prints from the Small Fabricator for 1 Aluminum Medium Shredder is available in the Catalog for 1000 Bytes and prints from the Medium Fabricator for 2 Aluminum TRADE PLATFORM The trade platform has been updated to be the primary source of trading for Scrap. Instead of trading using crafting materials, you now use the trade platform to send scrap away in exchange for resources you might need! We will continue to make adjustments to the exchange rates so make sure to let us know how these work for you! IN-GAME UI IMPROVEMENTS As part of ongoing improvements to the in-game UI, the Power and Oxygen status visualizations have been changed to icons and notification tags rather than floating text. Hovering over another player in Multiplayer games now gives you a bit of information about them. OTHER IMPROVEMENTS Harvestables now appear on Radiated and Arid, as well as in Caves on all planets! The design team is eager to hear your feedback on respawn rates and point grant values of Harvestables. Please visit the forums, or other social channels, and let us know what you think! All Rovers now have tighter turn radius, enabling more awesome donut maneuvers, but also better maneuverability in caves. BUGS & CRASH FIXES A number of frequently occurring low-level crashes have been fixed, increasing overall stability. [AS-3127] - Fixed a crash that occurred when printing a Large Shuttle both a Power Nugget and directional power to the Vehicle Bay. [AS-762] - Fixed a UI bug where the text on the Vehicle Bay would flip upside down when approaching it in a vehicle. [AS-877] - Fixed a long standing issue in the Trade Platform where the trade resources would appear inconsistently between client and host players in Multiplayer games. [AS-2792] - Fixed an Audio issue where storm effects would not return if a player entered and then exited a cave during a storm. [AS-2840] - Footstep sound effects have returned! [AS-2841] - Fixed an Audio issue where the Lowpass filter would remain in effect after dying. [AS-3048] - Adjusted the headers in the Quick Help menu so they no longer overlap in Windowed mode or with longer translations. [AS-3065] - Fixed a bug where a Terrain Analyzer occupying a Backpack slots would interfere with the ability to place objects directly into the Backpack. [AS-3097] - Fixed a camera collision issue that occurred when a player would pan across in front of the Habitat causing the Landing pad to flicker in and out. [AS-3104] - Small platforms should no longer topple over easily on uneven ground. [AS-3106] - Filter hologram should once again be present on the Backpack printer preview. [AS-3114] - Fixed an issue where an unusable Examine prompt would appear when selecting the Small Fabricator in your Backpack. [AS-3129] - The Dropship should no longer be deployable when it is placed on a Shuttle. [AS-3149] - Fixed an Audio issue where only the first hydrazine canister attached to a shuttle would play its associated SFX when fuel is transferred into shuttle tank. [AS-3150] - Fixed an annoying issue where Hard Terrain and its surrounding terrain could not be flattened together without the appearance of a small gap or jagged edges. [AS-3175] - Tooltips no longer remain visible on the Terrain Tool after closing the Backpack. [AS-3289] - Fixed a major issue on the Xbox One causing the game to not save after entering the Habitat and then powering down the console. KNOWN ISSUES In a higher latency situation, rejoining players may appear at first where they last were in a Multiplayer game, but due to latency, input is still bound to the EXO satellite and on pressing 'A' they get relaunched from the station. The addition of new POI's and Discovery types will cause terrain seams in old saves. This will no longer be an issue once Terrain 2.0 gets rolled out. Thanks for reading! -jt