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Everything posted by SES_joe

  1. 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!
  2. 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 [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
  3. Post feedback, suggestions, etc here! Looking forward to seeing what you all have to say!
  4. LOOKING FOR 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 [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!
  5. 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
  6. 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.
  7. 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!
  8. 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.
  9. 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, 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 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 ❤️
  10. 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, 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
  11. SES_joe

    Update 0.9.2 - August 6th 2018

    alt and ctrl click work as "insta click" substitutes.
  12. SES_joe

    Update 0.9.2 - August 6th 2018

  13. SES_joe

    Update 0.9.0 - July 6th 2018

    Reading comms about this, looking into it, looks like it might be related to our game analytics tool, but is completely harmless.
  14. SES_joe

    Update 0.8.0 - June 14th, 2018

    HAVE YOU PLAYED THE TUTORIAL? FILL OUT THIS SURVEY TO GIVE US FEEDBACK! Steam 'Early Access' players will receive this update today, June 14th, 2018. Xbox 'Play Anywhere' players can also expect this patch to hit their consoles or Windows 10 machines throughout the day today, June 14th, 2018. Update 0.8.0 contains a new tutorial, a complete overhaul to the UI, and a completely new element in the Research system, Harvestables! UPDATES You can find these updates in, the current build of the game. The game has an all-new Tutorial experience that is accessible from a new drop pod in the Main Menu! The goal of the new Tutorial is to introduce the basic concepts of Terrain deformation, Oxygen / Power management, Research, Exploration, and Basebuilding in a more streamlined way to new players. We hope that this tutorial will be good for new players to Astroneer, but also to players who haven't played the game in a while but are coming back! When launching Astroneer for the first time, new and returning players will be prompted to try the new Tutorial. Returning players can skip the Tutorial and it will be available to replay at any time from the Main Menu. In order to match the unlock progression of the Tutorial, new games will now begin with the Canister, Tethers, Small Generator, and Open 1-Seat unlocked, in addition to the modules and platforms already available by default. Even if you’re already familiar with the game, we encourage you to play through the new Tutorial. We will continue iterating on the experience over the coming months so please be sure to share your feedback with us in the forums! The game has been updated with a V1 of an overhaul to all of Astroneer’s in-game text UI. Instead of persistent floating text, almost all interactive items, modules, chassis, and resources, have been updated with a "UI card" visual design. All modules and resources now have an icon associated with them. Hovering over holographic input indicators will now tell you the resource required for module, printer, and fabricator recipes. Proximity-based tooltips have been added to all embedded Resources. Position indicators have been removed from vehicles, so be sure to print Beacons and slot them on your Vehicles if you intend to walk very far away! Some areas like: main menu UI, spaceflight UI, Backpack UI, as well as UI for the Trade Module and Mineral Extractor will be updated in a future release. There are now special plant and mineral formations on Terran, Barren, Arid, and Exotic planets that spawn unique objects you can instantly research for a variable amount of Bytes. These Harvestables will respawn their research items over time, and also have a chance to spawn a large, single-use Research Item at their root. Be warned, though: uprooting the plant or mineral will prevent it from respawning their instant-use research items. So weigh your options carefully between single use and respawning values - and be careful where you dig! The goal of the Harvestables system is to smooth out the starting gameplay experience by offering small, renewable sources of Bytes in areas that might have a low density of Research Chests, and to provide interesting points of interaction across the surface of planets. Your Backpack inventory and location are now preserved between multiplayer game sessions! When returning to your friend’s saved games or rejoining after a lost connection, your Astroneer will load in the last location you left them. Also, in order to fix a number of bugs that could occur if clients joined before the host deployed the shelter, multiplayer is now unavailable until the host has landed on the starting planet and deployed the shelter. BUGS [AS-2855] -- Fixed an issue where storms were appearing pixelated for players on the Xbox One [AS-2890] - Fixed a bug with Generators so they once again pull available organic from backpack slots [AS-2894] - Fixed a bug where Terrain Analyzer color meters changed to black upon exiting game and reloading the saved game. [AS-2917] - Audio should now reset properly after Astroneer death. [AS-2935] - Player backpack oxygen tank should once again pull oxygen from connected tanks or filters. 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. Also, just in case you missed it, we were at E3 and announced some big news! Astroneer is now slated to go into full 1.0 in December 2018! We will be updating the roadmap to reflect the rest of our plans during Early Access, but rest assured, we will continue updating and adding to the game in order to make 1.0 a huge advancement of Astroneer! Click here if you want to hear more about what we revealed at E3, including news about cross-play between Steam and Xbox via dedicated servers, increased multiplayer counts, and more. When you are done with that watch the E3 trailer below! Thanks, and talk to you soon! -jt
  15. Hey! Just seeing this. The data being sent is just in game analytics! We track in-game actions to help us make decisions while we are in development. Stuff like, what suit people pick, how many times they print ______ etc... Not sure why you are seeing so many pings though, although I suspect it has to do with you blocking the connection and our gameanalytics not timing out. Forwarded to the team for clarification.
  16. LOOKING FOR UPDATE 0.8.0 NOTES? CLICK HERE! Steam 'Early Access' users will receive this update later today, Tuesday May 8th, 2018. Xbox 'Play Anywhere' players can also expect this patch to hit their consoles or Windows 10 machines later today, Tuesday May 8th, 2018. Rovers are now more configurable than ever! The Rover Update contains a new vehicle, updated driving controls, new methods to use rovers in fun ways, and a ton of performance upgrades! UPDATES VEHICLES The Small Rover has been added to the game. It is available in the Catalog for 1000 Bytes and prints from the Vehicle Bay for 2 Compound. Absolute Steering has been implemented for vehicles. Vehicles are now controlled by the movement keys regardless of camera position! (WASD by default on keyboards, and RT / LT and the left thumbstick on controllers). Absolute Steering is enabled by default as of this update, but players may change back to the original camera-directed steering mode by disabling Absolute Steering in the options menu. The physics model for Rovers has been overhauled. Lateral friction has been added to wheels to prevent rampant sliding. Drag force has been added to Rover acceleration for a more natural velocity cap and more natural steering at high speeds. Acceleration forces now take contact normals into consideration to allow wheels to “roll” over smaller obstacles instead of plowing into them. Contextual Button activation have been implemented for vehicles. Certain items attached to the Auxiliary Slots on vehicles can now be activated by pressing the Contextual Buttons (Z / X or RB / LB by default). More items, such as the Drill and Winch, will become usable in this way in future updates. The Thruster has been revised to work better with Rovers. Have fun! Can now be toggled using the above Contextual Buttons when attached to the Vehicle Auxiliary Slots. Applies a more balanced force for better in-air stability. Can now accelerate Rovers above their max drive speeds. The research cost and recipe of the Medium Rover has been adjusted. Its cost is now 3000 Bytes (up from 2000 Bytes) and requires 2 Compound and 2 Aluminum to print. The built-in batteries on the Medium and Large Rover have been tuned to require more active power sources. The primary reason for the power and recipe changes is to further differentiate the roles of the Medium and Large Rovers from the Small Rover. The Small Rover is intended to be used a light exploration vehicle, while the Medium and Large Rover are meant to serve as heavier haulers and mobile bases. PERFORMANCE IMPROVEMENTS We have made a number of improvements to performance on both PC and Xbox, particularly targeting very large save files and multiplayer games. Specific areas of focus include infrastructure refactors and fixes, removing unnecessary animation overhead, reducing the processing cost of deformation, and optimizing older assets that have not been updated in quite some time. This is an ongoing effort that will continue throughout Early Access, but this latest effort should be noticeable for players on the Xbox in particular. Xbox One now utilizes DirectX 12, further improving rendering efficiency on Xbox One and will allow for future rendering quality improvements. HDR Xbox One X and Xbox One S consoles can now play the game in HDR. Please calibrate your monitor using the default Xbox One calibration screen prior to launching the game. OTHER IMPROVEMENTS The ‘Flatten Mode’ on the Terrain Tool has been adjusted to provide more consistent results at any angle. Reward tables of Discoveries have been updated with new items. Additional Quick Help screens have been added to the game to help you after the initial Tutorial experience. Press F1 on your keyboard or the Menu button on your gamepad to check them out! Reduced overall game package size (reduced download sizes and load times) Upgraded game engine to Unreal 4.18. BUGFIXES Fixed a number of issues with wheel collision which were causing Vehicle wheels to stretch in strange ways. These fixes should greatly reduce the number instances of stretchy wheels. [AS-2597] - Fixed a bug where some Fabricators displayed nonfunctional contextual verbs. [AS-2599] - Fixed an issue where the 'Use' and 'Examine' inputs prompts did not properly respond to input [AS-2622] - Fixed an interaction bug where the 'Exit' prompt displays instead of 'Enter' when one or two seats of a 3-Seat attachment are occupied. [AS-2630] - Fixed a bug where a on-functional 'Place’ verb appeared when interacting with another player’s Habitat [AS-2637] - Fixed a bug where a player could not operate Winch if another player occupied vehicle it was attached to. [AS-2647] - Fixed an intermittent bug where the Client players model did not appear to animate to the Host player while using the Terrain Tool. [AS-2675] - Fixed an issue where Vehicles became embedded in certain kinds of terrain when printed from the Vehicle Bay. [AS-2689] - The Habitat side slots can once again hold resources and other 1-slot items. [AS-2690] - Fixed an annoying bug where the Vehicle Bay became inoperable for the Client player if the Host was using the control panel while the Client was joining the game. [AS-2691] - Fixed a bug where a non-functional ‘Enter’ command appeared when hovering over another player’s Drop Pod in Multiplayer. [AS-2695] - power cells look like holograms on clients [AS-2736] - Fixed a graphical corruption in the power conduit material. [AS-2754] - Fixed a minor issue with Research rates showing decimal places off-screen on the control panel. [AS-2844] - Fixed an issue where players could infinitely replicate smelted items. Sorry, not sorry. Fixed a number of localization bugs in the “Learn More” help screens. KNOWN ISSUES Storm textures showing up as pixelated on the Xbox One Audio might become muffled after an Astroneer dies. We are working to resolve this issue. The game sometimes loses audio when settings are changed. This can be fixed by deleting your game usersettings.ini Thanks for reading! Hope everyone has fun driving the new rover! We will talk again around E3 edit: and also here is the trailer! -jt
  17. Come watch the reveal of our E3 trailer and an interview with some of the team!
  18. SES_joe

    Shacknews E3 Livestream!

    Come hang with us on the show floor in Shacknews' booth!
  19. until
    Watch us on the Twitch stage talking about our E3 reveals, as well as our next update!
  20. SES_joe

    Help me understand the Small Rover.

    Just wanted to jump in on this thread. This forum was created to allow people to say anything they want about Astroneer. We get positive feedback! We get ideas! We get bug reports! We get negative feedback! All of this is EXTREMELY valuable to the team, and I lurk around here all the time and relay certain threads/posts (good and bad) to the rest of the team. I love when people post well thought out criticisms and offer suggestions that run parallel and perpendicular to what we do. (except for when people post asking about guns, I don't love that) Please, keep the criticism coming, we never want people to be afraid to give negative feedback. What we will not tolerate though is bullying behaviour. This forum is for all ages, so keep it civil and respect your fellow forum members. We can have critical conversations without being mean.
  21. Steam 'Early Access' users will receive this update April 1, 2019. Xbox 'Play Anywhere' players can also expect this patch to hit their consoles or Windows 10 machines April 1, 2019. The Astro Royale Update marks a huge moment during Astroneer Early Access development! 100 Astroneers parachute onto a planet to prove they are Exo Dynamics's top spacefaring Astro. This update will include a new vehicle, 1 million free cosmetic items, and a full cinematic story with characters voiced by Elon Musk, Sigourney Weaver, Jeff Goldblum & Astronaut Peggy Whitson. Here are the first screenshots from this new game mode. Stay tuned for more updates as they become available! APRIL FOOLS -jt
  22. ------------------------------------------------------------------------- UPDATE : 4/2/18 We have deployed hotfix 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 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 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, 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! -jt
  23. until
    Come watch the weekly Astroneer livestream!