SES_joe

"Patch 196" - July 21st, 2017

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Astroneer's Pre-Alpha Early Access will be updated to version 0.3.10196.0 (Patch "196")

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Steam 'Early Access' users will receive this update Friday July 21st. 
Xbox 'Play Anywhere' players can also expect this patch to hit their consoles or Windows 10 machines Friday July 21st. 

This update adds a new item, as well as fixes to issues in both single and multiplayer sessions. We are continuing our trend of working heads down on long term projects to make Astroneer a scalable and better performing game all around. If you want to know how that is going day to day, you can check out this week's vlog, as well as the entire playlist to see how we have been progressing so far. We know content has been light, so for our next update, we will be rolling out experimental branches of the game while still updating the main branch to allow players to actually get their hands on these new updated core systems on our roadmap. We can't wait for you all who are patiently waiting to finally see the fruits of our labor!

As always, the team would like to thank everyone supporting Astroneer in early access, especially for sharing bugs, inspiration, stories, videos, and streams with us and the rest of our amazing community.

UPDATES

You will find these updates in 196, the next build of the game.

  • [AS-1096] - Migrated to Unreal Engine version 4.15.
  • [AS-1140] - Fall Damage model been refactored to use fall velocity instead of absolute height values.
  • [AS-1190] - A variety of error messages for joining Multiplayer games have been implemented in game and localized in all shipping languages.
  • [AS-1194] - Set up headless game server to begin the process of dedicated server implementation.
  • [AS-1196] - Worklight object is now available in the build and printable from the backpack.
  • [AS-1201] - Distinct Gestures and Idles for Bubble, Pajama, and Bio Suits have been added
  • [AS-1203] - Adjusted FX to fire off at the right times during animations.
  • [AS-1081] - Implemented basic gameplay telemetry collection. 
  • The Game no longer triggers an autosave on the first exit from the Dropship.
  • Backpack shoulder auxiliary slots can hold arbitrary items again.
  • Oxygen tank cost restored to 1 Titanium.

Build all the worklights you want! This is the first pass on dropping in a "test item". We hope to continue to add items like this while we flesh out core systems, as well as passes on other items that we think have way more potential, like the winch, drill, and beacons, just to name a few. You also now have more personality depending on which Astroneer you choose, as well as reverting the cost of oxygen tanks to titanium. Print some now while they are cheap ;). Dedicated servers are still not ready, but the headless server instance is a good step in the right direction.

FIXES

The following bugs are now fixed. Thank you to everyone in the community who has reported and shared details with us on these issues.

  • [AS-1118] - Spikers should once again be visible to Client players in Multiplayer games.
  • [AS-1147] - Client players should no longer be generating different terrain than the Host in Multiplayer games.
  • [AS-1148] - Fixed a recurring crash during the object update cycle. Object updating is now more efficient. 
  • [AS-1198] - Full tanks no longer appear empty to Client players in Multiplayer games.
  • [AS-1207] - The Smelter will no longer lose resource nuggets if there are no slots available on the module, nuggets will fall to the ground instead.
  • [AS-1234] - Fixed an edge-case, but annoying issue where players are unable to proceed with the game after clicking the take-off button at the end of the landing sequence.
  • [AS-1280] - Fixed a crash that occurs when players attempt to load a previously saved game from the Main Menu.
  • [AS-1284] - Xbox players should now be able to join a previously suspended online game session. 
  • [AS-1296] - Fixed a nondeterministic terrain generation issue which resulted in terrain seams around the landing zone.
  • Several fixes to the Gravity system should reduce instances of Vehicles and unearthed objects floating away.
  • Fixed issue where the Smelter would be restored to a bugged state if the game was saved during the smelting process.
  • Fixed issue where the Research Module would be restored to a bugged state if the game was saved at the wrong moment during chest unlock.
  • Fixed numerical error buildup in camera system causing jitter and drift.

One of the biggest fixes is gravity for vehicles and spawned items on planets. There still might be a few edge cases here, but for the most part you should be seeing less floaty stuff. Also, multiplayer sessions where players are on different planets should be much more stable.

KNOWN ISSUES

The following minor bugs are known to be in this release and will be addressed in a future update.

  • Background music tracks may sometimes loop or cut out early. 
  • Base conduit may sometimes extend off the intended trajectory.

The upgrade to the Wwise audio engine has caused some unforseen situations where music does not trigger properly. This will be fixed after this update. Also, our migration to Unreal 4.15 has caused some issues with base conduits. There is a fix in progress, but it didn't make it in time for this update. Expect to see it in the next one.  

PROTOTYPING

The following major feature prototypes are going on during development, but are not included in this release. These are tasks that most of the team are focused on right now, which is the reason for the lack of large content drops. As stated above, we will now be rolling new features to experimental to expedite some of this new stuff into your hands.

  • Controller Prototype - New controller and interaction prototype is nearly ready for public experimental launch. This prototype tries to solve issues with the virtual cursor, and aims to bring the controller experience in parity with a mouse and keyboard configuration.
  • Terrain 2.0 -  Completed Volcano Island prototype to prove out terrain generation in new system. Next up is generation of entire planets using this new prototype. 
  • Modularity - Completed second vehicle modularity prototype for internal playtesting. More concrete details coming within the next few weeks, including possible experimental branch public playtesting.
  • Research 2.0 - Astroneer ID Card and Interaction Point prototype worked on. Progress made on potential systems for more meaningful research progression. More concrete details coming within the next few weeks, including possible experimental branch public playtesting.

Now that the initial explorations have been done, the team is narrowing it's scope on the boulders on our roadmap. Concrete decisions are being made, resulting in more fleshed out versions of all of these boulders. As addressed in last week's Q&A, our team will now all focus on specific boulders for each content update going forward to bring them to life for experimental testing and or public releases. With the addition of two engineers since our last update, our capacity to move on these large systems has been largely upgraded. 

Thanks and see you Friday!

EDIT: Some issues have popped up and will be patched soon!

- In MP games, Host players will see worklights  illuminated for themselves and Client players, but Client players will not see the light
- An inconsistent issue where sometimes fall distance is not set accurately for Client players, making Host players appear stuck in the falling animation
- Issue where the transform of an object moving into the backpack isn't set correctly, resulting in the item appearing inside the Astroneer

- Issue where exiting a vehicle while it is still moving kills the player because of a physics bug

- Also: storms now wreak havok on bases, including blowing rovers, items and unhooked modules away. While not entirely unintentional, we should have probably warned players of this new behavior. 

- Settings menu causing lots of dropped frames when first accessed. Exiting and entering the menu seems to fix this issue in the meantime. 

- Issue where terrain tool mods are not working, or are exhibiting incorrect behaviors

- Issue where items appear incorrectly in the backpack

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13 hours ago, SES_joe said:

[AS-1284] - Xbox players should now be able to join a previously suspended online game session.

Does this mean that when my friends and I rejoin a previous multiplayer session we will spawn at our last saved location instead of always spawning at the home planet? 

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Lights, heavier rovers, AND removed multiplayer crashes?!?! This is a dream come true!

By the way, wind vanes and solar panels (small) have a different appearance to guests in multiplayer. Is this intentional? And if so, could those textures be ported to Singleplayer? Thanks! 

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Hi,

Thank you very muchfor the new patch. I can not wait to test it. I have a question please : I don't understand very much english and so the details of the new patch....

The game crash all the time when saving on Xbox. Is it fixed?

Thank you very much if someone can answer me

 

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16 hours ago, Al Sypiade said:

Hi,

Thank you very muchfor the new patch. I can not wait to test it. I have a question please : I don't understand very much english and so the details of the new patch....

The game crash all the time when saving on Xbox. Is it fixed?

Thank you very much if someone can answer me

 

I have this question too.

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I have question for the "Terrain 2.0". plz answer me ) If release the terrain 2.0 that means we need a new game? the old archive wont be volcanic?thx

 

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39 minutes ago, Elec-abto said:

I have question for the "Terrain 2.0". plz answer me ) If release the terrain 2.0 that means we need a new game? the old archive wont be volcanic?thx

Since you've already generated a world, you will be required to start a new world to actually see any changes made through Terrain 2.0.
Or at least that would make the most sense. After all, the game can't just re-write what's already there.

tl;dr
Yes, you will need a new save if you want to see the changes.

PS: Mind that Terrain 2.0 will not be in this update, but in a future update. Everything under "Prototyping" is still being developed.

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1 hour ago, Wyvyrias said:

Since you've already generated a world, you will be required to start a new world to actually see any changes made through Terrain 2.0.
Or at least that would make the most sense. After all, the game can't just re-write what's already there.

tl;dr
Yes, you will need a new save if you want to see the changes.

PS: Mind that Terrain 2.0 will not be in this update, but in a future update. Everything under "Prototyping" is still being developed.

And how long times the "Terrain 2.0" will be coming?))

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Is it Christmas yet?  I jumped out of bed this morning, and ran downstairs to see if there was a patch under the computer tree. 

:-(

What time does Santa arrive on the east coast?

 

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I went home early from work today because its 21st of July and I cant wait to try out the new patch, but there is no update queued in my steam !?  :-(

Pleeeeeaaaaaase press the release button ! :D

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1 hour ago, Baconschwein said:

I went home early from work today because its 21st of July and I cant wait to try out the new patch, but there is no update queued in my steam !?  :-(

Pleeeeeaaaaaase press the release button ! :D

+

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Gawd, what time does the sun rise in Seattle?  If I get home after work and Santa hasn't delivered my patch, I'm going to be a saaaaaad panda!

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Do you need to start a new save in order for the patch to have its full effect?

Edit: Just saw Wyvrias said yes to someone else lol.

Edited by James Lyle

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Discovered a couple of bugs:

  • When pointing at something or 'emoting' I can walk away but the emote animation carries on playing, meaning my character is drifting along without a walking animation for a couple of seconds
  • When I pop two resin on a conduit and move the camera, the printing conduit follows me around rather than extending out in the direction I sent it in meaning it ends up in the wrong place.
  • Walking near a Styrofoam pyramid crate causes the game to crash.
  • Picking up items with shift click sometimes causes the item to stick to my backpack sideways
  • In the main menu I have two cursor dots

 

Windows 10 64x, 16GB RAM, AMD A8 6600K 3.9GHz, Nvidia GTX 1050 2GB

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HEEEEELP :(

My game is crashing after this update. It crashes when accessing the menu options, upon entering saves and upon returning to the menu

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2 minutes ago, m0schen said:

HEEEEELP :(

My game is crashing after this update. It crashes when accessing the menu options, upon entering saves and upon returning to the menu

Xbox or windows?  Provide some detail please.

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Just now, spinlock_1977 said:

Xbox ou Windows? Forneça alguns detalhes, por favor.

Windows 8.1

 

I have 67 hours of gameplay without any such errors, came with the update

I'm updating windows to see if it helps

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I have a problem. When i stay on an oxygen hook, fill my tank, then leave, it makes this loud sound that bugs me so much i have to turn off the volume.

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