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Velocity_9

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https://astroneer.gamepedia.com/Version_History

AAAAAND the actual (hoping to be helpful answer).

  • The Options Menu has been completely overhauled. You can now:
    • Adjust display options including VSYNC and keep those changes
    • Adjust graphics options to suit your hardware, including Shadow Quality, AA, PP and effects.
    • Audio options now actually work! Adjust them to your liking.
    • Keybindings on PC will now remain saved between sessions, with some added options like mouse sensitivity, toggling the hold to sprint, and others.
    • Right now navigating and adjusting options in this menu is a little wonky, as you have to use the keyboard. Didn't want to hold it out of this update just for that reason. This menu will continue to be updated over the course of the next few releases.
  • The Trade Module has received some bug fixes and interaction improvements, such as:
    • The maximum return value is always the number of slots on the trade platform rocket.
    • Now, once you reach the maximum return value, you will not be able to add more resources to any remaining open slots.
    • If you add an item that pushes the trade value above the maximum, or switch the return item to something with a more favorable exchange rate, the actual return will always be clamped to the maximum.
    • Resources that are on the trading platform already when the maximum return value is hit or exceeded can always be removed (but cannot be attached again unless removing them causes the return value to dip below the maximum).
  • Beacon colors can now be changed.
  • CONTENT CHANGES
    • 8 new rock-based discoveries available for research
  • SAVE FILE CHANGES
    • Can delete saves
    • Saves use fixed numbered slots
    • Most recent save selected by default
    • Disable starting new game when saves full
  • Hydrazine no longer tradeable at trade module.
  • Backpack now opens to one side, if space is clear, to support tool interactions, and clear the view ahead.
  • Backpack gets illuminated when opened to aid visibility in dark areas.
  • New unlockable augment items!
  • Terrain analyzer: Collect terrain of a particular material/color until meter is full. Once meter is full, adding terrain will use the equipped color, and subtracting terrain will filter on the equipped color.
  • Wide mod: Increases the size of the terrain tool brush while decreasing intensity.
  • Narrow mod: Decreases the size of the terrain tool brush while increasing intensity.
  • Inhibitor: Shuts down functionality. Applied to terrain tool, turns off adding/subtracting terrain, but maintains color changes and harvesting.
  • Default terrain tool brush size and intensity adjusted.
  • Terrain tool now adds grey terrain when no augment mod equipped.
  • Terrain brush now indicates color
  • Complete overhaul of equipment unlock progression. Specific equipment unlocks are now dependent on researching certain types of chests while retaining some randomization.
  • Steeper difficulty curve: Fewer types of equipment are available at the beginning of a new game, requiring more chests to be recovered and researched to acquire everything.
  • Terrain tool can now be interacted with when backpack is open in order to slot in augments.
  • Hydrazine can explode!
  • Gas hazards now despawn after being uncovered from terrain.
  • Improved research curve. Chests of the same type can now be re-researched. (This resolves an issue where some players might never see certain unlocks)
  • Steam now automatically uploads crash logs.
  • Backpack visual design has been updated and new animations applied.
  • Item names have been updated to better reflect their size. (e.g. Medium Rover, Large Rover, etc.).
  • Rover center of gravity has been lowered, improving handling
  • Thrusters are now 10x as fun as they were before
  • The Game no longer triggers an autosave on the first exit from the Dropship.
  • Backpack shoulder auxiliary slots can hold arbitrary items again.
  • Set up headless game server to begin dedicated server implementation.
  • Worklight object is now available in the build and printable from the backpack.
  • Distinct Gestures and Idles for Bubble, Pajama, and Bio Suits have been added
  • Fall Damage model been refactored to use fall velocity instead of absolute height values.
  • The effects of storms have now been scaled down. They will still cause things to blow away, but your rovers will now no longer be in perilous danger whenever the wind blows.

EXPERIMENTAL

Gameplay Changes

  • Adding or flattening terrain requires terrain “ammo” in containers.
    • This will likely be a significant change for some people. You can no longer add terrain indefinitely, even when tethered to your base. Instead, you'll need a ready supply of collected sediment in order to add terrain to the environment. However, while flatten also requires a sediment supply during this test, we'll be updating it soon to both fill and deplete canisters depending on whether it is removing or adding terrain.
  • Deforming terrain no longer uses power
    • We've removed the power draw from deforming terrain. This means that while adding or flattening terrain now requires a Sediment supply, removing terrain is completely unrestricted, even if you are disconnected from your tether line. You'll no longer find yourself staring at your backpack's battery meter, waiting for it to slowly charge in order to continue deforming.
    • This change allows for you to think more strategically about your backpack power usage. In exchange for removing the terrain tool's power draw, we're adding more uses for power in the form of items and abilities that you'll use intermittently. We've started by having Augments draw power, but we'll be introducing lots more uses going forward. And we've also removed the backpack's "trickle" charge, so you'll have to pay more attention to your power supply when it's in use.
  • Terrain and Hydrazine are now stored in reusable Canisters
    • Every Astro will start with one reusable canister. Additional canisters can be printed from your backpack at the cost of 1 Resin. While deforming, terrain removed from the environment will fill up canisters attached to the backpack or terrain tool. If all canisters are full (or no canisters are attached), collected terrain is burned off and permanently destroyed.

New Items & Modules

  • Reusable Canister
    • Can hold either Sediment (terrain) or Hydrazine (with other resources to come later). Printable from backpack for 1 Resin. Not to be confused with the oxygen canister, which still costs one titanium.
  • Ammonium
    • The previous behavior of harvesting canisters full of Hydrazine directly from "fuel" crystals was not intended to be a long term solution. Mining these crystals in the wild will now provide Ammonium, an entirely new resource. Ammonium can be refined into Hydrazine at the new Refinery module. Left unrefined, Ammonium is stable and will not detonate when caught in an explosion.
  • Sediment Processor Module
    • This new module allows you to filter out the trace resource deposits contained within collected sediment. The amount of resources produced depends on the rarity of the selected resource. For the purposes of this test, you'll be able to filter out Compound, Resin, Organic, Malachite, and Laterite.
    • To use the Sediment Processor Module, gather Sediment (Terrain) with your Terrain Tool into any available canister (empty, or partially filled with Sediment) attached to your Terrain Tool or Backpack. Then, transfer the collected Sediment by attaching canisters to the slot at the top of the Module's tank. Note that you can attach partially filled canisters, so long as they contain Sediment.
    • Once the Module's tank is completely filled, attach the desired resource to be filtered to the slot on the bottom-left. (If the resource can be filtered, an indicator hologram will appear on the Output slot on the bottom-right).
  • Hydrazine Refinery Module
    • The Refinery Module is the only way to convert Ammonium into refined Hydrazine. You can also still produce Hydrazine using the Fuel Condenser (but with a few changes which are covered below).
    • To use it, gather Ammonium from purple crystals found in the wild. Then, place Ammonium on an open Input slot on the bottom of the Module, along with an empty canister on a slot along the top. You can refine up to four nuggets of Ammonium at a time (provided you have a canister for each). Press the button, and the refinery will convert Ammonium into refined Hydrazine.
  • Fuel Condenser
    • We've made some adjustments to the Fuel Condenser to make compatible with the introduction of resuable canisters, and to better balance it alongside the new Refinery. The Condeser still produces Hydrazine from power alone, but you'll now need to provide a Canister for it be stored in. Additionally, filling an empty canister now requires multiple full charges.
    • To minimize tedium, we're adding a 'Set It and Forget It" mode. Once the activation button is pressed, the Condenser will automatically re-activate each time its battery is charged until the attached canister has completely filled.
    • Aside from being a balance update, we're also using this change to potentially pave the way for automation systems going forward.


 

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