SES_joe

Update 0.9.0 - July 6th 2018

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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

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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

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19 minutes ago, Kevin Martin said:

How do you transport debris, it wont connect to the rovers or storage? 

Haven't tried out the patch yet, but I'd assume that the point would be to put the shredders on your rover and then transport the resulting scrap.

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nice, looks like a good patch. glad they fixed the trade platform issue. any word on if you guys are fixing the bugs on multiplayer on seeing the res that the host takes away that still stay floating on non host game? or the flattening tool jumping 3-5 feet on other worlds

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5 minutes ago, epicdude312 said:

Haven't tried out the patch yet, but I'd assume that the point would be to put the shredders on your rover and then transport the resulting scrap.

Makes sense, cant imagine dragging each piece by hand or winch. Lol

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24 minutes ago, pbartbar said:

When is it supposed to be out on Steam?

I don't know. It isn't out on Win10 or Steam (I have both versions), so none of us PC players can try it out yet.

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On ‎6‎/‎25‎/‎2018 at 5:05 PM, SES_joe said:

Steam 'Early Access' players will receive this update July 6th, 2018

Ok then lets get on with it.

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maybe make it so research points can be spent at a trading platform, so if everything's unlock it still gives a purpose to researching or if you just can't find something, like order supplies for points

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why can't i download it in windows 10? in-game it says its out, in the forums too, but when i go to astroneer page in the microsoft store it says its updated, even tough im in 0.8.0

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23 minutes ago, Mak-a-Face said:

Just download the update and my anti-virus flagged it as Malware.  Anyone else?

 

Same problem here, anyone else? I'm using Kaspersky Free.

Edited by Razar112

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18 minutes ago, Kevin Martin said:

How do you transport debris, it wont connect to the rovers or storage? 

Don't think you can, as of yet. I've found that wrecked 1-seats attach to tier 2 slots though, so you can at least transport those back to base on your Rover. As for the other stuff, might be something to suggest for the future.

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the O2 warnings now are nearly invisible while digging, i didn't realize i'd strayed too far from my tether until hearing the gasping

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49 minutes ago, Mak-a-Face said:

Just download the update and my anti-virus flagged it as Malware.  Anyone else?

 

Same.  I have tried twice, but my antivirus says it's both Malware AND a virus.  It says can't clean Astro.exe so it's deleting it.   :(

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6 minutes ago, alcathor said:

Same.  I have tried twice, but my antivirus says it's both Malware AND a virus.  It says can't clean Astro.exe so it's deleting it.   :(

Hmm, I hope they get that fixed soon, I'm itching to play.

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The extenders don't work. When using the extenders no power is going through them. Also I can't get my large Rover to move. I have tried everything and can't get it to move. Started a new game after the update. Stuff is broken.

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When will this be released for Windows 10? I've been waiting to play with a friend on xbox who's version is at 0.9.0.0 and theres no update on Windows 10 I'm stuck at version 0.8.0.0. We've been waiting for 5 hours now please hurry and release it ?

 

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10 minutes ago, pbartbar said:

The extenders don't work. When using the extenders no power is going through them. Also I can't get my large Rover to move. I have tried everything and can't get it to move. Started a new game after the update. Stuff is broken.

Disregard about the Rover. Been a while since I played and forgot you had to use the triggers on the controller for forward and reverse. Extenders definitely don't work.

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Haven’t played much of the new update yet, so I’ll only share a few impressions. AS-3097 I think it is, the one where I’d always see the base’s landing pad in the corner of my character’s camera flickering? I hope that’s taken care of as that was a low impact yet annoying little bug! I’ll have to check that out. As for the new iconography for power and oxygen, sorry Devs not liking this one. While I’m glad the very large text has been rethought, these icons are just too wide, yet small (squatty I guess?) to convey much meaningful info. I’m terms of oxygen status, the icons just don’t convey the proper sense of urgency. Maybe they work out ok on PC, but they aren’t discernible on my 65” TV. I’m playing in the master bedroom (in my bed, because I’m severely limited by chronic back pain) where I struggle to read any of the text in game. It’s difficult to see the Byte values on the research module. I memorized which actions require holding X or Y, because it’s almost impossible to discern which letter it is at the distance I’m playing and viewing from. I wear bifocals and while I do need a stronger script, it isn’t just that. My son (14) says he can’t read them either, and he’s used to reading small print on screens. I just don’t think the tiny new icons are as effective overall in communicating to the player, especially when it comes to the urgent SUFFOCATION warning, which is the most important notificarion imo. Not trying to nitpick here, just providing some feedback. I’m always interested to hear what others think. As for power indicators, I’m not sure the new iconography is necesssry at all. The old plus and minus indicators seemed fine although I can imagine (based on the VLOG) there’s a goal to have unification across the display system. I don’t remember in my limited time so far if the auditory cue for battery full in backpack is still there, but I hope it is. I relied on that heavily. Again, I’ll need to go back and check on that.

Maybe we’ll end up with some sort of option for a minimal HUD (I wouldn’t be opposed to this notion, but the Devs have seemed reluctant to include a HUD and most players seem to prefer a HUD-less design). While I do enjoy the clean look of the UI, I wouldn’t be averse to a menu option for oxygen display, at a minimum. The floating O2 indicators don’t help me, not as an Xbox One player using a 65” 4K TV. They don’t tell me the critical info I need to know, at least not that I can readily view and discern, like the following: (1) what percentage of oxygen I’ve reached (50%, 25% etc) and (2) when I’ve reached critical “suffocation” level. Some may ask, why not just listen for the suffocation sounds? There are a couple of issues with this, but it boils down to personal reasons. I play mostly at night, and I okay for many hours at a time. I don’t like having the game audio turned up because I don’t want to disturb others. I have headphones and earbuds, but none of them is comfortable enough to wear for long periods of time (more than a couple of hours or so, and I play way more than that in any given day). Whether I use headphones or my speakers, I keep the audio low regardless. While there are several reasons, including my wish not to disturb others, I also find the suffocation warning sounds rather unpleasant. I’ll admit they’re not as bad as they used to be. The extremely realistic, harsh gasping noises we used to have were downright awful, bringing back memories of my father’s emphysema before he ultimately succumbed to the disease :( While the suffocation sounds have been dialed back and tamed a bit, they’re still too much imo (just my opinion, nothing more) so I prefer to not have them very loud. I realize there’s a point where it’s impossible to mimic suffocation without gasping. I’m not sure the suffocation warning must include realistic (or somewhat so) auditory simulations of respiratory distress, but that’s up to the Devs. I guess I would suggest the Devs consider the general audience (including children) who may play this game especiallly after the full release of 1.0 and ask themselves if these noises or sounds might be frightening to young children, or otherwise potentially traumatizing to people. Again, it’s only feedback, not saying it should be changed. I often wonder if the gasping, the loud thrumming heartbeat, bother anyone else? Even stranger, it’s accompanied by musical notes. Seems very bizarre. I’m still deeply psychologically conditioned to one of the audio pieces in Astroneer’s soundtrack whenever it plays, reflexively checking my oxygen status. The audio track was used for awhile as a musical cue for suffocation. It’s been disassociated for months, longer perhaps, but it still causes me to check my tanks reflexively?

One thing I noticed with this update and the last (0.8) and perhaps one or more updates before, but I’m not sure why this happens, when I logged in on my Xbox One only some of my old saves were flagged not all of them. I’m not sure why this would be the case? This may be a bug in the flagging process. I don’t have any way of knowing when I started each save (I hope at some point, either by 1.0 or some point beyond) we’ll be able to view some info about our game saves (including for those of us on Xbox) maybe it could be incorporated into the game save itself somehow as an “Astroneer’s Journal” so we could see our save’s start date (journey start date), hours played so far, total accumulated Bytes so far, Bytes spent, planets visited, etc. I think that would be a really cool feature! I’m guessing it’s been suggested before, just never looked. Anyway, looking forward to checking out the rest of the update?

I will add to others who would like to be able to transport the debris to our base for scrapping in the Shredder. I don’t make mobile bases, and didn’t have any plans to load a Shredder onto a vehicle and use one that way (my impression from the VLOG was that all debris would not only have interaction “rings” but attachment points as well, I’m reasonably sure that’s what was intended). If the debris doesn’t have attachment points in this update, I’m sure the Devs can add that in for the next update (or hotfix, if one ends up being needed for any reason). Seems like a very reasonable thing to do. Not everyone will want to mount up a Shredder to a vehicle, and expecting all players to do so in order to reap the benefits of the Shredder via trading salvage as a resource doesn’t seem like something the Devs would go and force players to do. I’m sure the system will continue to be fleshed out, just like they said they intend to continue balancing it as well. However, this does seem like a good time to revisit the vehicle beacon issue. I understand the desire to decrease clutter, but after using the vehicles sans beacons (and I don’t use vehicles all that much, only about mid-game onward and limited to 1 small rover and a medium rover 2-chain on Terran, that’s usually all beyond a large shuttle and maybe, maybe a rover or two offworld if I make it offworld) I’ve come to the conclusion it’s just such a pain to remember planting a beacon along side my vehicle it’s not worth the hassle. I usually forget to put one down, thinking I won’t stray far, but inevitably I do. I may go harvest some resources, but then one of the storms comes along (please don’t get me started ugh) and I’ll end up surfacing somewhere else with no idea where my vehicle is (and they’re impossible to see at night, which is still way too dark). No matter what comes of the vehicle beacon issue, please add some reflective stripes something to make all vehicles and spacecraft high visibility at night! I’m surprised no one has thought of this before. At least spacecraft usually have some bright purple hydrazine in their tanks which makes them much more easy to spot, but vehicles don’t. They should have some highly reflective stripes or something on all sides, maybe glow-in-the-dark tires (lol) anything to help a player find them in pitch darkness or down in caves. I’m confident the Devs can come up with something to help us out. Still think vehicle beacons should be added back. I’d suggest making it to where if vehicles are in a train, attached together, only one vehicle beacon per train is “activated” to reduce skybox clutter. So 1 vehicle= 1 beacon, 2 vehicle train = 1 beacon, etc. If you separate them though, the return to 1 vehicle = 1 beacon. Idk that may be too problematic to code for, but if it would work, it would be great. Hope someday we can get additional options for beacons (to broaden their utility by expanding the info they can convey) such as adding icon shapes (icons within the beacon itself, like choosing to display a treasure chest icon, a wreck icon, an exclamation mark, etc) maybe even displayable numbers for beacons. Just some ideas regarding beacons.

Thanks so much for fixing the “hard terrain” issue around the main habitat. That was incredibly frustrating, but I knew y’all would fix it. So happy!???

It’ll be awhile before I’m ready to go offworld exploring, but thought I’d mention there may be a bug with shuttles and how people are ale to use storages with enclosed seats on top. Afaik, the Devs intend players to mount an enclosed seat (1 or 3 seat) directly to the shuttle frame (no storage in between shuttle and seat) in order to launch and control said shuttle. I’d heard (at least I thought I had) the single open seat could no longer be used. I’ve been informing Xbox One players in a club for Astroneer about this, but one player stated this was incorrect, that the open seat has worked all along to launch shuttles. I’m not sure, I don’t use open seats for shuttles anyway. I read the Patch Notes above stating the printable hab (dropship) shouldn’t deploy anymore when placed on a shuttle, but that doesn’t specify about launching a shuttle. I thought a prior patch specified these habs, or dropships, could no longer be used to launch shuttles regardless of placement (directly on shuttle frame, or atop a large storage). It would be awesome to have some clarification from the Devs but short of that, perhaps next patch could see all of this cleared up. I thought I recall hearing somewhere the Devs intended only enclosed seats to be used to launch, and only if attached directly to shuttle frame but I could be mistaken. If that’s correct, the small shuttle shouldn’t have an option to add large storage, and the large shuttle should have the option to add only one large storage. Again, this is all entirely up to the Devs to figure out, I have no idea what their intent is ultimately I’m just seeking clarification once and for all. Just pointing out there were some past patches where I thought certain things were no longer allowed, but now that’s been questioned so yeah I’m confused. I haven’t tried to build all the possible combinations myself, not in 0.8, and it’ll be awhile before I can try in 0.9. In a previous thread here on the official forum, someone demonstrated they were able to place 2 large storages on their large shuttle and were still able to use the enclosed seat mounted on one of the storages to launch and control the shuttle. Just wanted the Devs to clarify if that was indeed the intended behavior. If it’s not, I guess we’ll see some revised launch and building guides. Thanks (and sorry if that was confusing).

Looking forward to checking everything else out :)

 

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