SES_joe

Patch 1.9.8 - January 24th, 2020

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Will there ever be automation, something we can create to gather resin and compound (Resources) while we are away from base exploring?  

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On 2/27/2020 at 6:53 PM, B1uRrFaC3 said:

Will there ever be automation, something we can create to gather resin and compound (Resources) while we are away from base exploring?  

to what end? why would i want to run a game that effectively plays itself?

if you're looking to automate some basic functions in the game, then you have to have some kind of alternative engagement or activity to accomplish. ASTRONEER has none of that (some might say that's part of it's charm).

when true exploration arrives, along with alien languages to decipher, ruins to explore and technologies to study and integrate into our own, then the need to automate the humdrum drudgery of scraping the dirt for resin and compound will need to be automated.

until then, pass me my spade.....

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11 hours ago, Bron said:

to what end? why would i want to run a game that effectively plays itself?

if you're looking to automate some basic functions in the game, then you have to have some kind of alternative engagement or activity to accomplish. ASTRONEER has none of that (some might say that's part of it's charm).

when true exploration arrives, along with alien languages to decipher, ruins to explore and technologies to study and integrate into our own, then the need to automate the humdrum drudgery of scraping the dirt for resin and compound will need to be automated.

until then, pass me my spade.....

Amen Brother 👌🏻

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And please remove the stupid get in vehicle save, the game freezes for like 10 15 secs while it saves every time I get in a vehicle, its soooooo slow. Just make regular saves, and multiples of them incase if corruption ect.

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3 hours ago, mumbles mumbles said:

And please remove the stupid get in vehicle save, the game freezes for like 10 15 secs while it saves every time I get in a vehicle, its soooooo slow. Just make regular saves, and multiples of them incase if corruption ect.

+1

This needs to happen. 

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15 hours ago, mumbles mumbles said:

 havent heard anything, would kinda like to know what's going on

Last news was they were re-evaluating rolling out the servers after the data from the beta. 

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Sounds ok, they need to work on performance, single player and multiplayer. When you build a base, a touch on the larger side, its starts getting painfully slow. It's better but not there quite yet. Good work tho guys

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Excelent job, as always ^^ please keep it up, and only let your imagination be the limit. I absolutely love this game 

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On 1/24/2020 at 8:52 PM, SES_joe said:

Patch_Notes_Poster-Recovered.jpg

Steam players should receive this update today, January 24th, 2020.
Xbox 'Play Anywhere' and PS4 players should now see this update as well!

Update 1.9.8 is rolling out! This is a performance and quality of life focused patch that greatly improves framerates in multiplayer sessions. While testing this in house, we have been seeing speeds boosted significantly (2x-3x!) when playing with others. We are really happy with the results, but please let us know how things are going when playing with friends in all of your big saves. Work will continue on performance in both multiplayer and singleplayer and we will be keeping you all updated as we progress.

This update also includes some experimental changes to terrain that should greatly improve the control that you have to make flat surfaces for a much cleaner look. Let us know what you think!

Updates

Hot Swap Functionality

GIF2.gif

Players can now swap current held item when placing item on a currently occupied slot when clicked. If there is no empty slot, then the item your cursor is hovering over will be swapped with the item you are holding!

Updated shreddable objects
Overhauled the properties of existing objects such as debris and platforms so that everything of large (Tier 3) size or smaller can be shredded to unify the shredding behavior of crafted objects and debris items to be consistent across the entire size set. Players now have a reliable way to remove objects from the game for scrap or to reduce clutter

  • Medium Shredder: Shreds all T1 Objects 
  • Large Shredder: Shreds all T2 & T1 Objects
  • XL Shredder: Shreds all T3, T2, & T1 Objects

Air Controls
Players can now toggle between roll or yaw vehicle controls mid-air by pressing the corresponding input:

  • [Left shift] key on keyboard
  • X on Xbox Controller
  • Square on PS4 controller

Augment Power Toggle 
Augments placed on the terrain tool can be toggled on or off via the corresponding use input while you have an augment highlighted: 

  • [F] key on keyboard
  • X on Xbox controller
  • Square on PS4 Controller 

Low Storage UI

On Xbox and PC, if a save fails for any reason you should now see a popup notifying you of it. The pause menu will display error information about the last failed save. If it fails to save on quit, it will abort the quit, notify you that the save failed, and prompt you again to see if you want to cancel the quit or actually quit.

  • On Xbox and Windows 10, there's an indication on the list of saved games that shows up if your save storage space is nearly full.
  • On Xbox and Windows 10, if an individual save file is getting close to the limit for save storage, then a warning will be shown in the pause menu while that save file is loaded.

Choose Language UI
Players can now change the displayed language in game via the options menu.  

Return To Shelter
Added a new menu option in the Quit tab of the main menu that allows you to return to your starting shelter! Use this to get out of sticky situations where your new save point has your save soft locked.

Performance Optimizations

  • [Several tasks] Heavily optimized Unreal’s replication graph and added the Net-dormancy concept to many object types in order to cut down multiplayer lag/replication time by, depending on game state and save, up to a factor of 11 (This will be further improved with future revisions as we will add Dormancy to more object types)
  • Optimized power system to now work fully time sliced and async, thus saving up to 70% Game Thread time
  • Optimized Entity Component system book keeping loops to only run when needed
  • Optimized wind and solar panels to update in a time sliced manner, thus having a fixed performance footprint instead of scaling linearly
  • Optimized some expensive loops in VoxelVolume component that handle the finding of relevant nodes for all viewers (i.e. players)
  • Optimized the Researchable entity component loop to now also operate time sliced at a fixed cost
  • Optimized the way we handle Gravity.

That is all! Thanks for reading! Next time we talk I will be sharing more details about the roll out of dedicated servers!

-jt

 

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Im just playing with a friend on PS4. He is the host and started playing yesterday. Crashing everytime he enters a rover. Lag on connection always... the PC takes It all... PS4 takes problems...

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On 1/24/2020 at 10:52 PM, SES_joe said:

Patch_Notes_Poster-Recovered.jpg

Steam players should receive this update today, January 24th, 2020.
Xbox 'Play Anywhere' and PS4 players should now see this update as well!

Update 1.9.8 is rolling out! This is a performance and quality of life focused patch that greatly improves framerates in multiplayer sessions. While testing this in house, we have been seeing speeds boosted significantly (2x-3x!) when playing with others. We are really happy with the results, but please let us know how things are going when playing with friends in all of your big saves. Work will continue on performance in both multiplayer and singleplayer and we will be keeping you all updated as we progress.

This update also includes some experimental changes to terrain that should greatly improve the control that you have to make flat surfaces for a much cleaner look. Let us know what you think!

Updates

Hot Swap Functionality

GIF2.gif

Players can now swap current held item when placing item on a currently occupied slot when clicked. If there is no empty slot, then the item your cursor is hovering over will be swapped with the item you are holding!

Updated shreddable objects
Overhauled the properties of existing objects such as debris and platforms so that everything of large (Tier 3) size or smaller can be shredded to unify the shredding behavior of crafted objects and debris items to be consistent across the entire size set. Players now have a reliable way to remove objects from the game for scrap or to reduce clutter

  • Medium Shredder: Shreds all T1 Objects 
  • Large Shredder: Shreds all T2 & T1 Objects
  • XL Shredder: Shreds all T3, T2, & T1 Objects

Air Controls
Players can now toggle between roll or yaw vehicle controls mid-air by pressing the corresponding input:

  • [Left shift] key on keyboard
  • X on Xbox Controller
  • Square on PS4 controller

Augment Power Toggle 
Augments placed on the terrain tool can be toggled on or off via the corresponding use input while you have an augment highlighted: 

  • [F] key on keyboard
  • X on Xbox controller
  • Square on PS4 Controller 

Low Storage UI

On Xbox and PC, if a save fails for any reason you should now see a popup notifying you of it. The pause menu will display error information about the last failed save. If it fails to save on quit, it will abort the quit, notify you that the save failed, and prompt you again to see if you want to cancel the quit or actually quit.

  • On Xbox and Windows 10, there's an indication on the list of saved games that shows up if your save storage space is nearly full.
  • On Xbox and Windows 10, if an individual save file is getting close to the limit for save storage, then a warning will be shown in the pause menu while that save file is loaded.

Choose Language UI
Players can now change the displayed language in game via the options menu.  

Return To Shelter
Added a new menu option in the Quit tab of the main menu that allows you to return to your starting shelter! Use this to get out of sticky situations where your new save point has your save soft locked.

Performance Optimizations

  • [Several tasks] Heavily optimized Unreal’s replication graph and added the Net-dormancy concept to many object types in order to cut down multiplayer lag/replication time by, depending on game state and save, up to a factor of 11 (This will be further improved with future revisions as we will add Dormancy to more object types)
  • Optimized power system to now work fully time sliced and async, thus saving up to 70% Game Thread time
  • Optimized Entity Component system book keeping loops to only run when needed
  • Optimized wind and solar panels to update in a time sliced manner, thus having a fixed performance footprint instead of scaling linearly
  • Optimized some expensive loops in VoxelVolume component that handle the finding of relevant nodes for all viewers (i.e. players)
  • Optimized the Researchable entity component loop to now also operate time sliced at a fixed cost
  • Optimized the way we handle Gravity.

That is all! Thanks for reading! Next time we talk I will be sharing more details about the roll out of dedicated servers!

-jt

For my game file. its bugged. so I am stuck in the final alpha build.

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18 hours ago, Damien S said:

For my game file. its bugged. so I am stuck in the final alpha build.

If you mean that you can't open your save from Alpha in the latest release, unfortunately Early Access saves are not compatible with 1.0 and beyond

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