Discovery Update

We are proud to announce the largest update we’ve done to date: the Discovery Update! This massive update includes new systems such as Space Station crafting, establishes the narrative with an opening cinematic, and rebalances virtually all of the economy and gameplay. We’re also constantly improving the combat, traversal, and vehicles, while polishing up the UI and fixing every bug we can. All this, and we haven’t even mentioned the new Biomes!

Space Station Crafting

Fully craft your own Space Station in low orbit. All station modules can interconnect in any combination, allowing for total flexibility in design and layout.

Each module has its own purpose and features, including crafting, power systems, and storage.

Space Stations are free from the erosion and dangers of the existing planet-side in an atmosphere, creating an interesting strategic option to store valuable resources.

Whatever it is, the way you tell your story online can make all the difference.
Whatever it is, the way you tell your story online can make all the difference.

New Biomes

Proteus 2 takes advantage of the new technology we’ve been developing that adds various zones and areas into a world. We’ve doubled the amount of world textures, rendered millions of blades of grass, and populated countless new alien foliage’s - each yielding various resources.

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Whatever it is, the way you tell your story online can make all the difference.
FungleThicket_01 (1).jpg
Whatever it is, the way you tell your story online can make all the difference.

Discovery System

Everything you observe on your adventures can now be discovered. Far more than a simple achievement, the Discovery System actually unlocks all the various resources any found resource will yield. Essentially, each weapon or tool used on a resource may yield a different item, allowing for far more scientific exploration of the solar system and all of its life forms.

Whatever it is, the way you tell your story online can make all the difference.
Discoveries.jpg

Salvaging System

This powerful system allows you to find, salvage, repair and commandeer lost structures, vehicles, and droids in the world. This is a great way to acquire a high level object much earlier on, giving you a higher chance of survival and another path towards sustainability.

RuinedBaseRepairing.jpg

Mineral Hardness Matters

A small but significant change, mineral harness is now, very much, “a thing”. A key part of gameplay progression, you’ll need to have the right tool for the job as lesser tools simply will not mine a mineral of higher hardness.

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GPS Resource Filtering

Minerals can now be filtered on your updated GPS. This very handy tool, which is now always available in your HUD and no longer attached to your Locator, reads from your surrounding satellites and your own internal suit radar to create detection radii.

This system will show you all the surrounding minerals, their hardness and density, so you can find what you’re looking for in your crafting missions.

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New Tools and Changes

The Chisel and Multi Tool are now mid game tools and are no longer starting equipment. The Locator has been changed to the Radar. Many tools have been added to fill out the tool progression. Here’s a few:

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New Resources and Alloys

We’ve added many new minerals and resources to the game such as Silver, Tin, Quartz, Sulfur, and Uranium.

Ingots have been removed. They felt like too much of a grind mechanic. In their place is Alloys, which are scientific composites of minerals that create new metals and materials to be used for advanced crafting builds.

Whatever it is, the way you tell your story online can make all the difference.

Proper Economy Design Balancing

With the mineral hardness, added and revised tools, the Salvaging system, and the updated GPS filtering, a full and complete economy rebalance has been implemented. Every recipe in the game has now changed to utilize all these new features. Our aim is that this will create a deeper experience, with more meaningful and strategic choices, create emergent crafting scenarios and allow for a far more engaging experience.

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Removal of Build Gates

The build gates are gone, which we felt was arbitrary and grindy. Instead are structure prerequisites which we feel make more sense and are more meaningful. For instance, if a Utility requires power the build will require a power source prior to building. This creates a natural gameplay progression that is for more free and branching, while at the same time allowing each Structure built to have all the necessary Utilities to function when built.

Prerequisities.jpg

New Skill Tree

Replacing the old skill tree, is, uh, the new skill tree! Instead of grindy gates, you now can unlock actual skills or “perks” that boost your abilities.

SkillTree.jpg

Opening Cinematic

The story and missions are going through development as well. This update features the opening cinematic of the game, and for the first time gives proper context as to why you are here and what your overall mission is.

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Combat Improvements

Under constant tooling and improvements in the combat system, AI behaviors, and weapon systems. While we are endlessly tweaking all the elements to bring our creatures to life, the most noticeable feature is probably the health and indicator system. Creatures now display how much health they have in your HUD, and show offscreen warnings.

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New Creatures

Many new creatures have been added. Mostly small, insect-like creatures lurk around the new biomes of Proteus 2. There is a new predatory creature spotted on Aziel, which likes to attack in groups.

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No More Loading When Entering Mines

We cut the load screen when entering mines and underground areas, making going in and out of these areas seamless. Gone are the load and data problems, and entering and leaving these areas is simple and fast.

We’ve also taken the opportunity to completely expand the mine and underground system. All the mines are now different and expansive. Be careful, you could get lost down there!

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Traversal Improvements

We were not satisfied with the hill and rock climbing, so we addressed it with much-improved handling.

3rd person animation also gets an upgrade with more responsive transitions from idle to run.

Whatever it is, the way you tell your story online can make all the difference.

UI Improvements

The entire UI system now has section headers at the top clearly indicating what screen you are viewing. Screen space has been optimized with lots of nudging and anchoring of elements to get the most out of the layout.

Inventory gets a fresh icon pass contextually illustrating key elements per selection with a new selection indicator. This makes viewing inventory easier and more meaningful, allowing you to see important information quickly and easily.

Whatever it is, the way you tell your story online can make all the difference.

Vehicle Improvements

Vehicle torque has been vastly improved to allow for vehicles to climb over very rugged terrain. The art has been updated for the GAV, Rover, and Spaceship to give more crisp detail. The Mech has also been vastly improved to traverse hills easier with improved shooting and audio. Hovercraft has revised physics to minimize nose diving into terrain.

Whatever it is, the way you tell your story online can make all the difference.
Whatever it is, the way you tell your story online can make all the difference.
Whatever it is, the way you tell your story online can make all the difference.
Whatever it is, the way you tell your story online can make all the difference.

Change List

Added - Space Station modules are now buildable in Low Orbit
Added - Space Utilities are now buildable in Low Orbit
Added - Habitat Module
Added - Airlock Module
Added - Hallway Module
Added - Window Module
Added - Observation Module
Added - Navigation Module
Added - Communications Module
Added - Skylights Module
Added - Power Module
Added - Auxiliary Module
Added - Biosphere Module
Added - Hub Module
Added - Ring Module
Added - Engine Module
Added - Solar Array
Added - Cryo Pod
Added - Lockers
Added - Biosphere Bin
Added - New Buildable Upgrade system that allows for upgrades/attachments to be built
Added - Furnace Precipitation Collector Upgrade
Added - Furnace Water Distillery Upgrade
Added - Furnace Fuel Cell Upgrade
Added - Furnace Low Heat Upgrade
Added - Forge High-Precision Upgrade
Added - Printer Weapon Fabrication Upgrade
Added - Work Bench Repair Table Upgrade
Added - Work Bench Tool Station Upgrade
Added - Work Bench Suit Station Upgrade
Added - Fabricator High-Tech upgrade
Added - Fabricator Suit Augmentation Upgrade
Added - Kitchen Chef Upgrade
Added - Creature Health Indicators
Added - New Dungeon system on Proteus2.
Added - Aerial Creature (Flying Skeliopod) and associated movement scripts.
Added - Huge art pass on Proteus 2
Added - 8 new kinds of foliage on Proteus 2
Added - Bioluminescent foliage on Proteus 2
Added - Grass to various areas on Proteus 2
Added - Rare and Specific minerals around the surface of Proteus 2
Added - Improved sand dunes on Proteus 2
Added - Support for Creatures to de-spawn when out of range of all players
Added - curated scenario Creature Zones to Proteus 2
Added - New Creature Wasp
Added - New Creature Bee
Added - New Creature Fly
Added - New Creature Mosquito
Added - New Creature Dragonfly
Added - Gatherable Methane puddles around Proteus
Added - Puddles can now change height depending on fill amount and regenerate with precipitation
Added - New soundtrack music
Added - Many new craftable alloy items
Added - 6al-4v
Added - Brass
Added - Bronze
Added - Cast Iron
Added - Duralumin
Added - Dymalloy
Added - Electrum
Added - Ferrochrome
Added - Gunmetal
Added - Magnalium
Added - Ni-Cr
Added - Talonite
Added - Zamak
Added - Zircaloy
Added - Plants and Creatures now drop different items depending on what tool is used to harvest them
Added - Alien Blood
Added - Alien Fiber
Added - Alien Hide
Added - Alien Insect Parts
Added - Alien Organ
Added - Alien Tissue
Added - New Multi-Tool variants to allow repairing and salvaging gameplay at earlier progression
Added - Survival Tool
Added - Crab Screwdriver
Added - Makeshift Screwdriver
Added - Wrench
Added - New Broken, Scrap, and Found items to give better depth to the early game of salvaging
Added - Broken Barrel
Added - Broken Circuit Board
Added - Broken Wire
Added - Broken Hose
Added - Broken Glass
Added - Broken Computer Screen
Added - Scrap Cloth
Added - Scrap Hinge
Added - Scrap Plastic
Added - Scrap Rubber
Added - Fuel Cell
Added - Propellant Tank
Added - New Makeshift tier of items to better round out the early game straight out of the crash-site
Added - Survival Knife
Added - Crude Metal Blade
Added - Crude Metal Sword
Added - Crude Pipe
Added - Makeshift Cloth Bundle
Added - Shaped Crab Antenna
Added - Stone Shovel Head
Added - Many other new items to better round out progression
Added - Adhesive
Added - Berry Juice
Added - Blaster Cell
Added - Botany Kit
Added - Chromium
Added - Computer Screen
Added - Cooked Crab Egg
Added - Cooked Oreck Egg
Added - Crab Stew
Added - Explosive
Added - Hose
Added - Methane
Added - Molybdenum
Added - Power Cell
Added - Quartz
Added - Silver
Added - Sponge Tubes
Added - Steamed Carrot
Added - Sulfur
Added - Zinc
Added - Uranium
Added - Intro Cinematic
Added - Skip to Intro Cinematic
Added - New Repairable’s system that adds repairable/salvageable wreckages around the world
Added - Repairable bases that spawn randomly around Proteus2 when a world is created
Added - Repairable Habitat
Added - Repairable Airlock
Added - Repairable Rover
Added - Repairable Biodome
Added - Repairable Hallway
Added - Repairable Repair Droid
Added - New loot table system
Added - Loot table for wreckage loot crates
Added - Loot crates are now scattered through ruined bases
Added - Biodome wreckage loot crates have a chance to spawn from a biodome loot table
Added - Discoveries system for plants and creatures
Added - New Dungeon teleport system to remove the need for loading screens for dungeons.
Added - Support for exiting and loading into Low Orbit
Added - Support for exiting to main menu in Dungeons
Added - proper height and normal atlas for dungeon material
Added - more room variety to mines
Added - depth-based algorith to dungeon system
Added - branch-based algorithm to dungeon system
Added - Improved first-person melee detection
Added - Added auto crouch for climbing slopes
Added - Map system is now in upper HUD
Added - Map Screen in UI
Added - Automatic buildable re-anchoring for fixed proteus 2 terrain heightmap
Added - Toggle option for First Person Helmet
Added - Voice Logs screen to UI
Added - New icons for Space Station Bin, Cryopod, and Lockers
Added - Compass and Map icon to Hover Craft
Added - Custom Resolution options in the main menu
Added - Support for picking up Voice Log items
Added - Waypoint alignment option to Creature Zone
Added - Behavior override options to Creature Zones
Added - Spawn chance settings to Creature Zones
Added - Adjusted all existing creature prefabs for compatibility with Creature Zone behavior overrides
Added - Adjusted handling for Creature Zone waypoint alignment in dungeons
Added - Defenses build tab for walls and turrets etc.
Added - Space Station build tab
Added - Space Utilities build tab
Added - Underground build tab
Added - Build recipe display support on center HUD
Added - Warp debug command functionality for points of interest on Proteus 2
Added - Proteus 2 dungeon tiles
Added - Dust materials for Proteus 2 caves
Added - Cave and Mine meshes
Added - Support to display when a plant has been harvested in HUD
Added - Prefabs for Hives
Added - materials for Hives
Added - Tiles and Archetypes for Hives
Added - Updated Crypt Layout
Added - Hive Generated Prefab
Added - Health indicator to Crab Monster
Added - Health indicator to Claws
Added - Health indicator to Spider
Added - Health indicator to Skeliopod
Added - Health indicator to Parasyte
Added - Health indicator to Snubs
Added - Health indicator to Hybrid
Added - Health indicator to Minotaur
Added - Health indicator to Giant Beetle
Added - Health indicator to Giraffe
Added - Creature alert icon
Added - Hooked current creature prey detection into Player Control detection meter
Added - Kill creature mission type
Added - Hacking mission type
Added - Password mission type
Added - Support for map icons to be shown on edge of map properly
Added - Support for dungeon weather and lighting without load screens
Added - Connected buildable functionality
Added - Curated scenario Creature Zones to Aziel
Added - Curated scenario Creature Zones to Lutari
Added - Weight, Hardness, and Damage icons to item description Hint
Added - New fuel system currently in use on the Furnace
Added - Hook Roach on Aziel
Added - Bounce lighting in space, improving visuals while in Low Orbit
Added - More improvements to Proteus planet rendering from Low Orbit
Added - Space Ship texture improvements
Added - Speed reading to Space Ship GUI
Added - Creature animations for Gnat, Arachnoid, and many others
Added - New gun models using deferred decal system
Added - Improved Asteroid Art
Added - Improved Ambient Particles on Proteus 2
Added - Color correcting on Intro Cinematic
Added - Turn in place in idle mode
Added - New mineral radar scanning and filtering system
Added - Radar Scanner can now drop in wreckage loot crates
Added - Radar Scanner is now craftable in the Fabricator
Added - Proficiency tree perks are now functional
Added - Space Station modules now have interior lights
Added - Set date and time on upper HUD
Added - Discovery Details screen
Added - Icons for Inventory item parameters
Added - Feature to make selection icon appear on first inventory item
Added - Particle FX to new plants
Added - icons for undiscovered creatures and plants
Added - question icon for undiscovered harvest types
Added - Updated Map UI screen for better formatting
Added - Improved all melee swings of first-person weapons
Added - Improved all gun sounds
Added - Improved all muzzle flashes
Added - Updated models on many guns
Added - More coloring in post-process in space
Added - Improved low orbit art on Aziel
Added - Contextual interaction options when looking at a harvestable plant or creature part
Added - Spaceship will now display controls at low speeds
Added - Functionality support for discoverable harvest types
Added - Completion icon to discovery types when fully filled out
Added - New particle leaf texture for plant explosions
Added - Improved Lutari low orbit art
Added - Updated Ammo Icons
Added - Updated all Proteus2 foliage prefabs for collision, interaction, and fragment settings
Added - Integrated new Proteus2 foliage particle effects and drops
Added - Updated and added Plants discovery file for missing plants
Added - Support for vehicles to easily drive up steep terrain
Added - Feature for Mech to easily traverse hills and rough terrain
Added - Movement sounds to Mech
Added - Organic Sludge liquid
Added - Recipe in Chemistry Table to convert Organic Sludge into carbon
Added - Sparks and animation on Survival Tool
Added - Turn in place animation while in Third Person
Added - Hit sound to some plants
Added - Turn in place feature to Player Movement
Changed - All Utility recipes have been updated to fit the new economy system
Changed - All Structure recipes have been updated to fit the new economy system
Changed - Progression and Economy has been greatly reworked, all recipes and many items have been
Changed - Furnace now requires fuel
Changed - Furnace now requires fuel
Changed - Improved all pathfinding in the mines
Changed - Plutonium is now an Alloy
Changed - Updated Skill Tree to first pass Proficiency Tree
Changed - Cost of some kitchen food recipes
Changed - Liquids and gases extracted from creatures and plants will now give 5 units instead of 1 unit
Changed - Creature body despawn time increased to 5 minutes from 2 minutes
Changed - Spaceship will now slow to a stop to exit when the exit key is pressed at low speeds
Changed - Added descriptions to the proficiency tree items
Changed - Improved accessing GAV, Rover
Changed - Optimized Mech systems when not in use
Changed - Improved Mech shooting and bullet FX
Changed - Upressed UI on Rover
Changed - Adjusted UI on all vehicles
Changed - Map is now called Radar Scanner
Changed - Set player crouch transitions to look more realistic
Changed - Set crouch indicator to only in First Person
Changed - Optimized World Time indicator
Changed - Set Map Items to not display when in a vehicle
Changed - Set Map Item to display in space for space vehicles
Changed - Rock shader to allow for double the detail resolution
Changed - Set rendering to Deferred to allow for faster depth rendering and deferred decals
Changed - Set Player GUI to overlay mode, which optimizes the camera rendering
Changed - Improved coloring and contrast in Space
Changed - Improved thrid person spacewalk, now faces the direction of the camera
Changed - Improved Health Indicators on creatures
Changed - Crafting Table UI with craftable at top
Changed - Updated Item icons for items, weapons, and utilities
Changed - Updated plant particle colors
Changed - Improved all Vehicle models
Changed - Update Art for Gas Tank, Liquid Tank, and Satellite Large
Changed - Updated Ammo Magazines art for Weapons
Changed - Optimized muzzle flash textures
Changed - AO to Scalable and Ambient only
Changed - Increased Parasyte turning speed
Changed - Updated Proteus 2 ground material to not be wet
Changed - Updated Alien Fiber mesh, prefab, and Icon
Changed - Survival Knife changed the name to "Dull Survival Knife" to clarify use
Changed - Renamed tool types to be better descriptive
Changed - Updated icons for a few buildable upgrades
Changed - Increased the size of all current storage utilities and furniture
Changed - Minerals will be respawned once for saves created before version 4.551
Changed - Updated Proteus 2 Missions
Changed - Map is now in the HUD and no longer on the Locator
Changed - Improved contrast and readability for in-game UI menus.
Changed - Player ground friction improvement to prevent sliding
Changed - Increased parasite turning speed
Changed - Reduced hearing radius of Mantis
Changed - Mission Complete tag is now top center and improved
Changed - Level Up alert now occurs after Mission Complete alert
Changed - Starting missions clean up to use F1 to reflect the new UI schema
Changed - Occlusion for new terrain height
Changed - AStar cutting is now more optimal and allows for multiple graphs
Changed - creature spawning triggers are now allowed in dungeons
Changed - Tweaked fog on Proteus 2
Changed - Expanded HUD background width.
Changed - Added vignette to GUI mode to make UI more readable
Changed - Improved Mission tags and text to improve readability
Changed - Overall in-game UI polish
Changed - Updated aims for Moon Mantis.
Changed - Improved Mission readability
Changed - Adjustments to textures on Proteus 2
Changed - Refinement and optimization of soundtrack controller
Changed - Large Solar Panel can now satisfy the Small Solar Panel build requirement for Hab
Changed - Improvements to Colossus movement
Changed - Heartbeat now only plays during stamina penalty
Changed - Slightly increased size of colliders on insects
Changed - Size of Wasp creature
Changed - Oxygen display name is now O2 from O
Changed - Chlorine display name is now Cl2 from Cl
Changed - Nitrogen display name is now N2 from N
Changed - Methane display name is now CH4 from O (was unset after copy from oxygen)
Changed - Fluorine display name is now F2 from Fl
Changed - Player no longer respawns with any default items
Changed - Player no longer spawns with a chisel or a multi-tool in the crash-site
Changed - Player now spawns with a Survival Knife and a Survival Tool in the initial Crash Site
Changed - Repairing and Salvaging wrecked bases now provides engineering proficiency
Changed - Adjustments to Flying Skeliopod default wander radius
Changed - Meteor now properly drops Uranium instead of Plutonium
Changed - Optimized colliders on Berry and RedBerry so they don't fall through the ground as often
Changed - Ruined structures no longer appear on the map when off the edge of the minimap
Changed - Plants, Trees, and Creatures now show radial progress bar when harvesting
Changed - Updated many item descriptions to be more descriptive
Changed - Improved skinning of the player when crouching
Changed - Updated crouch animation
Changed - Updated foot IK to reduce strange foot rotations
Changed - Improved all weapon spring movement in first person
Changed - Updated occlusion culling for Proteus 2 B
Changed - Improved Proteus 2 low orbit art
Changed - Updated Main Menu with Space Station theme
Changed - When a rare weapon drops in a loot table, ammo is included
Changed - Hunger and Thirst can be overfilled when consuming items
Changed - Tweaked item food values to accompany new hunger/thirst cap
Changed - Fuel Cell max stack is now 5
Changed - Propellant Tank can now stack to 5
Changed - Guns can no longer be reloaded when at maximum ammo
Changed - Harvested Liquids and Gasses added to inventory will now prioritize existing containers
Changed - Ingots from the previous economy system in inventories have been converted into their ore
Changed - Pick Axe now has a Hardness value of 10 and requires a Diamond to craft
Changed - Makeshift Chisel, Chisel, and Diamond Chisel now have their Hardness value in description
Changed - Ferrochrome alloy no longer requires zirconium
Changed - Broken Circuit Boards now have a rare chance to spawn in wreckage loot crates
Changed - Updated weapon and tool descriptions to reflect their harvest types
Changed - Updated and balanced more plant drops
Changed - Adjusted hit particles on some plants
Changed - Set strafing to be faster on Player
Changed - Interaction menu is now able to swap equipped items
Changed - Only some trees drop pickups into the world, others now input straight into inventory
Changed - Repairable Wreckages, Salvageables, and Upgrades will now automatically equip a Tool
Changed - Proteus 2 terrain height is now more dramatic
Changed - Proteus 2 terrain splat improvements to read slopes
Fixed - Holes at end of dungeon rooms and hallways
Fixed - Added support for creatures to not kick up dust while in dungeons
Fixed - Spaceship should no longer get stuck in space if throttled low when exiting the planet
Fixed - Chat now works as intended in multiplayer
Fixed - Reworked player ground sticky code to allow for improved traversal
Fixed - Liquid and Gas names are no longer truncated in crafting menus
Fixed - Creatures now have correct colliders on their limbs so should be easier to hit in first person
Fixed - Voice Log UI functionality updates
Fixed - Multiplayer world persistence is now properly saved on exit
Fixed - Improved player animation controller, improving overall player movement feel
Fixed - Jittery first person with sprinting
Fixed - Workbench does not require power
Fixed - black barrel material
Fixed - Skeliopod ragdoll not going underground on loot
Fixed - Terrain no longer renderers when in Low Orbit
Fixed - Logging out in dungeons properly places the player on the planet surface at the entrance
Fixed - Raiding mission type
Fixed - Collecting mission type
Fixed - Key card mission type
Fixed - Build object mission type
Fixed - Discovery mission type
Fixed - Skeliopod re-path issue
Fixed - Inventory button rollovers
Fixed - stackable setting on Space Debris Chest
Fixed - Updated airlock materials
Fixed - Logging out in space now properly saves your location
Fixed - Fixed player animation set, eliminating stuttering movement while holding weapons
Fixed - Proximity highlighter now work on all items
Fixed - Creatures can no longer walk through placed objects
Fixed - Heat areas no longer persist after they have been disabled
Fixed - Fixed a few more cloud save system stability issues
Fixed - Tin material is no longer missing
Fixed - Collision detection for aerial creature wandering task
Fixed - objects hidden underground in the sand dunes
Fixed - Dismantling a buildable now provides the upgraded component recipes
Fixed - Test mode now only provides the resources when actually building something
Fixed - Loot crates in wreckages are now properly salvageable when empty
Fixed - Water can no longer be seen from orbit
Fixed - Loot crates now properly spawn their contents
Fixed - Structure variants now have properly updated recipes to fit the new progression
Fixed - Lutari and Aziel terrain should now properly appear when reentering the atmosphere
Fixed - Building in the mines and hives now works as intended
Fixed - Plants and trees should now drop items for more harvest types
Fixed - Meteor can now be mined for Uranium instead of Plutonium
Fixed - Both Shields are now placeable, no longer has 2 entries for CircuitBoard
Fixed - Upper Story Habitat is now playable, no longer has 2 entries for Brass
Fixed - Dyno recipe has been updated to contain a proper reagent
Fixed - Flouresence recipe has been updated to use mercury properly
Fixed - Colossus body harvest colliders have been increased in size to match his model
Fixed - Cobalt Pistol can now use Blaster Cells
Fixed - Spelling errors in Zamak Description
Fixed - Hardness values on other planet minerals
Fixed - Player movement animations now properly network to remote clients
Fixed - Small gap in the walls on the barracks
Fixed - Chem light is once again light and brightens the area
Fixed - Satellite Dish Large can now be dismantled as intended
Fixed - When dismantling objects the full build cost should now be refunded
Fixed - Storage items should now properly sort based on their contents
Fixed - Upgrades now removes build cost from inventory
Fixed - Items should no longer spawn under the crash pod
Fixed - Water Reclaimer is now operational and its contents are persistent
Fixed - Harvested Liquids and Gasses will make a popup displaying no container found if none available
Fixed - Guns will now load first applicable ammo type found in the inventory
Fixed - Fuel Cell upgrade for the furnace now works as intended
Fixed - Furniture can now be built as intended
Fixed - Mineral hardness values to unblock progression
Fixed - Crude Metal Sword now works as intended
Fixed - Upgrading utilities are now properly networked to other players and saved in multiplayer
Fixed - Botany Kit no longer pushes the player backward when wielded
Fixed - Airlock is now properly buildable without an incorrect recipe entry
Fixed - Fabricator is now properly buildable without an incorrect recipe entry
Fixed - Blaster Cell is now usable in the Pistol as intended
Fixed - Elida creature is now harvestable
Fixed - Repairable Habitat no longer requires Aluminum Ingots
Fixed - Laboratory is now buildable with the resources displayed in the menu
Fixed - Aziel and Lutari minerals now have proper hardness values
Fixed - Crafting tables no longer take 2 opens to load
Fixed - Crab Scythe now has a hardness of 1.5
Fixed - Optimized all Space Station texture memory
Fixed - All wheeled vehicle limited torque
Fixed - Mech movement
Fixed - Mech GUI
Fixed - Dynamic interaction keys when resizing
Fixed - Suit Upgrade Attachments are now functional
Fixed - Projectiles can once again damage minerals and plants
Fixed - Map glitch when leaving UI screens
Fixed - Corrected rock cliff far gloss amount on Proteus 2
Fixed - Jumping on Player, was sometimes performing a small jump
Fixed - Inertia of hover while spacewalking
Fixed - Foley sound in space
Fixed - Weather when returning from space
Fixed - Player jump auto colliding with the ground on first frame of jump
Fixed - Set player sticky force to update in Physics update loop to eliminate jitter
Fixed - Some materials on GAV, Rover, and Spaceship
Fixed - Liquids and gases extracted from creatures and plants will now properly display
Fixed - Botany Kit can now add contents to containers on the Hotbar
Fixed - Botany Kit should now work on berry trees
Fixed - Wasp no longer has extra long-range sting attack

We hope you enjoy the Discovery Update as much as we did creating it. We can’t even begin to explain what a joy it’s been finally getting into the game design now that the game has stabilized with the previous round of updates we performed this year. Our goal has always been to make the best near-future space survival experience possible, and we sincerely feel that this is a giant leap in that direction.

“On This Ship, You're To Refer To Me As 'Idiot,' Not 'You Captain.' ”
-Brian

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Frozen Worlds and the Rise of the Machines