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Ostranauts December 2020 Dev Update

Hey Folks!

Been a while since we did a video, so I've got one of those to share today!

[previewyoutube][/previewyoutube]

In it, I chat about how far we've come since September, the huge turnaround in review score, and some of the stuff we're working on now. Plus, I discuss a few of the things we have coming up soon, including AI improvements, in-game manuals, new product designs, and even new concept art!

Hope you enjoy the video. And since this is likely the last video of the year, hope you enjoy the holidays, as well!

We have a busy 2021 ahead, and lots of fun planned :)

Best,
Daniel Fedor
Founder, Blue Bottle Games, LLC

Ostranauts Patch 0.6.3.9 Is Available

Hey Folks!

Ostranauts v0.6.3.9 is now available on Steam, and your clients should be updating shortly.

This patch took longer than expected, largely because item stacking is such a fundamental change to many systems. But it seems to be tamed, plus we have some interesting AI updates, fixes, and quality of life changes.

Specifically:
  • Added item stacking.
  • Added Drop Item and Drop Item Stack context menu options.
  • Added fatigue, meaning, self respect, and achievement effects to tasks.
  • Added fatigue penalties when wearing EVA and pressure suits.
  • Added movement penalties for severe pain and fatigue.
  • Added fatigue cost for movement.
  • Added code to adjust fatigue rates based on health conditions.
  • Added skilled and unskilled versions of install, uninstall, scrap, and repair interactions.
  • Fixed a bug that caused supply kiosk to charge same amount for all containers despite their differing contents.
  • Added code to make docking and nav UI WASD cluster respond to mouse input.
  • Changed docking and nav WASD button icon style to look like clickable buttons.
  • Added code to make docking and nav UI WASD cluster match hotkey settings.
  • Fixed a bug that would state wrong reasons for failed tasks (repairs, scrapping, installs).
  • Fixed a bug that would spawn phantom rooms inside other rooms that would drain pressure.
  • Fixed a bug that would cause a hidden 1x1 room inside exterior northern airlock if it was open when repairs changed room count.
  • Fixed a bug that prevented interactions from giving fractional condition loot to participants.
  • Fixed a bug that caused some music tracks to never be played.
  • Added unused OST track to map track list.
  • Fixed a bug that could cause movement speed to be permanently increased by having too many penalties removed at once.
  • Fixed a bug that caused all AIs in scene to play vacuum enter/exit and helmet sounds.
  • Fixed a bug in button audio that failed to trigger if mouse enters button while left mouse button down.
  • Added code to make nav UI dragging ignore mouse clicks outside display area height.
  • Added code to make Home key center camera on 0,0 while in ship edit mode.
  • Added code to show cursor's coordinates in ship edit mode.
  • Fixed some null bugs that could happen with nested objectives.
  • Added new option to interaction aLootItms property called Lacks, for interactions that must lack a certain item to proceed.
  • Fixed missing friendly name on loose nav station.


The big ticket feature here is item stacking. Scraps and other smaller things now sort into piles of differing size, which should hopefully both allow you to organize better, and see more of the floor on derelicts.

AI now gets various mood boosts and debuffs for doing (or failing) tasks. Fixing a row of damaged walls is a great way to improve one's sense of achievement and meaning! It's also a great way to fatigue yourself, so remember to take a break.

Kiosks now charge/pay for items inside containers, and should do a better job of separating containers of the same type with different contents (at least where price is concerned). Also, a couple of "phantom room" bug fixes, missing OST fixes, and audio fixes.

Nav and docking UIs now have clickable WASD indicators, for those who want to fly-by-mouse instead of hotkeys! Thanks for that suggestion!

The editor had a few tweaks, including home key camera centering, tile coords in the top right readout. And for modders, there is a new type of interaction requirement you can use called "Lacks." It triggers the interaction if the "us" lacks the specified items. See ACTInstallDenyNoCutter in interactions.json for an example.

As always, there's plenty more for us to fix, change, and add! And we'll be continuing in roughly that order. In the meantime, let us know if this patch helps you out, as well as if it reveals new problems!

Ostranauts Patch 0.6.3.7 Is Available

Hey Folks!

Ostranauts v0.6.3.7 is now available on Steam, and your clients should be updating shortly.

This patch is a big bigger than most, and includes some pretty noticeable changes and fixes, from AI to derelicts, and even performance improvements.

Specifically:
  • Added code to stop AI from opening pressurized airlocks without player intervention.
  • Changed crew roster UI to have disembark and open airlock permissions.
  • Changed game so it can continue to run in background.
  • Fixed a bug that caused a long pause when docking or shutting down powered objects.
  • Fixed a bug that caused unconscious to get stuck on AI if they were interrupted while waking up.
  • Changed the way derelicts procedurally remove items, to reduce amount of missing floors below objects.
  • Changed derelicts to have doors randomly opened, closed, or locked.
  • Added code to reduce AI's autonomy discomfort whenever it gets to decide on an activity to do next.
  • Added Back Off! social move to allow AIs to vent autonomy frustrations.
  • Fixed a bug that could cause Ostranauts to freeze when hitting Exit if an object was destroyed before it was removed from ships.
  • Fixed a bug that could cause a crash if item contained parts for repairs when it mode switched.
  • Added code to make AI take a break from work when offering to cover their shift.
  • Fixed a bug that caused AIs to skip replying if player chose Direct Order while they were in a good mood.
  • Fixed a bug in career kiosk sidebar that showed wrong ship name.
  • Changed crew roster UI to have accurate ship company name at top.
  • Changed roster and duties UI to no longer auto-pause game when opened.
  • Changed PDA crew button to correctly toggle UI on/off.

One of the big things here is the beginning of our work on making AI more useful. As of this build, AI will no longer walk through airlocks with a pressure difference without your explicit permission. You can still manually open airlocks to let them through on a case-by-case basis, or there is a toggle setting for each crew member on the roster UI (PDA crew button) if you want them to go hog wild (like before).

AI also now recharge their autonomy needs whenever they choose to do something, whether it is assigned tasks or free roaming.

Also, the game now runs in the background! Feel free to alt-tab away, and the game will continue running until you return. Handy for waiting on sleeping AIs until we get a more powerful super-fast-forward function in.

And speaking of sleeping, the unconscious stuck bug should be fixed now, too.

Derelicts got some love, as well, and should now be a bit less annoying, and more interesting. You should see more missing equipment now, and fewer floors and walls missing underneath things. Doors will also be randomly locked or closed.

Finally, several bugs were fixed in this build, including the one that caused a massive freeze/hang after docking as the player visited more and more ships.

As always, there's plenty more for us to fix, change, and add! And we'll be continuing in roughly that order. In the meantime, let us know if this patch helps you out, as well as if it reveals new problems!

Best,
Daniel Fedor
Founder, Blue Bottle Games, LLC

Feature Voting Results Are In! And the Winner Is...

Hey Folks!

We're coming up on the end of the first feature voting round, and the rankings have been pretty consistent for the past week. With almost a thousand voters casting their ballots, our winner is...



[h2]That's An Order![/h2]

Improving AI and crew management was a pretty clear winner, and I think that makes sense. Many folks are itching to get a comrade or two onto their ship to speed up work and/or cover sleeping shifts, or even just explore some of the social mechanics of the game.

And how did the rest of the features fare? It was actually a pretty clear order of preference, too. The overall ranking looked something like this:

  1. That's an Order
  2. No Way Down
  3. Special Delivery
  4. Another Port
  5. Tourniquet
  6. Brokedown Frigate

So what does this mean, going forward?

Well, I think we need to work on a few different things, and while we may not be able to tackle it all in this round, there's a long list of options.

Getting AI out of the emotional pits, for one thing. All AIs eventually end up oppressed, humiliated, and forlorn if left long enough. And we need a few more balance tweaks and tools they can use to care for those needs.

AIs also have some blind spots and flaws we can patch-up, such as extending their limited pathfinding range, and their habit of blithely opening airlocks into the void.

The process of hiring, and direct ordering is also going to need some work. (And for that matter, firing and quitting.) I want to see if I can get AIs to do some of the more complex things humans need to do manually now, such as starting a reactor or docking.

Also, AI should be getting more benefits and drawbacks from the work they do. Things like fatigue, a sense of achievement, autonomy boosts for free will, autonomy hits for being micromanaged...we can finally start making more of the massive stat and trait list pull some weight.

[h2]What About the Other Features? And Bugs?[/h2]

Bugs are always going to take priority, at least where they break gameplay. Minor bugs may sit on the back burner a while, but if we discover or cause a new bug, we'll need to get people back into stable gaming asap. So that won't change.

Quality of life enhancements will similarly be a slow but steady trickle over Early Access. Often times, these are on hold until a clear winning idea comes to us, or we're already in the code near that feature, and just handle it while we're there.

And the other features up for voting? We may sneak a few examples of those in there, too :)

Probably none of the heavier things, but it isn't hard to throw a new item or bit of variety into the games now and then. So we may get a few surprises along the way.

Overall, this is an exciting new chapter in the Early Access story. We've got a mostly stable game! People are finally having hours of fun at a time! And they want MORE!

So I'll stop blathering on about it, and get to work :) Have a good weekend, all!

Best,
Daniel Fedor
Founder, Blue Bottle Games, LLC

Ostranauts Patch 0.6.3.6 Is Available

Hey Folks!

Ostranauts v0.6.3.6 is now available on Steam, and your clients should be updating shortly.

This patch makes several changes and fixes to the save system, among other things.

Specifically:
  • Added option to escape menu to exit game without saving.
  • Changed player status bars to be clearer.
  • Changed save system to leave last known good save in place if there is a problem making a new save.
  • Fixed a bug that caused game to crash if attempting to load a save file from wrong slot.
  • Fixed a bug that caused game to crash if AI ships loaded from save could not be found.
  • Fixed a bug that stranded player inside control panel if they opened another UI or context menu while connecting sensors.
  • Fixed a bug that prevented the big red error message from appearing when starting a new game after errors.
  • Fixed a bug that caused pause button to show wrong pause status when connecting sensors to appliances.
  • Fixed a bug that caused save slot UI to show info for deleted saves.


The main attraction in this patch is the save system. You can now quit the game without saving! Also, the save process will now wait until finished before renaming your previous save to a backup version. This should prevent slots from appearing empty after a corrupt save, letting you restore from the last known good save.

Furthermore, the game should be more tolerant of loading save files placed in a different slot than they came from (which resulted in several "Label 99" crash reports). As well as less likely to crash in a few cases where data was missing.

And speaking of "Label 99," the player status bars have received an overhaul! Hopefully, changes to labels and graphics should make things clearer now when you are okay vs. in trouble.

Finally, a few other bugs were fixed, including getting trapped in connection mode when wiring an appliance.

As always, there's plenty more for us to fix, change, and add! And we'll be continuing in roughly that order. In the meantime, let us know if this patch helps you out, as well as if it reveals new problems!

Best,
Daniel Fedor
Founder, Blue Bottle Games, LLC