Ostranauts Patch 0.6.3.0 Is Available
Hey Folks!
Ostranauts v0.6.3.0 is now available on Steam, and your clients should be updating shortly.
A lot of fixes to the jobs/tasks system this time, to make them resume better after abandoning or saving/loading. Also, ship resupply at K-Leg!
Specifically:
The big change here is the job system, which should now survive abandoning mid-task as well as saving and loading. You should be able to safely "paint" jobs like install and repair around the ship and have them survive until canceled or completed.
OKLG now has a refueling kiosk, as well, which lets you top-up your ship's reactants (if applicable), gas canisters, and batteries. The supply kiosk also restocks at midnight now, so you can get hard-to-find items again later if they go out of stock.
And speaking of hard-to-find items, small mechanical parts should be less of a pain now. Fewer are required to repair walls and floors, they are more likely to drop, and you can buy them in bulk at the supply kiosks.
There are several other, less-exciting fixes, too. But they should all add up to a smoother experience.
One thing I'm watching closely is pathfinding. Now that tasks work better, I'm noticing more pathfinding issues. Particularly if there are a lot of holes or damaged floors near the target. This will require more fixing, but in the meantime, you can usually nudge the AI into a nearby tile to get it back on track.
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
Ostranauts v0.6.3.0 is now available on Steam, and your clients should be updating shortly.
A lot of fixes to the jobs/tasks system this time, to make them resume better after abandoning or saving/loading. Also, ship resupply at K-Leg!
Specifically:
- Added code to re-task placeholders if they are abandoned during install.
- Added code to restore unclaimed tasks on loading save file.
- Added code to restore placeholders on loading save file.
- Fixed a bug that prevented bulk jobs from working on certain object types. (E.g. repair Ryokka walls)
- Added vessel resupply services kiosk to OKLG.
- Added periodic restocking of supply kiosks.
- Changed wall and floor scrap and damage loot to include more small parts.
- Changed repairing walls and floors to require fewer small parts.
- Added crates and small parts to supply kiosk.
- Fixed a bug that would crash game if NPCs were lacking relationship data.
- Fixed a bug that caused AI to choose different item to install than the one player chose. (E.g. install wrong battery)
- Changed nav station to allow maneuvering while docked to a non-station, but still warn user.
- Fixed a bug that allowed players to pilot OKLG after installing a nav station there.
- Fixed a bug in GUITrade which showed debug item names.
- Fixed a bug in GUITrade which showed money spent at supply kiosk as income.
- Added code to lower current UI if something else cancels the interaction that raised it. (E.g. power outage, kiosk restock)
- Fixed bug that caused comforting music to be played when undocking with a derelict.
- Added price to batteries.
The big change here is the job system, which should now survive abandoning mid-task as well as saving and loading. You should be able to safely "paint" jobs like install and repair around the ship and have them survive until canceled or completed.
OKLG now has a refueling kiosk, as well, which lets you top-up your ship's reactants (if applicable), gas canisters, and batteries. The supply kiosk also restocks at midnight now, so you can get hard-to-find items again later if they go out of stock.
And speaking of hard-to-find items, small mechanical parts should be less of a pain now. Fewer are required to repair walls and floors, they are more likely to drop, and you can buy them in bulk at the supply kiosks.
There are several other, less-exciting fixes, too. But they should all add up to a smoother experience.
One thing I'm watching closely is pathfinding. Now that tasks work better, I'm noticing more pathfinding issues. Particularly if there are a lot of holes or damaged floors near the target. This will require more fixing, but in the meantime, you can usually nudge the AI into a nearby tile to get it back on track.
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