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Fixes for PDA Vizor, Tilemaps, and Item Placement

[p]Hey Folks![/p][p][/p][p]Update v0.14.5.6 is now available on Steam, and your clients should be updating shortly.[/p][p][/p][p]This is a hotfix update to our "Inventory Overhaul" update, which includes some quality of life enhancements for the PDA Vizor and Inventory, plus fixes for tilemap and other bugs.[/p][p][/p][p]Saves from v0.14.0.0 and later should work. Note that if you were experiencing issues in the older save, this patch may fix some, but others may persist depending on the cause.[/p][p]
Note: 📢 indicates changes inspired by community feedback![/p][h2][/h2]
  • [p]Placing large sub-floor items near the edge of the ship no longer breaks the ship's tilemap, causing duplicate or missing rooms and/or zone errors errors on load.[/p]
  • [p]📢 PDA Vizor presets now remembers user's settings per-preset.[/p]
  • [p]PDA Vizor lighting and FoV settings are now independent.[/p]
  • [p]Alt highlight key no longer messes with PDA Vizor's ceiling toggle settings.[/p]
  • [p]Loading a save with the PowerViz preset enabled now correctly shows power paths.[/p]
  • [p]📢 Item placement grid no longer obscures item sprite unless the tile below won't fit.[/p]
  • [p]Ship Broker's drone preview no longer shows stacks of items from the player's other ships.[/p]
[p]One of the bigger bugs fixed here involves ships having their rooms broken, or zones smeared in stripes across the map. It turned out that certain items placed near the edge of the map would pad the map, but saving would remove that padding, invalidating tile indices. This patch addresses that case, and should stop the bug from happening, going forward.[/p][p][/p][p]Note that if your ship was affected by this bug, adding or removing any wall or floor that changes room info will cause a full room recalculation, and repair the rooms. (Zones will still need remaking, though.)[/p][p]
The PDA Vizor also got some love, with per-preset setting memory, and detangling the line of sight settings from other highlight and lighting settings. The PowerViz preset should also now render correctly when loading a save file where it was active.[/p][p][/p][p]Users reported having some trouble placing items with the new placement line overlay, particularly if the item was square and obscured by the horizontal lines. This update removes those lines over the item when that item can fit, and they now only appear when it won't fit.[/p][p][/p][p]Finally, the Ship Broker drone preview was fixed so that it won't display stacks of items from the player's ship while viewing other ships for sale.[/p][p][/p][p]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![/p][p]
[/p][p]Best,[/p][p]Daniel Fedor[/p][p]Founder, Blue Bottle Games, LLC[/p]

Inventory Overhaul Update

[p]Hey Folks![/p][p][/p][p]Update v0.14.5.5 is now available on Steam, and your clients should be updating shortly.[/p][p][/p][p]This is a feature update to our "Across the System" milestone, which improves several player-requested changes to the inventory system, among other fixes.[/p][p][/p][p]Saves from v0.14.0.0 and later should work. Note that if you were experiencing issues in the older save, this patch may fix some, but others may persist depending on the cause.[/p][p]
Note: 📢 indicates changes inspired by community feedback![/p][h2][/h2]
  • [p]No more inventory ground window. Pickup/drop items directly in world now.[/p]
  • [p]📢 Pockets and pouches are now consolidated under their parent's inventory window.[/p]
  • [p]📢 Paperdoll and item grid windows can be moved around, pinned, and unpinned.[/p]
  • [p]Tooltips and item highlights now work in the paperdoll area.[/p]
  • [p]Paperdoll now has a Trash slot, for discarding unwanted items.[/p]
  • [p]📢 Pickable items under cursor will highlight, and change cursor, when inventory UI is up.[/p]
  • [p]Cursor now shows feet when inventory UI is up and item is out of range/LoS.[/p]
[h2][/h2]
  • [p]New music tracks when visiting VORB and VNCA.[/p]
  • [p]📢LoS range slightly longer for characters without vision impairment.[/p]
[h2][/h2]
  • [p]Sleeping AIs will now force awake if they oversleep their sleep shift, or are suffocating.[/p]
  • [p]AI shouldn't endlessly drop items as often when on AUTOTASK mode.[/p]
  • [p]AI should no longer refuse to pick up items if there is only room in sub-containers they carry.[/p]
  • [p]AI's attempting to walk from an unwalkable tile to an unwalkable tile will no longer animate in place eternally.[/p]
[h2][/h2]
  • [p]Save files with empty AI action memories will no longer fail to load.[/p]
  • [p]Ships with placeholder tiles along edges will no longer cause zone/room errors on load.[/p]
  • [p]Loading a save where a non-Default Vizor setting was active now allows returning to Default via hotkey.[/p]
  • [p]There should be fewer null exceptions thrown when reloading a save from the Escape menu now.[/p]
  • [p]Splash screen now appears immediately after launching the app, instead of after all game data loaded.[/p]
  • [p]Loading a save after renaming an item no longer auto-selects that item.[/p]
[h2][/h2]
  • [p]Game should no longer freeze indefinitely when all batteries on the ship are drained.[/p]
  • [p]Super fast-forward while an LEO or pirate was docked will no longer teleport the player to the nearest station.[/p]
  • [p]Super Fast Forward will no longer have null errors due to missing stations, causing infinite-time death.[/p]
  • [p]Special events and deaths in Super Fast Forward now correctly use RNG tables.[/p]
  • [p]Taking off a helmet while paused and then using Super Fast Forward no longer insta-kills players.[/p]
  • [p]Characters walking into ship edge tiles created by placeholders no longer spike their CO2 build-up.[/p]
  • [p]Broken bones now heal correctly over time.[/p]
  • [p]The EVA suit's battery will no longer drain when the suit is equipped in a hand slot.[/p]
  • [p]The EVA suit's remaining charge now works in the MegaTooltip.[/p]
  • [p]Field coils now work more consistently with other sub-floor fixtures, like fusion canisters.[/p]
  • [p]Sub-floor bins can now be filtered in the PDA orders like other floors.[/p]
  • [p]Attempting to add a zone along the boundary of a docked ship should now work reliably.[/p]
  • [p]San Diego mall now has adequate cooling to avoid killing anyone not in an EVA suit. (New games only.)[/p]
  • [p]NAV and COMMs UI both use consistent range info now.[/p]
  • [p]Breakout Turf floor uses correct sprite now.[/p]
  • [p]Several typo fixes.[/p]
[h2][/h2]
  • [p]📢Modding: FaceAnim2.aPartNames is now defined by loot.json TXTFacePartNames, instead of hard-coded.[/p]
  • [p]📢Modding: FaceAnim2.aLayers array driven by loot.json TXTFacePartOrder, instead of hard-coded.[/p]
  • [p]Modding: Added support for animated sprites, with an example "Heater Model B" in cooverlays.[/p]
[p]
The biggest change in this update is to how inventory works. The ground grid is now gone, and you can pick-up and place items directly in the world.[/p][p][/p][p][/p][p][/p][p]The ground window created a number of issues that were pretty hard to solve. And what's more, just about every new user we watched play the game would intuitively try to drop items into the world, not the ground window. So we decided to make it work the way most users initially expect it to.[/p][p][/p][p]Players have also been asking for some improvements to the inventory UI itself. One of the biggest requests was for pockets to consolidate more efficiently. Another was to make windows remember where the user moved them. And the ability to move the paperdoll itself.[/p][p][/p][p][/p][p]
So in this update, we changed the way pockets rendered to be consolidated under their parent's window, and added code to restore window positions the next time the UI opened.[/p][p][/p][p]There is also a new rule: the inventory will not close with an item on the cursor. This was necessary to avoid "ghost" items and other stacking item bugs that could break saves. Now, if a user wants to exit the UI, they'll have to find a valid home for it, or walk to a place that has space.[/p][p]
We've also added a new Trash slot, in case there were situations where it is impossible to find space for a cursor item on an entire ship, as well as to let users tidy-up space more conveniently.[/p][p]
You'll also notice some other, minor changes, like tooltips and item highlights now working in the paperdoll. Plus some cursor icon changes to help with usability.[/p][p]
This patch also includes 2 new soundtrack pieces from Josh Culler, which you'll hear when visiting VORB/Venus Orbital and VNCA/Newcal aerostat maps. VORB, in particular, was the first place many players would see after their first, grueling torch drive trip. And it'll be nice to have something new to hear upon arrival![/p][p][/p][previewyoutube][/previewyoutube][p]Apart from the above, the update also includes a range of fixes for things like AI behaviors, loading and saving, super fast-forward, and other issues.[/p][p]
Plus, some new modding features for our more technical users![/p][p]
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![/p][p][/p][p]Best,[/p][p]Daniel Fedor[/p][p]Founder, Blue Bottle Games, LLC[/p]

Fixes for Reloading Saves In-Game

[p]Hey Folks![/p][p][/p][p]Update v0.14.4.9 is now available on Steam, and your clients should be updating shortly.[/p][p][/p][p]This is a hotfix update to our "Across the System" milestone, which fixes errors that could occur when reloading a save from the in-game Esc menu.[/p][p][/p][p]Saves from v0.14.0.0 and later should work. Note that if you were experiencing issues in the older save, this patch may fix some, but others may persist depending on the cause.[/p][p][/p][h2][/h2]
  • [p]Reloading the game from the in-game Esc menu should no longer produce errors.[/p]
[p]Some players reported the 0.14.4.8 build was throwing errors when they attempted to reload a save from within the game's Esc menu. This wouldn't happen in all cases, but frequently would occur if a new game was started, quicksaved, then immediately reloaded.[/p][p]
This hotfix addresses that bug, and it should now load games error-free in that situation.[/p][p][/p][p]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![/p][p][/p][p]Best,
Daniel Fedor
Founder, Blue Bottle Games, LLC[/p]

AI and Performance Improvements, Plus Kitfox Festival Begins!

[p]Hey Folks![/p][p][/p][p]Update v0.14.4.8 is now available on Steam, and your clients should be updating shortly.[/p][p][/p][p]This is a hotfix update to our "Across the System" milestone, which makes several improvements to AI, as well as some performance enhancements.[/p][p][/p][p]Saves from v0.14.0.0 and later should work. Note that if you were experiencing issues in the older save, this patch may fix some, but others may persist depending on the cause.[/p][p]
Note: 📢 indicates changes inspired by community feedback![/p][h2]General Changes[/h2]
  • [p]📢 The X hotkey now cycles PDA Vizor modes, instead of just opening the PDA Vizor.[/p]
  • [p]Exiting to the Main Menu should now be faster, and result in significantly less RAM inflation.[/p]
  • [p]AI Jettison rules changed to improve framerate hitching, and prevent AI from jettisoning items for fun.[/p]
  • [p]📢 AI should now sleep more reliably during sleep shift (when sleepy).[/p]
  • [p]AI will no longer resume watching TV before they started watching it.[/p]
  • [p]PDA NAVLINK ship renaming will no longer pause/unpause/etc. the game while typing.[/p]
  • [p]Players can no longer rename NPCs or robots, which could break the game.[/p]
  • [p]Interactions can now append notes to PDA Notes (for modding and future use).[/p]
  • [p]The text on the PDA PASS app is no longer cut off.[/p]
[p]Players have been pretty excited about the new PDA features, overall. One thing many players immediately missed, though, was the directness of the old hotkey's toggling of DamageViz/PowerViz on and off. So we've switched the X (default) hotkey back to immediately toggling the Vizor overlay on/off again. It will now cycle through all available modes on your PDA (including back to Default). The L hotkey remains as-is, opening and closing the Vizor app.[/p][p][/p][p]Performance got a bit more attention this patch, with a pretty big change to the way the game exits back to the Main Menu. Previously, it would significantly inflate RAM usage each time it returned to the Main Menu. Usually to the tune of hundreds of MB, and sometimes more.[/p][p][/p][p]
[/p][p]This patch optimizes the way we load data, and reuses existing data more efficiently. The result is less RAM inflation when returning to the Main Menu, which also happens faster now as a bonus![/p][p]
AIs also had some work done this patch.[/p][p]
First, we fixed a bug where AI could jettison things for fun. And it turned out this was also a performance hog, since it could check the jettison action on every map object each time it had a free moment. AI should no longer be doing this now.[/p][p][/p][p]
[/p][p]We also made some changes to how the AI behaves in Sleep shifts. Previously, AI treated Sleep shift as a sort of free time, and often didn't get around to actually sleeping. Now, if they are even a little sleepy, they will prefer to sleep first, unless they have a serious survival need (like breathing, staving, etc.). Only after they are fully-rested will they pursue other activities.[/p][p]
This patch also includes a few other minor UI and AI fixes.[/p][p][/p][h2]Kitfox Festival[/h2][p]Also, today is the first day of the Kitfox Festival, and we're celebrating with 20% off Ostranauts till August 14th! You can also pick up the rest of the games in the Kitfox catalogue on sale during the event.[/p][p][/p][p]Furthermore, our friends at A Sharp (designers of King of Dragon Pass and Six Ages) also just announced their brand new procedural adventure game, Thousand Hells: The Underworld Heists. If you're into tactical battles and underworld mythology then this might be for you. You can watch the announcement trailer here:[/p][previewyoutube][/previewyoutube][p][/p][p]and wishlist the game on Steam here: [/p][p][dynamiclink][/dynamiclink][/p][p]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![/p][p][/p][p]Best,
Daniel Fedor
Founder, Blue Bottle Games, LLC[/p]

PDA Vizor, Notes, and Timer Apps, Plus AI Fixes

[p]Hey Folks![/p][p][/p][p]Update v0.14.4.7 is now available on Steam, and your clients should be updating shortly.[/p][p][/p][p]This is a hotfix update to our "Across the System" milestone, which includes several player-requested features, plus fixes and quality of life enhancements.[/p][p][/p][p]Saves from v0.14.0.0 and later should work. Note that if you were experiencing issues in the older save, this patch may fix some, but others may persist depending on the cause.[/p][p]
Note: 📢 indicates changes inspired by community feedback![/p][p][/p][h2][/h2]
  • [p]📢New PDA Timer app with alarm.[/p]
  • [p]📢New PDA Notepad app.[/p]
  • [p]📢New PDA Vizor app which allows the player to view the map with various data overlays.[/p]
  • [p]Players can buy or find PDA cartridges to enable new features in the PDA Vizor app.[/p]
  • [p]📢There is a new forearm slot exclusively for the PDA.[/p]
  • [p]Indicators to compatible slots now appear on paperdoll while an item is attached to cursor.[/p]
  • [p]PDA has some new visual styles, icons, and fonts.[/p]
[p][/p][p][/p]
  • [p]Officers arresting a subdued NPC no longer soft lock the game.[/p]
  • [p]Maintenance NPCs should now do their jobs more effectively.[/p]
  • [p]AI will no longer take a break mid-combat to eat or drink.[/p]
  • [p]AI will no longer romance the floor during super fast-forward.[/p]
  • [p]AI won't play until it dies on Arcades anymore.[/p]
  • [p]AI won't play loose and damaged arcades anymore.[/p]
  • [p]Gigs should now report target ship and range again.[/p]
  • [p]Pathfinders should no longer avoid valid paths through doors if the ship had a stray part dropped near the outside edge.[/p]
  • [p]UI now has more tooltips to help the player.[/p]
  • [p]Rooms/compartments have new sprite art in the MTT.[/p]
  • [p]Player pronouns will now correctly update in the sink UI if used after character creation.[/p]
  • [p]Tutorial and Ostraka updated to reflect new PDA Vizor app, and other tweaks.[/p]
  • [p]Mechanical and electrical parts no longer have giant stack counters on the paperdoll.[/p]
  • [p]Lights sampled in the ship editor eyedropper tool now update in real time while moving around.[/p]
  • [p]Fixes for some floors using wrong damaged and loose sprites and ACP ammo description.[/p]
[p]
PDA is the star of this update, with 3 new apps to help players out in the boneyard![/p][p][/p][p]
[/p][p]The first is a Notes app that will let players record notes in-game. The notepad can be used any time the PDA is available, including in control panels, and supports rich text using html-style markup.[/p][p]
The second is a Timer app with alarm, which can be used to set a reminder in the future. When the timer expires, an alarm will beep, and the game will return to normal speed, if fast-forwarding.[/p][p][/p][p]There is also a new Vizor app.[/p][p][/p][p]
[/p][p]This app allows players to see the game world with various data overlays, to help pinpoint certain items or areas of interest. Vizor modes include the familiar PowerViz and DamageViz, as well as some newer, more exotic views.[/p][p]

[/p][p]To use this app, the PDA must have the corresponding cartridge for that view mode. Players start with the PowerViz and DamageViz carts installed, but can both purchase and find others in the world. Some with unusual effects...[/p][p][/p][p]The PDA also must be slotted in a new forearm PDA slot, which lets players keep their hands free for other tools and containers. And to help make slots clearer, we now have slot indicators to show where an item on the cursor can be slotted:[/p][p]

[/p][p]Players should also notice some new AI fixes and improvements in this build.[/p][p]
Maintenance NPCs should now correctly do their jobs, ranging from replacing canisters to repairing holes in walls. Combat AI should now avoid a snack break during a pitched battle, while leisure AI should stop playing arcade machines before they starve to death. And lonely AIs will stop... interacting with floors.[/p][p][/p][p]All this plus a bunch of other fixes and tweaks to hopefully improve time spent in-game.[/p][p][/p][p]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![/p][p][/p][p]Best,
Daniel Fedor
Founder, Blue Bottle Games, LLC[/p]