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Hotfix #13 (10/03/26)

Patching Moving Forward

Now that all critical bugs are seemingly resolved (🙏) I'm moving forward with a daily hotfix cadence!
Some particularly big changes are bolded.

[h2]Improvements[/h2]
- Significantly reduced the threshold time for culling dropped or unharvested resources, before they're cleaned up, to improve performance.
- Added the ability to put the EMP Charge into a chest or add it to the Recycling Station.
- Renamed Auto-Injectors to Injectors to reduce potential confusion about their use.
- Central UI panels like Crafting, the Market and Upgrades now always draw above others so that they work better with UI scaling.
- Removed restrictions around the placement of Potted Plants.

[h2]Balancing[/h2]
- Reduced the speed at which Vitality stats degrade by about 50%. This should make especially the early-game less punishing for Vitality.
Remember, Vitality stats also degrade another 50% slower while in your Outpost!
- Removed the movement speed slowdown of the Overencumbered status effect. No more sudden slowdowns and dumping items when your Vitality drops.
- Increased the minimum threshold for fall damage, so smaller falls should not cause damage.
- Moved the Cargo Bays of all variants down one RAPP level to make them more accessible earlier on.


[h2]Tasks[/h2]
- Fixed an issue where using the Unstuck button inside Facility Rho could lock you out.
If you had this happen, please contact me and I can fix your save!
- Updated objective in FINDING THE CURE to use the correct name of the facility required.
- Clarified objectives of FINDING THE CURE to reference the specific item to craft.
- Attempted to improve readability of required puzzle steps in Epsilon.
- Tweaked the wording of the TAKING SHORTCUTS task to make it clearer that you need to construct the new facility on the surface.


[h2]Fixes[/h2]
- Fixed auto-selection of hotbar slot zero causing a throwable item radius to appear on game start if a relevant item was in this slot.
- Fixed the possibility of Trudy's RAPP reminder call triggering before the player constructs the Trade Node.
- Outer Caverns drill-site dialogue will no longer play if you've already found the Clifftop Hab.
- Last line of Oxygen Filters I dialogue will no longer play if player has already discovered the Crater Facility.