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Osiris: New Dawn News

Experimental Build v0.5.104

*Note - These changes are only on the Experimental Branch. To access the Experimental Branch, be sure to select it in your Steam Library. If this app does not appear, please check if this app is hidden in your Library. Experimental Branch changes upgrade to the primary branch monthly.



Hey explorers! This week adds lots of new features and improvements to spacewalk control. The first and third-person modes have gotten a rewrite to greatly improve moment and viewing while in space. Please check it out and share your thoughts!

We also added full support to change your field of view for first and third-person modes. We’ve had lots of requests for this and are happy to get this over to you.

Additionally, and just for fun, we added this cool secondary effect to the HUD. Again, let us know what you think!

Also, there’s a lot of general polish and fixes, mostly based on community feedback. Here’s the full list!

[h2]Change List[/h2]
Added - FOV slider to first-person camera
Added - FOV slider to third-person camera
Added - Roll for spacewalk
Added - Near camera for improved first-person detail
Added - Key binding to inventory equip slots
Added - Key Binding option back into in-game Options Panel
Added - Moving HUD, based on camera rotation
Added - Option to turn off ambient camera movement
Added - AimIK to CrabMonster
Added - Max time parameter to Seek task to prevent getting stuck in rocks when backing up
Added - Weather volume to sound mixer
Added - Slider to weather volume
Added - Post-processing volume to near camera
Added - Prefab for game settings UI
Added - Tool materials
Added - Space dust to increase movement visibility while in space

Changed - Improved third-person camera and movement in space
Changed - Improved first-person camera and movement in space
Changed - Improved camera orientation when switching modes while in space
Changed - Turned off weapon unequip while in space
Changed - Now that wreckage crates are persistent, they can be opened after they have been emptied, previously they could only be salvaged
Changed - Improved build particle to be more vibrant
Changed - Adjusted all first-person items, weapons, and tools to use new camera
Changed - DOF to slightly fade from near focus on first-person arms
Changed - Updated Rover salvageable model
Changed - Updated and optimized salvage satellite
Changed - Updated Item, Structure, and Utility icons
Changed - Updated Tool Melee items with better art
Changed - Updated Tool Icons
Changed - Updated Structures/BuildIcons with Particles and Sounds
Changed - Updated Aziel Occlusion data, low orbit atmosphere, and planet art
Changed - Updated Aziel Rock materials
Changed - Optimized creature despawn check

Fixed - Fixed broken Forge Upgrades
Fixed - Wreckage loot crates are now properly persistent and will not respawn after a relog
Fixed - Logging out in dungeons now properly returns you to the entrance when loading back in
Fixed - Potential fix for creatures not spawning in multiplayer
Fixed - Creature zones will now properly spawn creatures while the player is within a vehicle
Fixed - Camera bob in space
Fixed - Camera bob on weapons in space
Fixed - Melee weapon animation in space
Fixed - Exiting space ship in space with proper orientation
Fixed - Drills should now attract a correct assortment of enemies on all planets while drilling the core shaft
Fixed - Some instances of autosaves failing
Fixed - Numerous instances of localization bugs in GUI
Fixed - Numerous errors reported by our backend tool
Fixed - Shovel when looking down sights
Fixed - Adding missed LODs on objects throughout proteus2
Fixed - Lessened range of third-person FOV Zoom
Fixed - Potential fix for malware warning concerning open localization folder button
Fixed - First-person layer sorting when getting in and out of vehicles
Fixed - Screen FX sorting for new first-person rendering
Fixed - Droid passive particles not disabling on death
Fixed - Hunger warning will no longer display eat in pressurized structure when it is not a requirement
Fixed - Errors caused by the repair droid repairing while a structure is dismantled
Fixed - Errors propagating from the spawning of unfinished creatures
Fixed - Potential issue causing creatures to sometimes become desynced between clients
Fixed - Errors arising during creature death, potentially causing bugged invincible enemies
Fixed - Error when reopening language panel
Fixed - Prevented Autosave from occurring while leaving the game to prevent data loss
Fixed - A few errors appearing during unsetting a build goal
Fixed - Errors arising from highlighting a vehicle on the map
Fixed - Errors with auto crafting causing storage instability
Fixed - Errors with network propagation of creatures, fixing some instances of creature desync
Fixed - Errors caused when using any repair tool on wreckages
Fixed - Various errors arising from the use of some weapons
Fixed - Errors intermittently being thrown when extracting gasses from geysers
Fixed - Rotation issues with CrabMonster
Fixed - Resources with duplicated mesh issue
Fixed - Deleted old rover mesh that was causing a duplicated mesh issue

Removed - Small collision damaging vehicles

Thanks again for your support and playing! We have a lot to do, so we’re going to get right back to it.

“The only good big is a dead bug!”
-Brian

Main Build Update v0.5.073

Hello everyone! The latest two Experimental Builds have tested strongly and we’re joining them into the Main Branch! In case you’re wondering what is included in this version, here are some highlights and a full Change List:













[h2]Change List [/h2]
Added - Droid Control panel to F3 map screen in PlayerGUI
Added - First pass localization system implementation for various menus in the app
Added - Improved Sentry droid targeting AI to avoid aiming and shooting through obstacles
Added - Improved unstuck AI to droids to allow them to better handle getting stuck during traversal
Added - Various droid minimap icon improvements
Added - Travel to position behavior tasks to all available droid types
Added - Various pathing corrections in droid behavior trees
Added - Reworked compass display to greatly improve system's performance and improve readability
Added - New compass supports merging nearby markers, mostly preventing overlap
Added - Updated Interior of the spaceship with Decals and flight screens
Added - Updated a portion of the Proteus mines
Added - Updated Proteus Hives with new Art
Added - Explosive Icon
Added - Ground turret medium decals and emissive power mesh.
Added - Specific map icon for hovercraft
Added - Summon dev console command to allow manually teleporting vehicles and droids to your location
Added - Destroy dev console command to allow manually destroying vehicles and droids in the world
Added - Event support for damage states on buildable
Added - Fx support for build icons for build completion
Added - Unstuck buttons in Feedback screen to help players when stuck inside objects and when lost in space
Added - Integrated Structures, Utilities, and Vehicles into the map info panel
Added - Expanded 'move to position' command for droids to continue their primary task when reaching the destination
Added - Behavior task for updating home position for droids
Added - Behavior task for spawning a valid/invalid GUI popup message

Changed - Updated more Aziel and Zer planet materials
Changed - Updated Silver prefab to be higher so Bottom Silver Fragments can be accessible
Changed - Buildings will no longer re-anchor (sometimes sink into the ground) when the data is believed to be from a legacy save file, this was also triggering when Mineral world persistence would corrupt
Changed - Improved Sentry droid's gun damage
Changed - Optimized occlusion data to reduce build size
Changed - Updated and optimized vehicle console textures
Changed - Optimized occlusion in caves
Changed - Updated Aziel sky material
Changed - Updated wall defense Prefabs with optimized textures
Changed - Updated wall Icons
Changed - Updated Aziel Atmosphere material and clouds
Changed - Updated Zer and Aziel plants with impact sounds
Changed - Restricted panning and zooming of the minimap to the bounds of the screen

Fixed - Tweaked collision and physics on Buggie so it's less likely to get stuck on terrain or glitch under the world
Fixed - Buggie should be much less likely to launch the player when running into the hood
Fixed - Droids will now properly sync in multiplayer
Fixed - The Elevator within the habitat is now much smoother to ride and can no longer crush the player through the floor of the habitat
Fixed - Riding on or within vehicles is now much smoother
Fixed - Watchtower collision meshes should no longer be visible
Fixed - Incorrect creature spawning in Lutari mines has been swapped for finished creature
Fixed - Compass now properly respects control/ownership
Fixed - Compass markers no longer move with head-bob
Fixed - Compass icons no longer display for currently occupied vehicle
Fixed - Going too far in some directions on Aziel will no longer teleport you back to the origin
Fixed - Salvaging wrecks should now properly network in multiplayer
Fixed - Common FPS hitch when the player takes damage
Fixed - Terrain collider issues on Lutari
Fixed - Lab vehicles and droids are now properly buildable in creative mode
Fixed - A single instance where item duplication was possible
Fixed - Added Custom collider for space station ring module fixing some collision issues
Fixed - Spaceship will no longer get blocked on Aziel when flying around
Fixed - Texture tiling issue on distant Aziel material
Fixed - Lutari cave without a door blocker
Fixed - Typo in fuel cell description
Fixed - Some instances of ice materials not sorting in fog
Fixed - Normal issue with spore texture
Fixed - Build icon material in the spaceship
Fixed - Vehicles duplicating when other players enter a multiplayer room
Fixed - Mineral world persistence corruptions should now be much less likely
Fixed - Wreckages now properly consume resources when being repaired
Fixed - Rotation issues when pathing on Security Droid
Fixed - Droids not canceling their current paths when receiving a new command issue
Fixed - Security droid not correcting path when headed toward the obstacle
Fixed - Instances of built objects, vehicles, and droids from older saves being invisible
Fixed - Spaceship ramp should now properly open when the ship is floating above the ground
Fixed - Ruined base locations on Aziel, Lutari, and Zer should no longer float, duplicate, or reappear
Fixed - Nicknamed objects selected on the map will now show their nickname
Fixed - Creature Health and Attack damage sliders will now properly affect creatures
Fixed - Additional fixed for Sentry Droid pathing tasks and switching between pathing tasks
Fixed - Restricted droid display to owned droids on the map panel
Fixed - Text errors throughout the app caused by the first pass implementation of the localization system

As always, we appreciate your diligence and honesty in communicating to our team all concerns you come across, and what features you would like to see in the game. We enjoy working with you all and hearing from you on our Socials, Feedback Reports, Houston emails, and our Discord. Thank you for helping us make Osiris: New Dawn as great as we possibly can, during our EA development!



"I need a new corporal. You're it until you're dead or I find someone better."
- Brian

Dev Special 50% Off Sale

[h2]On Sale Now![/h2]
We are so proud of our team and community for working together and want to share everything we've implemented so far. Thank you for taking part in our EA journey and contributing to the development of Osiris: New Dawn!

Be sure to check out all the ways we celebrate working and listening to you and everyone in the OND community. We have our in-game Feedback, which is monitored and recorded daily into our Zoho bug lists, our Roadmap, which features community voting, the itemized Change List that breaks out all the additions, fixes, and changes we conduct monthly, and our official Discord channel, which members of the dev team jump into. Our goal here at Fenix Fire is to work with you as much as possible so that we can make the best game for us all to enjoy, now and far into the future.

Sincerely,
The Fenix Fire Team

Experimental Build 0.5.072

*Note - These changes are only on the Experimental Branch. To access the Experimental Branch, be sure to select it in your Steam Library. If this app does not appear, please check if this app is hidden in your Library. Experimental Branch changes upgrade to the primary branch monthly.



Hey explorers, while we have been focusing on player feedback polish this week we decided to make a push to get in a long time request: localization. I'm proud to announce we have localization about 80% in and functional and will be working to sweep up any remaining text in the coming weeks. If you read something in the game's UI that seems a little off in your language, please reach out to us with any suggestions you have.

Compass system got a massive update, marking version 3.0 of our Compass code. This update adds proper name stacking in the UI and massive performance and memory optimizations. Some tests we've conducted are showing up to 50% increases in frame rate and 20% overall memory usage, which may be pointing to the memory leak we've been tracking down for a while now. Players that were seeing 40-60 fps are now getting 80 fps consistently, so this is proving to be a big win for the development of the game.



We've also been tracking down lots of stability and bugs, adding as much polish as we can. The double vehicle issue in multiplayer has been found and cleaned up, along with the sinking structures. We also added "unstuck" buttons for realigning your player if you get stuck underground or in space, acting as a fail-safe in case something weird happens during gameplay. These fail-safes buttons are found in the "Feedback" panel.

Important Note - we also fixed the creature health and attack meters, which we found were not responsive previously. Be warned that if you've cranked up these meters on your creatures before they will now be much harder now!

[h2]Change List[/h2]
Added - First pass localization system implementation for various menus in the app
Added - Summon dev console command to allow manually teleporting vehicles and droids to your location
Added - Destroy dev console command to allow manually destroying vehicles and droids in the world
Added - Event support for damage states on buildables
Added - Fx support for build icons for build completion
Added - Unstuck buttons in Feedback screen to help players when stuck inside objects and when lost in space
Added - Integrated Structures, Utilities, and Vehicles into the map info panel
Added - Expanded 'move to position' command for droids to continue their primary task when reaching the destination
Added - Behavior task for updating home position for droids
Added - Behavior task for spawning a valid/invalid GUI popup message

Changed - Updated more Aziel and Zer planet materials
Changed - Updated Silver prefab to be higher so Bottom Silver Fragments can be accessible
Changed - Buildings will no longer re-anchor (sometimes sink into the ground) when the data is believed to be from a legacy save file, this was also triggering when Mineral world persistence would corrupt

Fixed - Vehicles duplicating when other players enter a multiplayer room
Fixed - Mineral world persistence corruptions should now be much less likely
Fixed - Wreckages now properly consume resources when being repaired
Fixed - Rotation issues when pathing on Security Droid
Fixed - Droids not canceling their current paths when receiving a new command issue
Fixed - Security droid not correcting path when headed toward obstacle
Fixed - Instances of built objects, vehicles, and droids from older saves being invisible
Fixed - Spaceship ramp should now properly open when the ship is floating above the ground
Fixed - Ruined base locations on Aziel, Lutari, and Zer should no longer float, duplicate, or reappear
Fixed - Nicknamed objects selected on the map will now show their nickname
Fixed - Creature Health and Attack damage sliders will now properly affect creatures
Fixed - Additional fixed for Sentry Droid pathing tasks and switching between pathing tasks
Fixed - Restricted droid display to owned droids on map panel

Thanks again so much for playing and your support! There's a lot that we have in progress that didn't quite make it into this version that we can't wait to share with you. Until then, we hope you enjoy this latest version of Osiris: New Dawn!

"No, you fool, we're following orders. We were told to comb the desert, so we're combing it."
-Brian

Experimental v0.5.016

*Note - These changes are only on the Experimental Branch. To access the Experimental Branch, be sure to select it in your Steam Library. If this app does not appear, please check if this app is hidden in your Library. Experimental Branch changes upgrade to the primary branch monthly.



This week, we've continued working through our bug list and added a few new features to some existing systems to improve usability, readability, and overall performance.

First up, we've added a Droids tab to the GPS (Map) screen that allows you to command your droids from anywhere on the planet!



In addition to their new "Send to Position" command that allows you to direct them to another location on the map, we've improved their pathfinding AI and given them the ability to unstick themselves when they get confused on this alien terrain. The Sentry droid also has an update to its target acquisition code that will prevent it from attempting to aim and fire through other obstacles when selecting its target.



We were also able to make an added art pass on the Mines and Hives of Proteus. Here's a sneak peek - you'll need to brave the depths to see more!





[h2]Change List[/h2]
Added - Droid Control panel to F3 map screen in PlayerGUI
Added - Improved Sentry droid targeting AI to avoid aiming and shooting through obstacles|
Added - Improved unstuck AI to droids to allow them to better handle getting stuck during traversal
Added - Various droid minimap icon improvements
Added - Travel to position behavior tasks to all available droid types
Added - Various pathing corrections in droid behavior trees
Added - Reworked compass display to greatly improve system's performance and improve readability
Added - New compass supports merging nearby markers, mostly preventing overlap
Added - Updated Interior of the spaceship with Decals and flight screens
Added - Updated a portion of the Proteus mines
Added - Updated Proteus Hives with new Art
Added - Explosive Icon
Added - Ground turret medium decals and emissive power mesh.
Added - Specific map icon for hovercraft

Changed - Improved Sentry droid's gun damage
Changed - Optimized occlusion data to reduce build size
Changed - Updated and optimized vehicle console textures
Changed - Optimized occlusion in caves
Changed - Updated Aziel sky material
Changed - Updated wall defense Prefabs with optimized textures
Changed - Updated wall Icons
Changed - Updated Aziel Atmosphere material and clouds
Changed - Updated Zer and Aziel plants with impact sounds
Changed - Restricted panning and zooming of the minimap to the bounds of the screen

Fixed - Tweaked collision and physics on Buggie so it's less likely to get stuck on terrain or glitch under the world
Fixed - Buggie should be much less likely to launch the player when running into the hood
Fixed - Droids will now properly sync in multiplayer
Fixed - The Elevator within the habitat is now much smoother to ride and can no longer crush the player through the floor of the habitat
Fixed - Riding on or within vehicles is now much smoother
Fixed - Watchtower collision meshes should no longer be visible
Fixed - Incorrect creature spawning in Lutari mines has been swapped for finished creature
Fixed - Compass now properly respects control/ownership
Fixed - Compass markers no longer move with head-bob
Fixed - Compass icons no longer display for currently occupied vehicle
Fixed - Going too far in some directions on Aziel will no longer teleport you back to the origin
Fixed - Salvaging wrecks should now properly network in multiplayer
Fixed - Common FPS hitch when the player takes damage
Fixed - Terrain collider issues on Lutari
Fixed - Lab vehicles and droids are now properly buildable in creative mode
Fixed - A single instance where item duplication was possible
Fixed - Added Custom collider for space station ring module fixing some collision issues
Fixed - Spaceship will no longer get blocked on Aziel when flying around
Fixed - Texture tiling issue on distant Aziel material
Fixed - Lutari cave without a door blocker
Fixed - Typo in fuel cell description
Fixed - Some instances of ice materials not sorting in fog
Fixed - Normal issue with spore texture
Fixed - Build icon material in the spaceship

Our team would like to thank you all for reaching out and sending in your concerns and support to us! Your honest feedback is always helpful, and as always, we look forward to hearing from you on our Socials, Feedback Reports, Houston emails, and our Discord.

“Mankind was born on Earth. It was never meant to die here.”
- Brian