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Osiris: New Dawn News

Experimental Build 0.4.581

*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.





[h2]Developing The New Biomes[/h2]

You have been asking for more biomes in our worlds, and we couldn't agree more! We've had to get the game's performance, stability, and memory usage under control to make room for the art, along with a suite of tools to create vast and detailed areas. Both development threads have now been accomplished.

When looking at our world art one aspect we wanted to maintain was keeping our worlds hand-sculpted, as opposed to procedurally generated. The proprietary terrain and placement tools we created allow for articulated and detailed distribution of grass and foliage while allowing all the artistic flexibility required to properly design out specific areas and biomes within a single world location.

The end result when using these tools allowed us to create the biomes for Proteus 2 relatively quickly, and we look forward to applying this technology to the more lush worlds on our roadmap, such as Seraph and Gemini while bringing interesting possibilities to legacy favorites like Aziel and Zer.

In the meantime, we got a little carried away and took a bunch of screenshots! Apologies if this seems a little indulgent, but we couldn't help ourselves. :)



























[h2]Change List[/h2]
  • Added - Huge art pass on Proteus 2
  • Added - New biomes around Proteus 2
  • Added - 8 new kinds of foliage on Proteus 2
  • Added - Bioluminescent foliage on Proteus 2
  • Added - Grass to various areas on Proteus 2
  • Added - Rare and Specific minerals around the surface of Proteus 2
  • Added - Improved sand dunes on Proteus 2
  • Added - Improved first-person melee detection
  • Added - Support for Creatures to despawn when out of range of all players
  • Added - New soundtrack music
  • Added - Voice Logs screen to UI
  • Added - New icons for Space Station Bin, Cryopod, and Lockers
  • Added - Compass and Map icon to Hover Craft
  • Added - Custom Resolution options in the main menu
  • Added - Support for picking up Voice Log items
  • Added - Waypoint alignment option to CreatureZones
  • Added - Behavior override options to CreatureZones
  • Added - Spawn chance settings to CreatureZones
  • Added - Adjusted all existing creature prefabs for compatibility with Creature Zones
  • Added - Adjusted handling for CreatureZone waypoint alignment in dungeons
  • Fixed - Spaceship should no longer get stuck in space if throttled low when exiting the planet
  • Fixed - Chat now works as intended in multiplayer
  • Fixed - Reworked player ground sticky code to allow for improved traversal
  • Fixed - Liquid and Gas names are no longer truncated in crafting menus
  • Fixed - Creatures now have correct colliders improving first person combat
  • Fixed - Voice Log UI functionality updates
  • Changed - Adjustments to textures on Proteus 2
  • Changed - Refinement and optimization of soundtrack controller
  • Changed - Large Solar Panel can now satisfy the Small Solar Panel build requirement for Hab
  • Changed - Improvements to Colossus movement
  • Changed - Heartbeat now only plays during stamina penalty
  • Changed - Slightly increased size of colliders on insects
  • Changed - Size of Wasp creature
  • Changed - Oxygen display name is now O2 from O
  • Changed - Chlorine display name is now Cl2 from Cl
  • Changed - Nitrogen display name is now N2 from N
  • Changed - Methane display name is now CH4 from O (was unset after copy from oxygen)
  • Changed - Fluorine display name is now F2 from Fl

We hope you enjoy exploring Proteus 2 with its new biomes, new music, new plants, new minerals, and all of the improvements that we have put into this week's build. As always, please reach out to us on our Discord Channel, Facebook, and the in-game feedback with your thoughts on how we're doing.

"Everybody ready to say goodbye to our Solar System?"
- Brian

Experimental Build 0.4.551

*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.



[h2]Change List[/h2]
  • Added - Space Station modules are now buildable in Low Orbit
  • Added - New Repairables system that adds repairable/salvageable wreckages around the world
  • Added - Discoveries system for plants and creatures
  • Added - Creature Health Indicators
  • Added - New Dungeon system on Proteus2, they are currently being populated
  • Added - Aerial Creature (Flying Skeliopod) and associated movement scripts
  • Added - New Dungeon teleport system to remove the need for loading screens for dungeons
  • Added - Support for exiting and loading into Low Orbit
  • Added - Support for exiting to the main menu in Dungeons
  • Added - Space Utilities are now buildable in Low Orbit
  • Added - Habitat Module
  • Added - Airlock Module
  • Added - Hallway Module
  • Added - Window Module
  • Added - Observation Module
  • Added - Navigation Module
  • Added - Communications Module
  • Added - Skylights Module
  • Added - Power Module
  • Added - Auxiliary Module
  • Added - Biosphere Module
  • Added - Hub Module
  • Added - Ring Module
  • Added - Engine Module
  • Added - Solar Array
  • Added - Cryo Pod
  • Added - Lockers
  • Added - Biosphere Bin
  • Added - Added auto crouch for climbing slopes
  • Added - Repairable bases that spawn randomly around Proteus2 when a world is created
  • Added - Curated scenario Creature Zones to Proteus 2
  • Added - Curated scenario Creature Zones to Aziel
  • Added - Curated scenario Creature Zones to Lutari
  • Added - New Creature Wasp
  • Added - New Creature Bee
  • Added - New Creature Fly
  • Added - New Creature Mosquito
  • Added - New Creature Dragonfly
  • Added - Map system is now in upper HUD
  • Added - Map Screen in UI
  • Added - Automatic buildable re-anchoring for fixed proteus 2 terrain heightmap
  • Added - Toggle option for First Person Helmet
  • Added - More Lead and Carbon can be found on Proteus 2 surface while dungeons get rebuilt
  • Added - Defenses build tab for walls and turrets etc
  • Added - Space Station build tab
  • Added - Space Utilities build tab
  • Added - Underground build tab
  • Added - Repairable Habitat
  • Added - Repairable Airlock
  • Added - Repairable Rover
  • Added - Repairable Biodome
  • Added - Repairable Hallway
  • Added - Repairable Repair Droid
  • Added - Build recipe display support on center HUD
  • Added - Warp debug command functionality for points of interest on Proteus 2
  • Added - Proteus 2 dungeon tiles
  • Added - Dust materials for Proteus 2 caves
  • Added - Cave and Mine meshes
  • Added - Support to display when a plant has been harvested in HUD
  • Added - Prefabs for Hives
  • Added - Materials for Hives
  • Added - Tiles and Archetypes for Hives
  • Added - Updated Crypt Layout
  • Added - Hive Generated Prefab
  • Added - Health indicator to Crab Monster
  • Added - Health indicator to Claws
  • Added - Health indicator to Spider
  • Added - Health indicator to Skeliopod
  • Added - Health indicator to Parasyte
  • Added - Health indicator to Snubs
  • Added - Health indicator to Hybrid
  • Added - Health indicator to Minotaur
  • Added - Health indicator to Giant Beetle
  • Added - Health indicator to Giraffe
  • Added - Creature alert icon
  • Added - Hooked current creature prey detection into PlayerControl detection meter
  • Added - Kill creature mission type
  • Added - Hacking mission type
  • Added - Password mission type
  • Added - Support for map icons to be shown on edge of map properly
  • Added - Support for dungeon weather and lighting without load screens
  • Added - Connected buildable's functionality
  • Changed - Proteus 2 terrain height is now more dramatic
  • Changed - Minerals will be respawned once for saves created before version 4.551
  • Changed - Updated Proteus 2 Missions
  • Changed - Map is now in the HUD and no longer on the Locator
  • Changed - Improved contrast and readability for in-game UI menus
  • Changed - Player ground friction improvement to prevent sliding
  • Changed - Proteus 2 terrain splat improvements to read slopes
  • Changed - Increased parasite turning speed
  • Changed - Reduced hearing radius of Mantis
  • Changed - Mission Complete tag is now top center and improved
  • Changed - level Up alert now occurs after Mission Complete alert
  • Changed - Starting missions clean up to use F1 to reflect the new UI schema
  • Changed - Occlusion for new terrain height
  • Changed - AStar cutting is now more optimal and allows for multiple graphs
  • Changed - Creature spawning triggers are now allowed in dungeons
  • Changed - Tweaked fog on Proteus 2
  • Changed - Expanded HUD background width
  • Changed - Added vignette to GUI mode to make UI more readable
  • Changed - Improved Mission tags and text to improve readability
  • Changed - Overall in-game UI polish
  • Changed - Updated aims for Moon Mantis
  • Changed - Improved Mission readability
  • Fixed - Multiplayer world persistence is now properly saved on the exit
  • Fixed - Improved player animation controller, improving overall player movement feel in both first and third-person
  • Fixed - Jittery first person with sprinting
  • Fixed - Workbench does not require power
  • Fixed - Black barrel material
  • Fixed - Skeliopod ragdoll not going underground on loot
  • Fixed - Terrain no longer renderers when in Low Orbit
  • Fixed - Logging out in dungeons once again properly places the player on the planet surface at the entrance when logging back in
  • Fixed - Raiding mission type
  • Fixed - Collecting mission type
  • Fixed - Key card mission type
  • Fixed - Build object mission type
  • Fixed - Discovery mission type
  • Fixed - Skeliopod re-path issue
  • Fixed - Inventory button rollovers
  • Fixed - Stackable setting on Space Debris Chest
  • Fixed - Updated airlock materials
  • Fixed - Logging out in space now properly saves your location
  • Removed - Slope sliding when the slope is about max slope range
  • Removed - Disabling structure coloring until proper interface and data are set up

While we hope you enjoy building your very own space station and all the new features/fixes listed here, we are focusing on a proper design pass including story implementation, economy balancing, and improved missions. As always, please reach out to us on our Discord Channel, Facebook, and the in-game feedback with your thoughts on how we're doing.

"I admit it's fatally dangerous, but I'd get to fly around like Iron Man."
- Brian

Tiny Patch - Build 0.4.500

[h3]This week we're graduating the branch from Experimental to Main, which has a host of additions and fixes to improve the overall experience.
[/h3]

[h2]Structure Build Order[/h2]
The biggest change we've made in this version is sun setting the way the Skill Tree is used. Previously, the Skill Tree required Proficiency to unlock the ability to build various structures and utilities. While we've been conducting our balance pass internally, we found that this created unnecessary steps towards survival. Essentially, you should be able to build what you need and in what order, having the choice based on what resources the astronaut has available therefore allowing you to chart your own path.

The Skill Tree will be going through changes as we go. The look will be similar, but we will use it instead to advance the player's abilities. More on this later.


On Structures we set up some meaningful prerequisites for various structure types. Our goal is that this will lead to proper build order while having the Utilities and Structures needed to support your base, rather than building something only to find you need a power source, for example.

[h2]Stealth indicator[/h2]

As the game evolves its stealth style combat, we've added a noise and visibility meter in place of the Pressure meter in the lower left of the HUD. We found that the Pressure meter, while important in real life space travel, did not find much use in this simulation, and replacing it with the noise/visibility reading made the most sense. That stated, pressure is still a big part of the game and can display pressure in other ways that does not require a dedicate meter.

The Stealth indicator will be very useful going forward. Hiding spots are being added allowing you to gauge if you are visible and in hiding. Creatures will respond to this per species, based on each creature's senses. Our hope is this will allow for more strategic options in encounter scenarios.

[h2]Debug Console[/h2]

We added full feature Debug Console allow you to bypass or build anything with various cheat commands. Totally optional and invisible unless used, the Debug Console can be very handy if something gets lost in space or you'd like to reset your play condition by regenerating a new object through these commands.


[h2]Fixes[/h2]
We listed all the fixes and additions in last week's Experimental Branch, which you can check out here:
Change List

We hope you enjoy this new main branch update and look forward to sharing the material we have coming down the pipe. And now, a quote from one of my all time favorite actors:

"Well that's just great! Game over, man. Game Over!"
Brian

Experimental Build 0.4.500

*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.



[h2]Change List[/h2]
  • Added - Build prerequisites for proper build order of Structures.
  • Added - Polish on icon mouse over panel and right-click panel.
  • Added - Migrated Insects prefab package from the beta branch.
  • Added - Added new Scarab enemy type.
  • Added - Creature AI: Waypoint Patrol.
  • Added - Creature AI: Global Hit Reaction.
  • Added - Creature AI: Alert Reaction. (Roar)
  • Added - Creature AI: Entrances.
  • Added - Creature AI: Health Percentage Detection.
  • Added - Creature AI: Fleeing.
  • Added - Creature AI: Dynamic Bite Triggers.
  • Added - Creature AI: Cancel Path task.
  • Added - Configured Crab Monster to use the new behavior tree base.
  • Added - Configured Crab Monster to use available attack animations.
  • Added - Configured Crab Monster to flee from the player when below 10% health.
  • Added - Configured Crab Monster to use dynamic bite triggers.
  • Added - Configured Moon Mantis to use the new behavior tree base.
  • Added - Configured Moon Mantis to flee from the player when below 20% health.
  • Added - Configured Moon Mantis to sprint toward the player when pursuing or fleeing.
  • Added - Configured Moon Mantis to use dynamic bite triggers.
  • Added - Noise and vision detection readings to HUD.
  • Added - Hiding Spot system.
  • Added - Hiding Spots to Plants.
  • Added - Added and configured the waypoint patrol system.
  • Added - Adjusted NatureObject/NatureFragment for Creature Zone compatability.
  • Added - Re-configured Creature Zones for usability and functionality.
  • Added - Transform List Size comparison Behavior Tree task.
  • Added - Variability function to SendMessage Behavior Tree task.
  • Added - Added CreatureZone template prefab.
  • Added - Added spawn radius to CreatureZone.
  • Added - Migrated tail/tentacle plugin from beta branch.
  • Changed - Configured Skeliopod to use the new tail/tentacle plugin.
  • Changed - Increased resolution of Small Solar Panel textures.
  • Changed - Adjusted Crab Monster agent locomotion and rotation.
  • Changed - Adjusted Snubs' hearing and vision radius.
  • Changed - Adjusted Snubs' animation controller to use the correct speed variable.
  • Changed - Normal difficulty Thirst and Hunger usage reduced by 20%
  • Fixed - Some instances where Mouse and Input would pause every few seconds for some players.
  • Fixed - Instance where loading screens could incorrectly delete persistent objects.
  • Fixed - Dev console can now spawn more than 1 Item.
  • Fixed - Crash site pod panels now properly persist.
  • Fixed - Exiting during the tutorial properly restarts the tutorial.
  • Fixed - Extendable structure ramps.
  • Fixed - Stackable Object rotation.
  • Fixed - Take All button in crafting tables.
  • Fixed - Back left wall in barracks no longer places furniture outside.
  • Fixed - Feedback panel no longer fails when sending special characters.
  • Fixed - Glass Container and Barrel can now deposit any leftovers into tanks.
  • Fixed - Abilities are no longer required to build Utilities.
  • Removed - Skill Tree locks for crafting Structures and Utilities.
  • Removed - Disable of Barracks foundation.

A special thanks to all the players who have sent in bug reports using the in-game feedback tool, and those who are active in our community. We appreciate your feedback/concerns and have found it very helpful as we progress towards completion.

"It's an ugly planet, a bug planet!"
- Brian

Experimental Build 0.4.471

*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, while still making great progress on our new features we still hope to share with you all soon, we wanted to get some more fixes out for you all in the meantime. To assist with our testing internally, and as a tool for any players in Singleplayer or those who are the owners of a Private Universe, the Dev Console is now accessible in-game with the Slash "/" key.



The Dev Console comes with an auto-fill recommendation system that will display any relevant commands depending on what is entered in the input field, showing all possible commands, displaying their states, and overall helping usability.



These recommendataions will also show all possible inputs for certain fields such as spawnable items, vehicles, droids and creatures.

In addition to possible inputs, where applicable the hint will also display current status of a related variable, for instance the "set" command's hints will display the current vitals of the player.

  • Added - Dev Console for both players and devs in singleplayer or for private server owners.
  • Added - Fade in and out for all loading transitions
  • Added - Reticle to Melee Weapons
  • Added - Auto swing to Melee Weapons
  • Added - Foley ramp in on fade in and out
  • Added - Wind sound to mines
  • Added - Cinematic snow to Aziel.
  • Added - UI audio while in Cinematic mode.
  • Added - More detail when fading our audio during exit game.
  • Changed - Hover now allows mid-jump hovers if hover fuel is available.
  • Changed - Rebalanced hovercraft fuel consumption
  • Changed - Updated art in All Mines
  • Changed - Updated Atmosphere in All Mines
  • Changed - Cleaned up mine design systems.
  • Changed - Pop Up to Right side of the screen
  • Changed - Softened walk to Idle in 3rd Person
  • Changed - Plant triggers to off after harvest
  • Changed - Updated GAV materials and projectile sound.
  • Changed - Reduced fog in the rainstorm on Proteus.
  • Changed - Adjusted Reflections in Mine.
  • Changed - Renamed custom option "Resource Recharge" to "Mineral Respawn Rate" to improve clarity
  • Fixed - Tanks inventory not properly saving
  • Fixed - Build manager reference issues
  • Fixed - Barracks and Habitat joint connections
  • Fixed - Minerals now respawn as intended with Resource Recharge (now Mineral Respawn Rate) custom option
  • Fixed - Autocomplete on dev console for Barrels and Glass Containers
  • Fixed - Issues with Mine stairs traversal
  • Fixed - Issues with Terrain in mines
  • Fixed - Issue preventing crafting
  • Fixed - Null on Audio for FX Handler
  • Fixed - Singletons not getting registered after a scene load
  • Fixed - Issues Causing players to get stuck in mines in multiplayer after space travel.
  • Fixed - Melee Distance on weapons in 3rd Person
  • Fixed - Corrected networking objects with incorrect view IDs.
  • Fixed - Errors reported by the internal error reporting tool
  • Fixed - Color errors on Terrain in Lutari and Aziel
  • Fixed - Color errors on Main Menu terrain
  • Fixed - Vehicle ownership string updating with ownership transfer.
  • Fixed - Mission system not initializing when starting a new character.
  • Fixed - Nature object syncing preventing loading
  • Removed - Convex collider from Potato


As you enjoy these improvements, please continue to reach out to us with any concerns, and be sure to keep an eye on our Roadmap so you can see what is next to come!

- Fenix Fire Entertainment