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Osiris: New Dawn News

Version 0.4.453 - Polish, Stability, Fixes

[h3]Hello fellow explorers,

After receiving your feedback reports with trouble loading and space traveling we took a deep dive to give these systems a stability pass. A special thanks to the players from the community who helped us reproduce many of these issues, and therefore solve them.[/h3]

[h2]Change List[/h2]
  • Added - auto swinging to Melee Weapons
  • Added - Redicle to Melee Weapons Fixed Melee Distance on weapons in 3rd Person
  • Added - Implemented animation speed control for knockback in animation driven creatures
  • Added - Implemented IK directional step control for knockback in IK driven creatures
  • Added - knockback particle effect handling
  • Added - main menu PPV
  • Added - support to send mode in Feedback Reports
  • Added - blur to Main Menu bottom bar buttons
  • Added - cinematic snow in Main Menu Added Snow assets
  • Added - Space PPV to Lutari

  • Fixed - more issues with singletons not getting registered after a scene load
  • Fixed - networking issues concerning players travelling between planets
  • Fixed - cause of massive FPS drop in multiplayer
  • Fixed - numerous saving issues with spaceships and remote players
  • Fixed - issue causing players to lose control of their spaceship during spaceflight
  • Fixed - an error caused by leaving a planet inhabited by pathfinding AI
  • Fixed - first time load issues
  • Fixed - overblown depth of field on establishing shot
  • Fixed - Objects no longer appear on the surface of the planet when in low orbit
  • Fixed - Spaceship can now be flipped
  • Fixed - issues with skydome scaling and space planet positioning
  • Fixed - Liquid and Gas Tanks
  • Fixed - buildable manager legacy code issues
  • Fixed - combat knife durability usage to be more inline with other melee weapons
  • Fixed - 0 hardness on Conduit Bender and PickAxe, currently they are both at 7
  • Fixed - many instances of legacy data migration issues, hopefully fixing 58% load issues
  • Fixed - checksum handling, this fixes some cases of the saving loading issues
  • Fixed - buildable object manager references to be properly a singleton
  • Fixed - enemy spawn amounts to properly scale with universe options
  • Fixed - Saving and Loading stability issues
  • Fixed - slightly offset panels on Laboratory
  • Fixed - Main Menu not loading properly after getting disconnected
  • Fixed - Require Pressurization to Eat
  • Fixed - issue with Ally map not getting updated causing the turret to still fire at allies
  • Fixed - enemy syncing in multiplayer (enemies should no longer teleport around)
  • Fixed - collision on Colossus beetle
  • Fixed - Ammo boxes in mines
  • Fixed - Jump Idle
  • Fixed - forward thrust after leaving spaceship while in space
  • Fixed - Space distance on all Persistent Scenes
  • Fixed - distance rendering in Main Menu
  • Fixed - camera far distance settings
  • Fixed - fossil collision and pathfinding
  • Fixed - Stackable Object rotationChanged
  • Fixed - Collider is now disabled on branches when it is harvested

  • Changed - Updated death message UI
  • Changed - Tweaked Droid obstacle avoidance when in groups
  • Changed - Increased emission on the beacon material
  • Changed - Updated build version warning UI on Main Menu
  • Changed - Reordered fade in order on establishing shot text
  • Changed - Unlocked all buildables from their position grid
  • Changed - Oxygen is no longer in space
  • Changed - Vehicles now settle with physics when spawned and flipped
  • Changed - Improved harvest rate of Barrels
  • Changed - Increased capacity of Glass Container to 100 units of liquid
  • Changed - Normalized vehicle refuel amount from both the tanks and player interaction
  • Changed - Tuned chisel durability to be more in-line with other harvest tools
  • Changed - Reenabled creature zones on Proteus
  • Changed - Reduced fuel consumption on Rover and GAV
  • Changed - Feedback panel now retries up to 5 times when a bug fails transmission
  • Changed - Feedback panel will now not clear the previous bug settings
  • Changed - Extreme thirst and hunger drain
  • Changed - Dungeons now count as a pressurized area for consuming food and water
  • Changed - Upped TOD cycle slider to max out at 10x
  • Changed - Adjusted used Minotaur loot table to match the changes made to the legacy one
  • Changed - Softened walk to Idle in 3rd Person
  • Changed - Set Plant triggers to off after harvest Fixed null on Audio for FX Handler
  • Changed - layout in Main Menu
  • Changed - Brought in minimum build distance to 2M

  • Removed - renderers from colliders on vehicles
  • Removed - Distance Asteroids from Proteus 2 Low Orbit
  • Removed - blur focus from build events

As always, be sure to check out our official Roadmap: Osiris: New Dawn - Roadmap

With this update we’ll be monitoring your feedback and continue to iron out any issues as they surface. New material listed on the Roadmap is coming along nicely and we look forward to sharing this with you soon.

BTW, I can’t believe it’s the middle of March already! Apparently time flies in the Gliese 581 system. Thanks again for all your support and kind words. We read everything you write and your support means the world to all of us here on the dev team.

Where we’re going, we don’t need roads.
Brian

Version 0.4.400 Available Now!

[h3]Coming off last week's polish updates is a focus on vastly improved interactions along with a full upgrade to the Gameplay Options![/h3]

[h2]Gameplay Options[/h2]



We added a slew of fresh new options to suit a wide variety of gameplay tastes. Want to tame down survival gameplay and focus on building? We got that. Want a hard-core-hard-science experience? We got that too. These options are available for your Single Player and Private Universe campaigns. Public Servers will be set to Normal for now.

[h2]Chisel Interaction[/h2]



Working from the technology recently added to the Multi Tool, we’ve added a damage meter when mining minerals with the Chisel. The chisel also has an intelligent reticle in both first and third person modes to illustrate what is in range.

[h2]Third Person Melee[/h2]



We spent the bulk of the week on 3rp person melee. First, we needed to make sure the weapon swing occurred over the center of the screen to coincide with the reticle. This was accomplished with complex math rotations on top of the motion capture animation data. Then, the trigger sphere from each weapon mathematically calculates the precise position of the hit for proper FX and damage dealing. We also added a raycast from the center of the screen at precisely the right time per swing to calculate detection from the camera, then compare the data from the swing sphere and raycast to find the proper result. Finally, a simple animation speed adjustment when a hit occurs creates the feeling of collision. Also, when holding a melee weapon the camera is brought in to showcase the action. When added all together, we find the 3rd person melee feels very satisfying, responsive, and consistent.

[h2]Durability and Hardness[/h2]

Every surface and melee weapon now has hardness. This is scientifically based on Moh’s hardness scale and each mineral now displays the correct hardness value. Your default chisel is made of steel and therefore has a hardness of 7. Hit any material less than 7 and the chisel will not lose durability. Hit an object over 7 and it will lose durability.

Once durability of an item is depleted it no longer is destroyed - this was far too punishing and not good design. Instead, the item enters a fully degraded state, flashes red, and can still be used but will deal less damage. All items can easily be repaired on the Repair Table.

[h2]Utility Interactions[/h2]



We’ve added proper contextual subtitles to many of the Structures and Utilities in the game, describing states/uses for each.

For example, the 3D Printer requires power to use. If it does not have power the Printer does not light up and the HUD displays it does not have power. Build a nearby Solar Panel and the Printer lights up and is fully interactable. We’ll be adding this functionality to all Utilities and Structures as we go.


[h2]Stackable Storage[/h2]

First, we tracked down the bug preventing the Depository from stacking. Then we added functionality to make other items stack, and added this to the Space Debris Chest!





Here's a video that showcases some of this week's features:

[previewyoutube][/previewyoutube]
[h2]Bug Smash[/h2]
The Feedback tool continues to be a fantastic resource between player and developer, and we knocked out hundreds of reported issues this week, many having to do with space travel. Here's this week's change list:

  • Added - Survival Sound Library Added new cross hair textures
  • Added - Highlighter filtering to bias towards pick ups and selected objects
  • Added - Highlighter filtering to bias towards pick ups and selected objects
  • Added - Info Display to selected Inventory Icon
  • Added - sounds and FX to Forge
  • Added - sound to Space Debris Chest
  • Added - Redicle to MultiTool
  • Added - redicle to Chisel
  • Added - Redicle System to Multi Tool
  • Added - highlighter to all creatures
  • Added - sound to all creatures
  • Added - look at transform for Airlock Ramp Making sure the creature prefabs got updated
  • Added - Graphics Jobs for more optimizations
  • Added - Decal Library
  • Added - Decal System
  • Added - 3rd person hit pause with successful hit
  • Added - Discovery system foundation
  • Added - math to determine proper placement of 3rd person hit collisions
  • Added - dynamic key interactions to Utilities
  • Added - proper subtitle for Utilities and Structures
  • Added - harness to all melee weapons and tools
  • Added - chisel hardness detection
  • Added - flashing red icon to destroyed items
  • Added - harness to all minerals
  • Added - hardness system
  • Added - raycast to 3rd person combat
  • Added - durability and hardness to Tactical Knife and Chisel
  • Added - Panic audio to Player
  • Added - a weight stat to CreatureSpecies in CreatureData
  • Added - hit stun and knockback systems to creatures
  • Added - - ded Eat and Drink sound Emotes
  • Added - volume control to DroidSound audio cues
  • Added - messages for the remote user when they are added and removed as Allies
  • Added - Custom Options back to singleplayer and private multiplayer
  • Fixed - enemy syncing in multiplayer (enemies should no longer teleport around)
  • Fixed - collision on Colossus beetle
  • Fixed - Ammo boxes in mines
  • Fixed - spaceship duplication issues
  • Fixed - a bug that would cause ID mismatches and could cause any number of issues
  • Fixed - Turrets should no longer target Allies
  • Fixed - Panels on the escape pod should no longer respawn when reloading the world
  • Fixed - commander in Beta Mine
  • Fixed - a bug causing enemies to stop spawning until the world was reloaded after a certain number
  • Fixed - Seek task from indefinitely retreating from player
  • Fixed - invisible collision in craters of Lutari
  • Fixed - infinite terrain in Lutari causing frame hitches
  • Fixed - Lutari Low Orbit Fixed low gravity movement speed
  • Fixed - Aziel disappearing in Low Orbit Fixed particles showing on Aziel surface from space
  • Fixed - hover landing in first person
  • Fixed - display weather only on Planet
  • Fixed - shovelling from crouch in 3rd Person
  • Fixed - jumping from crouch
  • Fixed - Glitch option
  • Fixed - Gas Tank trigger blocking other triggers
  • Fixed - solid green lab wall on interact
  • Fixed - Repair Droid repair sound
  • Fixed - Run Reticle size
  • Fixed - Feedback when not added a screenshot
  • Fixed - all weapon shadows
  • Fixed - light in Inflatable Dome
  • Fixed - Trigger in Inflatable Dome
  • Fixed - Ramp in Inflatable Dome
  • Fixed - interaction on environment objects
  • Fixed - Crafting Table crafted icons not appearing
  • Changed - Configured hit behaviors on all creatures
  • Changed - Adjusted Pursue and Seek tasks to properly interrupt when a creature is hit
  • Changed - Adjusted base health values for all creatures
  • Changed - Reduced glow on Spaceship Engines Reduced reentry audio volume
  • Changed - Adjusted Repair Droid sound
  • Changed - Adjusted Repair Droid FX
  • Changed - Reduced stomp impact in frist person
  • Changed - Reduced Tense audio in Player
  • Changed - Setting pixel light count to 4 on all settings
  • Changed - Made glitch FX a singleton
  • Changed - Set 3rd person melee to attack towards center of frame
  • Changed - Changed durability to no longer destroy items
  • Changed repair to be more simplified when repairing structures
  • Changed - Plants now emit fx on each hit
  • Changed - Improved textures and materials for Structures and Utilities
  • Changed - Set flashing wall interaction to match highlighter pulsing
  • Changed - 3rd Person melee is now zoomed in for third person
  • Changed - Stamina penalty now has slow jog instead of forced walk
  • Changed - Creatures are now forced to knock back when hit
  • Changed - Optimized all minerals Optimized Structures with LODs
  • Changed - Improved hit sounds
  • Changed - Improved hit sparks
  • Changed - Improved chisel swing animation
  • Changed - More interaction on Redicle system
  • Changed - Improved plant hit FX for all Proteus plants
  • Changed - Improved meteor sounds
  • Changed - Tactical Knife is now more metallic in appearance
  • Changed - Repair Tool material improvements
  • Changed - Set all textures to be more optimal
  • Changed - Memory optimization pass
  • Changed - Frame rate optimization pass
  • Changed - Optimized textures Set Texture settings for more optimal texture memory
  • Changed - Changing rendering to Deferred for better depth buffer handling
  • Changed - Adjusted foot sounds to all creatures
  • Changed - Sound polish on Crash Site
  • Changed - Adjusted Sound Mixer for better volume control in first and third person modes
  • Changed - Upressed textures on crude melee weapons
  • Changed - Optimized Repair Table
  • Changed - Optimized Workbench
  • Changed - Adjusted ragdoll kill force on all creatures
  • Changed - Updated Repair Droid spark sound volume
  • Changed - Updated sounds on health items
  • Changed - Upped TOD cycle slider to max out at 10x
  • Changed - Configured hit reactions on all creatures with available animations
  • Changed - Rebalanced all player weapons to each have their strengths and weaknesses
  • Changed - Storm now has a lower chance to damage the player by default
  • Changed - Extended weather system lengths except storm
  • Changed - Doubled default TOD cycle length
  • Changed - Increased climbable slope in Normal and Easy difficulties
  • Changed - Enemies now spawn much less frequently and their spawn numbers are further limited in Normal and Easy difficulties
  • Removed - Disabled landing animation in First Person
  • Removed - aluminum from Steel recipe
  • Removed - Temporarily disabled missions past Follow the Commander
  • Removed - Debug from Seek task
  • Removed - debug from seek script
  • Removed - unneeded Debug Logs
  • Removed - rain sound on Aziel


As always, be sure to check out our official Roadmap: Osiris: New Dawn - Roadmap

We hope you enjoy this week’s build! We have some pretty big stuff coming right around the corner, and also like the gains we’re seeing from polishing details. Therefore we plan on focusing a third of our effort to new material, a third to polish/balancing, and a third to bug fixes/stability. So ~33.3% for each, if my math is correct.

Light speed is too slow,
Brian

Version 0.4.382 - Polish, Polish, Polish

[h3]Since Tuesday we’ve been focused on improving the interactions in the game, notably the combat, weapons/tools, and item interactions, along with numerous bug fixes. We’ve also been starting on a sound design pass, cleaning up many of the sounds with higher quality audio.[/h3]

[h2]Shout out to the Feedback Form[/h2]
We are seeing great results from the in game feedback form. The feedback you are posting goes directly to our live web page where our community manager records each issue into our internal database. This allows us the dev team to organize and prioritize bugs and feedback quickly, allowing us to improve the experience for you. Yet another way we are working on improving our connection from player to developer.

Osiris: New Dawn - User Feedback Report

Speaking of feedback, be sure to either include a screenshot or a comment (having both are great!) as this really helps identify what your feedback refers to. On a side note, we’ve been getting so much feedback we actually crashed the server this week. However, we were able to migrate to a new cloud server with quadruple the horsepower while retaining all the feedback data in a matter of an hour. Just another day at the office!

[h2]A Note On Resources[/h2]
You may have noticed that resources are finite (meaning they don’t respawn). This is a feature we added to the save game system to solve for exploits in the gameplay, such as exiting to the main menu, coming back, and mining all the minerals again. Going in and out of a menu or a mine to get resources is not good design, obviously, and we have plans for that.

In the coming weeks we will be doing a balance pass in the game, putting minerals and economy through some much needed adjustments. Gameplay options will also be receiving mineral spawning, including finite (which we never had working before), to the custom options so that you can tune the gameplay to your taste.

[h2]Multiplayer Allies[/h2]
We’re phasing out the Party feature and instead introduced Allies. To share your base assets, simply just run up to your friend you press F to add as an Ally. Your assets will be available to your allies offline and persist between play sessions. Allies will lead the way to a more full feature set in the works - Colonies.

[h2]Combat Improvements[/h2]
We added another layer of polish on the creature AI, this time focusing on hit reactions and knock backs. We’ve also added noises and sounds to the creatures, bringing them more to life.

[h2]Multi Tool and Chisel[/h2]
These tools received a much needed reticle pass, showing you what is interactable. In the case of the Multi Tool you will see how much health an item has as you dismantle. The Chisel now has a reticle showing where it will apply damage.

[h2]Improved Night Rendering[/h2]
Using our realtime global illumination the night time is now rendered with more bounce light, allowing you to see and traverse at night. It can still be spooky, especially if you hear something behind you (spatial audio fixed! Woohoo!).

[h2]Change List[/h2]
  • Added - Ally system, an ally can access all your items, even when you are offline
  • Added - melee stance to melee weapons
  • Added - sound fadeout system to fire
  • Added - messages for the remote user when they are added and removed as Allies
  • Added - hit stun and knockback systems to creatures
  • Added - hit reactions on all creatures with available animations
  • Added - hit behaviors on all creatures.
  • Added - prefab testing scene
  • Added - more loading and saving stability fixes
  • Added - redicle to Chisel
  • Added - redicle to MultiTool
  • Added - sound to Space Debris Chest
  • Added- sounds and FX to Forge
  • Added - Info Display to selected Inventory Icon
  • Added - Highlighter filtering to bias towards pick ups and selected objects
  • Added - Survival Sound Library
  • Added - new cross hair textures
  • Added - Redicle System to Multi Tool
  • Added - Eat and Drink sound Emotes
  • Added - weight stat to CreatureSpecies
  • Fixed - double spawning crashsites
  • Fixed - issue where initiating a save while a save was active would corrupt save data, usually the main culprit for data loss when entering the mines
  • Fixed - issue where inviting or uninviting a user to a private server would not save the invites list after pressing the Update button
  • Fixed - spaceship getting stuck returning to planet from low orbit
  • Fixed - Excrement collector now properly persists its time remaining
  • Fixed - activateable objects such as the shield and flood light now store their state when saving and loading
  • Fixed furnace's water collector's storage is now persistent when saving and loading
  • Fixed - issue where the player would sometimes lose their crashsite persistence
  • Fixed - missing collider on ground of rover in beta mine
  • Fixed - interactibles being marked as busy in singleplayer
  • Fixed - droids giving proficiencies for nature objects they gather
  • Fixed - the player now respawns with a repaired suit instead of the broken suit persisting
  • Fixed - dust storms should no longer damage the player in space
  • Fixed - Seek task from indefinitely retreating from player
  • Fixed - Made Inflatable Dome pick up able again
  • Fixed - crafting icon amount text
  • Fixed - Outdoor sounds are now muted when in a structure
  • Fixed - Player stuck in structures after jumping
  • Fixed - spatial sound on worm
  • Fixed - spatial sound on meteor
  • Fixed - commander in Beta Mine
  • Fixed - all weapon shadows
  • Fixed - light in Inflatable Dome
  • Fixed - Trigger in Inflatable Dome
  • Fixed - Ramp in Inflatable Dome
  • Fixed - interaction on environment objects
  • Fixed - Crafting Table crafted icons not appearing
  • Fixed - 3rd person melee hit detection
  • Fixed - bug causing enemies to stop spawning until the world was reloaded after a certain number had spawned
  • Fixed - commander mission reading as Alpha mine instead of Beta mine
  • Changed - hearing range of monsters in the mine by half to better allow stealth gameplay
  • Changed - Brightened Proteus night sky
  • Changed - Updated Highlighter System
  • Changed - Updated Crash site and Proteus items to use this layer
  • Changed - Polished fire and FX in crash site
  • Changed - Made Chisel swing loopable in third person
  • Changed - Chisel animation improvement
  • Changed - First Person hit detection of Chisel at 2 meters instead of 4
  • Changed - Moved pick up prompt to side of screen
  • Changed - Increased size of all inventory icons
  • Changed - UI polish on Player GUI
  • Changed - Improved sway on starting weapons and tools
  • Changed - hover particle
  • Changed - Increased flashlight brightness
  • Changed - Widened flashlight radius
  • Changed - Reduced sound of player breath by half
  • Changed - Capped snow and sand coverage on player at 10%
  • Changed - Sound pass on all environment sounds on Proteus 2
  • Changed - Sound Mixer for better volume control in first and third person modes
  • Changed - Upressed textures on crude melee weapons
  • Changed - Optimized Repair Table
  • Changed - Optimized Workbench
  • Changed - Rebalanced all player weapons to each have their strengths and weaknesses
  • Changed - Updated sounds on health items
  • Changed - Sound polish on Crash Site
  • Changed - Pursue and Seek tasks to properly interrupt when a creature is hit
  • Changed - ragdoll kill force on all creatures.
  • Changed - base health values for all creatures
  • Removed -customize structure for now until new features are in
  • Removed - aluminum from Steel recipe
  • Removed - Party system (replaced by Ally system, fixing many of the issues the party system had)
  • Removed - Temporarily disabled missions past Follow the Commander while the story and mission system gets rebuilt


We hope you enjoy this latest version and polish pass. We have lots more to do to polish further, but we like the gains we’re seeing to the feel since improving these interactions. Half of our team will continue on polish and move into balancing, while the other half is focused on implementing new content from the roadmap.

Onwards and upwards,
Brian

Tiny Patch - Build 0.4.350

[h2]Important Alert[/h2]
We experienced a glitch in the multiplayer save data and are working to resolve this. As a fail safe, multiplayer players will likely have their data rolled back to Friday, Feb 19th. We apologize for the inconvenience.

We are working on the following regarding this glitch:
  1. Adding in further back ups of data
  2. Adding more security measures
  3. Adding more data safety to functionality

In addition to this, we gathered reports from the community across our channels and went ahead and fielded these items:

[h2]Change List[/h2]
  • Added - Map icons for all droids
  • Added - Mineral Outcroppings to mines to temporarily help offset persistent surface minerals
  • Added - Feature so that Landmine does not hurt owner
  • Added - Saving of a Droid's current command so that they resume when returning to game
  • Fixed - Landmine Textures
  • Fixed - pink Buggie Tires outside Gamma mine
  • Fixed - the private server invite functionality
  • Fixed - Mineral Map Icons no longer respawn when reloading the world
  • Changed - Optimized Gas Tank
  • Changed - Optimized Liquid Tank
  • Changed - Liquid Tank color to Blue
  • Changed - Optimized all Ground Turrets
  • Changed - Optimized Forge
  • Changed - Optimized Landmine
  • Changed - Optimized Marker
  • Changed - Making sure Depth of Field available for Proteus 2
  • Changed - Enemies can now freely move around Alpha and Gamma Mines
  • Changed - The Minotaur's front legs are now attackable
  • Changed - The Elida's head is now attackable
  • Changed - Tweaked lighting in Alpha and Gamma mines
  • Changed - Reduced the difficulty cost threshold of enemies in the mines by half for now
  • Changed - Buffed Pistol damage to better match other weapons and new creature HP
  • Changed - Capped mine difficulty scaling
  • Changed - Adjusted AudioSource 3D settings on all Creatures and Droids
  • Changed - Added and configured LODGroups on all Creatures and Droids
  • Changed - Optimized Highlighters by default on all Creatures and Droids
  • Changed - Disabled enemy spawn wave with crashsite
  • Changed - Disabled forced sandstorm at crashsite
  • Changed - Renamed Berry to Fern Tree Berry
  • Changed - Renamed RedBerry to Redfern Tree Berry
  • Changed - Renamed Fern Tree to Fern Berry Tree
  • Changed - Renamed RedBerry (the tree) to Redfern Berry Tree
  • Changed - 5 patch tape now spawns in the pod
  • Removed - RegionObjects on all Creatures and Droids
  • Removed - any 'dummy renderers' from all Creatures and Droids
  • Removed - region objects from furniture, hopefully fixed randomly disappearing furniture


[h2]Feedback Reports[/h2]
Osiris: New Dawn - User Feedback Report

We also updated the Feedback report with these features:
  • Added descending order, so latest issues appear on top
  • Filtered out issues that either do not contain a screenshot or a comment - since there is nothing we can access without at least one of these items
  • Added a feature where you can click on the screenshot to view full size


We hope these changes improve the experience for you, and apologize again for the data glitch.

Over and out,
Brian

Frozen Worlds and the Rise of the Machines

[h3]This Main Branch built from the past five Experimental builds adds a never-before-scene-surprise...the Security Unit![/h3]

This is a very significant update for Osiris: New Dawn as it graduates the new Cloud Data System, Seamless Space Travel, the new moon of Lutari, the new creature Moon Mantis, restored and improved moon of Aziel, Herd Behaviors, improved Droid AI and Pathfiinding, while adding hundreds of improvements, fixes, and polish.

[h2]Rise of the Machines[/h2]

This is the first version of the new Droid AI systems, and although they're a little rough around the edges we decided to share them with you now.

[h2]Security Unit[/h2]


These armored bots will follow you into any combat scenario. Sentry Units feature a highly powerful blaster and can travel in squads.

[h2]Mining Assistant[/h2]


Why mine when a Mining Assistant can do the dirty work for you? These handy bots will seek out minerals and continually mine. Simply access each one to grab what they have harvested.

The O.M.P.A. has also been upgraded with the latest AI system, putting it's specialty into repairing and base maintenance. If you have a large base, you'll want to have a few OMPAs around to keep everything in tip top condition.

[previewyoutube][/previewyoutube]

In case you missed last week's Experimental Build, we added:

[h2]Lutari[/h2]


The second moon of Theseus Prime is Lutari. Lutari is positioned very close to the Theseus Prime ring system, giving a beautiful look at the “hot Jupiter’s” rings. Similar in appearance to our own moon, this world features reduced gravity, strange “Moonshrooms” and is rich in rare minerals.



[previewyoutube][/previewyoutube]

[h2]Moon Mantis[/h2]


The first discovered Lutarian is the Moon Mantis, which appears to be some sort of predator that roams the surface.

The Moon Mantis takes advantage of our new IK Creature Animation system which allows math driven IK for traversal and feet planting while using expressive key framed animations in the attack sequences. We’ve had a lot of players ask for this, which has also been on our roadmap, and now it’s here. Other creatures will be receiving this animation treatment as we go.

[h2]Moonshroom[/h2]


Not completely desolate, there seems to be a strange iridescent shrub called a Moonshroom on the moon’s surface.

[h2]Lots of fixes and improvements[/h2]
In addition to graduating everything from the past 5 weeks into this update, we managed to knock out lots of fixes and polish from issues found by the community and our testers.

As always, be sure to check out our official Roadmap: Osiris: New Dawn - Roadmap

Whew! We're super proud of this Main Branch build! With this build we will be updating the Roadmap as we move closer to and closer to full release.

Over and out,
Brian