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Osiris: New Dawn News

Build 0.4.172 Available Now!

[h3]We had a pretty good week. Mech has been migrated and expanded from Beta. All vehicle cameras have been fixed. We added harvestable ruins to the map, along with making the lost drones harvestable. And lots of other small fixes and improvements.[/h3]

Also, a lot of people were saying the Experimental Branch was more playable than the Main Branch, so we're updating both builds this week with the latest stuff.

  • Mech

The original launch version used a Mech system that was driven completely by math. While it allowed for nice foot placement we found that it just didn't have the right look and feel. Through the Experience builds we tried a fully animated system and while that did allow for some further functionality like running and jumping, it still didn't feel quite right.

Our ultimate solution is the combination of math driven IK on top of the animated control system, which gives the Mech a very detailed feel and allows for full control. We even added look-at constraints to the guns, so that the arms now aim at their targets - something that was asked for in the Beta Builds.

  • Vehicle Cameras

This was an easy one, but caught up to us after the engine update. As many of you know the radar map system has been changed to a 2D system, which allows more functionality and is far more optimal (and we've taken enormous strides to be performant). It turns out the vehicles still used the old camera layered radar which in the modern engine sometimes causes the terrain shader to wig out. So we fixed that.

  • Ruins and Lost Drones

We sprinkled some drones from the original settlement before the Osiris Missions began (more on story later...) in a past update. Now they are harvestable, which will give you more resources to survive on.

While we were at it we added lost bases to discover and harvest. Not a story element yet, but more something to find and harvest to ease the build progression until we have a chance to do a proper balance pass on the economy.

  • Lots of Minor Fixes

We had some players on Discord mention some textures and shaders were missing on some of the guns, so we fielded that, along with making sure bullets hit all the enemies correctly (a collision layer change that we missed through the AI pass, apologies). There's a lot of other small fixes too, we'll put these all up in the notes on our website.



[h3]Incase you missed it:[/h3]

  • Stealth Gameplay

We're getting further afield with the AI and behavior systems, and tuning intricate behaviors is getting easier and easier. There's still more we'd like to add to make the creatures more animated when changing states, but the overall feel is coming along nicely.

  • Creatures in Mines Now Respect Walls

A weird bug to track down since it only occurred in the build, but we found it. Something to do with the pathfinding graph not registering. Anyway, we fixed that last week.

  • Additional Notes


In addition to all this you've probably noticed we've been making some changes around here: new store graphics, new library graphics, etc. This is all part of us taking over as publisher and sweeping up some unfinished items. We see this as a new beginning and therefore having a little fun with it: we're calling it Season 2. No, this doesn't mean we're going to throw DLC at you, and no, this doesn't mean it's going to be a 4 year season. It just means we got our game back, and the shackles have come off.

We also updated the website and put up the latest roadmap, so you can see how we're prioritizing our efforts.

Osiris: New Dawn - Website

Osiris: New Dawn - Roadmap

I'd love to say we're just getting started here, but you probably won't believe me, which I totally understand. You've been shown a lot of stuff since launch, and it's been a rough road, but I can assure you that any issues we've had throughout this dev cycle have been handled and are long gone.

In the mean time we'll get back to it. Have a great weekend and I hope you enjoy!

Over and out,
Brian

Experimental Build 0.4.157

In this build we focused on creature AI, added graphics and game options, and adjusted some economy balancing.
  • Fixed a bug causing creatures to hear the player everywhere, causing them to always track the player
  • Fixed creature collision detection in the mines
  • Fixed a bug causing creatures to still try to attack deceased players
  • Updated functionality and content for settings screens both in-game and in main menu
  • Rebalanced each of the different ingots to cost 2 ores from 3
  • Rebalanced Plastic and Rubber recipes to provide 5 units each and only consume a total of 20 units of gas
NOTE: A more complete resource rebalance will happen in the near future so crafting/building recipes will better reflect the current mineral ore drop rates, this is simply a quick intermediate measure to ease the grind while that rebalance happens.

Update 0.4.147 Available Now!

*Third person melee combat is now fully functional
Creature AI


With the new AI pathfinding and behavior system, we revamped and revived many of the creatures. The AI system allows for more detailed stealth gameplay, which we’ve started in this version.

New Creatures
Minotaur and Elida have been added in this version. Be careful, they are not exactly friendly!

Hearing Radius
Each creature now has a hearing radius based on it’s species and its life cycle maturity. Depending on your actions, a certain amount of noise is created. The louder your actions are, the easier it will be for predators to hunt you down.

Line of Sight and Viewing Cone
A creature's amount of eyes and maturity has an influence on its sight. It’s sense of vision will allow the creature to hunt and attack, but can be obscured with obstacles, forcing the creature to depend on its other fierce senses.

List of Creatures Restored and Refactored
  • Crab Monster
  • Gnat
  • Colossus
  • Arachnoid
  • Snubs


*Snubs have been completely reanimated with improved ragdoll physics
Gameplay Improvements
  • 3rd Person Combat
  • Terrain Climbing
  • Dust Storm Evading, crouching
  • Multi Tool Usage
  • Plant Harvesting
  • Water Creation in Furnace
  • Timer for Save Beds
  • Party UI in Character Screens
  • Storage Icons on Items
  • Compass and Map Icons in Multiplayer
  • Interact System and Highlighter Improvements
  • Meteor System overhauled
  • Slope reading in UI
  • Weight reading in UI
  • Chat improvements and clean up to allow more chat in less space
  • Field Guild added


*Colossus has made his majestic appearance in the game
Persistence


Crash Site Persistence

Crash Site is now persistent in single player with a first pass in multiplayer modes. This will enable you to continue harvesting your crashed pod over gameplay sessions, as opposed to forcing you to harvest on your first session.

Mineral Persistence

Minerals are now persistent in single player, with a first pass in multiplayer modes.

Plant Persistence

Trees now grow berries over time and will yield a certain amount per species of tree. Now having two gameplay states, plants will no longer disappear after harvesting. Instead, they will grow back their leaves.

*Geysers now sport an informative new interact system
Legacy Fixes


Legacy data fail safes and migrations

Some players with data from previous versions would get stuck during loading, due to data being stored in an incompatible directory for modern apps. Rather than asking players to delete, we wanted to find a way to migrate their data. To solve this, the game now automatically backs up data and replaces it with new data that can allow loading to continue, preventing the lockup from occurring.

Legacy multiplayer connection errors fixed

Some machines with different locales enabled would always report that the currently installed version is not the latest, prompting the user to attempt to download the latest version from steam. Our version checking system was incorrectly reading the localized decimal separator as an English comma in some locales that would switch the latest 4.064 version number to 4064, always coming back as larger than the local 4.064. Now the system uses properly invariant locales when reading data from the server, fixing these inconsistent cases, and allowing users from these specific areas to join multiplayer.

*Climbing dangerous slopes can be achieved by crouch walking
Bug Fixes
  • Vehicle Camera and UI has been updated to new optimized camera system
  • Vehicle Materials have been improved and optimized
  • Fixes to GAV, Hover, and Rover vehicles
  • Mecha Crab fixes
  • Custom Object materials improvements
  • Structure placement fixes
  • Melee weapons in first person
  • Durability balancing tweaked for some tools
  • UI fixes to external crates such as Depository and Space Debris Chest
  • Turret fixes
  • Faster melee attack in 3rd person to better match first person
  • Optimized meteor system
  • Improvements to creature looting death event
  • Fixes to confirm box cancel
  • Fixed pink skeliopod
  • Improved creature blood FX
  • First pass added creatures to dungeons
  • Increased quality of Mech textures
*Arachnoid has come back with a vengeance!

Thank you to those who have reached out on our platforms, sharing valuable feedback, and those who have emailed our support team, sharing all concerns, bugs, and personal experience of the game with us. We enjoy hearing from all of you and working closely together on how we can best improve the game and deliver the greatest version of Osiris: New Dawn that we possibly can.

Sincerely,
Fenix Fire

*Field Guide Added

*Crab monster has been re-added and refactored with new AI system

Fenix Fire Has Officially Purchased The Publishing Rights

Here at Fenix Fire we believe 100% in our project and the community we’ve built over the years, and have therefore purchased the publishing rights at our expense.

While Fenix Fire and Reverb worked together closely prior to the successful Early Access launch of Osiris: New Dawn, we did not have a clear agreement of how to provide service to our players post launch in this ever changing market landscape. After much negotiation we have been unable to come to an agreement that mutually works for both parties, and therefore Fenix Fire has purchased the publishing rights in hopes that we can create a direct line of communication from developer to player. We sincerely wish Reverb the very best, and will always cherish the times we shared.

What this means is that Fenix Fire will now be fully owning and operating the game, and will be completely taking over these responsibilities for our players:

  1. Fenix Fire will have a full time community manager to facilitate a healthy, vibrant community on OND channels.
  2. Fenix Fire will create a fully redesigned and state of the art website for OND.
  3. Fenix Fire will be operating and engaging in all our social media channels, Facebook, Twitter, and Discord.
  4. Fenix Fire will be handling all the support email from our [email protected] official support address. We sincerely want to solve your issue and make the game as stable and enjoyable as possible.
  5. Fenix Fire has established accounts with external testing firms to conduct professional quality assurance.

In addition to this, self publishing the game will enable Fenix Fire to provide you the best service possible while allowing us to finish strong. Therefore:

We will be delivering monthly updates until launch.

We will keep the “Behind the scenes Experience” side app, and rename it to “Experimental” and build weekly to it, as many have noticed that we have since November. Then, after conducting professional testing for quality assurance, we will release the update on the main branch monthly. We will continue this until 1.0 is achieved.

It's been an adventure of a lifetime, and I look forward to finishing this project that all of us who have contributed are so proud of. We fully thank you for your patience and for joining us on this wild ride, and sincerely hope you enjoy the game.

Yours humbly,
Brian

Experience Build 0.4.092

In this build we focused on solving the legacy data migration issue, which is what has caused some players to see the loading stop at 17%. Also, many of the creatures have been added back in using our new AI systems, along with adding in Carbon and Geysers which free up any progression stoppers. Here's the full list for the week:
  • All loading errors should be fixed, any corruptions found in old data will be automatically backed up then replaced with fresh data to prevent the game getting stuck during load
  • Carbon deposits can now be found on the map and in some mines
  • All Geyser types are now on the map
  • Added Parasyte attack behavior
  • Added Crab Monster spawning and attack behavior
  • Added Gnat spawning at night and attack behavior
  • Added Arachnid spawning at night and attack behavior
  • Trees that provide Tree Bark are now on the map
  • Minerals everywhere should now provide their intended amount of resources
  • Harvested plants will no longer be destroyed and instead display as harvested visually, they will also replenish their resources over time
  • Minerals will not replenish their resources
  • Time interval has passed
  • Found crates will no longer reload their inventories after reloading the game, but will recharge after a set

If you are still having trouble loading or are experiencing any input problems, please email us at [email protected]. We will work closely with you to solve your issue. "Houston, I have a problem!!"