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  3. EA Patch #21: Another week, another patch!

EA Patch #21: Another week, another patch!

Greetings Overseers!

Today we have some major fixes to AI, overhauled Pirate system, and some fixes for common structure/base building exploits and bugs.

In order to accommodate these changes, we have had to wipe old save files as they were incompatible with some of the new systems.

Please see below for the full patch notes.

STRUCTURES
  • Fixup "old pipes" becoming invisible
  • Cube is now replaced with a foundation, which is now stackable but won't allow exploiting supports
  • Fix spam click structure stacking bug, ensure better authority by server over what can be placed and when
  • Fix daily drop pod inventory
  • Fix daily drop pod not informing players where it landed
  • Power no longer transmits along pipes
  • Pylons can no longer connect to hostile bases
  • WIRING is now in the STRUCTURE menu (power submenu) instead of done via hotbar. Uses the same method as connecting pipes
  • Double biology lab size
  • Fix Science lab placement and functionality
  • Fix various snap points on large structures
  • Large ceilings have longer support distance


GAME
  • Restore densite drops to high level animals and BIGGS
  • Change the way movespeed stat works so it only affects sprint speed
  • Stat bonuses are now immediately applied when a skill is unlocked
  • Pirate raids will now begin at corporate value of 1M
  • Revamp pirate raids so they are more consistent
  • Pirates will now select a single command center, territory controller, bot, player, or high value storage container as a raid target
  • Fix raid messaging so its clearer what's happening
  • Pirate captains will only show up with "hard" raid, "hard" raid will only occur after 4 successful defenses


AI
  • Fix for animals ignoring player
  • Animals will now properly peel off aggro after chasing the player for a certain distance
  • Added some debug functionality to AI to help track down stuck states
  • Fixed some common stuck states in hauling and crafting trees
  • Haulers can now refuel generators directly from harvesting machines
  • Crafters will no longer think they have run out of inventory space if they have an unfilled stack of the item type they're making
  • AI will now automatically "unstuck" themselves when they fall into the "confused" state if they can't move
  • Re-add Dodge-Roll to AI combat states
  • Make sure Pirate raids don't get "stuck" and last forever
  • Fix mauler charge so it can't spin around on a dime and can be more easily dodged
  • Make biggs stomp more obvious and easier to dodge


UI
  • Add an equipment slot tooltip to inventory slots so you know which slot is which
  • Fix intro movie
  • Skills menu has been moved to the player inventory screen [TAB]
  • Fix FOV bug with Ansel enabled
  • Fix UI highlight so that it's the correct color
  • Fix the compass widget disappearing in certain orientations
  • Revamp the corporation menu, add a corporate log showing the last several things to happen with timestamps
  • Make sure that the thing that destroys your structures/bots/etc is properly identified in the warning message (including their corporate affiliation)
  • Fix the active player tracker in corporate menu
  • Add a large "alert" that shows over animals when they're about to execute a special move (mauler charge, crab teleport, biggs stomp)