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Outpost Zero News

Version 0.9.9665

Greetings Overseers!

Today we have a small hotfix patch for several high priority bugs

1) A bug with disconnecting from the server after a few seconds of play
2) Corporate log not working properly upon login
3) Fix for respawning inside drop pod
4) Fixes for stacking ramps on top of one another and using them for support
5) Fixes for some bots and players falling out of the world and not properly recovering

Note that structures that used exploits to gain support when they shouldn't may collapse with this patch.

Version 0.9.9635

Greetings Overseers!

We have a small patch of bug fixes and optimizations for you today. See the full patch notes below

PATCH NOTES
  • Drone bots will now properly play their idle animations
  • Make AI less "escape artisty", add failsafes to prevent AI from getting "stuck"
  • Fix minion bot "retire" spam
  • Make animals better at attacking. Improve crab attack anim
  • Fix a bug with AI not finding the items in storage they need for crafting
  • Fix building and animal attacks in water
  • Show proper amounts when picking up resources in notification popups near player panel
  • Significant optimizations to server side networking code
  • Fix resource manifest showing bogus resources
  • Fix for melee block resulting in negative armor values
  • Make level 3+ handy never overheat
  • Fix turn left/right binding which wasn't showing in options menu
  • Reskin proximity switch properly, give it a proper name and description
  • Plants rare resource popout properly skinned to look like wood/carbon
  • Fix Corporate advanced crafting skill definitions so Miners are displayed only in the proper spot
  • Add expansion slots to many of the armors
  • Increase placement distance of certain large structures like extractors and large foundations
  • Don't show an permanent enemy compass icon for player
  • Clicking Show offline in social menu immediately refreshes
  • Default social menu to "show all"
  • Fix hotbar slots sometimes being reset upon login
  • Fix a bug that prevented players from leaving a corporation

Outpost Zero is free to try for a week and 30% off!



Greetings everyone!

Starting now and until next Thursday, Outpost Zero is free to try and is 30% off!

The Free Week is to help us test out a few updates as the game gears up to go into 1.0 at the end of the Free Week!

Go ahead and give it a try:

https://store.steampowered.com/app/677480/Outpost_Zero/

Version 0.9.9590

Greetings Overseers!

We have a couple of bug fixes and balance tweaks here today, as follows

PATCH NOTES
  • Add "join our discord" button to main menu
  • Update our major version to 0.9
  • Make esc not hide objectives when pressed, just stop VO
  • Fix ammo scrapper dupe bug - No more scrapping ammo and consumables
  • Update to conquest UI and objectives. Move Conquest UI to social menu. Updates to some text and UI layouts to make it clearer what's going on. Add "objectives" to conquest colony so player generally knows what to try and do.
  • Fix for a possible bug with animal loot, and a balance bug allowing high level rare drops from level 1 animals
  • Fix some "use" inconsistencies allowing players to stay connected to energy rocks and crafting stations
  • Add a harvesting Popup when harvesting animal, which also informs player about harvesting when inventory is full
  • Various server side and single player optimizations
  • Fix AI unable to access non-storage structures to find
  • Add "JoinCorp" cheat which will directly join player to a corporation
  • Increase T2 and T3 rocket launcher base damage by a lot but reduce their stack counts
  • Make animal damage depend on LOS check. Reduce animal damage vs structures by a further 67%
  • Animals have an easier time hitting you while kiting, fix mauler charge to properly damage
  • Fix a bug with other UE4 survival game inis clobbering ours causing keybinds to break
  • Increase C4 weapon radius and damage
  • "Special" pirates now only appear once every 4 raids with Pirate Captains, and there will be max 1 "special" pirate per raid
  • Make pirate captain a bit larger and more menacing
  • AI Crafting behavior improvements - cycle through aborted crafting tasks faster instead of wandering in between each one by skipping tasks that can't be accomplished. Announce when they abort task for better player-side debugging.
  • Fix a bug resulting in too many Pirate Builders
  • Fix a bug with weapon equips not working on the first try when dragged from another inventory
  • Fix a bug with picking up weapons dropped on the ground
  • Fix anonymous user data sending
  • Weapon pickups no longer show incongruous ammo counts in notification popups
  • Fix control buildings cheat to also control AI bots
  • Fix a bug allowing AI to go outside their task zone to retrieve items
  • Fix Desperate low power AI cancelling charging stations!
  • Pirate compass warning will always be large instead of fading into distance
  • Fix a bug that caused compass points to duplicate and overwhelm the UI
  • Update AI combat state combat so it doesn't result in "confused".
  • Update AI recharge state so consuming energy pack doesn't result in "confused".
  • Pirates can only unstuck "upwards"
  • Add occasional job switch to AI crafters, ensure they don't get laser focused on just one job

EA Patch #24: Dropships, Pirate Bases, and AutoCrafters!



Greetings Overseers!

We have a major patch for you today! Of note, we have implemented several major new features - Pirate Bases, Dropships, and AutoCrafters!

Pirate Bases: The pirates are fed up with corporate control of the planet and have started to develop a foothold of their own! Find the bases in the world, destroy their defense turrets, decommission their pirate workers and then loot the spoils for yourself!

Dropships: Build these new huge VTOL flying machines at a T3 vehicle pad! Dropships can hold up to 4 of your buddies for fun raiding missions, and fire T1 rockets at a limited range!

AutoCrafters: For those who don't want to depend on the whimsy of hapless minions, unlock an AutoCrafter with your Advanced Crafting skill, and place them on Machine Shops and Materials Processors. AutoCrafters will automatically craft from their own inventory just like a bot, but without the annoying jibber jabber. You can even pipe in and out of their inventories to move items around and truly automate your production facilities.

See a full patch list below.

UI
  • Play a warning sound when displaying warning text
  • Fix a bug that caused minion stats not to display correctly in the UI
  • Fix for a "double interact" UI that can popup when you finish building something
  • Make sure the tooltip always disappears when you close your inventory
  • Fix for some inconsistencies with scanning when playing multiplayer
  • POIs on the compass and map will now have better icons displaying what the thing is
  • Better description for multitool to indicate that it is useful for crafting
  • Fix vehicle damage popups which weren't previously displaying
  • Better info on who/what killed a player or bot (death by power loss is now "Power Loss" instead of "Gaiya", death by falling is "Gravity")
  • Fix for some interact inconsistencies that required players to tap "USE" several times to open something
  • ESC will now properly cancel all VO and messages including scanning messages.
  • Hitting ESC 3x will still prompt to cancel tutorial, but if the player refuses will not prompt again until 6 more hits
  • Eliminate "double notification" of player death


AI
  • NEW: Added randomly generated pirate bases. Pirate bases will spawn in the world and pirate builders will inhabit them and begin to build and upgrade them
  • NEW: Add "auto loot dead bodies" behavior to AI in patrol and following modes. Patrol bots will also drop off their loot at pipelines or storage in range.
  • Stop AI from spinning and facing an invalid location in between moves and targeting
  • Add new aggression stances for minions - aggressive to bots and aggressive to animals. Both these settings will be defensive by default but will attack the specified target on sight
  • Pirates will now be aggressive to bots by default so they are less likely to be sidetracked by animals when raiding your base
  • Pirates will now properly attack structures that they are set to raid
  • Animals corpses will now expire after 5 min if not looted
  • Fix for minion "unstuck" behavior
  • Fix animals that get stuck on rocks and such and then "rubberband" on the server
  • Fix a bug causing pirates not to deliver their VO lines in combat
  • Fix a bug causing pirates not to drop loot if killed by turrets
  • Make loot drops more consistent between pirates and animals based on level, sharing a global rare loot table
  • Fix biggs death animation, better stomp FX, reduce stomp damage so it doesn't quite 1-shot newbies
  • All animals now do less damage to structures
  • Fix nightstalker running animation so it looks correct
  • Greatly reduce AI handy welding and impact sounds so a large factory floor doesn't sound like such a cacophony


STRUCTURES
  • NEW: Autocrafter that can be piped to/from and will craft from its inventory like a bot. Can only be placed on Machine Shops and Material Processors.
  • NEW: Proximity switch that toggles when an enemy bot is sensed nearby
  • NEW: Timer switch that toggles on/off on a set timer
  • NEW: Alarm that plays a sound and shows a warning light when turned on
  • NEW: Added new "drop shield" structure that can be placed from your hotbar in enemy territory. Drop shields only last a short time and can be used as cover.
  • Fix a bug with large foundation support. Fix snapping of large foundations. Large foundations can now be placed much "higher" from the terrain.
  • Turrets now all fire projectiles which can be dodged at longer distances
  • Fix a bug with pipe and connecting pipe collision, should now match visuals much better
  • Change base shield visuals to look cooler
  • Change territory claimer visuals to look cooler and also fix "disappearing" tiers
  • Better science lab description to show what can actually be researched there, and fixed science lab visuals
  • Structure upgrades now unlock with the specific skill, instead of with a global "upgrades" skill (i.e. upgrade Power Systems to unlock higher Steam Generator tiers)
  • Structures that don't require unlock can be upgraded by improving the "craftsman" skill
  • Fix "stackable" large ceiling
  • Enemy players can no longer access friendly structures except to loot their inventory.
  • Nuclear generators will no longer block wall placement around them
  • Pipelines will now enforce a one-stack per item type limit, so that an entire T3 pipe can't be clogged by one resource type. Autocrafter has the same ability so it can't be filled with materials leaving no space for crafting results.


GAMEPLAY
  • NEW: Add Pirate Jetbiker and Mind Controlled animals to pirate raids at higher levels.
  • NEW: Added a VTOL dropship to the game that can carry up to 4 teammates and fire rockets
  • NEW: Handy now has unlockable levels. Base handy stats are buffed, but handy will now "overheat" after being used for too long without a break
  • NEW: Added a bunch of "accessory" items that can be equipped in the offhand as stats boosts. Accessories can only be found as rare loot from pirates and animals.
  • Make it so "dropped items" reflects the actual visuals of the thing that dropped it.
  • Vehicles now dismount with Q
  • Vehicles will now do a small "jump" with space, and space will make the dropship ascend, crouch will descend
  • Vehicles now strafe with A/D by default instead of turning when driving
  • Vehicles should now drive more stably with less rubber banding on a server
  • Reduce all vehicle costs by about 50%
  • Fix handy welding sound so that it no longer "cuts out"
  • Performance improvements on server
  • Fixed a bug that would cause ammo counts to desync on an equipped weapon when looted
  • Fix a bug with viewing player inventory when riding a vehicle
  • Audio pass to make distance explosions and gunshots more audible
  • Fix a crash on the server search menu
  • SMG Tier 3 now uses 7.62 ammo
  • Fix a bug causing armor to be invisible on respawn
  • Fix a bug causing max rogue level not to work properly with pirates
  • Time of Day will now be saved in an SP game (will not reset to 10am upon restart)
  • Added tutorial objectives for unlocking the players first skill
  • Added "/cheat theonecheattorulethemall" which gives players a big stack of each resource, weapon, ammo, armor, base stats and etc
  • Left click will now throw grenades and C4 instead of having to right-click + left-click to throw them
  • Make sure all higher tier weapons have distinct visuals
  • All weapons now do more damage across the board, bringing T1 and T3 weapons closer in terms of overall damage. Slightly increase animal HPs from mid->high level ranges to compensate for this.