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EA Patch #23: Bug Fixes

Greetings Overseers!

Here are a bunch of bug fixes in today's patch. Of note - we are fixing the walking Drop Pod bug, the issue causing Crafting/Hauling AI to run way outside their job zone in search of items, and more. Check the full patch change log below

  • Remove superfluous tooltip on non-equipment slots (i.e. "head" tooltip when looking at a storage locker)
  • Add some rare random loot that occasionally spawns a valuable droppod, decked out corpse, salvageable wreckage, or storage chest with various different loot packages in place of animals
  • Corporation invite will now popup a confirmation box (instead of just having to click on text in chat, which is still there)
  • Interact widget fixes - increase text size, make sure colors are correct, don't show "0 hp" on stuff that doesn't have HP, adjust layout to look better
  • Fix spawn sequence (walking around droppod)
  • Slight modification to how AI unstuck works - if no navigable area nearby, teleport to a random point in 100/100 bounding box
  • Make sure rare resource shows proper "gathered" text and show gathered text at proper location (fixes stuff like water gathering) Change text color, pfx, and sound to be more overtly "bonus". Make rare resource ejection more "floaty" and bigger so it's a bit more challenging. Assign rare resources to deposits that didn't have them. Add a rare resource multiplier, and give all plants a chance to spawn a 10x carbon rare resource.
  • Fix for Rebinds: No more swapping rebinds or trying to "fix them up". Properly catch mouse input on rebind menu.
  • Start window on primary monitor
  • Make "hoverbike out of fuel" more intuitive (turn off lights, eliminate rubberbanding, generally make it less buggy)
  • Make esc properly escape all menus and also escape non-VO based warning messages in top right
  • Fix a bug causing pirates that "timeout" to drop their loot
  • Fix for AI running way outside their range for storage containers

EA Patch #22 - bug fixes!

Greetings Overseers!

Today we have some major bug fixes for you focused on AI and building structures. We also have a couple new features

- Spare Chassis - build one and respawn here!
- Server performance improvements - switch to using TCP sockets instead of UDP for chat system

Over the next several weeks we will be making some huge steps forward in AI robustness and "intelligence" so check back with us for the next patch! Full notes below

PATCH NOTES
  • Some major fixes to building system
  • Structures should always properly show green when they can be built even when connected to server, and show red when they can't
  • Structures should properly account for their own size when determining if attached objects are supported
  • There should no longer be any "spam stackable" structures (occupying the same space)
  • Foundations can now be snapped and supported properly with one another
  • Fixed a bug with electric floors giving infinite support
  • Fixed/removed some confusing snap points that led to structure snaps becoming desynchronized
  • AI can now deposit and grab inventory from farther away
  • Fixed a bug preventing AI from finding a charging station to charge at
  • Fixed a bug for AI getting hung up on small stacks of crafting ingredients
  • Fixed a bug causing AI not to find some items when crafting
  • AI will now occasionally drop off their inventory when crafting, instead of waiting until they are COMPLETELY full, so other bots can use the fruits of their labors
  • AI will do a better job of "unstucking" themselves if they clearly spawn or find their way inside a foundation
  • Make animal melee attacks less laggy on a server game
  • TAB will always reopen inventory, not skill menu if it was last open
  • Changed it so all "random" item interacts show a ? widget instead of the power icon (dropped backpacks, oddities, etc)
  • Convert the chat system to use TCP connections instead of UDP connections (major server performance improvement)
  • Greatly expand the limitations of the Corporation Log based on new TCP connections (can now store up to 500 messages while offline)
  • Fix various chat related bugs
  • Damage popups from firing weapons now properly happen at the hit location, not the "root" location of the object hit
  • Power grid UI has been revamped to make it clearer how it works
  • Power grid UI has been added back to Crafting station
  • Fix a bug with rogue weapons appearing after death, and being duplicated
  • Any "owned" dropped backpack that falls beneath the world should be teleported back to the owners base
  • New Building: Spare Chassis Mount - used to craft a spare chassis that the player can inhabit if they die (players will respawn into the spare chassis upon death. If no spare chassis exist they will fall in a droppod)


The patch is currently in test and should be released later tonight!

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)


EA Patch #20: Pipelines, Skills, and more!



Greetings Overseers!

We have a hefty patch for you today - we've reworked two major systems in our game and introduced a new ability

PIPELINES have been reworked to be much easier to place and more intuitive. Inflow and outflow pipes have been consolidated to one Connector pipe, and items can now be piped into ANY structure with inventory! You can now setup pipeline flows directly to your generators, turrets, scrapper, etc.

SKILLS have been introduced to replace the simple XP level system. You can now spend XP on unlocking skills, which will allow you to unlock structures, tiers, character boosts, new abilities, and more. Find the SKILLS menu in the MAP tab.

SKINNING mechanic has been added to the game to add to the progression system and improve the loot dropped by higher level animals as you level up.

Notably, we've also fixed some major performance issues for both client and server, as well as an annoying issue causing structure misalignment when placing on the server. Now triangles should work perfectly!

Below is a full list of patch notes

WORLD
  • Fix the wind effect on grass and foliage around the map so it doesn't look like it slides in the ground
  • Fix some lighting issues with the time of day system


STRUCTURES
  • Completely reworked pipelines into one object - no more long and short ones
  • Pipelines will have a "source" and "target" lock when being built so they can be setup more accurately
  • Inflow and Outflow pipes have been reworked to a single "connector" pipe which can connect ANY two structures with inventory
  • Made connector pipeline much more intuitive and direct to place, connecting the source and target by selection
  • Fixed issues causing pipes to "move around" and connect to different things - pipes will now save and load consistently
  • Fixed an issue where walls and etc wouldn't show which Corporation they belonged to
  • Fixed a major client performance issue with large bases
  • Fixed a major loading issue with large bases
  • Fixed a major server performance issue with miners, harvesters, and extractors
  • Fixed a major server misalignment issue causing compounding errors with snapping structures. Triangles should now place perfectly on the server.
  • Added several missing storage filters
  • Various structure collision and placement fixes



SKILLS
  • Replaced XP level system with a new "skill" system. The skill menu can be found as a tab on the map and must be unlocked using XP.
  • Renamed "pirate" XP to "explorer" XP, rebalanced all XP rewards for all actions
  • Corp XP is now awarded for building and crafting
  • Soldier XP is now awarded for fighting enemy players/bots and pirates
  • Explorer XP is now awarded for fighting animals and scanning new data
  • Added a bunch of new Skill unlocks, including structure unlocks and tier upgrades
  • New skill system is PERSISTENT across server resets, but is not yet synced between servers (future update)


SKINNING
  • Implemented a new "Skinning" system allowing players to get much higher level biological ingredients from killing animals
  • Skinning can be unlocked and upgraded via the Explorer skill tree
  • All animals now grant basic bio materials on death, but must be "skinned" after being killed to access the higher level materials
  • Rebalanced loot for all animals


MISC
  • Fix a bug causing weapons to sometimes "stop working"
  • Fix a bug that wouldn't show the player talking in the chat box
  • Fix a bug with keybinding - all keybinds should now be possible and work properly
  • Add "off" as an anti aliasing option
  • Fix a bug with disbanding a Corporation that would result in the player(s) being placed in multiple corporations and seeing strange artifacts with this
  • Fix the "destroyed by" text to work with turrets and etc and inform you which Corporation owns the thing that killed you
  • Fixed a bug preventing animals from destroying certain structures




EA Patch #19: Major patch incoming!

Greetings Overseers!

We have been hard at work on a larger content patch over the past 6 weeks. It is in testing now and should be released within the next 24 hours. Here are some of the new features you can look forward to

  • Upgrade weapons with permanent enhancements
  • A new scanning system and codex with unlockable entries
  • A beta version of our Conquest mode
  • Revamped weapons, now projectile based


See the full list of patch notes below.


CONQUEST
  • Add a beta version of conquest game mode. Gaiyacite will begin spawning after a warmup period, and unlock the following Win conditions
  • Pyrrhic Victory - Build and fully charge a volcano bomb in the mouth of the volcano
  • Economic Victory - Consolidate a certain amount of Gaiyacite in your storage
  • Technology Victory - Build and charge tech scanners on active alien artifacts
  • Revolution Victory - Build and charge a launch pad to launch a satellite that frees all bots from corporate control
  • New Structures - Volcano bomb, Tech Scanner, Launch Pad
  • Conquest mode will be available for testing in SP and private servers but will not yet be active on official servers. Use Game=Conquest on commandline


UI
  • Expanded the map to add tabs with a bunch of new info
  • New "Corporation" menu - contains manifest, and various other corporate info (Work in progress)
  • New "Character" menu - contains XP progression with full progression tiers (Work in progress)
  • New "Codex" menu - contains unlockable entries that expand on various items and gameplay features, as well as some story and lore elements (Work in progress)
  • Rework the compass to be linear instead of semi-circular, with a clearer delineation of important waypoints along the bottom
  • Interact widgets will no longer "expand" until you mouse over the object, and will fade out over distance to reduce screen clutter
  • Also fixes bugs where interact widgets clutter the screen when riding a vehicle
  • Inventory icon coloring will now correspond to a "quality" level as opposed to item class. Grey for common, Green for uncommon, blue for rare, Purple for Epic
  • Build structures list is no longer sorted alphabetically, instead sorted by how common the item is used


GAMEPLAY
  • All weapons except railgun and shotgun are now "projectile based", meaning the shots have travel times and tracers can be observed
  • Rebalanced all weapons to make them feel distinctive
  • Added a new type of consumable item which can permanently enhance weapons and armor
  • Rebalanced animal loot around drops which can be used to create weapon enhancements
  • Added "hunting" stat that can be increased by leveling up the "explorer" tree, and
  • Added a new "Scan" ability (Default hotkey: I) for most items in the game. Scanning something for the first time will grant a small amount of XP, an explanatory VO snippet, and a new Codex entry
  • Heavily buff the wind turbine generator, so it generates more power at lower elevations
  • Add some sounds that play when gaining XP, and a better "Level up" notice messag
  • Inflow and Outflow pipes can now connect from a pipeline, to ANY object that has storage, allowing you to automate things like generator filling and scrapping
  • Pirates now give "pirate XP" when killed instead of Soldier and Corp XP.
  • New structure: Science lab. Place samples collected from Gaiya and return later for some XP reward
  • New structure: Biology lab. Use material gained from hunting animals to create permanent weapon and armor enhancements


BUGS
  • Fix an issue that may have been causing some character and animal Jittering
  • Fix the randomized server-generated wind direction/intensity and associated sound
  • Fix some generator power radius issues
  • Fixed the persistent issue with pirate weapons never going away and cluttering the ground
  • Fixed an AI bug with haulers that caused them to freeze up, they should be better at hauling now


Over the next few weeks, we will primarily be working on

  • Bug fixes, especially AI bugs
  • Pipeline usability rework
  • Performance issues
  • New revamped progression system, spending XP points in a skill tree instead of automatic unlocks