Experimental Build v0.5.509

Osiris: New Dawn

Osiris: New Dawn is an unforgiving near future space survival game with a cinematic feel and elements of horror. Play as a Mission Specialist in single or multiplayer to build your planetary base, pilotable vehicles, and controllable drones as you explore a dangerous solar system far from Earth.

[i]*Note - These changes are only on the Experimental Branch. To access the Experimental Branch, be sure to select it in your Steam Library. If this app does not appear, please check if this app is hidden in your Library. Experimental Branch changes typically upgrade to the primary branch monthly.[/i] [img]{STEAM_CLAN_IMAGE}/26301716/3f8c086eb06bb080184c088552259cbc016db76d.png[/img] Hello explorers! This experimental build includes the new Physically Based Creature AI, along with important gameplay balancing tweaks to shape the overall experience of the game. [h2]Physically Based Creatures[/h2] *Note - Larvae is the first creature to get this treatment. [img]{STEAM_CLAN_IMAGE}/26301716/034bc1dcbff9c365e73a869832eb55955319768b.jpg[/img] Months in the making, I am proud to introduce our first creature to receive the new AI treatment. What does "Physically Based AI" entail? It means that the creature is treated and processed as a physics object, with all the forces and collisions in the world correctly acting correctly upon it. [img]{STEAM_CLAN_IMAGE}/26301716/70a31bc632a29cb8a5b41b7290dbdb454f621405.jpg[/img] What does Physically Based Creatures get us? Creatures will now properly respect defensive walls, structures, utilities and anything that has collision. Creatures can now even be run over by vehicles! Also, no longer restricted to the Pathfinding Navmesh, creatures can now traverse anywhere in the world. It also means we can eventually remove the nav meshes - a huge optimization and will lead to us being able to continue with ground deformation when building large structures. [img]{STEAM_CLAN_IMAGE}/26301716/4830f4c05624bff66b651279b43253a6718df436.jpg[/img] In addition to driving these creatures by physics, the actual behaviors have also been updated. Larvae will sprint at you when coming in for an attack, circle your base, and back away quickly. They've become feisty little buggers, and this AI system is far more easily expanded and less error prone than solutions we've used in the past. [img]{STEAM_CLAN_IMAGE}/26301716/64b7f93edddc5bc5d4fe2f8262bd4f5d4027ff0b.jpg[/img] Creatures are also spawned more at night, creating a "explore by day, defend by night" feeling. [img]{STEAM_CLAN_IMAGE}/26301716/c39679e7d5e20b1326f6483f5492596c37d8898f.jpg[/img] [h2]Oxygen Matters Now, A Lot[/h2] [img]{STEAM_CLAN_IMAGE}/26301716/ebaf663bb147c25f4cd00fd8ab84a2c56e33e12d.jpg[/img] Automatic replenishing of Oxygen has been moved to a Suit Attachment. This adds value to the attachment while doing something critical to gameplay - you will now be very "tethered" to your base. You will need to really plan your expeditions, going further and further with each stage of your journey. This also adds lots of value to vehicles. [h2]Pod Crash and Furnace Now Give Oxygen[/h2] [img]{STEAM_CLAN_IMAGE}/26301716/ff9a5be8eb440c04611eb54f6957a1471746192a.jpg[/img] To balance the Oxygen usage, the crashed Pod contains two tanks on board that can be forever used to refill some oxygen. Once you build a Furnace, it refills your oxygen even more. Of course, once you have a HAB or enclosed vehicles like the Rover oxygen will be fully replenished. [img]{STEAM_CLAN_IMAGE}/26301716/439217d1297551af3abbedd568b8d81c5c62e50c.jpg[/img] Overall, we find this gives much more of a feeling of being in space, on another planet, and adds lots of interesting strategy. [h2]Mission Refinements[/h2] [img]{STEAM_CLAN_IMAGE}/26301716/b9e64e85962abcaec19d19b60af1ee3f8d475381.jpg[/img] The opening missions have been tweaked to reflect the various changes and tweaks to the balancing. More tweaking will continue as we go, eventually going into the later "levels" of the game. [h2]Durability is Much More of A Thing[/h2] [img]{STEAM_CLAN_IMAGE}/26301716/d91746fb66a01e1ed6685dc5bf92426024d4647c.jpg[/img] Durability balancing, screen indications, and Repair Tables have all been adjusted to create a feeling of being mindful of your gear and the Maintenace of it. This also reinforces the feeling of safety when back at the base, providing a chance to refill oxygen, fix up your gear, and reinforce your base from attacks. [h2]Workbench Can Now Repair By Default[/h2] [img]{STEAM_CLAN_IMAGE}/26301716/e0380449ffaa68937bcd1c03e3a655f779953ac4.jpg[/img] To balance the updated durability system, repairing has been added to the Workbench inherently. The Repair Table is still an upgrade, and now does even more repairing per repair usage, adding a time saving value to the upgrade. [h2]Discovery Harvesting Yields Are Now Unlocked[/h2] [img]{STEAM_CLAN_IMAGE}/26301716/a13080cc713cffec53fc8bea7dbc65345ec712db.jpg[/img] Keeping the act of Discovering by interacting for the first time, we went ahead and removed the locks per weapon type to allow for strategy when approaching a plant or creature. Using various weapons and tools will yield different resources, and it makes sense that as a scientific explorer this information would be included in the discovery. [h2]Dust Storms Now Damage Structures[/h2] [img]{STEAM_CLAN_IMAGE}/26301716/00cde35bf22bf613c79f957b46c2f7c19f01157a.jpg[/img] Furthering the feeling of maintenance and the shelter of your base, along with pushing the vulnerability and dangers of survival on a distant planet, damage by weather pattern has been added. The dust storms on Proteus 2 now can damage your base objects, and Maintenace of these objects will be vital to your survival. [img]{STEAM_CLAN_IMAGE}/26301716/18c8e0a961fad778b0bcabf5b4fb801727b65a6a.jpg[/img] This also sets up possibilities for more skills and tool advantages, like being able to repair past 100% or being able to build objects that are impervious to storms. [h2]Clearer Interactions[/h2] [img]{STEAM_CLAN_IMAGE}/26301716/7b0c6f7c4c82f69d21797a8a777f7d38efc568b5.jpg[/img] [img]{STEAM_CLAN_IMAGE}/26301716/7ffe6e4ef29d3cb1af91d96007387c8f01dce800.jpg[/img] Just some nice quality of life displays to illustrate how much time until an action can occur, or how many objects left in a tree. [img]{STEAM_CLAN_IMAGE}/26301716/321fcdbbcb2563672fc624e2eb5171ffc89b6cbc.jpg[/img] [h2]Updated Main Menu[/h2] [img]{STEAM_CLAN_IMAGE}/26301716/1cd80fa3723d3206cd00d20b2e72da7a1eab14b8.jpg[/img] Lots of polish on the Character Select Screens across all the modes, along with clean up of the Options area. [h2]Updated Language Localization[/h2] [img]{STEAM_CLAN_IMAGE}/26301716/72e5801e54caf5ab707b963d70c094ba854bc7fa.jpg[/img] Working with our community, the language files have been updated. As development occurs, new words need to be added to localization, so you still might see some words that remain in English. However, these will all be addressed by the time we leave Early Access. [h2]Minor Balancing Throughout[/h2] [img]{STEAM_CLAN_IMAGE}/26301716/6fc61f97f81b4e70261d88c5910aedb11525ea32.jpg[/img] Many minor balancing tweaks, for example Small Radar Dish range has been slightly expanded. [h2]Lots of Fixes[/h2] Stars now display properly in space. Ownership blocking in multiplayer is fixed. Salvaging bugs in multiplayer are fixed. Here's the full list: [h2]Change List[/h2] Added build small satellite dish mission Added Oxygen replenishing feature to Workbench Added color coding to replenish triggers Added display to show how much time is remaining on cooldowns Added color coded info to harvesting amounts of plants and trees Added support for harvestable segments to be skinned Added support for crafting tables to have the option of repairing functionality Added support to get upgrade from buildable objects in code Added support for durability hit flash on item icons Added support to display quick slots when receiving a durability penalty Added Repair tables now display the amount of repair and modifier Added more intelligent creature spawning to allow balance frequency of encounters and difficulty Added support to spawn any creature from under the ground Added legacy AStar support to new AI behaviors Added proper hit stunning of creatures Added prop blood spawning when hitting creatures Added skinning support to consumable items Added skinning action to player control system Added further support for skinning creatures across weapon system Added debug support to display interface object Added player sounds for getting hurt in various ways Added grunt sound when taking damage from fall Added button down holding interface for crafting actions Added support to play skinning animations on creatures when harvesting Added support to flash durability penalty Added and polished fading in and out throughout Main Menu Added gas to geysers for testing/developing modes Added support to properly record all structures in save game display Added support to properly record all utilities in save game display Added support to damage structures during weather patterns Added support to change brightness of stars based on location and time Added creature skinning animation in 3rd person Added structures and utilities icons to properly display in Avatar Selection screen Added Larvae animations Added upgraded blood FX to creature hits Changed Updated localization files Changed Updated Main Menu Changed Updated Character Select screen in Main Menu Changed Updated language interface in Options Changed Updated Options interface Changed Updated Key Binding interface Changed Updated Server Buttons in Main Menu Changed Updated Character Buttons in Main Menu Changed oxygen no longer replenished automatically Changed Improvements to Mission Interface Changed Improvements to inventory object icons Changed Updated terrain files Changed Rebalancing of crash site pod objects Changed Minor adjustments and fixes to some structures and vehicles Changed Small Satellite Dish now has a larger detection radius Changed Reordered intro missions slightly Changed Minor changes to recipes in Workbench Changed Forge required much less to build Changed Ghost and Sentry have been upgraded to retro fit the new AI system Changed Charred Alen Bits now give more nutrition Changed Oxygenator now can refill oxygen completely Changed Updated Larvae to new physically based AI Changed Updated Player to include all new systems Changed Updated repair table function to work with all systems Changed utility upgrades to build automatically and not need the blueprint interface Changed creature indicators to only display health when hit Changed Improved knockback on creatures Changed Improved death ragdoll on creatures Changed Increased durability usage when firing guns Changed Increased durability usage when repairing and salvaging Changed Balancing of player sound Changed Less player breathing in idle and low impact states Changed More player breathing sound when hurt or in danger Changed Increased heart sound during stamina penalty Changed Increased footstep sounds Changed Lessened amount of hunger and oxygen used when using melee weapons and chisels Changed balancing of durability rules Changed Set Player Leveling to have a more steep XP curve Changed mouse cursor to no longer turn off in map mode or in character rotation Cleaned up game hints in load screens Changed Hut and Bed saving text to "Save Successful" instead of "Location Saved" Changed Improved 3rd person character animations Changed Improved starting and stopping in 3rd person Changed Audiomixer settings for player sounds Changed Updated soundtracks for all levels Changed Updated particle shaders Changed Updated blood shaders Changed Updated all Geyser Particle Systems Changed Updated grass shaders Fixed data saving on Crash Site Fixed Zinc mineral LODs no long pop Fixed Furnace now has proper icons for all upgrades Fixed Workbench upgrade icons Fixed to Crash Site object save game data Fixed durability usage on equipped items Fixed Clean up of one shot audio functions Fixed null instances on PF particle systems Fixed creatures spazing out in ragdoll form Fixed Clean up of new AI system debug target indicators Fixed Cleaned up durability system on inventory objects Fixed left hand in IK system when holding rifles Fixed to Timed Destroy function Fixed Cleaned up creature damage system to show particles Fixed Cleaned up planet names displayed from save games Fixed Minor material fixes Removed Royalty Free Music Removed Collect hide mission Removed the building of kits for various objects Removed ownership on repairable objects for now Removed storage ownership for now Removed notice that oxygen is replenishing Removed unneeded debug log Removed harvesting locks after discovering new plant or creature Removed ownership on fuel systems Removed ownership when salvaging Removed unneeded collision detection from interface system Removed vehicle ownership for now Removed ownership on elevators for now Removed ownership from repairing structures Overall, this update marks a very important move in the design of the game by clarifying the gameplay and emphasizing the survival aspect. The goal here is to not make it "harder", but to add strategy, goals, and a feeling of advancement through the experience. We will be continuing down this path by furthering the missions, upgrading more of the creatures, balancing the economy, and folding in the story as development continues. All in all, I've personally never been more excited about the potential of the final experience for the game as I am now, and I've been working on this project for over 10 years! As always, feel free to chat on our [url=https://discord.gg/EnnrtSk]Official Discord Server [/url]. -Brian [img]{STEAM_CLAN_IMAGE}/26301716/f5bd5db4c71562c7989739e9485c24b747df32a1.jpg[/img] [i]Always remember, your focus determines your reality. - Gearge Lucas[/i]