Hotfix 0.9.0.11307

Abiotic Factor

Abiotic Factor is a survival crafting experience for 1-6 players set in the depths of an underground research facility. Caught between paranormal containment failure, a military crusade, and chaos from a dozen realms, the world’s greatest minds must survive against the universe’s biggest threats.

[img]{STEAM_CLAN_IMAGE}/43009981/6e110cf9aae9480e8e7c1ea54790e532892ac681.png[/img] [b]Glub-glub-glub, colleagues![/b] Please surface from the depths for a moment to scoop up this hotfix which will resolve some issues and add a couple more quality-of-life features. If you aren't encountering these issues, awesome, keep assuming the game is bug-free and perfect, and be sure to leave a positive review stating as such. Please update your game and servers when you get a moment away from scientific study. [i]If you don't receive an update, verify game files.[/i] [h1]Hotfix 0.9.0.11307 Changes[/h1] [h2]Progression Changes:[/h2] [list] [*] Added some failsafes to fix progression issues in Security Sector. Reloading the server (or entirely leaving the sector and coming back) should resolve this issue and open the way forward. [*] Fixed some progression skips in Security Sector, where keypads could be interacted with when they should not have been. [*] A large fix has been put in place to try and correct missing triggers if a conversation is interrupted by exiting the area. This should prevent certain progression issues around conversations and buttons that are meant to be interactable. If you experienced a problem that sounds like this, try again now. [/list] [h2]New Features:[/h2] [list] [*] Added support for sub-objectives. There are now two major objectives in the game that will show sub-objectives underneath them when viewed on the HUD. These will be obvious to anyone who is familiar with these objectives, but more importantly, new scientists should find it much easier to figure out where to go and what to do once these objectives are reached. [*] There is now a new Gadget Bar on the HUD, which features things like Radiation from a Geiger Counter, Oxygen remaining when swimming underwater, and Jetpack battery and cooldown. [/list] [h2]Gameplay Changes:[/h2] [list] [*] A sleepless realm has... shifted slightly. Along with slightly more sensible navigation, GATE portable power stations (or possibly multiple copies of the same one?) have been reported. There are also reports of IS-1057, but we believe these to be fictional manifestations and not proper occurrences... We think. [*] There are other oddities abound in this realm, but nothing to concern yourselves over. [*] Added a skillful “Good” Reload animation to the Wessex Rifle, if your Reloading skill is high enough. [*] Added unskillful “Bad” Reload animation to the Patois Rifle, if your Reloading skill is low. [*] Corrected an issue where the Security Pistol’s “Good” reload was not properly following the normal rules for Good Reload Durations. [*] The [spoiler]Deatomizer[/spoiler] has received a sound upgrade. [*] The [spoiler]Energy Pistol[/spoiler] has received a sound upgrade. [*] The Magbow has received a sound upgrade. [*] The Portal Toilet now rapidly uh, removes unwanted material, making it much quicker to use than a normal toilet. Hopefully this will entice scientists to sit upon it more frequently, or even urgently. [*] Our top scientists have corrected an unintended blood ritual involving the Portal Toilet. Thank you for your investigations into this matter. [*] Dr. Thule took a look at your so-called [spoiler]Laser Katanas[/spoiler] and has optimized the Laser consumption, as well as stabilized the beam. It should perform much better and longer than it could previously. [*] The mushroom pads in [spoiler]the Mycofields[/spoiler] seem to have adapted with some kind of bioluminescent material, making them much easier to spot in dark areas. [*] The minimum size the aiming laser dot can be has been increased, disallowing micro-dots, even when Accuracy skill is very high. [*] The Healing Briefcase is now considered a Medical item and can be used from the Medical radial wheel (hold X by default.) It also will not be sorted out by the Distribution Pad. [*] The Tacklebox no longer requires a screwdriver to package or construct. [*] There are rumors that the close-quarters combatants found in the Alps will now sometimes drop their helmets. [*] [spoiler]Defense Bots[/spoiler] now have slightly longer respawn times. [*] Moved the red pain flash (when taking damage) to the HUD so that it appears in all conditions, including when special effects are active, such as NVGs or underwater. F10 will now also hide this effect, as it hides all HUD elements. [*] Updated Keypad Hacker icons [/list] [h2]Accessibility Changes:[/h2] [list] [*] The Flashlight/Lantern flicker effect has been reduced some. [*] Added an Accessibility option for disable Flashlight Flicker, which will entirely stop this effect. (Note: If you toggle this on during the effect, this will still require the effect ending before it takes effect.) [/list] [h2]Other Fixes:[/h2] [list] [*] Added no-build zone where [spoiler]Anteverse 23[/spoiler] is entered so that the destination cannot be accidentally blocked. [*] A [spoiler]snowy portal destination[/spoiler] now allows respawning at the entrance if you die while within it. [*] Your hard-earned [spoiler]Hydroplant ID Card[/spoiler] should no longer should appear blurry in some situations. [*] The Facility trams are now color-coded and have other details to help scientists identify where they lead [*] at a glance. [*] Fixed a hole in the Facility near a radioactive pool along a tram route. [*] [spoiler]Impact Hammer[/spoiler] no longer has the Consume option on its context menu. Please do not ingest hammers. [*] Fixed an issue where the laser dot would not show up properly on some enemy combatants. [*] Fixed [spoiler]Night Vision Goggles[/spoiler] causing a very bright and never-ending light to appear after teleporting. Magnificent. [*] Added a HUD controls prompt to show Steady Aim (Hold Breath) when zooming in with a scoped weapon. This will steady the swaying motion more, depending on your Accuracy skill. [*] Charging Stations have a new completion beep and it now beeps once every 20 seconds, instead of rapidly. Removing the item will end the beeping. [*] Set up or updated the potential salvage items for the following items: [spoiler]Karate Helmet, crafted Storage Crates (all), Makeshift Spear, Makeshift Screwdriver, Hazard Crates, Small Ramp, Ramp, all Battery types, and the Magazine Stand.[/spoiler] [*] Improved reliability of an emergency broadcast playing its sound properly when first entering [spoiler]Anteverse 23.[/spoiler] [*] The [spoiler]Quill Rifle[/spoiler] now requires a [spoiler]Vibrant Exor Arm[/spoiler] to repair, instead of a regular one. [*] Fixed the bug where threat sensor outline still visible after taking off [spoiler]Cascade Armors.[/spoiler] [*] The [spoiler]Crowbar 2.0[/spoiler] can no longer violently interrupt the sleep of a fellow scientist, hurtling them off into the great beyond. [*] Improved [spoiler]plant ropes[/spoiler] and their ability to pull scientists out of water when they are deployed over water. [*] [spoiler]Snipers[/spoiler] no longer keep their laser toggled on when giving scientists a good (well-deserved) kick. [*] Modified [spoiler]sniper fire[/spoiler] distant audio for better readability. [*] Enemies can now more reliably perform their intended idle actions, resulting in more door banging, for starters. [*] Fixed an anomalous visual issue causing the [spoiler]Wessex Rifle[/spoiler] magazine to clip through the weapon. [*] Fixed an issue where the Chef’s Counter would not be deployable via the right-click context menu. [*] Added missing icons for at least one item -- no spoilers! [*] Fixed a pop in a [spoiler]Quill Rifle[/spoiler] reload animation. [*] Fixed the hold poses for [spoiler]Exor Quills.[/spoiler] [*] Fixed several issues/exploits where certain items would award the wrong type of melee XP, or award infinite melee XP when used on certain objects. [*] Fixed a typo in the [spoiler]Fog Lantern[/spoiler] buff description. [*] Fixed an anomalous [spoiler]GATE Security Crate[/spoiler] in the [spoiler]Security Sector.[/spoiler] This crate has had its identity sorted out and should be unlockable now -- with the right key. [*] Note: If you spot any bright pink non-openable crates, please report them, as they will be exhibiting this same issue. [*] The [spoiler]Talagi Magnum[/spoiler] has been scaled up in third person, slightly. [*] Fixed an anomalous visual issue with the Snow Gloves. [*] Fixed an anomalous visual issue with grass appearing too dark in some situations. [*] Added missing Crouch Fire animation to the [spoiler]Energy Pistol.[/spoiler] [*] Air Compressors no longer have durability. [*] Fixed an anomalous issue where [spoiler]Hydroplant workers[/spoiler] were, in fact, being caught dead in Engineering attire. Ridiculous! [*] Fixed a spot in a corner of a [spoiler]Laser Lab[/spoiler] where the level would unload. [/list] [h3]Kick When Joining Issue:[/h3] We're aware there is an issue where some scientists are having trouble joining servers and receiving a kick message on join. We believe this is caused by a large influx of network traffic when joining and we're investigating a fix for this issue. [b]In the meantime,[/b] to work around this, we recommend trying the following: [list][*] Have the host leave the current area or area where the joining player is spawning in (travel to a different sector or less "busy" area) [*] Have someone else host the world save [*] Have the host start a new world save, join that, and then exit and start your previous save and try joining then [*] Reset VOIP in the Escape Menu when possible / make sure players are not using VOIP as someone joins [*] There are potentially several other workarounds but these have worked for some people. Thanks for your patience while we investigate this issue.[/list] Onward to science! [b]And do remember to come up for air - at least every once in awhile.[/b] ❤ [i]The Deep Field Team[/i]