Ostranauts is a hardcore noir space-sim. Manage life aboard your ship, and beware the cost of every decision you make. Scavenge and explore the boneyard. Create, build, and customise your ship. Hire a crew to help but remember, nothing is more certain than death and taxes.
Hey Folks!
Ostranauts v0.14.0.12 is now available on Steam, and your clients should be updating shortly.
This is a hotfix patch to our recently released "Across the System" update, which addresses several save game and UI lockout bugs, and several fixes to plots and items.
These changes should be compatible with older 0.14 saves. Though if that save has already had errors (e.g. like dead NPCs), some of those errors may continue until a new game is started.
[img]{STEAM_CLAN_IMAGE}/34518042/30853f662c2747b1366e56ad5f761393180fa43e.png[/img]
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[*] Fixed bug allowing some social/plot interactions to be used on corpses (awkward Lonesome IAs and most plot actions)
[*] Changed NPC ships to not KO/injure their crew when flying around for now, as it was more disruptive to play than useful.
[*] Changed AtmoScrubber/CO2 alarm to fire at 0.3 kpa instead of 0.5 kpa (gives some space before people feel first hypercapnia symptoms at 0.5).
[*] Fixed a bug that caused captain to be immovable after a reload if game was saved on a different ship from captain while they slept.
[*] Fixed an error that could occur if player or other pathfinder was standing in a place with no walkable tiles nearby.
[*] Fixed a bug that prevented NPCs from continuing the plot being upset about wrongful accusations if the NPC was on the same ship as the player.
[*] Fixed a bug that caused UI to get locked out after loading a save where an objective had a null target.
[*] Fixed several attack mode typos which could cause wrong attack modes to remain on the character after unslotting weapons.
[*] Added code to immediately refresh quick action buttons when a new weapon is wielded.
[*] Added code to remove unapplicable attack modes from players due to old save data.
[*] Fixed bug causing red & green custom lights to become normal lights when (un)powered or uninstalled.
[*] Added CO2 sensor connections to AtmoScrubbers on VORB_Port (and add CO2 filter spawners).
[*] Changed OKLG_Entrance AtmoScrubber to On instead of Auto to better manage CO2 when population gets high.
[*] Changed wiring on OKLG_Entrance AtmoScrubbers to 2 sensors (and add CO2 filter spawners).
[*] Added paperdoll sprites for the slugger bat, cutlass, and nightsticks.
[*] Removed PressureSense from Closed Auto-Vent (it doesn't need it, so sensing is just a performance tax).
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A number of the changes in this patch address various save/load and UI lockout issues. Many of these were null exceptions that could arise if the game attempted to access something that no longer existed, and it could stop the game from proceeding (whether that meant finishing loading the save, or accepting user input).
There are no doubt more of these to find and fix, but players have been very helpful (and patient!) with finding these edge cases.
A few of the other fixes address actions that were either appearing on things they shouldn't (conversing with corpses, stabbing with a gun), or missing (plot failed to proceed because of a typo that forbid the player being where they were).
As part of this clean-up, we added some additional code to make the list of actions on a target update more immediately when switching weapons.
Yet another cluster of fixes involved items that were either not fully hooked-up to infrastructure (CO2 sensors), mode switched incorrectly when losing power (colored lights), or simply used too many resources (closed auto vents). Plus, we have a new batch of paperdoll sprites for the slugger bat, cutlass, and night sticks!
Finally, we disabled gravic injuries and knock-outs on NPCs when they were flying ships off-screen. We may restore this later when it matters more (i.e. ship combat), but for now, it was getting in the way more often than being fun. E.g. pilots being unconscious or dead when you dock with them, despite them calling you over.
As always, there's plenty more for us to fix, change, and add! And we'll be continuing in roughly that order. In the meantime, let us know if this patch helps you out, as well as if it reveals new problems!
Best,
Daniel Fedor
Founder, Blue Bottle Games, LLC