Steam 'Early Access' users will receive this update Monday, December 18th, 2017.
The Research Update is an entirely new way to play Astroneer. As part of our Alpha launch, we wanted to lay a solid foundation by updating our core game loop. Now, using the new Catalog and Research Chamber, players can use Bytes to unlock the blueprints they want. This update also includes our first module that uses "streaming power", as well as changes to research colors and some under the hood performance changes while we continue our ongoing effort to improve game stability. Also, as mentioned earlier, we are moving into the Alpha phase of development, which means that going forward, we will be adding content and changes to the game with every update until we reach Beta. For a list of upcoming features and expected launch windows, check the roadmap update below!
UPDATES
You can find these updates in 0.5.0.0, the current build of the game.
Complete Overhaul of the Research System
The research system has been completely changed from the ground up. This will allow us to add new items to the game on a consistent basis, while giving players direct ways to unlock the items they want. Here's how it works:
We have introduced a concept called Bytes. Bytes are the way Astroneers will unlock items in the new research system.
Getting Bytes requires researching items at the new Research Chamber. Items that are researchable include: Research Chests found in the world, and resources like Compound, Resin, etc. We will be expanding the list of researchable items in the future.
Use the backpack Catalog to unlock blueprints. After you have accumulated enough bytes to unlock the items you want, open up your Catalog in your backpack to send data to Exo Dynamics in exchange for the blueprint to create said item.
There are a few general tips for this new system. Research Chambers require a constant flow of power to continue gathering Bytes. That means power infrastructure like Batteries, Generators, Solar panels, and Wind generators will become extremely important. You can Overclock your platforms to produce more bytes by increasing the amount of power the platforms receive.
Added the new and improved Research Chamber
The new Research Chamber is our first platform using "streaming" power, a system we are going to move to completely in the future. Now, rather than placing a research chest on the platform and getting a random item, you research objects to accumulate data, which you can then use to unlock whatever items you would like from your backpack. These platforms all stack, so the more powered platforms with research you have going, the more Bytes you will accumulate!
You can also Overclock your Research Chamber to accumulate Bytes faster. Examine the module connected to the platform to see the rate of Bytes, and also check if you are operating at maximum efficiency.
Players should also be aware that after you add a researchable item to the Chamber, you cannot stop the process without destroying the contents. Cancelling for any reason means you lose the Bytes left in that subject!
Added the new backpack Catalog Module
The Catalog is your central hub for unlocking printable blueprints for items. Once you have enough Bytes, open the catalog using the backpack key while the backpack is open, or just click on it when your backpack is stowed. On the top if it's screen you will see the rate of Bytes Per Minute (BPM) as well as your total accumulated Bytes, and on the bottom, you can scroll through researchable items and unlock them by clicking on the green button. To cycle through the categories of research, press the buttons with the icons above the main window.
First Implementation of the new "streaming" power system
As the first step in getting basebuilding online, the Research Chamber uses the new streaming power system to operate. That means rather than having base modules use a power bar that has to continue refilling, modules using the new mechanic search the network for sources of power and then stay connected to them as long as the power keeps coming in.
Implemented new resource colors
Keeping with our ideal to try and base items in our game on actual science, we worked on updating resource colors. Items like malachite should now better reflect their real world counterparts. These are still a work in progress.
UI updates
The game now has a few usability and informational tweaks. The first is a prompt to let players know that an old save is most likely unsupported and buggy. Upon loading the older save, the game will warn you about the potential for bugs and less than ideal performance. We also added a new message of the day area on the home screen, with a link to patch notes so you can check them out anytime.
Added a new in-game tutorial
Players will now have an on-screen prompt upon starting new saves that explains updated mechanics and content! Press F1 on your keyboard or the "View" button on your controller to pull up these tutorials at any time.
Automatic Crash Reporting Implemented
Now, if you crash as a result of a bug, the game will automatically send a report to us for triage. We might still ask for crashdumps from time to time, but this will help us better track crashes and how many players they effect.
New Soundtrack Music now added to the existing soundtrack songs
Purchasers of the Astroneer soundtrack will get the new Soundtrack Volume 2 by Rutger Zuydervelt for free!
If you want to purchase a physical copy, head over here! Riley also added new sounds for the Research Chamber and Catalog.
If you want to see the other stuff that happened this month that didn't make it, check out our vlogs for weekly insight to what the team is doing. This month the team showed off some new hazard behaviors that you should be seeing in game really soon.
https://www.youtube.com/watch?v=cNg5TzjdVjk&t=114sBUG FIXES
- [AS-1308] - The game now auto-saves appropriately when force quitting via the window “x” in the top right corner or by pressing ALT+F4.
- [AS-1713] - Fixed a visual issue where Client player’s dropship had no thrusters in Multiplayer games.
- [AS-1762] - Players can no longer hold objects after death or during the re-launch animation from orbit.
- [AS-1816] - Fixed a few issues with quick stowing of items not interacting well with the backpack printer.
- [AS-1829] - Fixed the Terrain Brush color ring to reflect the player color in the 'tool disabled' state (it’s no longer fuschia).
- [AS-1832] - Fixed a few other instances of Client players getting stuck in a wheelie while driving a Rover in Multiplayer games.
- [AS-1834] - Fixed an issue in Multiplayer games where the soil burn-off effect on the drill did not display for Client players
- [AS-1876] - Fixed a bug in Multiplayer games on Xbox One where the 'No Power' text and symbol were not visible on Modules to Client players
ROADMAP HIGHLIGHT
The following major features are continuing during development, but are not included in this release. Now that we are in Alpha, you can expect to see all of these items implemented during the first half of 2018.
Dedicated Servers - (Q2 2018)
We are currently working diligently with a 3rd party to start standing up the dedicated server experience. There are unanswered questions regarding ownership & persistence, but we expect to be shipping our first dedicated server experience during Q2 of 2018.
Basebuilding - (Q1 2018)
Right now the team is working on some elements that will will completely change how you build your bases, and creating "tiers" of base modules that will scale up as your Astroneer starts to master the solar system. We want there to be a sense of progression when creating bases, so that your initial base looks way different than a base belonging to a seasoned Astro. That doesn't just mean bigger, that means more complex, but also more rewarding. Right now you could technically burn organic on 30 small generators to power a big base, but what if you could just upgrade your base with more powerful and automated power sources to replace them all? The initial version of basebuilding will be shipping some time in Q1 2018.
Research 2.1* - Implemented & In Progress
The first version of this is out, but that doesn't mean we are done. As with all of the new systems we are shipping, these are just base implementations that we will now work on expanding. The next steps include working on items that instantly grant you research points, and unlockable blueprints that can only be found out in the world and never be unlocked via the catalog. Expect this to keep getting more content for our next few updates.
Weather and Hazards - (Q1 2018)
As a part of Terrain 2.0 we will also be introducing an entirely new weather and hazard system to challenge players. You should have gotten a taste of this in last weeks vlog. Rather than just being challenged by gas bags and dust storms, we are going to implement different kinds of weather effects, and aggressive flora that will challenge your exploration of the solar system.
Terrain 2.0 - (Q2 2018)
I will save you the technical talk and just say that creating new planets, biomes and caves has begun. There is still a long process to tweak the procedural system, but T2.0 is slowly being turned over from engineering to the art team so they can begin making much more complex planets with unique challenges to face.
Wow this was a long one. Thanks to everyone who has been sharing, reporting bugs, and providing feedback on the current state of Astroneer. Keep it coming! The team is excited to continue updating the game on a regular basis.
-joe