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Ostranauts - spaceship management sim set in NEO Scavenger universe - now available on Early Access

Harthwain

Magister
Joined
Dec 13, 2019
Messages
5,419
Remember time when 1.0 was a content complete game with future versions reflecting only bug fixes and not just a arbitrary number in cycle of early access followed by several years long roadmap.
That's because back then patching was difficult. You had to put out as complete game as possible. It started to change once patches became easier to administer (mainly via the internet), allowing for Early Access to appear.
 

thesecret1

Arcane
Joined
Jun 30, 2019
Messages
6,683
Playing it for the first time, about 10 hours in. The tutorials are SHIT and need to be redone, I had to look up virtually everything on some wiki somewhere just to figure out the main gameloop.

That said, the game's pretty fun. It's very good at making you strive for something - I spent my first couple runs on acquiring new tools and a suit since the first one was shit, now I'm saving money to buy a better ship since I wanna install so many things, but the starter one is just too tiny for them. Wish there was a way to take a second mortgage or a loan.

Not a big fan of the procedural missions from NPCs, right now they seem rather pointless.
 

thesecret1

Arcane
Joined
Jun 30, 2019
Messages
6,683
QOgLabH.png

:hmmm:
 
Glory to Ukraine
Joined
Nov 22, 2020
Messages
2,600
Strap Yourselves In Codex Year of the Donut Codex+ Now Streaming!
Nah bro, it is obvious that Dong Travis Stone wants to test Jack Boyd´s stealth abilities by having him plant the tracking device - a highly difficult feat given that D. T. Stone knows what Jack Boyd looks like. Only a true stealth master could pull that shit off.
 

thesecret1

Arcane
Joined
Jun 30, 2019
Messages
6,683
I "accidentally" bumped into him 5 seconds later, planted the device, and apparently even had some solemn thoughts about what terrible fate D. T. Stone may have in mind for D. T. Stone.

Honestly, the procedural NPC missions all seem like terrible shit with no payoff and no fun. I started ignoring them. They all seem to follow the exact same pattern too: NPC #1 suddenly messages you outta nowhere to come talk to it. Once you do, it directs you to speak to NPC #2 (even if it's shit like planting a device, it's still literally just a dialogue option). Once you do, you go report back to NPC #1. Mission accomplished. No reward unless you asked for one at the beginning, but even if you did, it's miniscule. It might be the shittiest, most braindead quest design I've seen to date. "Kill 10 wolves" or "Bring me 50 boar butts" is peak questing compared to this shit.
 

thesecret1

Arcane
Joined
Jun 30, 2019
Messages
6,683
Alright, put 22h into it and I think it's time to put it away and wait for full release. Impressions:
1. The game's presentation of its mechanics is awful. It's really not a complicated game, but it sure does its best to seem that way, while the tutorial is extremely unhelpful. I fully expect large amounts of people to boot it up, go through the tutorial, think "wow, this is some autistic shit for sweaty grognards that you need to put 100+ hours in just to get the basic mechanics down" and go ask for a refund. It's really not, the game is, in some aspects, perhaps even too simple.
2. The game loop is fairly solid, but suffers from excessive repetitiveness. Fly out, dock, strip everything valuable from the wreck, repair, fly back, sell, repeat. There ought to be more variety to break up the monotony, ideally by making the wrecks less same-y. It's also quite grindy, at least at the beginning.
3. Procedural NPCs and the whole dialogue system is terrible. It just is, no matter how many different conditions you slap on it – at the end of the day, you just spam whatever it is you need raised and are done with it.
4. Ship systems and everything connected to it are super fun. So is all the stuff related to equipment, etc. – it's the good kind of autism.
5. Stations and non-salvage aspects of the game in general are very barebones and could use significant expanding upon. There's basically nothing to the OKLG other than a trade and recruitment hub, which is like the bare minimum.
6. Bugs. Usually not gamebreaking ones, but they are there and they're numerous.
7. Despite the game frequently advertising itself as super hardcore etc., I actually haven't died once. You aren't really in any danger if you know what you're doing.

Even though most my points are complaints, the game overall was pretty fun, just feels like it needs more time in the oven. And hopefully some meaty content expansion to break up the grind. Looking forward to 1.0
 

Monkeyfinger

Cipher
Joined
Aug 5, 2004
Messages
779
The "hardcore" part is probably sweaty grognarding your way through the process of figuring out the basic mechanics in a true blind manner, instead of using the wiki.
 

thesecret1

Arcane
Joined
Jun 30, 2019
Messages
6,683
The "hardcore" part is probably sweaty grognarding your way through the process of figuring out the basic mechanics in a true blind manner, instead of using the wiki.
There's nothing to sweaty grognard through – as I said, the game is super simple. What the wiki does for the most part is tell you shit like "oh, you can create zones in your ship and sell from there instead of hauling every piece of scrap to the store" and "Oh there's a kiosk you can buy fuel from at OKLG" and similar, since the tutorial doesn't.
 

Taka-Haradin puolipeikko

Filthy Kalinite
Patron
Joined
Apr 24, 2015
Messages
20,649
Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Bubbles In Memoria
https://store.steampowered.com/news/app/1022980/view/4444582998026747934
What’s Next for Ostranauts Development?
What we’ve been up to since the Kitfox publishing announcement
Hey Spacers,

The team has been hard at work since we announced Kitfox Games as our new publishers and the "Across the System" update went live. Our focus has been on game stability and bug fixes, ranging from wildly misbehaving police that would refuse to do (or hyperactively over-do) their jobs, to spooky bugs where derelicts suddenly disappeared or entire station populations suddenly dropped dead.


adb261304799e08140c32a60e9294f9d39e7ea67.png

Police behaving badly!

The team has also been gradually adding more quality of life improvements based on player feedback, including a new tooltip showing more insight into the inner workings of character AI, as well as a warning when the player is potentially committing a crime.


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TV Crimes!

And we’re putting considerable effort into performance optimization, now that the game sessions are growing longer and longer.

Updates have been fast and furious, too, often happening multiple times per week. We had to take a pause for a couple weeks while, unfortunately, Dan attended a funeral. But we expect builds to resume this week.

In happier news, Michael Richardson rejoined the team this month after a long break! Michael is one of the original developers who worked on Ostranauts, and writer of much of the game's setting lore. With luck, his contributions should allow us to accomplish our stability and remaining milestone goals faster.

We also wanted to give a warm welcome to everyone who has picked up the game in the last couple of months. Because of your support, we have more breathing room in our timeline to work on the game. Which means more upgrades and improvements to make Ostranauts better and more approachable before 1.0.

We’ve also been working on populating the Ostranauts Wiki with a small group of community members. It’s far from comprehensive now, but it’s a great starting point for learning the basics. If you’d like to join the effort, please feel free to contribute! Every update, no matter how small, makes this living document a more valuable resource for players.

If you prefer to receive these updates in email form, you can sign up for the Ostranauts newsletter here.

That’s all for now but we will have much more to share in the near future. Thanks for playing!

Full patchnotes for the update today (v0.14.0.18)
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.

Improvements
-Collision avoidance AI now uses a broader rectangle projection instead of a line, for better avoidance.
-Purchased ships now start with their reactor turned off.
-Added current funds info to encounter screens where the player is expected to spend money.
-Changed the aerostat construction zones to use new, improved layouts.
-The aerostat construction zone completes construction over time between visits.
-Changed the loot tables for type of flying and derelict ships to be more coherent.
-Changed apartment prices to be more regionally unique.

Bugfixes
- thrusting should now simulate correctly when using a towing brace
- reactors on derelicts should no longer explode immediately after docking
- autosave/F5 should not soft-lock the game
- super fast forward should not run endlessly until the player died
- orphaned compartments should not be left behind on ships, causing strange pockets of hypoxia or missing atmosphere
- derelicts should not be left with extreme rotational velocities after ships undock from them
- stations like Luna should now have more reasonably small populations
- shift-clicking items that can be dragged when they are also a container (e.g. dolly) should be more consistent
- buying fusion reactant cargo at station markets should be more consistently possible
- the scrap kiosk should no longer provide better prices than the licensed kiosk when the player holds a valid visa
- the game should not soft-lock when selecting a pump's input signal
- directories should be deletable even with '...' in the name
- loose reactor cores should not try and run fusion anyway
- acceleration should not be copied from station/other ship when undocking
- NAV UI should now show more accurate time units when displaying days, months, or years
- ships should no longer suddenly explode when docking with a ship that had a pathfinding error
- crew should no longer be knocked down immediately after loading a save where the crew was maneuvering
- security bots should not attack each other on the aerostat construction zone anymore
- attacks on REDACTED should no longer be considered a crime while on stations
- red attack intent arrows should not remain on the screen after leaving the map via transit
- 4K resolution should have more legible text sizes in encounter UI, debug overlay UI, popup UI, bug log, and console debugger
- console debugger window should now handle resolution changes better
- AIs can access the Gig Nexus kiosk
- stations have correct NAV icon after a save/load
- no longer missing transponder in Heavy Tug 01 ship
- orbitals should move at correct speed for their apopapsis/periapsis, improving gravity effects when undocking
- old saves with incorrect VORB periods should now be repaired.


Performance improvements/optimization for:
- searching within nested objects
- querying the nearest source of gravity
- cargo market queries ship mass
- checking collisions between ships
- on items that respire and are not human
- trigger calculations where the trigger was blank
- pathfinding when querying the properties of tiles
- AI is deciding on next work task
- a placeholder object is re-tasking itself
- requesting a random object from a ship
- cargo market generating several logging messages
- police ship navigation calculations
 

Taka-Haradin puolipeikko

Filthy Kalinite
Patron
Joined
Apr 24, 2015
Messages
20,649
Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Bubbles In Memoria
https://store.steampowered.com/news/app/1022980/view/7165884436587741381
Ostranauts Feature Patch (0.14.1.1) Is Live!
Hey Folks!

Ostranauts v0.14.1.1 is now available on Steam, and your clients should be updating shortly.

This is a feature update to our recently released "Across the System" update, and involves a fairly significant HUD change, several quality of life changes, and fixes.

Saves from v0.14.0.0 and later should work. Note that if you were experiencing issues in the older save, this patch may fix some, but others may persist depending on the cause.

e3098e5ff8545ea6cf1816194721df534d14b11b.jpg

  • Quick Action Button menu is now a floating context menu near where user clicked. Can be moved and pinned in place.
  • Mega Tooltip now has an item value field to show the player approximate (or precise, with Admin skill) item value.
  • Mega Tooltip now has a hide/show toggle to expand or collapse list of conditions.
  • Added ability to edit a zone after making it, and they can be non-rectangular now.
  • PDA frame graphic now hidden when PDA is closed.
  • Adds link to official Steam Ostranauts Guide to Esc menu.
  • Trade UI expand/collapse keeps scroll position.
  • Trade UI Expand/Collapse All button.
  • Added ability to disable screen shake in Options menu.
  • PDA colored light icons now show correctly.
  • Objectives updated to look, animate, and stack more cleanly, and hide less of the UI.
  • Objectives can now be dismissed via r-click.
  • Alarm/alert objectives once again pulse red.
  • Mega Tooltip no longer switches to wrong temperature units after a while.
  • Clicking the console toggle button no longer causes character to walk to that point.
  • Game Credits now stop scrolling when the window is closed.
  • Added missing zone categories for metals.
  • Holding L-Alt key will briefly show hotkeys mapped to some on-screen buttons. (Work in progress as we add more.)

30853f662c2747b1366e56ad5f761393180fa43e.png

  • Autopilot will now correctly assign FLOW/CYCLE for damaged reactors, to better avoid flame-outs.
  • Autopilot will now warn user when cryo is missing or reactor components are unable to handle CYCLE setting.
  • Autopilot will now cancel the route if the reactor's laser/pellet FLOW rate has changed significantly, altering route parameters.
  • Autopilot will no longer replot new path and continue flying when reaching autopilot destination.
  • Ships should no longer lose room atmosphere when saving and loading after a change to its overall footprint.
  • Reactant tank prices now include contents.
  • Repairing doors via PDA order no longer factory resets them (causing crimes).
  • $0 gigs now correctly report the (under $1>) cost to take them.
  • Ships purchased from ship broker now collide correctly.
  • Battery input arrows removed, and all batteries now charge/discharge through same arrow.
  • Reactors will now recharge all connected batteries, and not just those connected to its input node.
  • PDA Widget XZ-798/stuck tasks fixed.
  • Tracking alarm should turn off more reliably now when remote ship no longer tracking player.
  • Ships should no longer jitter and suddenly explode while docked or undocking.
  • AIs shouldn't get stuck picking up random junk over and over as often anymore.
  • NAV Match Velocity mode will correctly honor thrust throttle user has set.
  • Characters can now attempt to use arcade machines regardless of their mood (though not always succeed).
  • New paperdoll sprites for drill, angle grinder, and soldering iron.
  • Some items which previously disappeared when dropped in a container now appear normally.
  • Several causes of null exceptions have been fixed.

This patch is representative of our current "Hardening" phase of development, where we attempt to address bugs, instability, performance, and quality of life (QoL) for our users. It's an important phase we hope to complete before beginning work on new features in our next 0.15 milestone, Fire in the Hold.

A large part of this update is a rework of the HUD and UI to improve quality of life for users.

a1cf595102fa44eb177f2c707c30b99d6ba01f52.png


One of the most noticeable changes is the consolidation of all top and bottom HUD info to live at the bottom of the screen (4), so users don't have to look at opposite sides of the screen to see all the current game state info.

We also moved the Quick Action Button (QAB) panel out (3) from the bottom to be closer to where the user clicks, like a regular context menu would work. It will follow the clicked item around the screen by default, but you can also pin it in place or move it around to where you want it.

The QAB will also now only show filter buttons for action types that are available, instead of all categories all the time. Plus, the window should expand/contract a bit to better fit the list inside.

The Mega Tooltip (MTT) for the selected item now has two new features. First, it will display the monetary value of the item (1) as either a rough approximation, or a better estimate if the current character has the Admin skill.

Second, the MTT now has a Show More/Less toggle (2) to hide all that info if you find it too much clutter.

The objectives also received some love (5), so they look and animate more consistently. They'll only cover a small portion of the page now (which is scrollable), and you can now right-click them to dismiss them, instead of using the tiny corner icon.

Finally, the PDA frame graphic disappears now when the PDA is closed (6), allowing users to see more of the game field. The frame will still appear when the PDA is opened.

Another new QoL feature we added is the ability to edit your zones! Finally, players are able to make non-rectangular zones, and to update them to meet their changing ship's shape. Simply click the pencil icon next to the zone you want to edit, and start selecting tiles to add them (or hold C while selecting to remove).

e57de5384729eb1d016ed806f10291b26ea4faf3.png


Our Options menu has a few new features, as well. First, you can now disable screen shake in the Video options. And you'll also now notice the Esc menu has a link to our official Beginner's Guide. Corey's been hard at work writing a guide that should help new players walk through their first 30-60 minutes of Ostranauts.

Also, we were finally able to fix the auto-scrolling in the trade UI. Now, when you expand or collapse containers, the window will remain at the scroll point it was before. The trade UI also now has an Expand All/Collapse All toggle for convenience.

Apart from the UI and HUD, we also made a series of important gameplay fixes and changes.

Autopilot should now be able to handle reactors with damaged components, and adjust the FLOW/CYCLE accordingly so the ship won't flame-out while underway. As part of this, it will also warn the user about situations where it cannot adequately balance those values, and it will cancel itself if the reactor is damaged or repaired in such a way that the route has become obsolete.

Speaking of reactors, they should now recharge any connected battery. And we reworked the batteries to only have one input/output point, since the old separate points were both confusing and broken.

We also found and fixed two more causes of the lost atmosphere in rooms bug. This was being caused by the ship changing overall footprint due to an added/removed item near the edge, and if the user then attempted to save the game, the room data would be lost. The fix should prevent this loss going forward, though it cannot restore lost data in saves where it already happened. (In those cases, the gas is lost forever, but users should be able to refill the rooms and have them work normally from now on.)

Plus, a range of other fixes and improvements!

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
 

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