That's the one with supernatural elements?0.13 is in pubic beta right now. Should be released shortly after that. So probably this month.
That's the one with supernatural elements?0.13 is in pubic beta right now. Should be released shortly after that. So probably this month.
Anything interesting there?
How do these look in practice? Anything interesting or worth mentioning?
- Players can get wrapped-up in procedural plots between NPCs.
- New plot content involving the supernatural.
- New objective/journal UI to keep track of plots and objectives.
Better to forget completely and just wake up once it's released, feature-full, and fully patched. Otherwise, it's bound to frustration and disappointment. The game is shaping up, but a complex game like this is bound to drag on for years.Full release when?
Better to forget completely and just wake up once it's released, feature-full, and fully patched. Otherwise, it's bound to frustration and disappointment. The game is shaping up, but a complex game like this is bound to drag on for years.Full release when?
Better to forget completely and just wake up once it's released, feature-full, and fully patched. Otherwise, it's bound to frustration and disappointment. The game is shaping up, but a complex game like this is bound to drag on for years.Full release when?
Ostranauts “Lucky Number 13” Is Live!
Hey Folks!
Ostranauts v0.13.0.3 is now available on Steam. Named "Lucky Number 13", this patch represents a major feature update, and includes another batch of new content and gameplay systems to explore.
As with the last major update, we added a new trailer to the store page, to show what's changed recently:
Highlights include new plot content, hints of the supernatural, hacking and datafiles, ship-to-ship comms, and new NPC ship types.
For best results, you are encouraged to start a new character.
Old saves might work in v0.13.x and later, but a lot of the new content may not appear in older saves. We have created a new opt-in branch on Steam called "legacy_12" if you wish to continue your current v0.12.x character. See Steam's Tech Support forums for more info on opting-into other branches.
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- Added the ability to hail and communicate with any other visible ships via NAV station's docking and MFD UI.
- Added the ability to request help from other ships, or reply to another ship's SOS.
- Changed docking request procedure to be different for stations, NPC ships, and derelicts.
- Added ability to see regional ship communications log in public ATC channel.
- Added ability to request other ships to come here.
- Added a new procedural plot system that tries to generate story-like events between the player and NPCs.
- Added several new procedural plot types, ranging from simple banter and panhandling, up to more complex requests for help with other NPCs and items.
- Added custom-written supernatural plot content and items.
- Added the ability to investigate murders.
- Added code to make interesting events happen to the player at regular intervals, but to delay them if interesting things are already happening to the player.
- Changed the PDA Goals UI to show more detailed plot progress info, and finished/dismissed objectives on a separate tab.
- Changed objectives to have hyperlinked people names that can be moused over or clicked for highlighting and more info, respectively.
- Added ability to remotely use NAV map via the PDA when a linked NAV station is on the same ship.
- Added ability to click on ship IDs in the PDA Socials UI to view that ship on NAV, if line of sight to ship exists.
- Changed NPC ship AI to fly more efficiently and safely.
- Added new hauler NPC ship type, which brings out new derelicts, hauls in old ones, and can rescue stranded ships.
- Added new pirate NPC ship type, which might pretend to be a derelict until another ship gets close.
- Changed the quick action button (QAB) UI to be easier to read, with count number to each of the QAB category tabs, so user can see how many moves of each type are available, left aligned move names, and an abbreviated category label before each social move: CMD, BAS, GMB, GIG, NGN, ADV.
- Added new PDA Files browser to see files on held and nearby unlocked devices.
- Added new datafiles loot type to game, which can contain lore/setting wiki info, black market sellable data, and other info.
- Added ability to sell some datafiles to Fixer and Flotilla Broker.
- Added locked PDAs and the ability to hack them to gain access to their files.
- Changed PDA Use interaction to open PDA Home screen instead of NAV linking UI.
- Added code to prepopulate NAV stations with known vessels.
- Added ability to copy nav data from one nav station to another.
- Added a new tutorial when RCS/Remass indicator starts running low, so players notice they're almost out of gas.
- Added a tutorial to visit the orange refuel kiosk if player requests undocking clearance and has unpaid fees.
- Changed NPCs to do more activities and use more station amenities.
- Added a new invisible/inaccessible OKLG station where NPCs can go if they shouldn't be reachable by players right now.
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- Changed save file size to be smaller.
- Changed several systems to improve performance and ram use.
- Fixed a bug that could cause nullref errors if an NPC ship crashed into the asteroid, or similar off-screen NPC death occurred.
- Fixed wound sprites not displaying/refreshing after loading a save.
- Changed inventory and PDA so when one opens, the other automatically closes.
- Changed the floating objectives boxes to move left and right with the PDA when it opens/closes.
- Fixed a bug that could cause player pain effects to remain even after all wound pain had healed. (a.k.a. "pain stuck bug")
- Fixed a bug that could cause the player's ship to no longer be owned by the player if player used transit, ferry, or other off-ship service.
- Fixed a bug that would allow interactions that remove items to proceed if user had half-plus-one as many as needed.
- Fixed a null exception that could cause game to hang on black screen after exiting to main menu.
- Fixed a bug that could cause old social combat UI to appear when it shouldn't, and remain unclosable.
- Fixed a line of sight bug that could cause NPCs to not see someone standing too close to a wall.
- Changed AI decision/feelings logic to slightly favor neutral/unknown moves over recently-tried good ones, to help diversify replies.
- Fixed a null reference that could occur when attempting to get a person from a ship. (E.g. when checking zone owners)
- Fixed a bug that caused quickbar to intercept hotkeys even when invisible.
- Fixed a bug that could cause a null exception when interactions changed relationships between people.
- Changed the ferry kiosk to use the P.A.S.S. acronym, to help users recognize that when they see it as a PDA app.
- Changed GUIComputer linked/unlinked status to be clearer.
- Changed PDA first quick action to be Use instead of Drop.
- Fixed a bug that could cause pirate to shakedown player again after finishing a shakedown.
- Fixed a bug that caused AI to consider melee-armed opponents a lower threat at any range, instead of just when above melee range.
- Added a special AI move to agree to surrender more often when terrified.
- Fixed a bug that could cause NPCs to walk in place indefinitely.
- Fixed a bug that caused freshly-spawned AIs to ignore some talking combat moves.
- Fixed a bug that caused AI to seek more food from containers when they were already carrying food.
- Fixed a bug that caused people to say 'Later' when they become dead or unconscious.
- Fixed a bug that could cause too many NPCs to be spawned in the game.
- Fixed a bug that could cause the first install on derelict encounter to appear over and over.
- Fixed a bug that caused Game Over screen to be missed if another interaction tried to change UI mode after player died.
- Fixed a bug that caused mode switches to put new object at wrong z height, often obscuring the crew.
- Changed NAV's RCS indicator to be more reliable, and more obvious when player is low on fuel.
- Fixed a bug that could cause AI to haul items into zones and dropp them on top of other items, despite there being space elsewhere in zones.
- Fixed a bug that could cause navmap to target sun if the previous target changes state (e.g. undocks)
- Fixed a bug which caused player to deregister self from ship by changing name later on in chargen
- Fixed a null exception that could occur when fusion reactors were destroyed.
- Fixed a bug that caused police to question the player while on OKLG station.
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- Added new interaction_overrides json type, which allows the modder to take an existing interaction and generate a deep clone of it, swapping one root name for another.
- Added new plot and plot_beat json types for handling plot content.
- Added new plot_beat_overrides json type for deep-cloning plot beats.
- Added the ability to add/remove condrules via interaction using the LootAddCondRulesUs/LootAddCondRulesThem fields.
- Changed interaction to have clearer names for fields that change relationships on us, them, 3rd participants. E.g. strLootRELChangeUsSeesThem
- Added ShipTestUs, ShipTestThem, and ShipTest3rd to interactions, for testing if Us, Them, and/or 3rd is on the correct ship. Refers to new shipspecs json folder.
- Added new bRecheckThisPlot field to interactions, to force recheck the current plot when interaction happens.
- Changed Interaction.aSocialNew to support names of loots instead of names of conds, so it could add more than one relationship at a time.
- Changed F3 getcond and addcond so [them] is a valid target when something is selected.
- Changed F3 getcond and addcond to also work on NPCs not loaded on current ship.
- Added optional a3rdForbids list to Interaction.Triggered params.
- Changed CondTrigger tests to support two new test types: strHigherCond (single string), and aLowerConds (can be multiple strings)
- Changed debug console to try spawning CO directly if loot not found.
- Added support to encounter screens for us-them interactions, instead of just us-us interactions.
- Changed interactions to support tallying charges for use without removal. E.g. must have 1x software to use, but it won't be consumed
- Added a new Interaction.bImmediateReply for cases where we want an immediate reply, but also AI feelings to matter.
- Added fTargetDefenseMod to attack modes so they can modify the target's defense stat.
- Added strAttackerName to interaction so designers can make encounter interactions attack the player with a name other than player's.
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One of the more significant additions in this update is a new plot system. It uses a mix of procedural and custom-written plots to try and deliver a regular stream of interesting story events to players.
The procedural plots are story structures designed to work with certain people and relationships to the player. When the game decides it is time for such a story, the player's contacts and surrounding NPCs are checked for matches, and if found, that plot begins. And depending on the plot and player actions, they can sometimes turn out different ways.
We also have some custom plot content which probably will feel more familiar to traditional CRPG players. This plot changes based on player choices, and it will not be possible to see all outcomes in a single game.
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To help keep track of these new plots, the PDA now has an improved Goals app. Plot-based goals now show current and past steps taken, highlight important people better, and clicking on those names will open the PDA Socials app to tell you more about them, and where they are.
Once in the Socials app, players can see where each NPC was last seen. And clicking on those ship names will launch a new PDA NAVLINK app that lets players browse local space while not sitting at their NAV. (Note that the NAV station must be powered and on the same ship for this to work.)
Additionally, ships are now able to contact each other via comms in the NAV station. Players can request info from other ships, ask them for help, and might even be contacted by other ships. Docking requests now feel a bit different between stations, NPC ships, and derelicts.
There are also two new ship types to be found in the boneyard: haulers and pirates.
Haulers are a bit like a mix of tow truck and janitor. Players may periodically see a hauler towing old derelicts into OKLG for processing, or bringing out a new derelict that just arrived. And pirates may be lurking in the boneyard, awaiting the approach of an unsuspecting scavenger.
And with all this new traffic, the ship AIs have had a bit of an overhaul to improve their capabilities.
It's also now possible to hack PDAs and peruse other storage devices to find datafiles, and these files can include setting/lore info, valuable data, or just plain humor. Players can browse and manage these files in their PDA's new FILES app, as well as read relevant wiki entries on places and people in the world.
It's also now possible to gather the stored data on one NAV station and copy it into another, such as when buying/selling ships, or finding a derelict with revealed ships in its NAV station.
Plus a host of other changes, fixes, and user experience polish.
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 how you're finding this update, and watch your back out there!
Best,
Daniel Fedor
Founder, Blue Bottle Games, LLC
Dan, Corey, Joshu, Naiba, Michael and Crusoe join us on voice to discuss and show off the latest major update!
0.13 Lucky Number 13 adds procedural plots, ship comms, and supernatural elements to the game.
Ostranauts "Across the System" (Opt-In) Beta Is Live!
Hey Folks!
Ostranauts v0.14.0.0 is now available on Steam opt-in beta branch public_test. Named "Across the System," this update gives a sneak peek into our next major feature update, and includes several new content and gameplay systems to explore.
As many of you have noticed, this one took a long time. Longer than usual for us, and we're not the fastest team to begin with. For that, I apologize!
We still have a little ways to go on this update, but it's finally in a place where we think folks can have fun with it, kick the landing gear, and let us know what is working and what isn't. And with a bit of work, we can hopefully get it working smoothly enough to switch focus to our next milestone, Fire in the Hold!
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For best results, you are encouraged to start a new character.
Old saves won't work in v0.13.99.x and later, and even if they technically load, a lot of the new content will not appear in older saves. We created a new opt-in branch on Steam called legacy_13 if you wish to continue your current v0.13.x character. See Steam's Tech Support forums for more info on opting-into other branches.
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- A complete changelist may be too long to post here, so I'll try to stick to the major changes.
- Added the ability to use the torch drive to fly long distances.
- Changed the fusion reactor to be a more modular design, and to use less fuel on idle.
- Added an amount of new content to Venus, equal to that of OKLG.
- Added basic port services to all other stations in the Solar System.
- Added cargo pod trading between stations.
- Added a System-wide economy simulation.
- Added g-forces and their effects to the game.
- Added a new super-fast-forward button to skip 1-6 hours into the future.
- Added atmospheric flying, lift, drag, and aerodynamic parts and rotors to help with it.
- Added crushing damage from extreme atmo pressure differences.
- Added new interplanetary gigs on the Gig Nexus.
- Added ability to buy player-owned apartments, accessible via station transit, with their own docking ports.
- Added ability to obtain permanent resident visas for OKLG and Venus, which unlocks buying apartments and better cargo trade rates.
- Added NAV feature to match velocity to target.
- Added NAV feature to hold forward thrust with a toggle.
- Added NAV feature to plot a long range (torch drive) course and have autopilot fly it for you.
- Added racing leagues as a way to earn money by flying time attack courses.
- Changed NAV fast-forward to be clearer and easier to use, to help see future ship/planet positions.
- Changed derelict break-in simulation to produce more interesting and balanced wrecks.
- Changed restoring items to be slower, and repairing damaged items results in a barely working item that needs restoring.
- Added ability to buy damaged items, repair them, and sell back for a profit.
- Added ability to train more skills.
- Added 2 new entity types that can be encountered in personnel combat.
- Added transparent window hull parts.
- Changed HUD status indicators to be animated status bars, and added one for hygiene.
- Changed main game HUD layout, fonts, and UI design style.
- Changed laser torch to be a more effective weapon, especially against [redacted].
- Added several new items, including clothes, cargo pods, pharmaceuticals, studying aids, new hull parts, and weapons.
- Added an ambient occlusion shadow effect to make the game world easier to understand, visually.
- Added new ambient daylight lighting to the game.
- Added new paperdoll sprites for certain weapons.
- Added ability to customize save file location.
- Added new ship editor feature to save unfinished construction stages of ship designs.
- Fixed missing heat production from humans and other equipment.
- Added a wiki for Ostranauts, accessible via the main menu button.
- Fixed several bugs and other issues.
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Possibly the flagship feature here is "you can now go to other places besides OKLG." Not only do ships have the means to fly there, we've given you some tools to help you get there as a player. Long range course plotting and autopilot, super fast forward, high-acceleration torch drives...the System is your oyster.
That said, I want to be clear that not every new place in the System is equal!
We spent most of our content development time working on the Venus region. And as a reference point, expect to find about as much content around Venus as you currently do around OKLG.
And the rest of the System? You can go there, too. Each station will have at least the basics you'd need to refuel, repair, trade cargo. Maybe do some gigs or mini plots. The goal is to fill-out another of these major areas in the next milestone, and possibly more beyond that if time allows.
To help with this distinction, you'll notice we have new NAV symbols on the map. Full-content stations like OKLG and Venus are solid, white diamonds. While unfinished content places are dashed, gray diamonds. The diamonds also include an upper or lower triangle inside to help you determine if it is a ground station or an orbital, since ground stations have their own challenges to overcome, like gravity, and sometimes atmosphere.
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Speaking of atmosphere, we now have that, too!
Certain planets now have their own, unique atmosphere. And flying in them will feel different from what you may be used to in Ostranauts. The biggest difference is likely to be drag, or air resistance, which will get stronger the faster your ship moves. To help with reducing this effect, we now have aerodynamic ship parts, which usually translates into higher air speeds.
Supposing you kit out your ship (or build a new one) to fly faster in the atmosphere, this will open up some new activities to try out around the aerostats. For one thing, there is a new racing league kiosk that will allow you to test your ship (and piloting skills) on time attack courses against other NPCs. Winners get prize money, and advance to the next league.
You'll also be able to take advantage of the better buying/selling prices of captive markets in Venus's gravity/atmo well. Captains able to bypass the significant markups at the orbital station can sell directly to hungry markets downwell.
Or participate in the lucrative smuggling opportunity selling proprietary aerostat tech from Newcal to its jealous neighbor aerostat, Encantado.
Of course, Venus doesn't get all the fun. You'll encounter new content and features almost immediately upon exiting character creation on OKLG.
The new modular reactor means you can custom-build a power system to match whatever ship role you envision. Want cheap, endless power? Design the reactor around minimal footprint and efficiency, and run a contained reaction on a trickle of fuel.
Want to reduce all occupants in your ship to human soup through thrust? Gear-up the reactor for maximum throughput, open up that aperture, and laugh at your crewmates as their skeletons crumble into the floor plates.
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Oh yeah. Ships now produce g-forces when accelerating, and it's a delicate balancing act between getting there fast and blacking-out, or worse, from high-g maneuvers, or taking longer, but using more supplies. Fortunately, the new throttle controls and pharmaceutical tools will help take the edge off.
You should also see changes within the first couple derelicts you visit. The code that simulated derelict damage was updated to produce more interesting (and economically balanced) wrecks.
And it's not just in-game stuff we've worked on. Users with non-standard PC setups (or limited C: space) will hopefully welcome the new ability to change your save folder location. And the beginnings of a wiki are now reachable via the main menu button, so we can hopefully offer new users more comprehensive help when the in-game information falls short.
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 via the forums or our Discord (also linked on the game's main menu), if you're enjoying this new update, as well as if it reveals new problems!
Best,
Daniel Fedor
Founder, Blue Bottle Games, LLC
Is it worth playing now? Is the social mini game still trash?Looks like quite a big update. Finally we can leave OKG.
Is it worth playing now? Is the social mini game still trash?Looks like quite a big update. Finally we can leave OKG.