
Greetings Overseers!
Today we have a major patch intended to solve some high priority performance degradation on servers with large bases and high populations. This is an ongoing battle, and will not be the last required fix, but it should help stave off severe performance issues for now.
We are also planning to roll out a new system by which we issue patches. Because this is a large and rather risky patch, we are not going to deploy it directly into our production servers. Instead, we will deploy into a "BETA" server. Everyone has access to the public beta branch on steam - you can access it as follows
1) Right click outpost zero in your steam library
2) Select properties
3) Select betas tab
4) Select "Beta" branch in the dropdown list
Once you've done this, you should get a game update, and see the beta server in the server list. We will let people play on this server for at least a day to verify stability before pushing the new patch live.
In order to go back to playing on regular servers, follow the above steps but select "opt out" in step 4.
Here's a list of all the patch notes for today
World
- Fixed Clipping Rock in various locations
- Fixes for environment events not showing up on the server, and not damaging players or structures
- Made night time darker, time to use those flashlights!
- Fixed some stretched terrain and badly placed resources
AI
- Fix a stuck case with AI hauling/crafting when their inventory is full
- AI charging fixes for performance and for failing to find charging station
- Fix for recharging when on follow not aborting the follow
- Significant optimizations to AI on dedicated server
- Make bots more likely to follow foundation paths
- Bot AI aggressiveness can now be set to Aggressive, Defensive, Cowardly, Passive
- Bot AI will once again properly aggro things that they see in a proximity around them
- AI fix to some stuck cases with crafting and hauling.
- AI will be significantly more responsive in general, and will communicate more about what they're able to do
- Hopeful fix for a "stuck in fighting stance" bug
Structures
- Added new structure - large shielded bay door - 3 foundations wide by 2 walls tall
- Added new structure - Planter box - allowing you to harvest carbon in the safety of your base, and make pretty gardens
- Added new structure - Basic Cube - filling in a full 3x3x3 foundation cube
- Added new structure - Repair-o-Tron - consumes health packs to AOE heal over time all friendly bots in an area
- Fixed refraction issue on glass ceilings/corners
- Fixed window walls snapping at off angles
- Added custom collisions to command center T1-T3
- Fixed the door so that it has 3 toggle states - On/Off/Auto
- Cap number of turrets in a corporation to 5 * corporation rank
- Increased the building costs of the harvester, extractor, and the miner as well as all of their upgrades.
- Adjusted Turret Audio to be louder, and more distant
- Overhauled structural support system - should be much more performant and stable
- Significant optimizations to Turrets on dedicated server
- Significant optimizations to Structure networking on dedicated server
- Fix for pylons sometimes not hooking up power grids on reload
Gameplay
- Significantly improve weapon accuracy across the board
- Fixed an issue preventing pirate raids from being customizable on servers
- Territory claimers will now show up on your map
- Players will now properly take fall damage.
- Audio pass on various weapons
- Added implementation for Rocket Boots, which now grant lots of move speed and jump height.
- Fix industrial health pack regen to give 2000 health over 20 sec
Next week we should have a beta version of voice-chat working, as well as more progress towards automation which was delayed this week due to high priority performance fixes.
Thanks for your continued support, and see you on Gaiya!
