Category Archives: Progress

Experiment Branch Update v0.3.7

Greetings Pioneers!  

Its been a few weeks but as always we’re pushing on improvements to our experimental branch. This update includes some more extensive changes to design and performance, we’ve had some core system issues with navigation that have prevented a bunch of creatures from spawning in the world at set distances.

Soon we’ll be re-introducing the night attacks that made developing your bases critical to surviving the night.

Additions

  • Added more enemy spawners to an encounter in the Dam.
  • Added respawn reset triggers to other entrances/exits around the Dam to make sure enemies respawn properly.

Changes

  • Refinement of the Dam location, tweaking visuals and resolving several issues with areas you could get stuck.
  • Extended how long it takes for a turret to run completely out of fuel to 40 minutes
  • Adjusted ‘Escape the Drop Pod’ mission objective beam to be more aligned with the Drop Pod since it looked off  
  • Cleaned up the terrain near the camp behind the Transmitter Tower
  • Expanded the first generator room within the Dam
  • Expanded the outer Dam to accommodate for the Generator room expansion
  • Moved objective button inside generator room to the opposite side of the room
  • Replaced old pipe meshes with new ones
  • Adjusted respawn reset triggers on top of the Dam

Bug fixes

  • Fixed several bugs and inconsistencies with Oxygen levels in and around the Dam.
  • Fixed an issue where fuel wouldn’t be used up after saving and loading the game  
  • Fixed an issue where some enemies would struggle with spawning inside the Dam
  • Fixed an issue where you could walk through the lower section of the drop pod from the outside in damaged generator room
  • Fixed a few spelling errors in the Data Logs
  • Fixed gaps in the inner Dam main entrance where you could see through

See you in the fray,

– Team Flix

Experimental Branch Update! v0.3.6

Greetings Pioneers!

Some essential changes that involve removal of outdated build items have gone in, that unfortunately mean previous saves won’t work when you update to this version. Good chance to start a fresh game! These changes are required to progress to the later versions of the game improvements we’re making.

Because of the lack of additions this week we’ll be trying to get extra stuff in for next week <3.

Here’s the full breakdown:

Changes

  • Refined the terrain by some roads that looked out of place
  • Removed Arch Walls and Arch Wall Corners due to them causing problems in engine

Bug fixes

  • Fixed several missing physics material issues
  • Fixed an issue where you could press objective buttons multiple times
  • Fixed an issue where alien blood would splatter when you hit glass
  • Fixed an issue where some concrete barricades in the Dam would appear orange
  • Fixed an issue where some dead pioneers would hover slightly above the ground
  • Fixed an issue where gaps would appear on certain cliffs next to the Dam

See you in the fray

– Team Flix

Experimental Branch Update! v0.3.5

Greetings Pioneers!

Another minor update, but a nice shiny one none the less whilst we work towards the bigger things. If there are any small tweaks, we’re on it like a moth to flame!

If you’re unfamiliar with how you can get access to these experimental updates of our later builds, please follow our previous post here – https://steamcommunity.com/games/EdenStar/announcements/detail/2695856977249967340

Additions

Updated inventory icons for:

  • AdvancedWiringKit
  • BasicWiringKit
  • Dynamo – NEW
  • Electromagnet
  • Graphene
  • Matter Converter – NEW
  • MemoryAlloy
  • Mesh
  • NanoTubes
  • PlasmaFire
  • Polyaniline – NEW
  • ReinforcedGlass
  • SiliconeRubber

Changes

  • Smoothed out multiple areas of sharp terrain geometry near cliff edges

Bug fixes

  • Fixed an issue where random bumps of terrain would appear at the camp behind the Tower
  • Fixed up some roads that would float above the terrain
  • Fixed an issue where unwanted rock textures would appear on sandy areas
  • Fixed an issue where bullet hit decals would look the same on every material
  • Fixed an issue where you could see through parts of the cliff next to the Dam
  • Fixed an issue where the terrain was raised, leaving a hole behind that lead to under the map

See you in the fray

– Team Flix