Patch Notes

=Early Access (Pre-Alpha)=

Patch 201 (PLAYABLE)

 * Version Number: 0.3.10201.0
 * Type: Early Access (Pre-Alpha)
 * Release Date: 19th August 2017
 * Original Post:
 * Patch Notes:
 * UPDATES
 * Added the Alignment Augment (This new augment creates a flat plane that is perpendicular to the curve of the planet. Unlike the existing Flatten mode, which flattens based on a selected voxel and mimics that angle)
 * Changes to tether placement (Pressing the “place tether” button will now place a Tether post at the Astroneer’s feet.)
 * Gamepad Control Changes (When using the terrain tool, the camera now defaults to a fixed over-the-shoulder view, and holding LT unlocks the cursor and puts you in the old default mode)
 * New sounds and updates to old sounds have been implemented
 * Connecting two conduits together now has audio.
 * Worklight now has audio
 * Vehicle enter and exit animations now have sound effects.
 * Beacon audio has been updated
 * FIXES
 * Fixed a rare crash, that according to engineers was “super weird, and something that should never occur,” involving the game trying to access non-existent Rover wheels.
 * Fixed a crash that occurred while trying to change resolution in cases where the settings .ini file had become corrupted.
 * Fixed an edge case where the game would crash while unplugging the controller and holding any button.
 * Fixed a Multiplayer crash that would occur if a Client player joined a game while the Host was not on Terran.
 * Two different actions can no longer be assigned to the same key / button
 * Fixed an issue where audio values reset to 0 after changing them during active gameplay, and then terminating the title.
 * Fixed an issue on Xbox One where brightness setting temporarily persisted when backing out of the pause menu without selecting 'Apply and Resume.'
 * Steam client Options menu text adjusts more elegantly to changing window sizes or resolutions (except for very small resolutions or unusual window shapes).
 * Changes to Options menu now persist between sessions on Xbox One
 * Fixed an issue in Multiplayer games, where Smelter audio loop continued playing for the Client player.
 * Fixed an issue where the Heartbeat audio loop continuously played after returning to main menu.
 * Fixed an issue on Xbox One where players would respawn partially underground after dying by falling
 * Reintroduced the plumbline to Beacons
 * Fixed an issue where items would go on a beautiful journey into space if not collected from an dead Astroneer before a second death occurs.
 * Fixed a major issue where saves were disappearing on Xbox/Win10
 * Fixed a bug that was causing Rovers to fall through the world when loading into a saved game
 * Astroneers should no longer get stuck inside base modules as they are being built.
 * Fixed a bug where Tethers were not auto-highlighting for selection when playing with a controller.

Hotfix 200

 * Version Number: 0.3.10200.0
 * Type: Early Access (Pre-Alpha)
 * Hotfix
 * Release Date: 19th August 2017
 * Original Post:
 * Patch Notes:
 * Fixed an issue where audio settings for music and sounds defaulted to zero
 * Fixed a multiplayer crash related to clients grabbing research chests and then crashing
 * Fixed an issue that would cause some savegames to cause the game to crash on load.
 * Fixed some default resolution issues. This is still a work in progress, and users who still have resolution issues should follow these steps: Go to - SteamLibrary\steamapps\common\Astroneer Pre-Alpha\Astro\Saved\Config and delete your GameUserSettings.ini file. OR Users\"your username"\AppData\Local\Astro\Saved\Config\WindowsNoEditor.

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Patch 199

 * Version Number: 0.3.10199.0
 * Type: Early Access (Pre-Alpha)
 * Release Date: 17th August 2017
 * Original Post:
 * Patch Notes
 * UPDATES
 * The Options Menu has been completely overhauled. You can now:
 * Adjust display options including VSYNC and keep those changes
 * Adjust graphics options to suit your hardware, including Shadow Quality, AA, PP and effects.
 * Audio options now actually work! Adjust them to your liking.
 * Keybindings on PC will now remain saved between sessions, with some added options like mouse sensitivity, toggling the hold to sprint, and others.
 * Right now navigating and adjusting options in this menu is a little wonky, as you have to use the keyboard. Didn't want to hold it out of this update just for that reason. This menu will continue to be updated over the course of the next few releases.
 * The Trade Module has received some bug fixes and interaction improvements, such as:
 * The maximum return value is always the number of slots on the trade platform rocket.
 * Now, once you reach the maximum return value, you will not be able to add more resources to any remaining open slots.
 * If you add an item that pushes the trade value above the maximum, or switch the return item to something with a more favorable exchange rate, the actual return will always be clamped to the maximum.
 * Resources that are on the trading platform already when the maximum return value is hit or exceeded can always be removed (but cannot be attached again unless removing them causes the return value to dip below the maximum).
 * Beacon colors can now be changed.
 * Audio has been migrated to the Wwise Engine from Unreal 4 and remixed using the new technology.
 * New cave exploration music tracks added.
 * Remixed / mastered existing music with additional instruments added. Tracks broken down into separate layers to leverage Wwise game states.
 * Music becomes distorted when low on oxygen.
 * Music changes based on time of day.
 * Music now streams rather than load entirely on game start, reducing RAM impact
 * Sound is sent through a reverb when underground.
 * Footstep sfx are affected by the movement speed of the player.
 * Ambience loops no longer heard when at the main menu or orbiting a planet.
 * Both the medium and small generator’s audio slows down when their “fuel” is near empty.
 * When death occurs, sounds stop playing earlier.
 * Music does not abruptly start again when death occurs, it now fades back in over an extended period of time.
 * Wind turbine audio more appropriately matches their animation frequency.
 * Sandstorms now have improved distance attenuation and better stereo / surround panning.
 * Sandstorm rock impact added for when the player gets hit by a boulder.
 * Low oxygen breathing audio now triggered more abruptly rather than a gradual fade in.
 * Rover tire audio no longer plays when vehicle is in the air.
 * Rover engine audio no longer plays when rolling unpowered down an incline
 * Rover engine audio revs when vehicle is being powered and leaves the ground.
 * Rover shutdown sound added
 * Improvements to the active voice count in the game, allowing for slight performance gains.
 * Each suit now has a unique Death animation.
 * FIXES
 * Fixed several issues causing Multiplayer crashes which occurred when Client players returned to their base after venturing far away from it.
 * Fixed numerous Multiplayer crashes related to interacting with items in the world as a client
 * Fixed a Multiplayer issue that prevented Win 10 players from connecting to Xbox players
 * Fixed a number of performance degradation issues relating to base conduits.
 * Fixed several audio issues where sounds would persist even after the event has ended, including:
 * Biome Ambience SFX will no longer play when the player is in space.
 * In Multiplayer games, the sound effect of building loops no longer continues playing for the Client player.
 * Fixed issues with SFX being played from sources not close to player.
 * Fixed issue where Sandstorm audio would continue after the storm ended.
 * The sound of oxygen being replenished no longer persists when disconnecting from the oxygen tether before the tank has fully recharged.
 * Fixed issue where the ambient overworld wind sounds did not change when going deep underground.
 * Fixed intermittent issue where the Rover did not make any sound when driven.
 * Fixed missing audio upon Pajama Suit Astroneer death
 * Fixed missing audio upon Bubble Suit Astroneer death
 * Fixed “double death” issue with Astroneer taking fall damage and dying again when respawning after falling from a high altitude.
 * Collecting multiple resources with the Drill will no longer cause all the open slots to break.
 * Fixed issue where Resource items would float off after being blown away during a storm
 * Fixed issue where Save Slot 1 was sometimes overwritten when creating save data in Save Slot 2 and beyond.
 * Fixed minor but extremely annoying issue where newly built base conduits would not follow the hologram path.
 * Upon death, previous backpack inventory should no longer appear hovering next to the Habitat.
 * Fixed a major issue where performance would severely degrade when players opened the Options menu
 * Fixed issue where incomplete nuggets of Power were not consumed when placed on a slot.
 * Fixed issue where Terrain Tool Augments were not working correctly
 * KNOWN ISSUES
 * On Xbox One, any changes made to the options menu will not persist between sessions. This will be fixed soon.
 * Some “vocal” efforts play on the server when activated by the client.
 * Sound for some players is defaulted to 0 on startup. Get into that new menu and turn it up!
 * When the game is in fullscreen, changing resolution has no effect

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Experimental Test 002 (PLAYABLE)
How to enter the experimental build
 * Test Name: Terrain As A Resource
 * Version Number: 0.3.257.99
 * Type: Early Access (Pre-Alpha)
 * Experimental Test
 * Release Date: 11th August 2017
 * Original Post:
 * Changes
 * Gameplay Changes
 * Adding or flattening terrain requires terrain “ammo” in containers.
 * This will likely be a significant change for some people. You can no longer add terrain indefinitely, even when tethered to your base. Instead, you'll need a ready supply of collected sediment in order to add terrain to the environment. However, while flatten also requires a sediment supply during this test, we'll be updating it soon to both fill and deplete canisters depending on whether it is removing or adding terrain.
 * Deforming terrain no longer uses power
 * We've removed the power draw from deforming terrain. This means that while adding or flattening terrain now requires a Sediment supply, removing terrain is completely unrestricted, even if you are disconnected from your tether line. You'll no longer find yourself staring at your backpack's battery meter, waiting for it to slowly charge in order to continue deforming.
 * This change allows for you to think more strategically about your backpack power usage. In exchange for removing the terrain tool's power draw, we're adding more uses for power in the form of items and abilities that you'll use intermittently. We've started by having Augments draw power, but we'll be introducing lots more uses going forward. And we've also removed the backpack's "trickle" charge, so you'll have to pay more attention to your power supply when it's in use.
 * Terrain and Hydrazine are now stored in reusable Canisters
 * Every Astro will start with one reusable canister. Additional canisters can be printed from your backpack at the cost of 1 Resin. While deforming, terrain removed from the environment will fill up canisters attached to the backpack or terrain tool. If all canisters are full (or no canisters are attached), collected terrain is burned off and permanently destroyed.
 * New Items & Modules
 * Reusable Canister
 * Can hold either Sediment (terrain) or Hydrazine (with other resources to come later). Printable from backpack for 1 Resin. Not to be confused with the oxygen canister, which still costs one titanium.
 * Ammonium
 * The previous behavior of harvesting canisters full of Hydrazine directly from "fuel" crystals was not intended to be a long term solution. Mining these crystals in the wild will now provide Ammonium, an entirely new resource. Ammonium can be refined into Hydrazine at the new Refinery module. Left unrefined, Ammonium is stable and will not detonate when caught in an explosion.
 * Sediment Processor Module
 * This new module allows you to filter out the trace resource deposits contained within collected sediment. The amount of resources produced depends on the rarity of the selected resource. For the purposes of this test, you'll be able to filter out Compound, Resin, Organic, Malachite, and Laterite.
 * To use the Sediment Processor Module, gather Sediment (Terrain) with your Terrain Tool into any available canister (empty, or partially filled with Sediment) attached to your Terrain Tool or Backpack. Then, transfer the collected Sediment by attaching canisters to the slot at the top of the Module's tank. Note that you can attach partially filled canisters, so long as they contain Sediment.
 * Once the Module's tank is completely filled, attach the desired resource to be filtered to the slot on the bottom-left. (If the resource can be filtered, an indicator hologram will appear on the Output slot on the bottom-right).
 * Hydrazine Refinery Module
 * The Refinery Module is the only way to convert Ammonium into refined Hydrazine. You can also still produce Hydrazine using the Fuel Condenser (but with a few changes which are covered below).
 * To use it, gather Ammonium from purple crystals found in the wild. Then, place Ammonium on an open Input slot on the bottom of the Module, along with an empty canister on a slot along the top. You can refine up to four nuggets of Ammonium at a time (provided you have a canister for each). Press the button, and the refinery will convert Ammonium into refined Hydrazine.
 * Fuel Condenser
 * We've made some adjustments to the Fuel Condenser to make compatible with the introduction of resuable canisters, and to better balance it alongside the new Refinery. The Condenser still produces Hydrazine from power alone, but you'll now need to provide a Canister for it be stored in. Additionally, filling an empty canister now requires multiple full charges.
 * To minimize tedium, we're adding a 'Set It and Forget It" mode. Once the activation button is pressed, the Condenser will automatically re-activate each time its battery is charged until the attached canister has completely filled.
 * Aside from being a balance update, we're also using this change to potentially pave the way for automation systems going forward.

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Hotfix 197

 * Version Number: 0.3.10197.0
 * Type: Early Access (Pre-Alpha)
 * Hotfix
 * Release Date: 28th July 2017
 * Original Post:
 * Patch Notes:
 * UPDATES
 * The effects of storms have now been scaled down. They will still cause things to blow away, but your rovers will now no longer be in perilous danger whenever the wind blows.
 * FIXES
 * Upon death, ghost Astroneer corpses appear at your base.
 * When basebuilding, conduits stray of of their intended path when resin is placed on them
 * In MP games, Host players will see worklights illuminated for themselves and Client players, but Client players will not see the light
 * Issue where the transform of an object moving into the backpack isn't set correctly, resulting in the item appearing inside the Astroneer

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Experimental Test 001

 * Test Name: Gamepad Controls
 * Version Number: 0.3.240.99
 * Type: Early Access (Pre-Alpha)
 * Experimental Test
 * Release Date: 26th July 2017
 * Original Post:
 * Changes:
 * Active Grabbing
 * The right trigger now activates a state in which you are allowed to quickly and easily grab things in your vicinity. Rings will pop up notifying you of items and modules that you can pick up or interact with. Press A to then pick up your selected item, or interact with base modules and items with buttons on them.
 * Releasing the trigger while you are in the grabbed state will slot things into your hand. This allows you to freely move around the world with one item that your Astroneer is now holding. It looks rough right now, but if we decide to keep this, it will be animated so that way things aren't eating your entire body.
 * Not so fast though, there is a downside to keeping items in your hand. Instead of just using your hand as another slot, items in your hand will prevent you from using your terrain tool, because your hand is occupied.
 * B is now the designated button to "undo" or "cancel" the grabbing state. If you have something actively grabbed or in your hand, you can press B to drop it. This can be used to just drop something at your feet, or drop an item you grabbed so you can continue using the terrain tool.
 * Deforming While Using the Camera
 * Previously, the controls only allowed you to see where you were deforming by tracking the ring on the ground indicating where you were going to add/subtract/flatten terrain. This new scheme breaks that up, allowing you to still control the camera, while freely moving the terrain tool indicator ring around you. This allows greater freedom to see where you want to deform, or the ability to pan around to the next area where you are going to add or subtract terrain. Use the left stick to control deforming, and use the right to look around. What this does take away is the ability to move while deforming.
 * Quick Grabbing
 * Now you can quickly and easily grab lots of items and slot them directly into your backpack without having to actually open it. Mouse and keyboard players already have this functionality, and now gamepad players can also utilize this feature. To quick grab, hold the right trigger, and then press the backpack button, Y. This will place items directly into any open slots in your backpack.
 * Tether Placement
 * Tethers now are extremely easy to place down using the gamepad. The main way is to press down on the d-pad one time. This will put a tether into your hand, and while holding right trigger, allow you to place it anywhere you want. The newest functionality now allows you to place a tether at your feet after putting one in your hand. Press down on the d-pad again to place your already grabbed tether. This gives you the ability to place down long tether lines without ever having to use the virtual cursor.

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Patch 196

 * Version Number: 0.3.10196.0
 * Type: Early Access (Pre-Alpha)
 * Release Date: 21st July 2017
 * Original Post:
 * Patch Notes:
 * UPDATES
 * Migrated to Unreal Engine version 4.15.
 * Fall Damage model been refactored to use fall velocity instead of absolute height values.
 * A variety of error messages for joining Multiplayer games have been implemented in game and localized in all shipping languages.
 * Set up headless game server to begin dedicated server implementation.
 * Worklight object is now available in the build and printable from the backpack.
 * Distinct Gestures and Idles for Bubble, Pajama, and Bio Suits have been added
 * Adjusted FX to fire off at the right times during animations.
 * Implemented basic gameplay telemetry collection.
 * The Game no longer triggers an autosave on the first exit from the Dropship.
 * Backpack shoulder auxiliary slots can hold arbitrary items again.
 * Oxygen tank cost restored to 1 Titanium.
 * FIXES
 * Spikers should once again be visible to Client players in Multiplayer games.
 * Client players should no longer be generating different terrain than the Host in Multiplayer games.
 * Fixed a recurring crash during the object update cycle. Object updating is now more efficient.
 * Full tanks no longer appear empty to Client players in Multiplayer games.
 * The Smelter will no longer lose resource nuggets if there are no slots available on the module, nuggets will fall to the ground instead.
 * Fixed an edge-case, but annoying, issue where players are unable to proceed with the game after clicking the take-off button at the end of the landing sequence.
 * Fixed a crash that occurs when players attempt to load a previously saved game from the Main Menu.
 * Xbox players should now be able to join a previously suspended online game session.
 * Fixed a nondeterministic terrain generation issue which resulted in terrain seams around the landing zone.
 * Several fixes to the Gravity system should reduce instances of Vehicles and unearthed objects floating away.
 * Fixed issue where the Smelter would be restored to a bugged state if the game was saved during the smelting process.
 * Fixed issue where the Research Module would be restored to a bugged state if the game was saved at the wrong moment during chest unlock.
 * Fixed numerical error buildup in camera system causing jitter and drift.

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Patch 189

 * Version Number: 0.3.10189.0
 * Type: Early Access (Pre-Alpha)
 * Release Date: 16th June 2017
 * Original Post:
 * Patch Notes:
 * UPDATES
 * Implemented raw logging for join errors in MP games
 * Implemented player-facing messages for join errors in MP games
 * Rover center of gravity has been lowered, improving handling
 * Thrusters are now 10x as fun as they were before
 * Sprint can now be toggled on the Xbox GamePad by pressing the left thumbstick
 * FIXES
 * Fixed an issue where players became stuck inside the Habitat

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Patch 182

 * Version Number: 0.3.10182.0
 * Type: Early Access (Pre-Alpha)
 * Release Date: 26th May 2017
 * Original Post:
 * Patch Notes:
 * UPDATES
 * Steam now automatically uploads crash logs.
 * Backpack visual design has been updated and new animations applied.
 * Item names have been updated to better reflect their size. (e.g. Medium Rover, Large Rover, etc.).
 * FIXES
 * Fixed input inconsistencies in the Control Menu.
 * When exiting a Shuttle docked at the Vehicle Bay, the Astroneer should no longer become stuck.
 * Fixed an issue where certain objects still appeared gray after a saved game was reloaded.
 * Fixed an issue with solar panels failing to charge after loading a previously saved game.
 * Fixed a minor art overlap with the Research module hologram and research chests.
 * Even more rocks now despawn after being dug up.
 * Decorators no longer spawn on deformed terrain.
 * Vehicles no longer automatically eject Astroneers.
 * Decorators now clean up appropriately when a module is built on top of them.
 * Fixed an intermittent issue where space station launch buttons would stop working.
 * Fixed an issue where Dropships would remain on a planet if a player's game crashes mid-travel.
 * Fixed an issue where deform tools would be left behind in saved games that were generated in Multiplayer.
 * Smelters no longer generate partial resources.
 * Fixed an issue with objects floating as a player moves away from them.
 * Gas Bag explosions audio now plays correctly in Multiplayer.
 * Fixed issues with the Drill Head that prevented terrain deformation.
 * Fixed an issue where Seats printed by the Vehicle Bay could not be removed from Rovers.
 * Fixed minor audio issue with the Backpack printer.
 * Items ejected from Backpacks can once again be picked up by players in Multiplayer.
 * Fixed Winch cable issues in Multiplayer.
 * Fixed crashing issues caused by broken landing zones in Multiplayer.
 * Fixed several issues where item input indicators were missing in Multiplayer.
 * Fix an issue where player color differentiation did not persist after loading a saved game.
 * Gas bags in caves now despawn after being destroyed.

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Patch 158

 * Version Number: 0.3.10158.0
 * Type: Early Access (Pre-Alpha)
 * Release Date: 5th May 2017
 * Original Post:
 * Patch Notes:
 * UPDATES
 * Hydrazine can explode!
 * Gas hazards now despawn after being uncovered from terrain.
 * Improved research curve. Chests of the same type can now be re-researched. (This resolves an issue where some players might never see certain unlocks)
 * Added Turkish language to the build.
 * Added Early Access/Pre-alpha + Build # to on-screen overlay.
 * FIXES
 * Fixed an issue causing the occurrence of visible seams in terrain in MP or after save load.
 * Improve rover stability in MP so they no longer unrecoverably fly apart.
 * Most rocks now despawn after being dug up.
 * Fix gamepad camera behavior while in planet navigation.
 * Fix incorrect research unlock text.
 * Fix ejected resource nuggets being ungrabbable for non-host players.
 * Fix various audio cues playing incorrectly in MP.
 * Fix power cells not unlocking despite the player receiving an unlock message.

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Patch 154

 * Version Number: 0.3.10154.0
 * Type: Early Access (Pre-Alpha)
 * Release Date: 26th April 2017
 * Original Post:
 * Patch Notes:
 * UPDATES
 * MEDIUM PRINTER base module now unlocked at the beginning of new games.
 * You will no longer be required to unlock its Blueprint from Researching.
 * MEDIUM PRINTER base module will include a SMALL SEAT blueprint, available for Printing.
 * You will no longer be required to unlock its Blueprint from Researching.
 * VEHICLE BAY base module now unlocked at the beginning of new games.
 * You will no longer be required to unlock its Blueprint from Researching.
 * VEHICLE BAY base module will include a ROVER CHASSIS blueprint, available for Printing.
 * You will no longer be required to unlock its Blueprint from Researching.
 * FIXES
 * Fix for player color/suits being wrong in MP after Save game is loaded.
 * Fix for DEADLY HEAT-SEEKING storm boxes

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Augment & Research Curve Update

 * Version Number: 0.3.10153.0
 * Type: Early Access (Pre-Alpha)
 * Release Date: 21st April 2017
 * Original Post:
 * Patch Notes:
 * NEW FEATURES
 * Added tool augment system: Augment items can be attached to tools (starting with terrain tool) to upgrade or change behavior
 * Terrain tool can now be interacted with when backpack is open in order to slot in augments.
 * New unlockable augment items!
 * Terrain analyzer: Collect terrain of a particular material/color until meter is full. Once meter is full, adding terrain will use the equipped color, and subtracting terrain will filter on the equipped color.
 * Wide mod: Increases the size of the terrain tool brush while decreasing intensity.
 * Narrow mod: Decreases the size of the terrain tool brush while increasing intensity.
 * Inhibitor: Shuts down functionality. Applied to terrain tool, turns off adding/subtracting terrain, but maintains color changes and harvesting.
 * Complete overhaul of equipment unlock progression. Specific equipment unlocks are now dependent on researching certain types of chests while retaining some randomization.
 * Steeper difficulty curve: Fewer types of equipment are available at the beginning of a new game, requiring more chests to be recovered and researched to acquire everything.
 * Research chests are less common overall.
 * GENERAL UPDATES
 * Hydrazine no longer tradeable at trade module.
 * Backpack now opens to one side, if space is clear, to support tool interactions, and clear the view ahead.
 * Backpack gets illuminated when opened to aid visibility in dark areas.
 * Default terrain tool brush size and intensity adjusted.
 * Terrain tool now adds grey terrain when no augment mod equipped.
 * Terrain brush now indicates color
 * Added an interaction indicator between the Astroneer and held items.
 * In multiplayer, the indicators of other players are now visible and receive the accent color of that player.
 * Dynamite explosion power and radius now increases when multiple dynamite sticks are packed together.
 * Mellowed out camera behavior when backpack or terrain tool is out.
 * Updated vehicle code to increase stability.
 * Added new VFX for deformations.
 * FIXES
 * PERFORMANCE FIXES
 * Several significant improvements to key physics systems to improve CPU performance.
 * BUG FIXES
 * Fixed crash on load of some saved games.
 * Fix many objects falling through the world when unattended.
 * Fixed foliage floating in air after dynamite explosion.
 * Fix tethers disappearing on quick-stow if top-left backpack bundle is full.
 * Fix tethers not being placeable while sprinting.
 * Fix Astroneer's head remaining cocked until cursor is moved to a forward position.
 * Fix auxiliary slot items not automatically equipping to backpack auxiliary slots when printed.
 * Fix item unlock messages not replicating to all clients in MP.
 * Fix various MP desync issues.

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Patch 131

 * Version Number: 0.2.10131.0
 * Type: Early Access (Pre-Alpha)
 * Release Date: 17th March 2017
 * Original Post:
 * Patch Notes:
 * CONTENT CHANGES
 * 8 new rock-based discoveries available for research
 * SAVE FILE CHANGES
 * Can delete saves
 * Saves use fixed numbered slots
 * Most recent save selected by default
 * Disable starting new game when saves full
 * TWEAKS
 * Reduced camera auto-adjustment so it interferes less when using gamepad
 * Updated attenuation settings on refinery audio. No longer playing as 2D.
 * Adjusted the Terrain cursor analog stick motion curve
 * PERFORMANCE
 * Improved physics update efficiency.
 * Plant Materials updated to be less GPU intensive.
 * Major optimization to base networks and tethers.
 * Significantly reduce network bandwidth usage.

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Patch 125

 * Version Number: 0.2.10125.0
 * Type: Early Access (Pre-Alpha)
 * Release Date: 16th February 2017
 * Original Post:
 * Patch Notes:
 * NEW CONTENT
 * Dynamite now craftable from backpack (takes one Aluminium)
 * New dynamite art, fx, audio
 * Dynamite can now be used to destroy base buildings and other objects
 * Added character idle animations
 * Added 9 new discoverable wrecks, including their collectible items within
 * Additional organic research (Artifacts) items added
 * Updated Dropship model art
 * Updated RCS thruster effects for Dropship
 * Updated model art for Trade platform
 * Updated model and FX art for Smelter
 * Added new refinery / smelter audio
 * Added sandboxing of saved games when running the Steam Experimental branch.
 * Improved game pad support on launch menu
 * Performance improvement: Added a system for fully despawning decorator sets as you move away from them.
 * Slight GPU performance improvement to terrain (use 16 bit indices)
 * FIXES
 * Researching an item when you have already researched all recipes will no longer "use up" that item in regards to when future updates add new recipes.
 * It will now also give you a resource.
 * Fixed several issues with how decorator states were saved and restored.
 * Fixed race condition causing occasional anomalous terrain generation.
 * Seed fixes, including shift-click issue and seeds growing in backpack
 * Fix save game issue where conduits don't attach after saving a leaf and building platform
 * Fix save game issue where conduits nubs don't disappear after a save game and using dynamite on the leaf
 * Updated oxygen tank fill looping sound. Fixed Xbox bug that caused it to play at full volume.

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Patch 119

 * Version Number: 0.2.10119.0
 * Type: Early Access (Pre-Alpha)
 * Release Date: 21st January 2017
 * Original Post:
 * Patch Notes:
 * Cross-play multiplayer between Xbox One and Windows 10 Store PC versions now works!
 * Fix up the way that objects with research items get dug up. You can now kill hazards without uncovering their buried research item.
 * Make spikers destroy after a bit when you dig them up.
 * Spikers can be jumped on without hurting you, like that jellyfish scene from Finding Nemo.
 * Improve the distance at which objects have physics, allowing (for example) zebra balls to roll further from player
 * Fix the disappearance of vehicles and items, particularly when frame rates are low.
 * A couple surprises you'll have to discover.
 * (Added two new marbles)

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Patch 117

 * Version Number: 0.2.117.0
 * Type: Early Access (Pre-Alpha)
 * Release Date: 9th January 2017
 * Original Post:
 * Patch Notes:
 * Fix four major crashes including one that could prevent saves from loading, and one that could occur on MP join.
 * Fix issue where some unburied discoveries would not simulate physics after reloading a save.
 * Fix very bad performance when training together many rovers or trucks.
 * Fix trade module save behavior. All existing lost trade ships in save games should return to earth (possibly after doing the wrong trade, but all new saves will work properly)
 * Bring in physics freeze distance by a bit, reducing incidence of cases where objects fall through ground. (More improvements incoming).

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Patch 115

 * Version Number: 0.2.115.0
 * Type: Early Access (Pre-Alpha)
 * Release Date: 29th December 2016
 * Original Post:
 * Patch Notes:
 * Ensure that players joining a Steam MP session are friends with someone currently in session.
 * Fix for client Condenser exploit that would allow player to take unfilled fuel canister.
 * Fix for research item exploit where player could save game after getting item, and reload.
 * Fix for clients not seeing correct light and oxygen state on tethers.
 * Fix for clients being unable to hear anything in SFX category of sounds.
 * Don't allow player to enter vehicles while interacting/holding anything else.
 * Updated the bones discoveries so they have random orientation to terrain.
 * Updated the Discovery version of Geysers to not include snapping points.

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Patch 111

 * Version Number: 0.2.111.0
 * Type: Early Access (Pre-Alpha)
 * Release Date: 22nd December 2016
 * Original Post:
 * Patch Notes:
 * Fix invert Y for gamepad applying to cursor motion
 * Controls screen accessed from pause menu now correctly displays controller buttons when using controller.
 * Fix host's gamepad cursor becoming bugged when a client joins
 * Fix ability to pick yourself up while in a seat, and being unable to leave seat.
 * Fix bug where after loading a save, unplaced dropships would freak out.
 * Add ability to enter seat even when it's detached from a vehicle
 * Add ability to sit in a dropship while mounted on a vehicle
 * Allow the 2 expansion slots on backpack to use Filters, Tanks, and Tethers
 * Fix exploit allowing player to trade for infinite resources by thieving the item like a pirate while launching
 * Fix bug that would not allow a full oxygen tank to save an Astroneer from suffocating
 * Cut value of Fuel in half on Trade module
 * Double power requirement and production time of Condenser
 * Fix known physics problems when attaching things to large storage on truck
 * Fix bug allowing player to make building platforms after a conduit hub has already been branched.
 * Change the Shuttle/Spaceship conduit hub type to the same as the habitat
 * Allow Shuttle/Spaceship to reattach to previously created hubs
 * Fix algorithm that picks the height of new base platforms, so that flat terrain makes flat base

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Patch 108

 * Version Number: 0.2.108.0
 * Type: Early Access (Pre-Alpha)
 * Release Date: 20th December 2016
 * Original Post:
 * Patch Notes:
 * Fixed deadlock causing freezes on many people's machines, especially those with dual core CPUs.
 * Fixed 10 different crash issues affecting save reloads, multiplayer joins, and general gameplay.
 * Decreased performance impact of distant objects.
 * Fixed certain performance problems that appear after loading a save.
 * Optimized tether networks to significantly improve framerate performance.
 * Tethers now go dark when disconnected from their sources.
 * Properly disabled VR plugins.
 * Changes mentioned in a later patch:
 * Fix issue where resources hover out of backpack on loading save
 * Fix Popper hazards spawning new research items on save load
 * Likely fix for client being unable to click launch buttons with mouse

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Patch 90

 * Version Number: 0.2.90.0
 * Type: Early Access (Pre-Alpha)
 * Release Date: 16th December 2016
 * Patch Notes:
 * Game goes to unplayable framerate upon going underground. Seems an issue with computing reverb on certain hardware. We've disabled reverb for now and will investigate later.
 * Fix for 100% crash for users with Intel Core2 Duo and Core2 Quad processors.
 * Fix for SteamVR launching alongside the game. We don't have VR support!

Historique_des_versions