--------------------------------------------------------------

BUG FIXES:

 

- Command Center didn't calculate it's energy correctly.

- Player won't be able to select and swap empty slots in the inventory and storage.

- Inventory slots properly reset their function if we closed inventory/storage with slot selected.

- The object won't fall through the landscape in a larger cluster of objects

- Doors Open/Close sound won't stop playing if sound effect settings ever are set to 0.

- Fix for doors open event triggering animation after few seconds of delay, rather than instantly.

- Fix of 53 background calls to nonexisting objects.

- Karenos outdoors Ambient won't restart if anything makes any sound louder than the ambient.

- Buildings ambients won't stop playing if too many sounds play at once.

- Opening door sound effect won't take priority to mute interface activation sound effect.

 

--------------------------------------------------------------

IMPROVEMENTS/CHANGES/ADDITIONS:

 

- Quick Reference Bar added to the game (similar to hotkey bar, reference bar will not directly contain items but will allow a swift check and use of an item from the inventory or inform the player that the item is no longer in his possession)

- 5 Quickslot controls added to the controls tab.

- Save/Load system will now save quick reference bars and load them to correct characters within the game.

- Every character able to be possessed has their own Quick Reference bars with the correct size depending on character equipment and in the future skills (At the time maximum of 5 slots).

- Optimization of all outer armor textures (buildings). (lowers memory requirement)

- Optimization of all normal maps mega atlases. (lowers memory requirement)

- New Component type item added to the project (Basic Electronic Repository)

- Basic Electronic Repository blueprint added to the MMC.

- Scanner blueprint rebalancing.

- Improved Save/Load System to allow Saving and Loading Underground Ore Deposits.

- Underground Ore Deposits content and discovery marks are now saved and their data transmitted directly to RTS system (Overseer System) on load.

- Minor visual improvement of all crystalline liquid panels (all type of solar panels).

- All Item based objects (stimpak, nutrino bar, ore and so on) can now detect the player location and based on it change their own detail settings, visibility, shadows quality, and physics to increase overall performance.

- Item-based objects have a much more sensitive collision detection which should prevent object clipping, falling through the landscape and flickering when objects are hitting each other at larger speed.

- A small adjustment to notification messages only high priority notification such as tutorial messages will have a sound notification.

- Improved visual effects of holo sing.

- Refresh of all door animations in the game with the use of the new float base animation system.

- Doors sound effect is now spawned in the correct location within the door and destroyed after the correct event.

- Construction bot call sound effect lowered to reduce audio clipping.

- Doors locked / incorrect password / open sound effect lowered to reduce audio clipping.

- Holographic Character presentation takes over 95 % less Memory to properly showcase all post-processing effects.

- Pener-07 Ammo Screen scaled up to fit the weapons screen.

- Ore Extractor dig sound effect lowered by 20 % and sound range increase by 30 %.

- Added direction sings to Epsilon Base.

- Added Level of details to Karenos Landscape (minor performance boost)

- Light improvement in the Gemini Base (minor level performance improvement)

- Additional security added for all buildings to make sure that correct "plug" is loaded after starting the game from older saves.

--------------------------------------------------------------

--------------------------------------------------------------

BUG FIXES:

 

- Hydrogel Purificator is not presented correctly while building by C.A.T.

- Default Unreal Icon was set in place of Penkura.icon in task manager and toolbar.

- Unreal Icon appears on the Game Window with an incorrect name.

- Penkura is shown as UE4Game in the Windows Task Manager.

- RTS Arrow Connectors spawn inside buildings and already used connectors.

- Stimpaks hover in the air if dropped from the backpack.

- Load system won't remove Editor placed buildings from the game.

- Save system won't add editor created content to new versions of the game if loaded from the older game version.

- Missions log didn't save entire missions description on mission update, showcasing only the current point of the objective rather than all of them.

- Tirix Fusion Power Plant provides energy even when it's turn off.

- Tirix Fusion Power Plant emergency shut down didn't reset its animation.

- Tirix Fusion Power Plant ambient sound plays even after being shut down.

 

--------------------------------------------------------------

IMPROVEMENTS/CHANGES/ADDITIONS:

 

- 59 animations of doors, tramps, player, buildings, etc. are adjusted for project transfer to new engine version.

- Clean up of 31 background calculation scripts (increase in performance by an average of 6%)

- Elimination of 132 empty ticks working in the background (minor performance boost)

- Project engine update to a newer version.

- Each screen showcasing building status is now refreshed only when the player is in the observation distance, rather than each frame. (small performance boost)

- MMC screen will refresh its information when the player is directly interacting with the machine or machine is in the process of item creation, rather than each frame (small performance boost)

- CCC screen will refresh only when a player is directly effecting RTS, BOT or Command Center status, rather than each frame. (small performance boost)

- All construction in the game calculates their Z position by the Z position of nearest "Command Center" rather than per construction. (lowers preload calculation)

- Small static object connected to each construction is now merge with the main building layer lowering objects to load. (small performance boost).

- Ore Extractor sound lowered by 20% and increase its range by 10%.

- Beacon sound lowered by 10%.

- Minor graphical improvement to Hydrogel Purificator.

- Save/Load system updated to remove buildings placed by developers if the player removes them by destroying them or dematerializing them.

- RTS Arrow Connector System is written from the ground up with the use of a new tracing system.

- RTS system will now provide energy and oxygen to all buildings in an asynchronous manner which reduces hitches on massive player basses.

- RTS building snap system now calculates its position based on the building entrance/exit rather than building offset. (fix for small offset errors while placing buildings).

- Significantly reduce RTS system calls and triggers when the game starts by an average of 70% (reducing the chance for any error and speeding upload).

- RTS Arrow Connectors are now created based on RTS requirements rather than buildings. (reducing the number of unneeded objects in the game)

- Buildings support legs calculate their position and offset based on the entire base position relative to their Z offset from the terrain before they are spawned in the game by the RTS system. (fix for performance hitch while placing a building).

- Added object clustering system, merging distance object into a single mesh. (boost to a performance by up to 8% depending on the number of objects on the screen)

- On load landscape, the foliage will now automatically disappear in and around buildings rather than slowly disintegrate as if the building was just placed by the player.

- Atmo. Airlocks spawned by buildings (not directly by the players) will also disintegrate landscape foliage.

- Lowers the amount of "game start" calculations made by each base from 52 to 9 dramatically lowering its CPU usage in the first few ms. (speeds up the game load and removes hitch at the start of the game from the base site)

- Buildings and bots will now have pre-set base affiliation rather than on game start c.

- Minor improvement to save/load system background calculation. (game load speed increase by around 10 %)

- Computer controls for Doors and holographic pointers are now calculated per player effect, not in the game per tick manner. (small performance boost)

- Added levels of details to:

 

| Gemini Main Temple

|

| Gemini Secondary Temple

|

| Gemini Cave System

|

| 7 sections of tramp tunnel

|

| All Gemini boxes, barrels and other containers

|

| Gemini Generators

|

| Gemini Underground base objects

|

| Gemini main base

|

| Gemini Lamps

|

| Gemini Tramp

|

| Gemini Tunnels and Registration Office

|

| Gemini furnitures

|

| Gemini NPCs

|

| Gemini Tramp elevator

|

| Hydrogel Purificator

 

- Minor improvements to Gemini Lights.

- Minor improvements to Gemini Occlusion system.

- Improvements to Atmo. Airlock Level of details (lights won't disappear at a short range)

- Save files are now tagged by the game randomly generated seed in preparation for any randomly generated systems in the future. (old save files before the change will adjust themselves automatically to new game version)

- Asynchronous load system will now load objects between 30 to 50 % faster. (depending on the save size)

- Save and Load system will now recognize editor (non-player) placed objects, systems, scripts, animations, and sound.

- Save system is now able to save and load scripts created by other scripts for gameplay purposes (for example randomly generated items in randomly generated storages with randomly generated effects)

- Improvements to Save/Load version conversion system (old saves will now much more smoothly adjust them selfs to a new updated version of the game, lowering need for new save files only to critical patch changes)

- Project clean up (reduction in game size)

- Audio volume adjustments for minor sound effects.

- Added "Lock" function to containers (at the moment nonplayer controlled). If the container is locked, a message will appear on player text board and sound effect will be triggered.

- Added randomly generated loot system to containers, and building containers.

- Added "player interaction" check for all storages, containers, backpacks, and machines that use storage system to prevent the game from recalculating their content after every load/save/new game.

- Dark Matter Cola texture improvemenet.

- Mission log is now able to update already updated part of the mission if the criteria of the missions changes, by the player or the background system.

- Mission log will now update entire descriptions and all pointers in the background if the player closed mission log with the mission already selected.

- Mission log will now print description and pointers only when player directly selects the mission (prevents minor hitches on mission update)

- Mission log doesn't have to be manually refreshed if the mission is updated while players are already interacting with the log.

- Save/Load system will now properly load and save all missions in the missions log and will adjust properly to all changes made to the saved missions.

- Added crash security in Save/Load system, if the system tries to load or save nonexisting part of the game (or corrupt) it will skip that section of the file and keep saving or loading to prevent the game from crashing within the compressed file.

- Added additional Storyline elements.

- Glass and metal materials now calculate reflection per object instance preventing any outside lights from effecting any transparency/reflection effects.

- Improvement to shadow calculation on higher shadow settings (minor performance increase)

- Save system is now able to ignore already saved data if changes are made by the developer to the core game elements, allowing to add nonexisting content to the save file when such content was never stored in the project at the time of the creation of that save file.

 

--------------------------------------------------------------

--------------------------------------------------------------

BUG FIXES:

 

- Spawners didn't spawn Tier - 1 beings on the map because of the map size and inability to properly calculate world terrain. C.F.S (Crash Freez Shield) system disabled mobs to prevent background looping.

- Tirix Fusion Power Plant manual reset station didn't print correct information when hovered on buttons and lever.

 

--------------------------------------------------------------

IMPROVEMENTS/CHANGES/ADDITIONS:

 

- Added the first version of self-adjusting AI to the project.

- Changed AI calculation system from self-depending calculating system to a hive mind system dramatically improving performance on open world locations (One mind to rule them all).

- AI will now detect other near AI and "borrow" their terrain calculation to safe CPU when calculating movement routs.

- AI will now map area around itself depending on the player location rather than the entire map.

- AI will spawn and despawn itself to improve performance depending on player position around the map and locations of closes spawn points.

- AI will interact with the player and lose interested if certain conditions are met.

- AI will adjust self-health and self-resistance depending on possessed being.

- Player, Bot, and AI are on different trigger layers to make sure triggers activate only when needed.

- Improvements to foliage render should prevent sudden popping of different level of details, unnatural specular (when no light source is located nearby) and re-rendering the same foliage twice (small performance boost).

- New highlight and object classification system. Object registration is now over 400 % faster. (small performance boost).

- Adjustments to highlight image effect.

- Added Ambient sound to Power Storage when activated.

- Changes to building classification. Building are now classified as (Main Structures),(Support Structures),(Defense Structures) and, (Misc).

- Buildings in the RTS system are now displayed under new classification.

 

--------------------------------------------------------------

--------------------------------------------------------------

BUG FIXES:

 

- Hydrogel Purificator and Tirix Fusion Power Plant have visual errors in 3d holographic presentation.

- Text window blinks if multi messages are given at once.

 

--------------------------------------------------------------

IMPROVEMENTS/CHANGES/ADDITIONS:

 

- Ambient Occlusion added to the camera rendering process.

- Ambient Occlusion Checkbox added to Main Menu.

- New foliage type added.

- Biometer Ring now provides critical status by voice.

- Added Low Oxygen level, Critical Vitals and Below 40 % Oxygen audio cues.

-Biometer Ring now checks player status more precise.

- Changes to player Vital (possitive or negative) are now printet on text window.

- Points of interest discovered by the bot will now be saved to the player map.

- Small improvemenets to foliage placement system (should be less empty spaces randomly found in the forest).

- Update to Trees level of details (small performance boost).

- Update to rock formation level of details and shadow render (small performance boost).

- Complete model change of all mountains.

- New Item added to the game (Neuclir the Antitoxin shot)

- New blueprint for crafting added to the game.

- Save system now saves buildings energy and oxygen status.

- New save system added to Penkura, should reduce load time and lower the chance for error while loading.
(old save files will adjust to the new save system automaticly).

- Improved occlusion to all Ancient structures (small performance boost).

- Added new level of details to Hydrogel Tank Structure and improved occlusion (small performance boost).

- Added level of details to Power Storage, Lamp, Ore Extractor, Tunnel Type (I, I Windowed, T, T Windowed, X) Solar Panels, and Beacon structures (small performance boost).

- MMC and CCC are now occlude with the new system (small performance boost).

 

--------------------------------------------------------------

--------------------------------------------------------------

BUG FIXES:

 

- Location text, time text, and Status text (appearing in key events) slow down the game till it disappears.

- On rare occasion, an incoming message window didn't disappear after the end of the call.

- 3D map can't be interacted with if we interacted with any 3d user interface such as MMC or CCC.

 

--------------------------------------------------------------

IMPROVEMENTS/CHANGES/ADDITIONS:

 

- Map system will now show each discovered point of interests.

- Markers in the map system will now display their name when hovered over.

- Map system will now show each OWNED bots/drones.

- Added legend to map.

- Update to object highlight system (improved system should showcase object name much more clearly and display an icon showcasing what effect will be done to the object)

- Improvements to camera render and antialiasing (objects, particle effects, and light effects should be much sharper putting fewer strains on the eyes)

- Player and points of interest markers now show their correct name when hovered over.

- Points of interest adjust marker icon depending on type.

- Points of interests text and animation adjusted to the new optimize system.

- Save system will now check if any points of interest were discovered and save properly.

- Added animation and graphical improvement to call message.

- Added sound informing the player of an incoming message.

- Player request changes to tutorial message font. (bigger and easier to read font)

- Added animation to the tutorial message window.

- Dialog system NPC text will now estimate the speed of the voiceover and implement speed according (for performance sake this effect have a small power in the background calculation which may lead to text becoming sligthly faster or slower)

 

--------------------------------------------------------------

--------------------------------------------------------------

BUG FIXES:

 

- Footsteps volume slider didn't update the footsteps sound effect.

- Asphyxiation didn't take any health points.

 

--------------------------------------------------------------

IMPROVEMENTS/CHANGES/ADDITIONS:

 

- Added P.D.R system (Point Direct React)

- Improvement to Camera Shaders (minor graphical and performance boost)

- Added one footstep sound effect to every footstep variation to increase sound randomness.

- Added Voiceover volume slider in the main menu.

- Improvement to sound blending. (Ambient sound should not get silent if too many other sounds are present at the same location/time)

- Minor adjustment to the player marker on the map to make it more visible.

- Minor graphical improvement to "Object Name Interface" on hover. (Object names should be more readable)

 

--------------------------------------------------------------

--------------------------------------------------------------

BUG FIXES:

 

- Map can be used when storage UI is active.

- Map can be used when in Main Menu.

- Weapon can be holster/reloaded when in storage.

- Weapon can be discharged while in Main Menu.

- Items that can switch their function can be activated while in storage, main menu.

 

--------------------------------------------------------------

IMPROVEMENTS/CHANGES/ADDITIONS:

 

- Improvement to RTS building spawning system. (building should from now on always spawn with correct collision and in-side player detection system).

- Each building will now calculate player position based on the player local position of that current building rather than overall player position in the base. (fixes for ambient sound, oxygen transfer and light/shadow activation)

- New Buildable building added to the game (Power Storage).

- New blueprint added to the RTS system.

- Minor graphical improvement to CCC.

- Collision improvement to Trees roots.

 

--------------------------------------------------------------

--------------------------------------------------------------

BUG FIXES:

 

- Door button won't activate in the storage room (in introduction level)

- Main Menu screen stays on the screen after load.

- Frame drop at the end of the crew quarters corridor.

- On rare occasions, the cursor didn't react on 3d interfaces if the game was launched in windowed mode (detected on Windows 7, not seen in any other OS)

- RTS UI stayed on screen if the player loads the game while being in the RTS mode.

- Tunnels I, X and T build hologram was placed inaccurately when hovered over "Bounding Arrow"

- Atmo. Airlock build hologram was placed inaccurately when hovered over "Bounding Arrow"

- Some of the sounds are not affected by the audio settings.

- Buildings on rare occasions didn't spawn plugs or stairs.

 

--------------------------------------------------------------

IMPROVEMENTS/CHANGES/ADDITIONS:

 

- Map System added to the project.

- The cursor on 3D User Interface isn't any longer System Base but rendered directly in the game.

- 3D UI based cursors will now stay on the screen where it was last left by the player.

- Every 3D UI is now on separate trace layer. (Player Input should never be ignored by any other collision or trigger)

- Interaction modification to all 3D based interfaces (MMC, CCC, Computers, Map)

- CCC stops and resumes stats calculation depending on if the player or bot is close enough to actually see needed information. (minor performance boost).

- CCC Bot preview graphical improvement.

- RTS Building and bot preview graphical improvement.

- Buildings plug system is rewritten from the ground up. (should prevent the system from not spawning correct plugs when no other building is connected)

- Render adjustments to object (building and bot) preview system (minor performance boost when previewing objects in RTS, CCC, Character View)

- Player Icon added to the map system.

- Map System is set dynamically by beacons set by player and ones already place in the game.

- Player Icon is dynamically set on the map based on Beacons location X and Y.

- The map can be zoomed out (if the tablet detects that the map is bigger than the screen printed on) and zoomed in.

- Visual update to skybox.

- Karenos level clean up (slight performance boost).

- Introduction level clean up (slight performance boost).

- New points of interests added.

- Tunnel I Windowed, and Tunnel T Windowed added as buildable objects.

- Two new buildable blueprints added.

- Terrain collision improvement (Player now will be able to more easily enter and leave caves)

- Adjustments to game "on move blur" and to "distance blur effect" (for players that reported motion sickness)

- Continue button now appears only on the main menu level.

- Visual update to Atmo. Airlock build hologram.

 

--------------------------------------------------------------

--------------------------------------------------------------

BUG FIXES:

 

- Trees spawn in the rocks.

- Tunnels Type X and T didn't blend lights correctly.

- Buildings didn't optimize lights and shadows if a player takes control of a bot.

- Tunnels Type T and I Windowed didn't provide oxygen.

- After taking over a bot, highlighted object name flickers on the screen.

 

--------------------------------------------------------------

IMPROVEMENTS/CHANGES/ADDITIONS:

 

- Implementation of "LionsRoar" audio control system.

- Buildings can now effect Ambient and Music.

- Locations such as Caves can now effect Ambient and Music.

- Playable Levels will now affect Ambient and Music based on time of the day.

- Added Music for Cave Systems.

- Added Day/Night Music to Karenos.

- RTS mode activates "LionsRoar" to set proper music / ambient.

- Taking over any bot or returning to a player, activates "LionsRoar" and checks their environment to set proper ambient/music.

- Volume adjustments to large gates.

- Graphical update to atmospheric colors and density.

- Minor Graphical improvement to Ore Extractor.

- Update to foliage render range.

- Over 70 changes to background calculations and garbage collection (should significantly reduce the number of hitches in the game).

- Improved Foliage Spawn system (tree won't spawn inside of rocks, boulders or mountains).

- Light and shadow adjustments for better performance and small graphical improvement to clear out minor shadow errors.

 

--------------------------------------------------------------

--------------------------------------------------------------

BUG FIXES:

 

- New Game function didn't load levels properly if there are any Save already in the game.

- Buildings duplicate their furniture when Loaded from a save slot.

- (On rare occasion) RTS System can't find proper storage if the game is loaded from save slot.

- (On rare occasion) Items disappear from main storage if the game is loaded from save slot.

 

--------------------------------------------------------------

--------------------------------------------------------------

BUG FIXES:

 

- Test fix for player passing through the tramp wall when standing still.

- Falling through the elevator floor on weaker machines.

- Can't jump after exiting the tramp in the introduction level.

- Sun slightly shakes when moving on weaker machines.

 

--------------------------------------------------------------

IMPROVEMENTS/CHANGES/ADDITIONS:

 

- Tramps, elevators, doors, beacons, ore extractors animations are changed from physics-based to location set base. (Test fix for players passing through the walls of fast moving objects when standing still).

- Object optimization in the introduction level (minor performance boost).

- Another set of improvements to the save system (saves should be more stable and on load, functions should be slightly faster on weaker machines).

- Collision update to all caves.

- Minor changes to how the position of the Sun is calculated.

 

--------------------------------------------------------------

--------------------------------------------------------------

BUG FIXES:

 

- Medbay didn't provide oxygen to the player if spawned in the corners of the room.

- Power plant didn't spawn correctly object after creation.

- Power plant didn't dematerialize itself properly leaving some of the items floating in the air.

 

--------------------------------------------------------------

IMPROVEMENTS/CHANGES/ADDITIONS:

 

- RTS system now understands that some buildings should not be destroyed.

- UI improvements to RTS system (on building select)

- Penner-07 now fires a projectile that calculates their own damage, speed, range and penetration power based on the triggering function effect.
(Bullet knows what they are based on what shoot them out, fixing all issues with damage, range, speed, and armor effects)

- Bot calculates its state on each change rather than on each call (fix for bot not having an effect when shooting at)

- New content added to the "Ancients"

- Audio Balance to footsteps.

- Graphical Improvements to Medbay

- Graphical Improvements to Lazarus Bed

- Added Animation, Sound Effect and Light Effect on Open/Close Lazarus Bed

- Graphical Improvements to Rejuvenator Bed

- Improvements to object camera rendering relation (minor performance improvement)

- Every shadow from lights in every build-able building was programmed to change its quality base on distance from the player (performance boost)

- Lights from every door were unable to check for player location after the first trigger, resulting in them always casting shadows. (minor performance boost)

- Building - Hydrogel Facility (Hydrogel Purificator)

- New Building Blueprint Added (Hydrogel Purificator)

- Minor Improvements to RTS UI. (Long names go beyond text box)

 

--------------------------------------------------------------

--------------------------------------------------------------

BUG FIXES:

 

- Camera sometimes spins when interacting with focusable objects.

- Player didn't showcase proper name at the start of a new game.

- When Mission title appears on the screen user interface is unclickable till it disappears.

- Mission Update interface blocks access to other user interfaces till it disappears.

- On Load MMC and CCC may not trigger on interact.

 

--------------------------------------------------------------

IMPROVEMENTS/CHANGES/ADDITIONS:

 

- New foliage added.

- New content added to "the natives".

- New Consumable item added.

- Two new materials items added.

- Two new components items added.

- Two new MMC blueprints added.

- Ore and Mineral veins adjusted to new content.

- MMC and CCC blueprints adjusted to new content.

- Added security system to save / load system, if spawn error accrues (spawning player below ground or in center of map) it will spawn player in the default position and set up entire game session around it.

- Save / Load system now checks the trigger of every interactive item. (CCC and MMC included)

- Improvements to global terrain material.

- Visual improvement to Karenos landscape and foliage.

- Added more visible connection between the cave system and Epsilon Base.

- Improvements to focus system fixing problems with camera rotation.

- Minor graphical improvements to MMC user interface.

- Some items didn't print correct interaction name when used.

 

--------------------------------------------------------------

--------------------------------------------------------------

BUG FIXES:

 

- Dialog with Neurocore didn't print answers after one of NPC dialog trigger.

- Level of details fixes to static objects from patch 0.1.1.

- Objects dropped in Medbay didn't spawn with physics on.

 

--------------------------------------------------------------

IMPROVEMENTS/CHANGES/ADDITIONS:

 

- Collision improvements to new content from patch 0.1.1.

- Collision improvements to all trees.

- Light/Shadow now affect materials with translucency without creating overlaps (minor performance increase in rooms with windows)

- Adjustments to fog density, color, and view range distance.

- Solar Panels now adjust their angel to the sun location rather than fixed by time location.

- Improvements to minimize performance hitches when ambient light changes from Day type to Night type.

 

--------------------------------------------------------------

--------------------------------------------------------------

BUG FIXES:

 

- MMC "Create one" button can be triggered while MMC is at work which will consume items but won't provide any items.

- MMC "Create All" button could randomly trigger the creation of an empty slot, breaking crafting list.

- Scanning sound in MPS is permanently silent after a successful scan.

- Cave Ambient and Temple Ambient sound won't rise if Ambient sound in Main Menu was once set to 0.

- Bluefloir and Subincar didn't show description after the scan.

- Gracheri was unpickable.

- Main Menu controls duplicated when loading the game.

- Some tutorials could be triggered twice.

- "Into the Void" Quest update 2 triggers twice.

- Dr. Januszkiewicz computer triggers quest update each time player retriggers computer.

- Reload Animation didn't trigger when reloading your weapon.

- Hydrogel Purificator could provide more oxygen than the player is able to contain.

- Mouse Sensitivity Slider didn't affect mouse settings.

- Buildings Holographic presentation didn't stick to the Terrain if it does not contain and adjustable legs.

- Buildings without adjustable legs didn't spawn on the correct height when building on an uneven surface.

- Buildings with only one connector were not detected by the system to be bound with other connectors on hover.

- Building Tunnel Type X didn't reset his connectors on the switch.

- Powerplant didn't hide its connectors after leaving RTS system.

- Messages from NPC were not saved properly.

 

--------------------------------------------------------------

IMPROVEMENTS/CHANGES/ADDITIONS:

 

- Added new playable area.

- Cave system on the second level is now open to both playable areas.

- New Dialogs added.

- New points of interest added.

- Hydrogel Purificator now checks player current oxygen and calculates the amount needed to fill player oxygen tank up to max 100 Units of oxygen at a time.
(Hydrogel Purificator won't waste unneeded oxygen).

- Visual Update to Keypad Input IU.

- The player from now on will holster his weapon/tool whenever dialog is starting.

- Improvements to communications between buildings, bots, player and stats system. (fixes issues with MMC, CCC sometimes refusing to activate)

- Visual Update to Gracheri.

- Med-bay graphical update.

- Bioms will now adjust global fog depending on player location and time of day.

- Minor adjustments for camera sharpness and additional view effects.

- Unbuild buildings will now show their connectors to allow base planning.

- Character View now has a real-time view of the controlled being, machine.

- Oxygen and Energy are now calculated by the new formula (minor performance increase, fixes issue with stats not displaying properly)

- MMC system is written from the ground up to provide more stability. (MMC won't freeze if the player is far away from the base)

- Added new functions to add 1, 5 and 10 units of an item in MMC.

- Added a new function to remove 1, 5 and 10 units of an item in MMC.

- Items in the "to create list" located in MMC can now be swapped with each other.

- Create One button now creates one unit of an item from the list or if the list is empty a selected item from the blueprint list.

- Minor improvements to MMC User Interface.

- Beacon added to buildable buildings.

- Day/Night Cycle system code clean up, Sun angle and Moonlight intensity calculation improvements (slight performance increase)

- MPS Geological scan is now able to distinguish between ore veins and show the distance to the closest.

- MPS Geological scan will now show how many ore veins it's detecting rather than only showing which one is the closest.

- Minor visual improvemenets to MPS UI and Main Menu.

- The objects are now directly attached to the player which allows them to be affected by animation (flashlight slightly lags behind by being adjusted by player torso)

- Background Quest system related errors fixed. (Quest will now trigger without game "hitches")

- Project Cleanup. (minor change in game size)

 

--------------------------------------------------------------

--------------------------------------------------------------

FIXED BUGS:

 

- The player cannot jump or crouch while Dialog with NPC is activated.

- Show FPS, V-Sync didn't update Main Menu icons, after reset.

- Split slider in Inventory didn't update.

 

--------------------------------------------------------------

IMPROVEMENTS:

 

- Unnecessary Cameras removed from the game, a minor increase in performance.

- Escape won't open the main menu from Inventory/Log/Character View screen but just close inventory screen.

- Leave Button removed from Storage window. Escape Input is now used to leave Storage.

- Leave Button removed from MMC (Crafting Screen) Escape Input is now used to leave MMC.

- Leave Button removed from all computers screen. Escape Input is now used to leave their screen.

- Leave Button removed from CCC. Escape Input is now used to leave their screen.

- Camera placement adjusted for CCC, MMC and all interactive computers.

- CCC, MMC and all computers will now remember player Field of View when used.

- The bot can now use Escape Input to close Storage/Inventory/Log/Character View window.

- If a player has access, buildings windows can now be open.

- Text log will now inform player if his inventory is full while trying to pick up an item.

- Visual adjustments to Loading system.

- Empty Inventory slot now requires only one click to have an effect rather than two.

- RTS system will now support Edge Scrolling.

- RTS Camera center point is now visible to help with camera orientation.

- Added Player Camera X and Y Invert Options to the Main Menu Controls.

- Added RTS Camera Y and Y Invert Options to the Main Menu Controls.

- Highlight and Interact function share same system, (Interact button will now always trigger)

- Calculation optimization for Nutrition, Energy, Health, Shield, Integrity (minor performance boost)

- Join Discord message added to the Game Menu.

 

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FIXED BUGS:

 

- The player cannot jump or crouch while Dialog with NPC is activated.

- Show FPS, V-Sync didn't update Main Menu icons, after reset.

- Split slider in Inventory didn't update.

 

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IMPROVEMENTS:

 

- Unnecessary Cameras removed from the game, a minor increase in performance.

- Escape won't open the main menu from Inventory/Log/Character View screen but just close inventory screen.

- Leave Button removed from Storage window. Escape Input is now used to leave Storage.

- Leave Button removed from MMC (Crafting Screen) Escape Input is now used to leave MMC.

- Leave Button removed from all computers screen. Escape Input is now used to leave their screen.

- Leave Button removed from CCC. Escape Input is now used to leave their screen.

- Camera placement adjusted for CCC, MMC and all interactive computers.

- CCC, MMC and all computers will now remember player Field of View when used.

- The bot can now use Escape Input to close Storage/Inventory/Log/Character View window.

- If a player has access, buildings windows can now be open.

- Text log will now inform player if his inventory is full while trying to pick up an item.

- Visual adjustments to Loading system.

- Empty Inventory slot now requires only one click to have an effect rather than two.

- RTS system will now support Edge Scrolling.

- RTS Camera center point is now visible to help with camera orientation.

- Added Player Camera X and Y Invert Options to the Main Menu Controls.

- Added RTS Camera Y and Y Invert Options to the Main Menu Controls.

- Highlight and Interact function share same system, (Interact button will now always trigger)

- Calculation optimization for Nutrition, Energy, Health, Shield, Integrity (minor performance boost)

- Join Discord message added to the Game Menu.

 

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FIXED BUGS:

 

- Drop, destroy and split function will now work with the new Inventory system.

- Elevator in first level dissapesr after load.

- Tram in the first level disappears after load.

- Dialog audio duplicates if the same dialog is triggered the second time.

 

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IMPROVEMENTS:

 

- Dialog system will now effect player camera to make him face the interacted object/person.

- Dialog function will reset camera view at the end of the conversation.

- Save / Load system will now properly save every dialog in the game and trigger correct state.

- Dialog system can now be affected by Player, World, Inventory, and Mission status.

- Inventory slots refresh before any interaction (Increase in Inventory stability)

- Save / Load system will now properly load dropped items with their correct amount.

- Small improvements to resolution settings in the main menu.

- Neurocore is now a self-aware activator (it will detect on its own if there is any interaction between itself and the player)

- Neurocore will now save and load its interaction with the player.

- Interact function is now more responsive.

- Tram light / shadow optimalization.

- Gemini Base small light/shadow optimization.

- Take control of bot function will no longer freeze the game for first few frames.

- Start RTS system function will no longer freeze the game for first few frames.

 

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FIXED BUGS:

 

- Left mouse button didn't register with tools and weapons.

 

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IMPROVEMENTS:

 

- Visual updates to Tunnels type I, T, X, T Windowed, I Windowed, I Short.

- Improvements to Lions Material System. (small performance boost)

- Level of details added to Tunnels type I, T, T Windowed, I Short.

- Updated Light and Shadow in Tunnels type I, T, X, I Windowed.

- Improved collision in Tunnels type T, X, I Windowed, I Short.

- Improved oxygen transfer between player and all buildings.

- Improved lighting in the first level.

- Optimization to all Glass Materials.

- Optimization to all high Metalic Materials.

- System improvements for Health, Oxygen, Energy, Integrity and Nutrition.
(statistics won't freeze when they are affected by outside sources)

 

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FIXED BUGS:

 

- MMC Create One button creates always one even if the created item should be a set amount.

- Storage type object didn't show their name and function below the crosshair.

- Items of the same type could be duplicated if both are not at their max stack.

- Sprint didn't increase player speed.

- Bots receive head-bobbing effect.

- CCC screen duplicates 3d bot presentation.

 

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IMPROVEMENTS:

 

- Items max stack size balance.

- Small memory leak fixed in highlight system.

- Optimization in camera render. Performance boost between 5 % to 40 % depending on location and in-game time.

- Foliage cluster rendering improvement (small additional performance boost)

- Small changes to Inventory / Storage and MMC UI to improve sharpness, on low settings.

- Level of details optimization to foliage.

- Lamps light intensity and range is risen by 30 %.

- Set frame rate function added to the main menu.

- Game FPS is no longer set to 62 FPS only.

- Sprint will increase oxygen usage by 300 %. (only while sprinting)

- MPB speed increase by 20 %.

- MPB can now increase its speed using the "Sprint" input, by 80 %.

 

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FIXED BUGS:

 

- Item Action Menu allows dropping items inside of furniture (spawning them inside out of reach of player).

- Use button closes Item Action Menu.

- Use button is still visible after the last item was used.

- The split function cannot be used in the furniture.

- Destroy function cannot be used inside the furniture and bots.

- Items slots are frozen if you use the same slot twice.

 

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IMPROVEMENTS:

 

- Remove build in Drag and Drop function (bugged on the standalone game).

- Added new inventory system.

- Middle mouse button now moves items between player inventory and storage.

- Inventory Action menu adjustments itself depending on which storage type we open.

- Split added to the Furniture.

- Destroy added to the Furniture.

- Items can be merged inside the furniture.

- Hold the mouse button to drag is removed, the player is required to press left mouse button which will highlight the item, then double-click on any slot in the inventory to move an item or swap with another item.

- Left mouse button will now highlight items we are interacting with (in the inventory)

- Fixes to memory leaks in the Inventory system. (slight boost in performance)

- Changelog now showcases patch changes from newest to oldest.

 

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FIXED BUGS:

 

- Drop system was not visible if drop button was press from Action Menu.

- Destroy system was not visible if destroy button was press from Action Menu.

 

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FIXED BUGS:

 

- Door Controls didn't print any information on the screen when highlighted.

- Tutorial text log scrollbar didn't register mouse press.

- If MMC storage becomes full while creating an item, it will reset without providing an item to the player.

- MMC stops checking status if power runs out.

- MMC spawns object before it finishes creating it.

- MMC progress bar won't reset after creating the last item.

- MMC didn't remove the item from the build list if Create One button was pressed.

- MMC duplicates invisible build slots if create all button is clicked.

- Some of the sounds didn't reset their audio settings if there were set to 0.

 

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IMPROVEMENTS:

 

- Flashlight intensity rose by 50 %.

- Small and Medium size door buttons have 3 times bigger activation detection.

- Save slots will now remember on what game version they were saved.

- Save slots now show game version they were saved on after the time.

- MMC Error console was changed to Status Console.

- MMC is now able to show the status of its energy, storage, and resources.

 

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FIXED BUGS:

 

- Neurocore losses its collision.

- Fixed typos in First Level Dialogs.

- Items additional options menu stays on screen if the main menu is open while in inventory/storage.

- Split/Drop Interface stays on screen if the main menu is open while in inventory/storage.

- Bots storage didn't show correct name on the interface.

- Bots storage didn't show correct information when hovering over or interacted with.

- Sometimes Interaction button is required to be pressed twice to have an effect.

- Create all button in the Molecular Matter Converter freezes the machine if there are no items in the M.M.C Storage.

- Cancel Construction Button didn't trigger.

- Items disappear in the inventory if the player attempts to merge an item with an item that makes full stack item. ( A + B = Full stack (destroys A, B stays the same)

 

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IMPROVEMENTS:

 

- Font size adjustments on the user interface to make it more readable.

- Occlusion adjustments to all types of rocks, boulders, flowers, trees, particular effects.

- Level of details adjustments to the entire landscape.

- Improved level of details to all types of rocks and boulders.

- Range Interaction adjustments to both Golden Malok and Subincar.

- Item Icons now show Amount and Max Stack.

- Added Max stack size on item hover.

- Blueprints for Molecular Matter Converter are now able to create stacks of items.

- New Items added Gracheri and Solid Construction Component

- Blueprint recipe adjusted.

- Graphical Adjustments to Molecular Matter Converter UI

- New Buildings added, Hydrogel Tank and Solar Panels

- Change Log added to the Main Menu.

 

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BUGS:

 

- Spawning below the world/spawning in position 0.0.0

- Subincar and Blufloir share the same name (Inventory).

- Fixed typos in dialogs

- Audio issues with Neurocore and footsteps.

- Hydrogel purification station continues to release oxygen even when the player oxygen level is at max.

- Middle Mouse button didn't fast transfer items between storages.

- Middle Mouse button blocks the item slot in the inventory.

- Show FPS button not working.

- V-Sync button not working.

- C.A.T triggers twice if no building is requested to build, destroying the previous building.

- C.A.T appears above the wrong building while constructing.

- Field of View slider won't set its value.

- Project clean up (performance upgrade by around 2%).

- Weapons and Tools can't be used when equipt.

 

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IMPROVEMENTS:

 

- Cave Entrance to the next part of the zone in the second level is more visible.

- Increase Player FLashlight power.

- 3D Resolution slider added to the Main Menu.

 

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BUGS:

 

- Neurocore won't get triggered each time you enter the base.

- C.A.T losses focus if more than two buildings are requested to be created.

- Game loads last save on New Game.

- Small dialog fixes.

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IMPROVEMENTS:

 

- Performance boost by about 2 % by clearing assets and unused shaders found in the first and secondary level. (Game should be smaller by around 100 MB)

- Added Continue Button.

- Small stability update to Save / Load System

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