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[Game Update] - 346893

Release Date: 06/27/19


Update Information:

Hello, fellow colonists!

After much development, we're finally ready to share what we've been working on: the Launch Upgrade! There's a whole lot ready in the hangar, so let's jump right in:

The first major change is the ability to choose which version of the asteroid you’d like to start your colony on. These are all variations on the same basic asteroid template intended to stretch your early and midgame strategies. They also will have different assortments of biomes, which will affect overall resource availability and balance.

This brings us to the meat of the upgrade: New biomes. If you want to play in a world with all three new biomes, try starting on the "Arboria" asteroid! There's new resources, plants, and critters, as well as brand new buildings in the tech tree to make use of them all!

The initial Duplicant selection process has also been streamlined quite a bit to make decisions clearer and require less rerolling time to assemble your ideal starting crew. We've tuned up the Disease system a little, so greater exposures now result in greater infection chances. There's a new system of colony goals known as “Initiatives” to help give the game a further sense of direction, to encourage fresh new methods of play, and to allow you to better compare the successes and failures of one colony to the next.

The mods system has also had some refinement, and tutorials showing will be posted shortly showing off all the new tools.

And as always, there are a great deal of bug fixes, polish, tweaks, and changes in this upgrade. View the full patch notes for every gritty detail!

This is a big one. We've added a lot of new content that will take a lot of playtime to balance, so more than ever we appreciate all your feedback and bug reports. Thank you!

What does this testing branch contain so far?

Here are the changes we've made so far in this Upgrade, loosely categorized:

Spoiler

New and Notable Features

New Buildings

  • Gas Range cooking station
  • Desalinator
  • Ethanol Distiller
  • Rust Deoxydizer Wood Burner
  • Airborne Critter Bait
  • Monument
  • Duplicant Motion Sensor
  • Park Sign

New Critters

  • Pokeshell
  • Pip

New Fauna

  • Arbor Tree
  • Dasha Saltvine
  • Oxyfern
  • Waterweed

New Locomotion, Power, Stress, Insulation, Digging and Modding Tutorial animations New asteroids to colonize

  • Asteroid select screen
  • 9 variant Asteroids
  • Additional start type: Forest
  • World "Traits"

New Game Options screen New foods

  • Spicy Tofu
  • Sushi
  • Improve food with Table Salt

New Biomes

  • Tide Pools
  • Rust
  • Forest

New Colony Initiatives and Imperatives

  • Imperatives are "big goals" for the colony
  • Initiatives are optional goals and checkpoints
  • Colony summary screen

New Space Destinations New Salt Water Geyser New Park and Nature Reserve room types

All other fixes and changes are on the full update page.

Check the patch notes for the most up-to-date changes!

What is open testing?

"Open testing" means players get to test-drive new content early and give us feedback and suggestions before it goes live. Because this is an unfinished and in active development version of the upgrade, it's pretty likely you'll encounter bugs, crashes or balance issues while playing these builds. We'll try to fix any problems that crop up as quickly as we can, but it's possible you'll lose progress in your games while playing on the Testing branch.

Regarding performance, the Testing branch has additional debugging tools enabled to help us track down crashes. This makes the game run more slowly than the live version of the game.

Please also be aware that once a save is loaded in the Testing branch, it cannot be reopened again in the previous Live branch or previous builds.

What do I do if I find a crash or a bug?

Post it up on the Bug Tracker and we'll fix it as soon as we can. If you can attach a copy of your save file to your report, that helps us even more as we can pinpoint the source of problem more quickly.

Do I have to play the open testing build?

Nope! If you'd prefer to only play a stable build, you can continue to play in the current Early Access branch until the game launches in full. Playing the Open Testing build isn't necessary, but it helps us a lot to receive your feedback and reports - if you're interested, try it out!

How do I become an open tester?

There's no sign up or registration for becoming an open tester. If you own Oxygen Not Included and want to join the Testing Branch, all you have to do is play the Open Testing build on Steam or Epic Games Store.

How do I play the open testing build?

You can switch your branch on Steam using the instructions below:

Spoiler

How to change branches in Oxygen Not Included (Steam)

  • In Steam, click on Library > Games.
  • Scroll down to Oxygen Not Included.
  • Right-click and select Properties.
  • Go to the BETAS tab.
  • In the dropdown, select the name of the branch you want to play. In this case, the branch name is "launch_testing"
    • This branch does not require a password.
  • In that same Properties window, go to the Local Files tab and press "Verify Integrity Of Game Cache."
  • Your game will be updated to the the previous branch.
  • Launch and play Oxygen Not Included

How to launch the test version of Oxygen Not Included (Epic Game Store)

  • In Epic Game Store, click on Library.
  • Find the Oxygen Not Included Public Testing tile.
  • Install this version of the game.
  • If it has already been installed, click the gear icon and choose Verify.
  • Launch and play Oxygen Not Included Public Testing!

That's it! We hope you'll enjoy this taste of what's to come, and thank-you for your help testing out the new Upgrade!

 

Change List:

New Things

 

New Buildings

  • Gas Range cooking station
  • Desalinator
  • Ethanol Distiller
  • Rust Deoxydizer Wood Burner
  • Airborne Critter Bait
  • Monument
  • Duplicant Motion Sensor
  • Park Sign

New Critters

  • Pokeshell
  • Pip

New Flora

  • Arbor Tree
  • Dasha Saltvine
  • Oxyfern
  • Waterweed

New Locomotion, Power, Morale, Insulation, and Digging Tutorial animations

New asteroids to colonize

  • Asteroid select screen
  • 9 variant Asteroids
  • Additional start type: Forest
  • World "Traits"

New Game Options screen

New foods

  • Spicy Tofu
  • Sushi
  • Improve food with Table Salt

New Biomes

  • Tide Pools
  • Rust
  • Forest

New Colony Initiatives and Imperatives

  • Imperatives are "big goals" for the colony
  • Initiatives are optional goals and checkpoints
  • Colony summary screen

New Space Destinations

New Salt Water Geyser

New Park and Nature Reserve room types

 

Fixes and Changes

 

Buildings:

  • Increased mass of  the Ice Maker.
  • Ice Maker now deletes 20% of the heat from water instead of almost all of it.
  • Ice Maker now holds up to 5 loads of ice in storage & shows that on the ice meter in the bottom.
  • Increased mass of Ice-E Fan.
  • Ice-E Fan now cools down itself and the surrounding area.
  • Fix newly produced ice not being fetchable from the Ice Maker.
  • Insulate the Pitcher Pump's storage to prevent the elements from incorrectly cooling or heating the area around the pump.
  • Copy auto bottle setting for Bottle Emptier.
  • Updated animations for the Disease Clinic.
  • Add sounds for Ice Maker.
  • Fix obsolete recipes not being removed on load.
  • Some rooms now require a Light source to be considered a room.
  • Fix Steam Turbine rapidly multiplying any germs it consumes.
  • Fix crash that can occur when switching construction materials.
  • Conveyor loaders will dispense items in a round-robin manner, to ensure they dispense all materials they contain and not just the first one.
  • Fix solid conveyor repositioning items after they have exited the conveyor system.
  • Update Sick Bay sounds.
  • Update Wash Basin sounds.
  • Critter trap is no longer flooded underwater.
  • Add recipe to the Rock Granulator to crush Crab Molt into Lime.
  • Fix a Rocket crash because of a missing scaffolding or gantry.
  • Fix egg incubator always resetting to continuous on load.
  • Soften Lead and Abyssalite elements.
  • Harden Obsidian element.
  • Buildings once again show effects for taking damage or being broken.
  • Petroleum Generator no longer requires Plastic to build.
  • Fabrication building order queuing has been overhauled, they should no longer become stuck or stop processing orders.
  • Fabrication buildings will now only display a "next order" once all ingredients for the next recipe have been delivered.
  • Fabrication buildings will automatically drop any materials that are not required for currently queued recipes.
  • Fabrication buildings should grant the correct experience type.
  • Optimize updates for the Auto Sweeper.
  • Fix disabled or unpowered tube entrances being usable after loading a save game.
  • Mechanized Airlocks no longer complain about being flooded when open underwater.
  • Solid doors allow liquid to flow in first when opened underwater.
  • Add sounds to new Incubator animation states.
  • Updated Hydrogen, Petroleum and Steam Rocket Engines launch animations.
  • Fix gaps when dragging to build a long row of tiles, wire, pipes.
  • Planets now have limited/renewing resource mass. Space Missions to Planets will only return the available resources.
  • Space Missions to Planets with insufficient available resources will warn before launching.
  • Deprecate Jobs Board.

 

Duplicants:

  • Fix hats not displaying when using the Sick Bay.
  • Equipped items no longer get burned up in the lower left corner of the map.
  • Remove dead Duplicants from the Skills screen.
  • Fix Duplicants passing through deconstructed doors.
  • Do not play a song when a Duplicant gains a new skill point.
  • Removed grimy status effect. Duplicants will still try to shower each day to gain the Morale benefits.
  • Add sounds for Ice Maker.
  • Duplicants work 2% faster when working in a lit space.
  • Fix Dupes eating or sleeping underwater.
  • Dupes will try to avoid lit areas when sleeping on the floor.
  • Add Skill upgrade fx.
  • Fix Dupes eating or sleeping on the same tile as another Dupe.
  • Loud Sleepers sleep too deeply to be bothered by light while they sleep.
  • Hunger status item now shows the food the creature is looking for.
  • Duplicants' sleep is disturbed by sleeping it a lit space.
  • Fix Dupicants being able to pass through horizontally placed doors if there is an empty space between the door and the tile/ladder/pole below.
  • Fix dupes getting stuck rapidly switching between destinations when trying to recover breath.
  • Switch position of Traits and Interests boxes in the Duplicant Bio.
  • Fix underwater dupes preferring to slowly climb up a pole instead of taking a ladder right next to that pole.
  • Underwater path cost penalty is now a multiplier instead of a fixed value. Keeps underwater pathing costs proportionally correct to each other.
  • Interests now provide +1, +3, or +7 to the relevant attribute based on whether a duplicant has 3, 2, or 1 Interest.
  • Filter rolled Duplicants by attribute types.
  • MedicalAid skill group now has Caring as a relevant attribute.
  • Interests in Hauling, Tidying, and Supplying now provide Strength boost rather than Athletics boost.
  • Modify conditions on when Dupes will flee after getting attacked.
  • Duplicants more aggressively teleport out of entombment situations.
  • Learning an Interested Skill gives a Duplicant +1 Morale rather than -1 Morale Expectation.
  • Improve Skills screen tooltips. Now gives a specific reasons why duplicants can not learn skills.
  • Morale and morale expectation tooltip is now sorted.
  • Add Super Hard Dig Skill to mine Diamond and Obsidian.
  • Dupes now upgrade their skills at the HQ.
  • Add compound and medical supply chore types in the care prioritization category.
  • Using the Apothecary is now a compound chore.
  • Supplying the Apothecary, or the Sick Bay is now a medical supply chore.
  • Remove unused chore tags.
  • Egg Cracker operation and fetch are now cooking chores.
  • Optimize check for top priority chore.

 

System:

  • Fix crash in Mix Manager.
  • Fix crash on Debug Paint screen in Korean.
  • Add Steam achievement support.
  • Minisongs are a bit quieter so they are less focused during minisong days.
  • Add crash reporting during world generation.
  • Fix a bug with the power diagram that was incorrectly computing the neighbours of a cell.
  • When a new language is selected, offer the user the option to Restart, displayed in the new language, or Cancel, displayed in the former language.
  • Switch to fixed geyser count per world.
  • Fix Pressure vulnerable safe cells.
  • Optimize Lights.

 

UI

  • Colony requires a food source tutorial message opens the Food build menu when clicked.
  • Flip the Care Packages custom game setting so that checked is Duplicants and Care Packages.
  • New video widget with automatic thumbnail and video playback. Used in notifications.
  • Delay HUD click sounds replaying within 50ms.
  • Reduce volume of some UI sounds.
  • Change Research Screen layout to be more tree-focused, with larger images.
  • Move Power Shutoff to Advanced Power Regulation research entry.
  • Update Audio, Graphics and Metrics options screen.
  • Remove references to defunct Job titles.
  • Update Confirmation dialog, Credits screen, Info Dialog, and Pause screen.
  • Update Custom Game Settings screen.
  • Agriculture type ores now show up in the materials overlay under cultivatable soil.
  • Add Rockerty research tree branch.
  • Fix no selected hat on Skills screen.
  • New Skill Badges for the Skill tree.
  • Update Duplicant Select screen.
  • Clearable status items refresh while paused, and more frequently.
  • The Priorities screen uses Strength to determine skill level in Hauling, Tidying, and Supply chore groups.
  • Optimize Power, Plumbing and Ventilation overlay rendering.
  • Fix Building lists not scrolling correctly.
  • Building cancel user menu button now has an icon.
  • Add missing Cook errand icon.
  • Player can modify the Duplicant Shuffle button to shuffle specific archetypes of dupes, specifically locking in one interest at a time while rerolling all other stats.
  • Update World Generation screen.
  • Mode Select screen Duplicants are the same now.
  • Add tooltip for "Cannot do task" short description on Dupe Select screen, explaining what that task is.
  • Iron Gut no longer references Diarrhea.
  • Update Codex unlocks.
  • Items marked for sweep now have different colors depending on whether there is an available storage container to store them.
  • Neutral status items are now a neutral color instead of the warning red.
  • Various tooltip improvements.
  • Various string updates.
  • Care Package will show multiple entities if you're getting multiple entities.
  • Reset the camera position back to the portal when loading a saved game that had the camera panned outside the discovered visible area of the base.
  • Care Package shows amount you currently have in your colony.
  • Turned Cinema Cam back on. Press C in screenshot mode to enable.
  • Screenshot Mode now display the camera mode.
  • Remove references to Ranchers.
  • Further changes to the work/life balance UI.
  • Research screen hides details screen while open to improve performance.
  • Don't display a blank tiny box when trying to display a blank tooltip.
  • Changed "Development Build" to just "Build" in the version watermark..

 

Critters/Fauna

  • Fix crash if Shove Vole attempts to poop off the edge of the world.
  • Add Sporechid sounds.
  • Improve the way the decor plants config and apply their decor.
  • Decrease Buddy Bud decor because it has pollen.
  • Increase Sporechid decor.
  • Fix Hatch wakeup and sleep sounds playing multiple times.
  • Add trapped animation to baby Hatch.
  • Fix Pacu's flopping through closed vertical pneumatic doors.
  • Wheezewort is no longer a decor plant and requires fertilizer.
  • Fix Pacu crossing gaps by flopping across open air.
  • Add Tamed tag to Shov Vole and baby Shov Vole.
  • Add Tamed tag and Grooming animations to Gassy Moo.
  • Add trussed and escape animations to Shov Vole and baby Shov Vole.
  • Fix climbing critters being rotated in traps.
  • Bean plants now require cooler temperatures.
  • Bean plants now require Carbon Dioxide atmospheres.
  • Seeds self-plant after sitting on the ground a certain amount of time.
  • Minor optimization in Creature Calorie Monitor.
  • Irrigation requirements no longer show as complete when a plant is wild.
  • Requirements panel now shows for all plants with wilt conditions.
  • Wild and Domestic requirements now show for all plants.
  • Wheezewort and Oxy Fern message that they are more efficient when planted domestically.
  • Decor plants no longer show detailed stats.
  • Add drowning state to baby critters.
  • Flying and Hovering critters will try to navigate out of drowning.
  • Add swim animations to Gassy Moo, Puft and Slickster.
  • Flying and hovering critters use swim animation while moving underwater.
  • Drowning makes critters unhappy.


 

Sickness:

  • Update Duplicants spores expression face.
  • Add Pollen expression face.
  • After recovering from Food Sickness, Slime Sickness, or Zombie Sickness Dupes will not catch the same sickness again for a short time.
  • Dupes won't become exposed to a given germ more than once per cycle.
  • Add fx when Dupe is cured of a sickness.
  • Exposure to digested germs now ramp with the number of germs on the food eaten.
  • Germ exposure status items can now be clicked to jump to the last exposure position.
  • Allergies cause less stress.
  • Rename "The Spores" to Allergies.
  • Antihistamines are produced 10x per recipe.
  • Pollen germs spread a little less well in normal base situations.
  • Germ dieoff actually displays as germ death, instead of growth.
  • Duplicants should no longer be exposed to Slimelung merely by passing through a wandering pocket of germs.
  • Duplicants must inhale germs for several consecutive seconds before becoming exposed.
  • Add sickness cured effect.
  • Germ exposure allows for multiple tiers of exposure.
  • Stretched Germ Resistance range for readability.
  • Fix how the exposure tiers work in germ exposure monitor.
  • Improve messaging of the germ exposure tooltip.
  • Add Germ Resistance modifier string to describe how large of an effect it is.
  • Germs panel on a Duplicant shows more information about what a Duplicant's germ resistance attribute means.
  • Add a contact with germs status item that simply alerts you if a Duplicant has had contact with a germ type, even if they're not at risk of becoming ill.


 

Mods:

  • Significant Mod changes, please refer to our upcoming post on the Mod forum.
  • OniUploader now supports Linux and OSX.
  • High-rez mod uploader icons.
  • Make game resilient against missing food types. Mods that introduce a new food type to save games gracefully handle the missing food type when loaded without the mod.
  • Rename 'pkg' directory to 'mod'.
  • Added post-build copies to move files into mods folder.
  • Oni mod project now correctly lands in the dev folder without configuration.
  • Allow mods to write out their strings template file.
  • Fix a bug where a mod that was unsubscribed without the game running would not get uninstalled.
  • Removed tooltips from the Done and Workshop buttons.
  • Language will properly revert to the default language if the selected language pack gets uninstalled when the game is not running.
  • Fix translation mods to properly report their subscription status.

You can join in the Discussion Topic here.
If you run into a bug, please visit the Klei Bug Tracker.

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