In this update4
Full notes
Full Dawn Apart update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Maps
- UI and audio
- Events
- Balance
- Fixes
Dawn Apart changes
Welcome to a new dawn of space commerce!
Dawn Apart's first major update during Early Access is here: Build your own interstellar trade hub, score the best deals by completing missions for competing factions, and use C4-powered terraforming to blast more holes into the planet’s surface than a block of Swiss cheese. Steam post image
Enter the Trade Boom
There are two new factions in town - the Saturn Fields Company and the Exotic Goods Trader - and they come with some very lucrative deals in tow. Randomly generated based on what’s stored in your stockpiles, these dynamic trade missions are tailored to your playstyle and progress, rewarding you with resources your corporate overlord, the Kobayashi Schwarz Corporation, might not have sitting in their docks.
Just keep in mind that you still need to please them by fulfilling quotas of Lucrum 115, the galaxy’s most precious resource. Fail to do so, and they’ll terminate your contract and bring your playthrough to an abrupt end.
Tick, Tock, Boom…
Got a hill, rock formation, or landmark standing in the way of expanding your factory? With our brand-new, powerful C4 charges, you can blow every obstacle to smithereens. Yes, that’s right - by adding explosives, we’ve introduced another way to reshape the planet.
These kaboomies come in three sizes, and you can even choose how deeply they penetrate the terrain. Once placed, a 10-second timer starts, and all prospectors automatically make sure to chicken out of the blast radius - and rightly so. The higher-tier green and blue charges pack a massive punch, capable of turning large portions of the map into a deserted wasteland in the blink of an eye.
Steam post image Of course, you can also use C4 defensively when enabling the (still very experimental) combat mode. With the right timing, you can welcome the It’ak on their nightly factory raids with some nice little fireworks:)
Giving Your Inventory a Second Life
Is your inventory filled with stuff you don’t need anymore? Say hello to the Recycler, a brand-new machine that turns yesterday’s junk into today’s essential components. It breaks down any item with a recipe (meaning it was crafted from at least two components) into its base ingredients at a 50% return rate. So if you find yourself with an abundance of copper pipes, simply toss them into the recycler and repurpose them into copper plates and copper rods.
Speaking of stockpiles, we noticed the community placing hundreds of them next to each other - effectively replacing conveyor belts. To keep things balanced, we’ve slightly nerfed them. You can now place a maximum of two base stockpiles (red), four Tier 2 stockpiles (green), and six Tier 3 stockpiles next to each other. That said, we’re pretty confident you’ll come up with new ways to increase productivity that we haven’t even dreamed of.
With Dawn Apart’s first major update (which, by the way, also includes the replacement of our SFX and audio soundscape), our goal is to give players more choices, allow for more customized playthroughs, and make building and terraforming more fun - and more impactful. Literally.
We can’t wait for you to jump back in and let us know what you think. In the meantime, we’ve already started working on the next major update.
See you soon on Discord or on Sirius B 3! - The IT&W Team PS - Here are all the patch notes:
Trades:
Added new Trades Modal to the GameHud
Trades are displayed as cards
Clicking a card opens the Trade Message for the linked trade
Right Click opens a context menu where a space port can be directly assigned
Removed trade messages from the the Events Message Modal
Added game fail state for not completed quota trades from KS
One quota trade can be missed without failing
On failure the game is force paused while still allowing camera movement
Added game option for new worlds to make quota trades optional
This disables the fail state and quota trades will not expire for a long long long time - - Quota trades have different color in Trades Modal
Added IsQuota tag for Quests that cause fail state
Updated Space Port Detail View
Select Trade Button opens the Trades Modal
Moved How To Use text into a HoverHint element
Increased the height of the detail view
Added drag functionality to the header
Added Prototype TradeValue based on recipes with overrides in definition files
Added new random dynamic trades based on player progression with the following types:
Trade Ingredients for the result of a recipe
Trade in Result for the Ingredients of a recipe
Random trade based on TradeValue
Incremented Trader Jets 62->Jets 63
C4 (Props & Death Rattles):
Added "Death Rattles" to all entity prototypes which have health. These are resolved when an entity is killed.
Added new PropPrototype
Added 3 C4 props with Crater Death Rattles (Small, Medium, and Large)
Each type has 3 different variations that affect the depth of their explosion
Added 4x Small C4 to the Magpie inventory
Added explosive variables to incoming damage component
Reworked how explosive damage is applied in the explosive damage service
Updated explosive damage falloff in the ExplodeSystem
Fixed FireWeaponSystem not properly using the projectile damage type
Added logic for agents to flee from HPA Danger emitters (props, enemies or fires) based on proximity
Flee Goap now supports having a specific flee position pre assigned
Flee distance depends on HpaDangerEmitter.DangerRangeSq, with some padding
Flee in opposite direction of nearest HpaDangerEmitter. If multiple HpaDangerEmitters around, sample positions in a circle and pick best.
Un-enlisted agents working within HpaDangerEmitter range will fail their action and flee
Add exclusion from fleeing for some dangerous Goals, for now ExtinguishGoapGoal
Player undrafted agents flee a short distance when getting hit
Added chicken animation to fleeing / panicking agents
Optimized Removing of HPA Nodes in the HpaBuildSystem for all HPA jobs
We brought the average time spent updating the HPA Node Hierarchy by about half. This means placement, uninstalling, terraforming, and destruction which affects agent pathing will be faster
Added extremely basic AudioEventKeyframes struct to all PrototypeAudioClips which contains some basic keyframe data
Stockpile Rework:
Updated stockpile logic to use a max group size instead of allowing infinite stacks in a group
Added Max Group Size to Stockpile Prototypes
Added 3 new stockpile variation (Small, Medium, Large)
Added 4x Small Stockpiles to the Magpie inventory in addition to the built-in ones
Added max group size text to stockpile tooltip
Added stockpile components to placed stockpile blueprints to allow for low level stockpile connections
Added stockpile validation logic to disallow placement if the placement puts existing stockpiles over the max group size
Converted all stockpiles in previous saves to [c]Legacy Stockpiles[/c] which can be recycled for 100% of their base cost, but not placed
Added invalid placement reasons for spaceport landing zone and stockpile size
Slightly refactored placement validation job to allow for bursting
Added HideInUi flag to RecipePrototypes
Added HideInUI flag to BlueprintPrototypes
Recycler:
Added new Recycler building which takes in items and returns ~50% of the base ingredients
Added RecycleEfficiency to ConverterDefs (Required only for Recycler type Converters)
Updated update valid items job to be bursted
Added new Hover Hint UI Element that can be used to display a hint tooltip anywhere
Audio:
Added ambient sound areas to the game world
Updated door open and close SFX
Updated various UI SFX
Updated explosion and impact SFX
Updated blueprint placed SFX
Updated building uninstalled SFX
Updated ship landing / departure SFX
Updated trader loading SFX
Updated quest state update SFX
Updated mining and crafting SFX
Added logic to play different music tracks during combat
Added stinger to the main menu when starting the game
General overhaul to the audio soundscape
Changes:
Updated settings file format
We had to make some changes to our settings files which made them non-backwards compatible. With this update all settings will be reset and in the future it should no longer be an issue. Sorry about that!
Added button to toggle pioneer faces in the Game Hud
Magpie has now built in toilets, sink and Mr. Soylent
Removed Lucrum miner, toilet, sink and Mr. Soylent from initial stockpile
Removed two stockpiles from Magpie
Moved external stockpiles to a position were they do not get buried in the current landing zones
Moved Lucrum Miner quest after space port
Added Lucrum miner to the very first trade
Added logic to eject invalid fuel items from combustion powered buildings
Disabled hover outlines / tooltips from placed walls & floors. They can still be selected with the blueprint dropper
Updated health bars to display behind the agent's name in both world space and on the pioneer faces
Added logic to not place resources along the world edges
General Fixes:
Fixed no storage toast message displaying if agents pathing failed while there is space in stockpiles
Fixed issue where depowered buildings were not showing bubbles
Fixed displayed power usage being 1/60th what it should be
Fixed converter tooltips displaying makes and takes when there are no valid recipes
Fixed disable UI not properly working in builds
Fixed killed entities not properly clearing their GettingDeconstructed tag
Fixed converter tooltip not using recipe localized names
Fixed blueprint tooltips not properly showing made in if they are built from a different base item
Fixed invalid warning being printed when started a game without additional landing zones
Fixed various voxel models with incorrect physical materials
Fixed error when quitting the game with a space port selected
Source
Changelog.gg summarizes and formats this update. How we read updates.
