0.9.3.13022 "Christmas" Update
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0.9.3.13022 "Christmas" Update is an update released for Abiotic Factor on December 5, 2024.
Changelog
'Tis the Season:
- Dr. Stern has indicated some new developments involving IS-0235. He’s left a hologram recording in the observation window above its cell. Better check it out.
- A high-tier keypad has been installed on the cell to IS-0083. We highly recommend investigating this, but only if you are YELLOW clearance or higher. All other staff should ignore this change, and Dr. Manse has reminded us that staff are no longer allowed to ████ ██-████.
- We heard a familiar holiday tune coming from Anteverse 23. Maybe there are some fun things to find there, but we got the heck out of there and didn’t investigate any further.
Jetpack Changes
- A new phenomenon has been occurring when entering Portal Worlds, which the scientists are calling Portal Sickness. Equipment now takes time to calibrate to the world, meaning some advanced items will not be useable the first time entering a world. Jetpacks seem particularly affected by this change. Venturing through the Portal World at least once seems to give the Jetpack enough time to come to grips with the temporal space it finds itself in. If you've already completed a Portal World, it shouldn't be an issue.
- When the Jetpack overheats, scientists must now return to solid ground in order for the Jetpack to cool off.
- Reduced cooloff rate of Jetpack from -60 to -20.
Bee Stuff
- Added wild beehives which can be found and interacted with. You know what that means.
- Various beehives can be found around portal worlds and Dr. Stern says he spotted one festering within the GATE Cascade Research Facility. He used the full name of the facility when he said it, so he must’ve been anxious about it.
- New Craftable Deployable: Beehive.
- New Craftable Suit: Beekeeper Suit.
Facility Changes
- Water surface effects have been updated. More liquid surfaces now have edge-foam near other objects. We’re still debating whether or not to update the water to look much better, or keep it more… this way. If you have an opinion, let us know!
- Fixed various liquid surfaces animating too quickly in certain cases.
- Added support beams for some of the Sentry Turrets in Containment Blocks.
- Reduced brightness of that one very bright spot in the Mines.
- Generally reduced brightness of all Radioactive Waste so it didn’t bloom your eyeballs out of your skull.
- Some of Wakeman's bots have received updated paint jobs.
- Updated the appearance of some commonly used big gray pipes.
Progression Fixes
- Potential fix for some Hydroplant progression buttons not being interactable under certain conditions, and certain triggers failing to properly be triggered when they should have been. This may resolve some issues with progression various scientists experience in this portion of the Facility.
- Added multiple backup triggers that would block certain progression requiring the appearance of a certain loveable friend in Labs.
- Potential fix for a Hydroplants progression issue when talking to Dr. Newman.
General Gameplay Changes
- Hacker slot in inventory has a new icon to better help indicate its use.
- Split Stack menu background is now more opaque for easier reading.
- World Saves in the world selection menu are now sorted by last played time.
- Jumping into water should now put you out if you’re on fire.
- Updated UI on Health Screen to prevent overlapping text on buffs.
- New Hidden Achievement added, for venturing through a new portal world.
- Dr. Thule optimized hologram recordings, making the hologram effect less intense, showing more of the color from the person doing the recording.
- Many weapons and enemies now have new visible tracers when rounds are fired.
- Various UI navigation updates on gamepad/Steam Deck.
Food Changes
- New Fish type added.
- Several new food recipes added, mostly relating to this fish.
- New food: Candy Cane
- Added a handful of new food recipes.
- The type of tomato used in the Simple Tomato Soup recipe has been changed to the less interesting version.
- New recipe: Super Tomato Soup.
- To aid with discovering soup recipes, once a scientist has soup unlocked as a skill, Soup Compendium now shows all possible soups and items, if the item has been picked up/seen by the scientist. Soups still only fully unlock once the soup has been successfully cooked.
- To aid with discovering soup recipes, once a scientist has soup unlocked as a skill, items used in soups now indicate on their tooltip how many soup recipes they are used in, but do not indicate which soups.
- Bad Soup no longer induces sickness right away. Instead, it now gives a new debuff, called Borborygmus (that's a gurgly tummy!) which lasts a short while. If Bad Soup is eaten during this time, sickness will occur. New items are available to alleviate borborygmus, such as the Gastro Pills.
- Alongside this change, Bad Soup now also gives slightly more hunger fill than before.
- A new tutorial panel will show when taking Bad Soup (or other negative soups) from a stove for the first time, explaining how to Pour Soup on Ground from the inventory context menu on the item.
- Green Liver now reduces radiation immediately, similar to iodine tablets.
- A particular Eel Organ can now be stored in refrigerators.
- Raw, cooked, and burned Peccary Sausages now keep longer before decaying into rotten food.
- Updated textures on apple pie fillings.
- Added support for scaling items differently when on the stove, for less clipping. Not fully in use yet, but we have plans!
- Added new sound effects when crafting and butchering food at Chef's Counter.
Deployable Changes
- Due to unknown perforation anomalies, Portal Toilets have been reported to be more reliably sending scientists to ███ ███████ █████ more frequently. However, once a scientist has been there, whatever interdimensional link the toilet was acting upon appears severed, and the chance of this occurring again is reduced back to previously known levels.
- Some figurines/bobbleheads have received a visual update to their shine material.
- The Crafting Bench, Repair & Salvage Station, and Chef’s Counter now return 100% of their recipe items upon salvage.
- NOTE: Materials used for bench upgrades are not returned.
Trinket Changes
- We’ve done a lot of changes to all of the trinkets. Well, most of the bad ones, anyway.
- The Glow Shard Trinket now has a buff called Electrical Grounding. We’re shocked, honestly.
- Trinket Rework: Spuddy now grants buff "Lucky Potato" when worn.
- Removed flavor text from Spuddy trinket.
- Trinket Rework: The Neutrino Lantern is now craftable with a new recipe, filling the same role the Photon Lantern originally filled, with an additional and substantial radiation dampening effect.
- Trinket Rework: The Sensor Trinket has been replaced with the Sensory Companion, which now gives the wearer eyes in all directions. Existing Sensor Trinkets have been converted into this trinket at no cost, and the recipe for this item has been updated.
- Trinket Rework: The Crystalline Vial trinket still glows purple, but now also grants the buffs Crystal Lens and Crystal Current. Sounds energizing!
- Trinket Removal: The Photon Lantern is no longer craftable, but will remain as a mostly-useless item if you already have one. Keep it, toss it, mount it - we don’t care.
- Trinket Rework: Pet Rock isn’t just a friendly face anymore.
- Trinket Rework: Gel Tube Trinket now keeps you a little bit warmer.
Item Changes
- New Craftable Item: Gastro Meds, to settle your borborygmus.
- New Resource: Honey
- New Resource: Wax
- New Craftable Item: Field Battery, to recharge your items on the go! (Works like Duct Tape repair.)
- New Weapon Type: Throwing Knives. Three new recipes available.
- New Present: A hat.
- New Present: A figurine.
- Santa Hats, on the heads of some citizens, somewhere.
- New Armor Set: Crystalline Armor, a stealthy piece of kit indeed.
- Silver Scrap can now be added to soup via the cooking radial wheel.
- Glass Scrap: updated shine material
- Plastic Scrap: updated shine material
- Sword: updated shine material
- Cane Sword: updated shine material
- Pickaxe: updated shine material
- Bag of Feces: updated shine material
- Fish Bait (all): updated shine material
- Carbon Pickaxe: updated shine material
- CRT screens (off state): updated shine material
- Power Supply: updated shine material
- Trash Bins: updated shine material
- Laser Katana has received a visual update to its shine material.
- Laser Reflector recipe cost increased.
- Projection Matrix recipe cost increased to include more Liquid Crystal.
- Tech Bandage recipe has changed.
- The Energy Pistol can be recharged (slowly) using Reload key. Crank it!
- Flashlights, Headlamps, and NVGs equipped or held in hand will now show their status in the Gadget Bar on the HUD, alongside Jetpacks and Geiger Counters. No more opening your inventory to check your headlamp battery!
- Updated icons for Taxidermied Pest and Taxidermied Electro-Pest to be more cohesive with one another.
- Fixed a bug where Electron Grenade was dealing Blunt Damage instead of Electricity Damage.
- Electron Grenades can no longer be crafted without a Crafting Bench.
Portal World Changes
- Night Realm: Fixed a specific shade having double leg meshes under some circumstances.
- Hexed Trees should no longer sink into the ground.
- Lightning strikes in Anteverse 23 have been optimized (some).
- Some field reports from IS-0031 have reported small changes to some tilework, as well as enhanced aggression from the entity or entities therein.
- Anteverse 23 elevator lights are now functional based on active generators.
- A generator location in Anteverse 23 has shifted to accommodate the new festivities.
- Optimized lighting and shadows in Rise Bio-Laboratory.
- Optimized shadows and lighting in the Mycofields.
Skill Changes
- Major Throwing Change: Thrown (non-weapon) items now deal damage based on their weight. Heavy things do more damage, and lighter things do a lot less. If an item is too light, it may do no damage at all.
- Major Throwing Change: Thrown (non-weapon) items now receive a velocity based on the item weight and the scientist's throwing skill.
- Throwing XP now accounts for distance and damage from the thrown weapon, granting much more XP at greater distances. There is a maximum distance for increased XP gain, but it's a fairly far range
- New Accuracy Assist: When aiming at a target, there is now a system which accounts for which target you’re (likely) aiming for, and steadies your aim when near enough to the target. This will prevent your aim from sporadically swaying about when you’re clearly trying to aim at a target that is inside your Accuracy rating. This will make weapons feel much smoother and result in far less missed shots on targets positioned close enough to your Accuracy skill level. Check the Steam post and Vlog for more information and examples of how this system works!
- NOTE: This is not auto-aim! While we are working on some standard FPS aim-assist, particularly for gamepad and Steam Deck, this accuracy assist feature will not magically guide your bullets to your target or anything like that.
Customization Changes
- 3 new festive fabrics/ties have been added and can be permanently unlocked - if you can find them!
- New Early Access Rewards: Any scientist who owns Abiotic Factor before 1.0 now receives access to the Survivor customization unlocks, which are very ragged and show to others the exact type of hell you’ve been through.
Journal and Compendium Changes
- Added a journal icon for new location; IS-0083.
- Added several new compendium entries for new entities, NPCs, and locations.
- Some journal icons have been updated slightly.
- Fixed a typo in an e-mail about sausages and suits.
- Added additional fail-safes for unlocking some friendly NPCs Compendium sections, particularly some who previously no longer granted it after certain progression is made. (e.g. Warren)
Sandbox Changes
- New Sandbox Setting: Weather Frequency
Change this option to determine how frequently the chance for weather is rolled. If the value is set to Daily, adverse weather will be present every single day. You have been warned!
Entity Changes
- Changed emissive on Peccary Sow.
- Crystallisks: updated shine material.
- Prioritized streaming of health textures on enemies, resulting in less temporarily blurry textures when an enemy changes their health state.
- IS-0184-C seems to have developed some new behavioral patterns. Approach with caution, or don’t approach at all.
- Updated armor and weapon appearance on IS-0184-C.
- IS-0121 seems angrier than before. We recommend letting the Defense Team deal with this hazard. Back to your desk, egghead.
- Movement detected from IS-████
- Enemies are now encouraged to leave jump pads when stuck on them.
- Enemy health textures (e.g. bloody cuts) are now more reliable at showing the overall damage to an enemy.
- Some new base assault types have been added.
- We remind all staff that IS-0013’s containment cell is to be cleaned every morning.
- Some of the fauna in Wildlife Pens have changed their material slightly.
- IS-0121 now displays proper gib cuts when being cut up by a scientist.
Accessibility Changes
- New Accessibility Option: Trypanophobia Mode. This hides injection from view when using healing syringes.
- New Accessibility Option: Aim-Assisted Interaction. This system can help with interaction, especially on Gamepad or Steam Deck, but is still considered experimental and may cause some frustration or other issues. Please leave feedback on this system if you are using it!
- New Audio Accessibility Option: A toggle to switch between mono and 3D/stereo audio is now available in the Audio Settings menu. 3D/stereo audio is enabled by default, and unchecking this box will switch to mono audio. Feedback is welcome!
- Waterfall sound effect volume can now be adjusted under the Misophonia - Humming SFX section of the Audio menu.
- When using a gamepad, friction has been added when aiming at live targets, to assist with aim-feel. This system has not been fully tweaked yet and feedback is more than welcome!
- Added more glyphs (button images) for PS4/PS5 gamepad types.
- Gamepad: There is now a radial menu for accessing your hotbar when using a gamepad.
- Gamepad: Removed default gamepad bindings for previous/next hotbar item to avoid conflict with the new radial menu. Scientists who prefer the previous/next functionality over the radial menu can still rebind these actions if they so choose.
- Gamepad: Increased base sensitivity default and acceleration ramping.
- Ambient sounds are now ducked a bit more when narrative dialog is being heard.
Settings Menu Changes
- Resolution Scale is now controlled by a custom variable, no longer using Unreal Engine’s default (and wonky) version. This may reset your current Resolution Scale (Screen Percentage) settings but should prevent it from defaulting to 25% from here on out.
- Added tooltip descriptions for Anti-Aliasing and Show FPS settings.
Various Bug Fixes
We'd like to remind everyone to use the in-game feedback forms. We have received over 10,000 player reports and to that we say, THANK YOU. Many of the bugs fixed in this update were submitted by scientists like you.
- Fixed certain zone-based buffs not being properly reset when respawning inside the same volume the character died in.
- Implemented a fix for session failure when hosting. This state should no longer require restarting the application to try hosting again.
- Fixed ability to double click and open more than one popup when finalizing trait selection.
- Fixed an issue where clients would sometimes not properly see the geometry of a level when loading into a server. Typically occurred with high-latency (high lag) clients.
- Fixed a few misplaced crates in a truck near the Hydroplant building.
- Fixed a bug where a food item displayed with an invalid name on the tooltip during the research minigame.
- Fixed a bug where conversational NPCs may not properly play animations during some of their dialog. This has been corrected.
- Fixed a bug where the radial menu could get stuck on screen when changing fishing rod bait.
- Fixed projectiles sometimes play duplicate impact sounds.
- Fixed a bug where some Crossbow bolt types did not correctly grant Accuracy XP.
- Fixed an error in saving the Third Person Emotes setting. You will have to go and set this back to your desired state.
- Fixed some throwing items not having a throwing sound.
- Fixed a bug where the Pest Teleporter would duplicate itself many times over.
- Fixed a bug where repairing an item with duct tape consumed both duct tape and the repair item if done at a repair station.
- Fixed a bug causing newest recipes to not receive yellow highlights when restarting or rejoining a world.
- Fixed a bug where the last played voice line (type) would play instead of the intended line when doing certain interactions.
- Fixed the bug where text input could lose UI focus under some conditions when naming or renaming things, such as pets, or changing a sign.
- Fixed a longstanding issue where NPCs could stand around up to 1 or 2 seconds after they see a target, instead of starting combat immediately. They may still do this in some circumstances, but far less often, and for some other reason, probably.
- Fixed Brain Drain buff not showing the correct tooltip information.
- Fixed a bug where fishing traps would not catch anything if they were near another fishing trap. Now, they will only not catch anything if another fish has been caught nearby by another trap. Space out your traps!
- Fixed the bug allowing text input boxes to receive more than the character limit when pasting text.
- Fixed the bug where the second trinket slot would not properly apply certain temperature-related buffs.
- Fixed a bug where items in the Crafting Screen would sometimes show at odd angles, or change the angle they show at based on the previously selected recipe.
- Fixed a spot where Dr. Manse misspoke in a recording regarding IS-0064. He had a long day.
- Fixed an issue where the count of scientists in the Facility would return incorrect values during certain checks.
- Reduced the occurrence of erroneous out of ammo messages on crossbows.
- Fixed a bug where Power Brick and Crafting Bench would show as new recipes every time you entered the Facility, even if you discovered them 1000 pest carcasses ago.
- Fixed a longstanding issue where certain furniture, such as the Crafting Bench, would drop their items in a massive radius when destroyed, instead of on the spot it was actually located.
- Fixed a bug that blocked interaction with other items after cancelling the action of naming a pet.
- Fixed a bug where fishing hotspots wouldn’t disappear correctly in some circumstances.
- Corpses that are gibbed should now stay that way when reloading a save (or reloading the area.)
- Fixed a typo in the Greyeb fruit flavor text.
- Fixed certain salvage or repair sounds not being tied to volume sliders.
- Fixed the Compendium opening sound not being tied to volume sliders.
- Fixed a bug in the keybind subsystem where binds with multiple triggers could activate multiple times per button press.
- Fixed a bug in which the ammo radial wheel wouldn’t close when mouse-wheeling over to other hotbar slots.
- Fixed a bug where shift+clicking an item would fail if the scientist had a similar item in their hotbar.
- Fixed a bug disallowing enemies to grab scientists when they were sitting on the ground.