Experimental Build 0.5.000

released June 18, 2021 for the experimental branch of *Osiris: New Dawn*.

*Planet of Zer, Deep Terrain Drill, Space Station Travel, and lots more*

## Zer

*Zer has been remastered and added back into the project this week. Using the planet tech we've matured while working on Proteus 2, Zer is back and better than ever. It's a hot planet, has it's own ecosystem, is tidally locked to the star, and now has underground areas to explore. It's still a bit rough on this Experimental Branch, but it was important to get this up at this stage for further integration and polish.*

## More Underground Areas To Explore

Lutari and Aziel now have underground areas and more foliage has been detected. More creatures have also been added to both planets.

## Spaceship Polish

The Corsair (Spaceship) has had a significant amount of polish added: you can now access the interior of the ship. The Corsair now sports a functional ramp, cockpit area, and proper interior collision. All physics has been fixed up so entering and exiting the Corsair no longer has those weird pops/stutters when taking off or entering.

## New Mineral Art

Many new models have been added to give further variety to the Mineral Nodes. These models are more accurate to the real world and each mineral now has a more unique appearance.

## Deep Terrain Drill Added

Deep Terrain Drill has been added which allows you to unearth minerals from deep underground, eliminating mineral scarcity issues while mining directly from the surface. This fills out the mid game further, as when the minerals found on the surface are all used up the Deep Terrain Drill can pull additional resources from all over the planet to gain you further riches for your crafting needs.

## Known Issues

*Space Station Travel is ROUGH. We've been finding some strange occurrences in our testing, but want to get it in your hands for sake of consistency and transparency as to where we are in early access development.*

*Also, our testing has found the new space travel iteration a bit confusing, which is good feedback. Again, space travel with the Corsair, though vastly improved from a technical level, is still very rough. For instance, when arriving at the destination planet the low LOD will disappear, and the high LOD will appear below you. When this occurs you've essentially arrived, we just haven't lined up the LODs just yet. It's tricky math to get this, and we know what we need to do, just couldn't quite get this polish in this week.*

## Change List

Added - Navigation Module allows Space Station and passengers to travel between Zer and Proteus 2

Added - Zer Planet

Added - Deep Terrain Drill

Added - Dungeons to Aziel Lutari and Zer

Added - Lutari and Aziel Dungeon Room Prefabs

Added - Minerals to all Dungeons

Added - Updated Aziel and Lutari Maps with more rocks, foliage, geysers, and Base Objects

Added - Creatures to Proteus 2: Aracheetle, Wingedling, Squitozoid

Added - Added creatures to Zer

Added - Functionality to enter and pilot spaceship

Added - Spaceship ramp functionality

Added - interact Object feature to allow any interaction with any design object

Added - Completely reworked aerial creature functionality and updated creatures as necessary

Added - Warp debug command now supports warping between moons and planets

Added - Wreckage variant of drill that spawns when the Deep Terrain Drill is destroyed

Added - Deep Terrain Drill icon

Added - New custom models to many of the minerals

Added - Updated Items for minerals

Added - Updated item icons for structures and mineral items

Added - Updated plant prefabs with proper name

Added - Space Station now has red lights throughout that display when it is preparing for travel

Changed - Reduced atmosphere density while in spaceship

Changed - Assault Rifle's recipe swapped Zircaloy for a Diamond

Changed - Creatures can now damage structures and vehicles

Changed - Any limb that has already been harvested on a creature will route damage properly

Changed - Queued up another Mineral persistence reset for version 0.5.0

Changed - Navigation Module now requires Engine Module within 500m to build

Changed - Updated Health Indicator prefab

Changed - Introduced public off-screen health indicator size multiplier, reduced size across the board

Changed - Updated all creature prefabs to utilize the new prefab

Changed - Sped up Space Station travel calculations

Fixed - Terrain activating when leaving deep space

Fixed - Spaceship physics when entering and exiting vehicle

Fixed - Updated Creatures data for missing/incorrect information.

Fixed - Duplicate rover mesh issue

Fixed - Improved spaceship load to be more stable and less crash prone

Fixed - Improved stability of multiplayer load with multiple joining clients

Fixed - Player should no longer get infinitely stuck under Aziel or any other planet

Fixed - Player spawn point is once again properly set after exiting a Spaceship

Fixed - Turrets should now mind their aim better

Fixed - Descriptions in the Laboratory now properly update

Fixed - Inventory contents are now properly refunded when dismantled, including all attached furniture

Fixed - Entering atmosphere from low orbit will now properly clamp the spaceship's position

Fixed - Dungeon generation on Aziel