Maia

PROBE 233.23.A CONNECTION ESTABLISHED

INCOMING TRANSMISSION:

 

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All Current Known Bugs – 25.04.16



Here’s a list of all our current known bugs and defects in priority order. This list doesn’t include features not yet implemented.

If you have identified a bug that we don’t have listed here, let us know on the Steam forum or Maia forum.

Here’s a guide to follow in order to give us the most helpful information about the bug you want to report.

Alternatively you can email us at support(at)maiagame.com

Ticket Summary Component
#214 Changing Resolution Causes GUI to become “Squashed” UI
#306 [Linux] Possible crash when Deleting messages on mass UI
#325 Repetitively loading a game causes everything to disappear apart from the UI Graphic
#351 Possessing something while a Event with Camera shift occurs causes crash Code
#381 Starting new game after sandbox fail state causes black screen Code
#417 Instability in sessions lasting longer than 40min Code
#10 Colonists can wear AtmoSuit inside base. AI
#49 unique objects can be built outside of rooms Code
#56 Material textures are not order agnostic in xml file reading Code
#62 Cave in save state issues. Code
#81 Lander issues on load Graphic
#89 Imp moving fossil becomes broken on load AI
#91 Colonists ask for Workshop table even when one is built. AI
#115 Multiple Airlocks cause AI confusion AI
#116 Airlock can be placed and built halfway into wall. Code
#122 Colonist can become stuck in corners of rooms AI
#125 Colonist stuck between walls while attempting Repair of Workshop drill AI
#138 IMPs can attempt to pull plants from Lab containment Code
#146 Room objects can be built outside of room along cave walls. Code
#148 Colonist/IMPs can become stuck between walls when building rooms. AI
#158 Colonists walking through walls. Code
#172 L peice Room layouts are considered vaild. Code
#207 Mail stacks up on load Code
#222 [Settings] Texture options issue UI
#226 IMP moves Water Barrels to odd locations. AI
#244 Dogs Maintain Inertia when the game is paused Code
#247 Colonist sleeping in midair Animation
#253 Debris blocks interaction points. Code
#264 Colonist alive on load Code
#268 [User] IMP pathing issue AI
#286 Interaction points not detecting walls correctly Code
#289 Sample object task does not instantly cancel AI
#291 Missing Text UI
#294 Colonist stuck in cave wall AI
#295 Phantom Water barrel Code
#296 Utility bot AI usability issues AI
#310 Max Zoom out causes graphical artefacts at screen edges Graphic
#326 Multiple Storage rooms cause issues for IMP’s moving waterbarrels AI
#329 IMP Issues Code
#332 IMP possession – Clipping through walls. Graphic
#334 Colonist difficulty with Ration boxes AI
#335 Unable to click other objects when tracking another object. UI
#342 Landers and Microwave towers are not removed AI
#345 Research not appearing on tapes. Code
#350 [FPM] infinite drop of Rubble Code
#362 IMP group behaviour during mining AI
#368 [Tutorial] Objectives only completable in linear route. UI
#384 [Mission – Stratospheric Sulphates] Rubble that is picked up is removed from counter Code
#395 Pausing gamed does not stop objective mail Code
#398 Room Walls being built incorrectly overlapping Graphic
#400 List of all wall based object/rooms that clip Code
#401 Possession camera is slightly lower Graphic
#403 Loading during a mission fail/complete causes CTD Code
#410 Utility bot AI not starting once built AI
#411 IMP stuck at fossil stand with extra fossil AI
#418 Colonists and other NPC’s pass through locked doors AI
#419 Next Danger key not working UI
#420 [Config] Save/load key binding text is swapped UI
#422 Menu does not pause time Code
#423 Tech that does not unlock Code
#426 IMP can become blocked by Doors while in Possession mode Code
#427 Blueprints are removed by explosives Code
#428 Multiple Key bindings can be assigned the same key UI
#322 Toilet animations do not line up with the colonists Animation
#5 Colonists Pass through Doors AI
#13 Colonist lander animation offset midway through Animation
#20 Megacephalalgia clip regularly with each other during animations and walking. Graphic
#45 UI scaling to 150% cuts off 3/4 of the rendered screen. UI
#65 Start Up crash : 3rd Party program interference: “Evolve” Code
#101 Possible to build around airlock blocking it Graphic
#104 Locked Doors cannot be unlocked unless clicking on frame. Code
#117 Airlock / rockwalls clipping Graphic
#119 Menu UI is easy to mis-click to due large click boxes. UI
#135 [sound] Atmogen/3d printer upon loading a save will play their start up noises Sound
#155 Colonists wandering through objects AI
#166 Smoke Wind Direction PFX not consistent Graphic
#205 Illumination of Hydroponic Trees depends on side of lighting source. Graphic
#225 Hopper can be placed midway through walls Code
#256 [sound] earthquake effect loops in ESC menu Sound
#308 IMP will hold Building materials forever if interrupted AI
#314 Some colonists have faces that morph when moving. Animation
#319 IMP Robots and possibly other entities will finish doing their interrupted animation after being possessed. Animation
#328 Colonists eyes are not displaying properly or are missing. Graphic
#330 IMP possession – Looking at ground on intial Code
#344 Megacephalalgia replay death animation on load. Animation
#354 Megacephalalgia come back to life Animation
#360 [Menu] Crew Selection – Menu Header is highlighted on first colonist selection UI
#361 IMP Pick up animation playing in areas without rubble. AI
#363 [Possession] Forced Mails cause Greyout Graphic
#373 [Crew Selection] UI buttons have inaccurate selection boxes UI
#377 Air vent Clipping Graphic
#380 Colonist reuse toilets directly after using them a second time. AI
#390 Pausing the game doesn’t stop the countdown timer. UI
#394 Geothermal Gen blocked Interaction point Code
#402 Fill room function does not remove rubble Code
#404 Trees changing growth state between saves. Graphic
#405 [Research] Data in the Terminal spawns new email on load UI
#406 [Possession] Utility bot is backwards Code
#413 Megs Heavy Windmill interaction Clipping Animation
#415 Explosive decal does not remove on Room builds. Graphic
#50 Floor “Rubble” model can appear under pre-built rooms Graphic
#315 Mail UI Shifting Over UI
#316 Megacephalalgia’s eyes are not displayed at certain angles. Graphic


Maia Update 0.55: Pressure Drop



This latest update introduces changes to saving, the settings menu, new items, new research perks, vast improvements to the object and room placement system as well as complex creature and ecosystem simulation changes.

Here’s Simon’s video of the latest build:

New Objects and Equipment

Portable Solar Panels

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Quick to build, these additional new solar panels will provide less energy but are more convenient for a starting base. The existing solar arrays now require a full workshop to build and provide a higher output.

Flares

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Flares will appear in the area a capsule will land. This helps the new colonists navigate their way to Maia and lets the player know that something will happen in that spot soon. Colonists will also be able to place them to distract animals.

New Decorative Items

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New aesthetic items have been added. Cypress and Dracaena plants can be placed to make the base feel a lot more like home.

Multiple Save Files and Options

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Players can now save their game to several slots along with the existing f5 quicksave. Allowing for you to have multiple bases on the go with zero hassle.

Save and load buttons have also been placed on the pause menu and an option has been added for those wanting to quickly abort their missions and return to the main menu.

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By going into the settings, players can create different key bindings which allow players to customise the controls to their liking and also enables people using alternate keyboard layouts, such as AZERTY, to play. The bindings are saved in human readable xml so can be modified by third party programs and shared between machines.

Improvements to Object Placement

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When placing a blueprint of an object it may turn amber, to indicate a sub-optimal placement. This might make it more difficult to build or might indicate that the objects function will be impaired.

Colonists are now better at considering whether a complex chain of actions can be fully completed, leading to less time wasted by the colonists on jobs they give up on half way through.

Players are now also able to place priority orders for their colonists. Do this by double clicking a blueprint you have placed. These orders with be prioritised over most tasks, but will upset colonists by going against their own judgement and freewill.

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Players may also notice that when placing a room the blueprint appears as a grid, this visual improvement makes it easier to understand how objects are placed.

Creature Updates

There has been various updates to the creatures on Maia including improvements to animation and AI. Also, some creatures are now able to breed.

Voxnocturnus

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The Voxnocturnus that travels Maia’s plains at night will now find and create burrows to sleep in during the day.

Proto Birds

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The unknown proto birds food sources have changed. This will encourage when to invade bases more and to eat other dead creatures.

Megacephalalgia

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Megacephalalgia will now have migration patterns which means new packs will appear on the map. They also have new reactions to each other and idle actions.

Emails and Announcements!

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The emails have been updated to relate to colonist skills. Your inhabitants will complain for even more reasons such as lack of robots, need for equipment and give unsolicited feedback on the base you have created.
The emails will have a lot more personality so you can get to know your doomed colonists. In addition to this, the announcer will now alert you on even more issues and events.

Research Changes

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Overall the researching in Maia is more balanced, new perks will be unlocked at different times dependent on what kind of research is being collected. Several interesting new research perks have been added to the game that provide the player with more options and choices on how to run their base. Colonists will discover new ways to create stable energy, how to capture animals and treat infections faster. Research advancements in computer technology and social compliance are also possible. The full list of research perks can be found on maiawiki.com

Also, probes can be found outside on the planet’s surface. These can be selected and used to gain research.
The research perks are also now tiered so players will not be able to unlock certain research perks until they have done the related one before.

Other Changes

  • When walking or running or waiting with no idle animation, colonists turn their heads to look at what is interesting them.
  • Outdoor wind directions on smoke and other effects balanced and corrected.
  • Drift added to many effects such as snow, dust, ash and embers to cause the particles to float about naturally.
  • Bum scooting animations for megacephalalgias are now more satisfying.
  • Better hypothermia emails
  • Repair bot works faster, smarter.
  • Trees grow in group to create forests.
  • Plants grow more naturally, maxing out at over fifty thousand individual entities.
  • IMP can now destroy plants in first person mode.
  • Less poetry emails.
  • UI sounds added for several interactions.
  • Sound balancing on many items.
  • Necropsy table visibility fixed.
  • Meteorites are now easier to select.
  • Build priorities and needs tweaked.
  • Fix for ambient occlusion pass not being used.
  • Colour bleeding added to the SSAO effect and increased.
  • The Bloom system reduced in scale to save memory.
  • Lights are now individually scaled for different rooms.
  • Internal reflection threshold increased. To give more interesting lens flares.
  • Graphics update and optimisations.
  • SSAO is now working with AA and without it
  • Spinning turret bug fixed
  • Fix for corrupted files.
  • Typos fixed in several descriptions. New descriptions added.
  • Colonist’s now think about base design
  • Colonists now think about alarms
  • Keybinding saved to XML
  • More consistent code for warnings and problem status on all sub objects.
  • Tree sample priority has been raised.
  • Workshop table no longer missing on Linux builds.
  • Save file changes
  • Room updating optimised
  • Several loading issues fixed
  • Various code cleanups
  • Particle FX now on less threads, and updated more optimally.
  • Linux graphics fixes for Intel and ATI machines. Game now build against up to date libraries and tested on Ubuntu 16.04
  • Cave-ins will now spawn at the centre of the screen when using debug cavein command.

We’re looking forward to update 0.56 which we’re already hard at work on. To see live development head over to dev.maiagame.com.

twitch maia development stream purple

Simon has been live streaming development every Friday over on Twitch. Make sure to follow him to be notified when he goes live.

We hope you enjoy this update, please let us know what you think over on the Maia forums or on Twitter.