PATCH NOTES - Build 1000

Puzzle & Core Mechanics
Voranes Remote Control  🎮
  • 📝 Hint labels repositioned for better readability
  • 🆕 New "Remote Control" button added
  • 🔄 Toggled animations now serialize state; buttons disable on single use
Dozer Puzzle  🚜
  • 🎨 Unique models introduced for each item for visual clarity
Roswell Cube Puzzle  🔄
  • 🔁 Looping idle animation on the large cube
  • 🛠️ Fixed VFX persistence on load/save and cleaned up unused logic
  • 🎁 Completion now grants two Anomaly Shards
Galvos Pyramid Puzzle  🔺
  • 📦 Corrected crate and key types; removed deprecated schematics
  • 📏 Scaled VFX to avoid clipping; fixed replay issues on reload
  • 💎 Rewards increased to four Anomaly Shards
Istiga Tablet Puzzle  📋
  • ✅ Restored missing completion trigger; added two Anomaly Shards as reward
Hesmo HexaDisc & Telescope  🔭
  • 💾 VFX now load/save compatible
  • 🔘 Activation button on the laser puzzle telescope disables properly
  • ⏱️ Added a 12s delay before marking completion after activation
Obelisk Puzzle (TreeCave02)  🗿
  • 💰 Loot and journal reward added
  • 🛡️ Extended airlock-ramp collider to prevent player clipping
Mining-Drill Anomaly Puzzles  ⛏️
  • 🔋 Mining Drill prefabs, socket view, "Insert Power Cell" hints, objective steps, VFX
  • 🔄 Planum Cave puzzle now requires activating the drill
  • 📝 Updated Power Cell description to mention Mining Drills
Experiment Machines  🧪
  • 🌐 Placed in multiple sub-areas with FMOD interactions and VFX
Patrol-Drone Routing  🤖
  • 🛣️ New patrolling paths defined across all major sub-areas
  • 👁️ Improved line-of-sight checking algorithms for smoother targeting
  • ⚡ Increased aim speed for more challenging gameplay
  • 🗺️ Fixed path clipping issues with terrain in Galvos
  • 🎭 Added proper materials and textures to drone models
  • 💥 Fixed explosion positioning for better visual feedback
  • 📍 Strategically placed additional patrol drones across:
  • 🏔️ Hesmo: Additional drones covering crag areas
  • 🏜️ Voranes, Istiga, Etara, Tulon, Nipan, Rakona, Galvos: New patrol paths
⛏️ Mining Drill Mechanics
  • 🔌 Integrated mining drills into gameplay objectives in Planum Cave
  • 📖 Updated journal entries with drill activation instructions
  • 🧪 Added mining drill to the DeltaLab area
  • 💎 Rebalanced resource clusters (replaced Perovskite with Quartz and Olivine)
📡 Scanning Tool
  • 📊 Continued development of scanner functionality
  • 🔉 Added audio feedback for scanning operations
  • 📱 Implemented preliminary UI improvements
📈 Progression and Balance
  • 🎯 Objective Improvements
  • 🚀 Added "Explore rocket" objective step in Nipan area
  • 💰 Set up appropriate loot inside the downed rocket
  • ⚖️ Lowered Research Item loot tier in Nipan from 3 to 1 for better early-game flow
☠️ Death System
  • 🆔 Fixed scene ID persistence on death inventory
  • 🔄 Improved player recovery experience after death
🧪 Experiment Machine
  • 🎵 Added comprehensive audio feedback:
  • 📂 Opening and closing sounds
  • 📥 Item insertion variations (4 types)
  • 🔄 Machine interaction feedback
  • ⚙️ Mechanical operation sounds

Audio Overhaul
Vehicles & Tools  🚗
  • 🔈 Mixed hover and engine SFX on rovers; enter/exit, throttle, grab/release cues on hoverbikes
  • 🖱️ Single-use button clicks
Scanner Tool  📡
  • 🎵 Ping-start and completion tones; call-response audio
Puzzle & World  🌌
  • 🎶 Experiment-machine sounds
  • 🔫 Pyramid wall gun, jammer tower, and rotating-pillar audio
  • 🔉 Ambient buzz and explosion SFX on patrol drones

✨ VFX & Particles
Scanner  🔍
  • 💫 Ping and complete effects refined to prevent clipping
  • 🔄 ScannerTool.prefab & VFX_ScannerToolPingLocal updated
Launch Platform  🚀
  • 💧 Overhauled coolant particle system; added ignition, cargo-load, fuel-injection sequences
  • 💥 Arm-detach particles now follow visuals; spark/smoke tuned
HoverBike & Vehicles  🛵
  • 💨 Basic hover-dust VFX added
Puzzle Effects  💫
  • 🖥️ Fade-quad flicker fixed
  • 🧩 PyramidPart, cube, and HexaDisc VFX deactivate correctly post-load
  • 📏 Laser length increased for the AlienLaser step

🔬 Research & Tech Tree
Research Station  🧪
  • 📋 UI clearly lists valid items; description improved for Anomaly Shards
  • 🔤 Fixed "Furnace" → "Research Station" objective text
Cost & Prereqs  💰
  • 📈 Furnace entries cost increased; mid-tier upgrade cost bumped tier 2→4
  • 🔓 PowerCell no longer requires CopperIngot
  • 📉 Radar Station & Connector unlock costs reduced
  • 0️⃣ Starting research points now begin at zero
Dynamic Contracts  📝
  • 💎 Added contracts for all crystal types
  • 🔄 Modernized contract logic; tightened late-game prereqs
  • ⛽ Added fuel requirements to recovery contracts

🖥️ UI & UX
Buttons & Levers  🕹️
  • ⚫ Disabled state now solid black
  • 🔒 One-time locks prevent spamming
Hints & Menus  💡
  • 👆 New quick-select gesture; hints repositioned with fixed font sizes
  • 💾 Saves disabled during intro
  • 📜 Mission list hides on pause; death screen gets custom background
Prefabs & Icons  🖼️
  • 🔄 ScanningTool, entity icons, and default map textures updated
  • 🎬 Early Access & MoviePoster assets folded into FurnitureCrafter
🔬 Research Station Revamp
  • 🌟 Completely redesigned Research Station interface (+174 lines)
  • 🧠 Added clear visual indicators for accepted items (Anomaly Shards & Research Items)
  • 📋 Improved layout to reduce confusion for new players
Accessibility Enhancements
  • 🎨 Changed disabled button color to black for better visibility
  • 🔍 Doubled size of fade quad in VR player rig for improved comfort
  • 🏷️ Renamed game hint notification variables for better code clarity

🌍 Environment & Level Design
Terrain & Sub-Areas  🏔️
  • 🏞️ Cliff, cave and floor adjustments in Planum, Nipan, Kalado, Hesmo, Tulon, Etara, Galvos, Roswell, Rakona, Voranes
  • 🛠️ Corrected death-plane crates and missing transforms
  • 🗑️ Pruned orphan assets and debug folders
Resource Clusters  💎
  • 🔮 Quartz, Olivine, Magnetite, Perovskite, Hematite placed and balanced per puzzle needs
Boundaries & Spawns  🚪
  • 🚶 Normalized airlock exits; spawn-point transforms adjusted; boundary colliders fixed
  • 🧩 Created unique models for Dozer puzzle items:
  • 💾 DroneCore: Custom mesh and textures
  • 🪪 OperatorID: Custom mesh and textures
  • 🔋 RoverBattery: Custom mesh and textures
  • 🏷️ Improved hint label positioning for remote control in Voranes

🚗 Vehicle Systems
🏍️ Hoverbike Enhancements
  • 🔊 Implemented comprehensive audio feedback system
  • 🎵 Added enter/exit sound effects and handling
  • 🎚️ Created new PowerHandle component with audio feedback
  • 👐 Added grab and release audio for hoverbike controls
  • 🎛️ Mixed audio for movement and operation


🚜 Rover Audio Integration
  • 🚪 Added enter/exit audio hooks to the mini rover
  • 🔈 Updated RoverSoundModel with improved functionality
  • 🛠️ Fixed vehicle control systems

🎨 Entities & Art Assets
  • Mining Drill & Experiment Machine  ⛏️
  • 🔌 Prefab/view logic, power-cell sockets, inventory integration
Furniture & Decor  🪑
  • ☕ New mugs, lockers, planters, shelves, wall screens, display disks
  • 🖼️ Posters updated with correct portraits and spawns
Connector, Jammer & Radar  📡
  • 🔧 Collider, audio, and lighting fixes
Drones & Rovers  🤖
  • 🛣️ Path-clipping fixes; correct materials; hand-animation tweaks

⚖️ Balance & Hazards
  • Radiation & Hazard Zones  ☢️
  • 📏 Patrol-drone radiation radius bumped to 5.2 m
  • 🔥 Rocket-launch FX no longer apply a temperature hazard
Power & Pricing  ⚡
  • 🔋 Bike/Rover power-draw vs. battery capacity balanced
  • 💵 Component pricing pass

🐛 Bug Fixes & Cleanup
  • Crash & Race-Condition Fixes  💥
  • 🏃 Tutorial scanning race resolved
  • 🖥️ Fade-quad black flicker eliminated
  • 🔧 Blueprint-terminal, null-ref and warning fixes
  • 🧹Asset Housekeeping  
  • 🖼️ Fixed fade quad rendering issues
  • 🎒 Corrected scene ID handling for death inventory
  • 🏍️ Fixed hoverbike audio missing components
  • ⚡ Fixed patrol drone collision issues