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Coffee Stain Studios
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0s | [Music] |
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1s | hi hey hello good morning uh my name is |
5s | snood I'm one of the community managers |
7s | at coffee stain Studios and you know |
8s | welcome to another video with me in it I |
10s | guess uh |
12s | today we're going to be talking about |
14s | what you can expect to see from us for |
16s | the rest of this year as well as what's |
18s | coming up in the next update so ooh |
20s | exciting all right uh it's been a busy |
23s | year and while you may not have seen too |
25s | much new content from us this year |
26s | there's been a lot of things going on |
28s | behind the scenes so I just want to like |
30s | quickly catch you up so if you've seen |
32s | any of our recent streams or YouTube |
33s | videos you may know that we've shifted |
35s | development of the game towards leaving |
37s | early access and finalizing the game for |
39s | 1.0 this means that all decisions we're |
41s | taking regarding development of the game |
43s | prioritize this goal and in the past we |
46s | sort of focused on like purely on |
47s | developing towards the next major update |
49s | but now our attention is sort of divided |
51s | between you know finishing content for |
52s | the future release of the game as well |
55s | as whatever content we intend to release |
56s | along the way such as update six and |
58s | seven as of right now this is what we're |
60s | currently working on so since the launch |
63s | of update 5 last year we've been working |
64s | on content intended to be part of the |
67s | final release of the game this is new |
69s | content that we haven't shown off yet |
71s | and won't show off until the final |
73s | release of the game and this includes |
76s | but is not limited to you know sort of |
78s | what the functionality of those like |
79s | items that you can pick up in the world |
81s | is and like Sam and that stuff and a |
84s | narrative to be told along with the |
86s | existing gameplay The Narrative by the |
88s | way is not going to take like the center |
89s | stage or anything like that it's going |
90s | to be told sort of on the sidelines of |
92s | the main game uh because satisfactory is |
95s | first and foremost a factory building |
97s | sandbox while working on this we're also |
99s | working on releasing another smaller |
101s | update this year that we refer to as |
103s | update seven and yes uh you heard that |
106s | right we're planning to release this |
108s | update this year so more on that in a |
110s | bit we're also working on the map itself |
112s | there's still a bunch of work left when |
114s | it comes to finishing up massage to ABB |
116s | and some of these changes may or may not |
118s | impact your factories with some you know |
120s | new Grown vegetation we've done this |
122s | dance before there will be no new biomes |
124s | added to the game but we are planning on |
126s | removing an area called Paradise Island |
128s | because it is right on the border of the |
130s | map and it's kind of close to the Keel |
131s | plane and we don't play plan to add |
133s | anything there in any way so since it's |
135s | a bit and ties into build there and it's |
136s | a bit weird with it being so close to |
138s | the kill plane we feel that it's |
139s | probably for the better if we just uh |
141s | you know |
142s | take it out behind the shed another |
145s | thing of note is that we've decided to |
147s | revamp the red bamboo fields that were |
149s | previously marked as being close to |
151s | finish so expect some mild to |
153s | significant changes to foliage and |
154s | Landscape in that area I've supplied an |
157s | updated version of the planned map |
158s | changes we're making so if you're |
159s | interested in that please check the |
161s | description and it is yet to be |
163s | determined sort of when these new world |
165s | updates will be released so we'll see |
167s | there are several system overhauls and |
169s | performance improvements we were |
170s | currently working on continuously along |
172s | with everything else that's going on for |
174s | the most part these are released |
176s | alongside the regular updates of the |
177s | game but occasionally we made a |
179s | standalone patches where you know we |
181s | wanted to test something with them or we |
183s | wanted your feedback on something so but |
185s | yeah for the most part every update we |
188s | release contain a number of fixes for |
189s | performance and multiplayer anyways so |
191s | they tend to go into those and lastly |
193s | we're also working on dedicated server |
195s | support at the moment dedicated server |
196s | support is still experimental and it is |
198s | available but there's still a lot of |
200s | work left for them similar to the |
202s | previous mentioned track dedicated |
204s | server improvements tend to be nestled |
205s | into other updates for the most part for |
207s | the overall production of the game we're |
208s | quite happy with how things are going |
209s | but we don't really know exactly when |
212s | the whole game will be fully finished as |
214s | we're still trying to figure out exactly |
215s | what a feature complete satisfactory |
217s | will consist of so now that we've gone |
219s | over the overall work that's going on |
221s | let's dive into Update 7 specifically so |
224s | Update 7 is going to be another small |
226s | update in fact it's going to be even |
228s | smaller than update 6. there are a few |
230s | reasons for this it's partly because we |
232s | want to get some changes into the game |
233s | sooner rather than later so we can get |
235s | some feedback from you all so now we can |
237s | get keep it on it going forward but also |
239s | because of some overall scheduling |
241s | reasons the plan is to release this |
243s | update on experimental in November and |
245s | subsequently patch it up so it's ready |
246s | to release on the Early Access Branch |
248s | before the end of this year what exactly |
250s | this update will contain fluctuates a |
252s | little bit because the production window |
254s | for this update is pretty short so it's |
256s | hard to say you know exactly what will |
258s | be ready in time for this update it sort |
260s | of boils down to what we can manage to |
262s | get done done within the time frame but |
264s | let's go through a couple of things that |
265s | we know today will be in update 7. so |
268s | something that's been highly requested |
270s | by you all is the addition of multiple |
272s | game modes was satisfactory this is |
274s | something that we've confirmed in the |
275s | past that we want to include and in |
277s | Update 7 we plan to make an initial |
279s | release of this now there's a long list |
283s | of requested game modes on our QA site |
286s | uh some more likely to happen than |
288s | others so I thought I'd take a moment to |
290s | address a couple of them one of the most |
292s | highly requested game modes is creative |
294s | mode this is something that we intend to |
296s | add to the game eventually but not until |
299s | we are closer to the final release as we |
302s | still sort of need to collect feedback |
303s | regarding the balancing of the game and |
305s | we feel that if we introduce a creative |
307s | mode it will sort of Muddy the waters |
309s | and potentially get conflating feedback |
311s | from most of the player base so creative |
313s | mode will come just not until 1.0 |
316s | probably another popular request is some |
318s | form of peaceful mode where creatures |
320s | won't attack the player and this is |
322s | going to be a available in update 7. we |
324s | might extend this a bit in the future |
326s | but for this release we're just going to |
328s | make it so that you can switch off |
329s | creature aggression essentially for now |
331s | peaceful mode will be the only mode |
333s | included in this update but there's more |
335s | coming in the future other often |
337s | requested modes include being able to |
339s | set daytime hours god mode you know no |
342s | fall damage uh start with everything |
344s | unlocked not losing inventory on death |
347s | uh you know the list kind of goes on and |
349s | on and I can't really say at this point |
351s | in time which ones will be implemented |
353s | or not but there are a lot of them that |
355s | are on the radar so yeah game modes will |
358s | support settings that are both |
359s | persistent I.E you configure them before |
361s | you start a new save file and settings |
363s | that can be set for the play session so |
365s | so uh uh remember the talk we had before |
369s | the launch of update six where I |
372s | mentioned that we might change how |
373s | overclocking works in the game and then |
376s | like at the last second we decided not |
378s | to do that for update six will we be |
380s | doing that for update seven |
386s | oh but seriously uh there is gonna be a |
388s | slight change to overclocking update |
390s | seven uh we think I mean we know I mean |
393s | uh like we're still kind of working on |
395s | this so I can't give like a real update |
397s | on this at this very moment because like |
398s | I said things are fluctuating a little |
400s | bit uh however one change we do know we |
402s | intend to make for overclocking and |
404s | update seven is how overclocking works |
406s | for power generators at the moment |
408s | overclocking power generators does not |
410s | affect the fuel to power ratio both the |
412s | fuel burn rate and the power output are |
414s | increased proportionally meaning uh fuel |
417s | to power follows like a linear formula |
419s | when overclocking however their |
422s | operating rate does not so when |
424s | overclocking power you get a mismatch |
426s | between these two values so power |
429s | generators do what we refer to |
430s | internally as following a linear formula |
433s | in a stupid way |
436s | Mark made sure to tell you that okay in |
438s | Update 7 their operating rate is going |
440s | to match their power output it's it's |
442s | silly that they don't and it's like just |
444s | unnecessarily confusing it's it's one of |
447s | those things that we've been wanting to |
448s | fix for a long time but we just haven't |
449s | been able to get around to it until now |
451s | with this change we're also making an |
453s | adjustment to the nuclear power plant's |
454s | water requirement So currently nuclear |
457s | power plants require 300 cubic meters of |
459s | water per minute at 100 which would |
462s | become 750 at 250 percent uh quick math |
466s | which is impossible to deliver with the |
468s | current pipes essentially so we'll be |
470s | reducing the water to 240 or lower at |
472s | 100 in the future this change shouldn't |
475s | break any existing power setups that you |
477s | may have you know at worst you'll be |
479s | delivering too much water to your power |
481s | plants so |
482s | yeah another change we're making is |
484s | regarding the coupons and the awesome |
485s | sync so in the awesome sync there are |
488s | now two tracks that I use for syncing |
490s | items one is for the regular parts of |
492s | the game and the other is for organic |
494s | data capsules crafted from Alien protein |
496s | this means that there will be a |
498s | difference in return on effort between |
499s | the regular parts that you sync and the |
501s | organic data capsules giving you like |
503s | another incentive sort of for dealing |
505s | with the local fauna so regardless of |
507s | how many points you've synced in the |
508s | awesome sync by now you'll still get |
510s | like a fair number of coupons for the |
511s | capsules since their points accumulate |
513s | on their own track in the future we're |
515s | also planning on rebalancing the coupon |
516s | costs for the awesome shop in general |
518s | there's also a couple of qualitative |
520s | life improvements coming in this update |
521s | with the most significant being that |
523s | we've improved sort of how conveyor belt |
525s | building works and we've implemented so |
527s | that snapping to walls and foundations |
529s | will automatically switch to the wall |
531s | mount and drumroll we've added ceiling |
535s | mounts for conveyor belts exciting times |
537s | all right I don't know why I'm |
539s | downplaying that feature because it is |
540s | kind of sweet actually I also want to |
542s | mention and that I think I said in the |
543s | last video that we were planning on |
544s | releasing a couple of more updates to |
546s | creatures in Update 7 uh spoke too soon |
549s | because yeah that will likely not happen |
552s | it will probably happen later down the |
554s | line uh it's partly because there were |
555s | some dependencies or something in the |
557s | work that goes into the world changes I |
558s | mentioned previously uh so we'll see |
561s | when those creature changes make it in |
562s | there'll also be a couple of bug fixes |
564s | and performance improvements coming in |
565s | Update 7 as usual but apart from that |
568s | these are sort of the things that you |
569s | can sort of expect in this update uh you |
571s | know there might be one or two more |
573s | features added if we have time but you |
576s | know that's it for the most part so yeah |
577s | I just want to kind of set expectations |
579s | here that's this is a small update and |
581s | lastly I want to mention a little bit |
582s | something about fixmas our seasonal |
584s | event that we run at the end of the year |
586s | a lot of folks have asked us recently if |
588s | we're doing fixmest this year as well |
590s | and the answer is yes we are but because |
594s | this update is coming so close to the |
596s | end of the year will most likely be so |
598s | wrapped up with that so we won't be able |
600s | to make like any new additions to fix |
602s | Christmas this time around so this |
604s | year's seasonal event will pretty much |
606s | be a rerun of last year's fixmest but I |
608s | think it's still going to be pretty |
609s | exciting and on that note we're gonna |
611s | round off this video hopefully you feel |
614s | informed about many things you know |
615s | there will be more videos coming up |
617s | keeping you up to speed regarding the |
619s | work that goes into update 7. so hit |
621s | that old subscribe button if you want |
622s | but you know that's up to you though you |
624s | know you're your own castle I don't want |
626s | you to feel like I'm pressuring you or |
628s | anything like that you know take your |
629s | time think it over you know I'll love |
632s | you regardless of your decision thanks |
633s | so much for watching take care goodbye |
637s | foreign |
640s | [Music] |