about 1 year
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Coffee Stain Studios
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6s | hey come on let's go why is it taking so |
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7s | long come on let's go job job job I |
9s | ain't got all day I got a Kate lesson I |
11s | need to be at at 4 hey don't screw |
14s | around you're screwing around too much |
17s | hey |
20s | tip you're doing great work love what |
23s | you're doing awesome stuff keep it up |
25s | don't change that thing all right fellas |
28s | let's boot her up let's see what she can |
29s | do |
33s | [Applause] |
36s | finally update8 is now available on the |
39s | Early Access |
41s | [Music] |
55s | Branch all right real talk so this |
58s | update has been on the experimental |
59s | Branch for for way too long so the |
62s | factor is built in Unreal Engine and at |
64s | the beginning of the year we decided to |
65s | update the engine version from Unreal |
67s | Engine 4 to five because we saw a lot of |
70s | potential to improve the foundation the |
72s | game is built in it's been a rocky |
75s | Journey as a lot of things broke during |
77s | the migration that we've had to patch up |
79s | again with the upgrade to Unreal Engine |
82s | 5 we're able to take advantage of some |
84s | of the new highly talked about features |
86s | such as nanite and Lumen nanite is a |
89s | virtualized geometry system to render |
92s | High detail objects which we're using |
94s | for Cliffs and |
96s | rocks we're also sort of unofficially |
99s | supporting Lumen which is the new Global |
101s | illumination and reflection system I say |
103s | unofficial support as we haven't tune |
105s | the lighting for the game with lummen in |
107s | mind and we're unsure if we ever will be |
109s | able to do so Lumen is a cool feature |
111s | for you to enable and try out if you so |
114s | choose but be aware that it might be |
116s | quite taxing on your system and there |
118s | might be some issues here and there |
120s | we're also taking advantage of a couple |
122s | of other features that are new in a real |
124s | Engine 5 such as the new input system |
127s | the new world partitioning system that |
130s | should improve level streaming and the |
132s | new physics engine called chaos since |
135s | the old physics engine has been |
136s | deprecated we've had to completely |
139s | rework our vehicles to use chaos there |
142s | should be little to no changes when it |
144s | comes to vehicle automation but the |
147s | manual driving of vehicles has been |
148s | redone and we've made improvements in |
151s | feel and usage of the different Vehicles |
154s | most notably driving on foundations now |
157s | no longer costes vehicles to bounce |
159s | around we've also added support for |
161s | multiple upscaling techniques such as |
163s | dlss xcss FSR and |
167s | TSR all right so with all that nerdy |
169s | out of the way let's check out some |
171s | of the new stuff in |
176s | [Music] |
179s | update |
189s | let's start by talking about one of the |
191s | new buildables in the game the priority |
193s | power switch so with the priority power |
196s | switch you're able to organize sections |
198s | of your power grid by having different |
200s | priorities in the case of power failure |
202s | so if power should |
205s | fail the priority power switches will |
208s | turn off in order of their set prior |
210s | maity shutting down parts of your |
212s | factory gated behind them giving you |
214s | more control over your power |
226s | circuits to deliver the power lines to |
229s | your factory we've added power |
232s | [Music] |
239s | Towers |
241s | so power Towers allow you to connect |
243s | power lines or long distances power |
246s | Towers have two connection points the |
248s | top connection point is used to connect |
250s | other power towers and has a longer |
252s | length than regular power poles and with |
255s | the bottom connection point of power |
257s | Towers you can connect it to regular |
259s | power pools there are two versions of |
262s | power Towers one with a ladder and a |
264s | platform and one |
269s | without |
272s | [Music] |
284s | [Music] |
286s | one really nice new feature we've added |
288s | is the ability to nudge Holograms when |
290s | building when placing a hologram it's |
292s | now possible to lock down the placement |
294s | of the Hologram so you can sort of move |
296s | around and make sure it's correctly |
298s | placed and if you need need to make |
300s | adjustments you can nudge around the |
302s | Hologram to where you want to place the |
304s | buildable another neat little |
305s | Improvement to the build mechanics is |
307s | that now you have a starting pole when |
309s | placing conveyor belts and pipes so you |
311s | can get to building faster when placing |
313s | conveyor belts previously there were |
314s | also a couple of situations where the |
316s | initial starting position was invalid in |
318s | regards to pole Heights we've now moved |
320s | the validity check of the final |
322s | placement to the poles |
328s | instead |
339s | so in Update 7 we introduced blueprints |
342s | we're quite happy with the overall |
343s | design of the blueprint system and the |
345s | blueprint designer but we felt we needed |
346s | to make a few improvements first of all |
349s | dismantling blueprints is quite tedious |
351s | as you have to dismantle pieces of the |
353s | blueprints individually it sucks to |
355s | place down a blueprint with tons of Bill |
357s | pieces only to realize it's not rotated |
359s | correctly or not properly L aligned so |
360s | we've added a blueprint dismantle mode |
362s | that you can toggle on or off with this |
364s | you can dismantle an entire blueprint |
366s | all at once significantly reducing the |
368s | effort to get rid of blueprints that are |
370s | misplaced or no longer useful not only |
372s | that but when you have this mode enabled |
374s | and you highlight a blueprint you can |
376s | sample it similar to how you sample any |
378s | building part speaking of dismantle mode |
381s | we've improved the dismantle filter to |
382s | be more clear when in dismantle mode you |
385s | can select and highlight certain types |
386s | of buildables to be added to a filter so |
389s | you will only be able to select |
390s | buildables listed in the filter for |
391s | dismantling making it much easier to |
393s | dismantle specific parts of your factory |
396s | you can switch freely while dismantling |
398s | and it works both in Blueprint mode and |
400s | in regular |
400s | [Music] |
404s | mode ah |
408s | oh |
413s | God luckily I'm wearing my parachute and |
416s | these suckers have been significantly |
418s | improving this update parachutes now |
421s | count as an equipment instead of a |
422s | consumable so you only need to craft |
424s | once and use it as many times as you |
426s | want we've also improved its |
428s | maneuverability while in |
431s | [Music] |
433s | use all |
437s | right that's not the only equipment |
439s | change we've made zip lines have |
441s | improved as well we increased the |
443s | acceleration of zip lines in Sprint mode |
445s | and the zip line now automatically |
447s | connects to the next power line while |
449s | zip lining on power towers and ceiling |
451s | connections and can be controlled when |
453s | the power cable |
462s | splits we also finally added support for |
464s | multiple fuel types for the jetpack and |
467s | each fuel type has different properties |
469s | solid bof fuel is the most basic fuel |
471s | type that can be used before packaged |
472s | fuel has been automated it runs out |
475s | fairly quickly but works just as well |
477s | package fuel is the regular fuel type |
479s | we've used before before and it works |
480s | just the same but it's been given a tiny |
482s | buff in upward momentum turbo fuel has |
485s | faster acceleration and speed allowing |
487s | the player to reach much higher altitude |
489s | and it's also got slightly increased air |
491s | control and finally you can now use |
494s | Liquid biofuel the best fuel type in the |
497s | game if you ask me it works mostly the |
499s | same as regular package fuel however it |
502s | burns much slower making it possible to |
504s | stay in the air way |
508s | longer |
512s | I'm here in the Titan forest and this |
515s | biome has gotten a significant overhaul |
517s | of its foliage visuals and sound effects |
520s | we left the notes alone but there are a |
522s | few minor terrain changes but it |
524s | shouldn't affect your existing factories |
525s | too |
529s | much we also improved the vistas around |
532s | the world to make it look more like |
533s | you're on like one part of the planet |
535s | instead of just being on an island in |
536s | the middle of |
538s | nowhere |
548s | the red jungle has also changed quite a |
550s | bit and we put some more work into |
552s | finishing some of the caves around the |
553s | map in terms of lighting we've done full |
556s | passes over all the starting areas as |
558s | well as the Titan forest red jungle and |
560s | spy Coast to elevate their look and feel |
568s | further |
575s | another really cool new feature we've |
577s | added in this update is the ability to |
579s | finally be able to blow up gas pillars |
581s | in the game right check this |
598s | out |
612s | we've also polished and updated |
613s | placement of creature spawns hazards and |
616s | collectibles in many areas of the world |
618s | there's still some work to go before the |
620s | map is fully complete but you know we're |
623s | getting there now that's not all though |
625s | there's a really cool new secret area |
627s | that I really want to show you guys so |
628s | if you just go over this we're going to |
630s | be able |
632s | to oh run |
637s | away I forgot we added these two new |
640s | variants to the Hogs the cliff hog and |
642s | the nuclear hog they're the most |
644s | menacing members of their family and |
646s | they will defend their territory with |
648s | devastating charge attacks and if you |
650s | try and fly away they're going to throw |
652s | stuff at you and the nuclear hog is also |
654s | radioactive so that's a |
658s | bummer |
664s | well guess that's it for me huh there's |
666s | no way I'm getting out of this one oh |
669s | wait no I can just do this |
681s | thing sweet you may have notice that the |
684s | menu has been updated the creature |
686s | hostility and |
688s | rapobec1 a whole new subset of settings |
691s | in town for the game under a category |
693s | called Advanced game settings that you |
694s | can enable to be able to customize your |
696s | gameplay experience with the addition of |
698s | advanced game settings you can now |
700s | remove build cost unlock tiers research |
702s | or alt recipes become invincible fly and |
706s | completely remove arachnoid creatures |
707s | from the game just to name a few of |
709s | these new settings in order to access |
712s | the advanced game settings you need to |
713s | enable this for your save file as this |
715s | isn't the original intended experience |
717s | for the game many of these settings |
719s | change change restrictions that are part |
720s | of sort of what makes satisfactory what |
722s | it is but the option is there for people |
724s | to find other ways to enjoy the |
729s | game so yeah those are some of the new |
732s | things coming in upd day if you want to |
734s | learn more about some of the features |
735s | covered in this video then make sure to |
737s | check out the cards as always there's |
739s | tons of bug fixes optimizations and |
741s | quality of life features not covered in |
743s | this video so make sure to check out the |
745s | full patch notes |
748s | below |
761s | [Music] |