QANGA Update - Hotfix v0.0.24b
Greetings, Cyborgs.
A small follow-up after the big 0.0.24 update. On the menu: chests, ship storage and Builders accessible again on dedicated servers, vehicles that no longer vanish on restart, completely rebuilt AI navigation, and settings that finally apply to the new terrain.
Important fixes
Chests, storage and Builder on dedicated servers: normal and large chests, ship storage and the Builder were inaccessible on dedicated servers. Fixed, including the large storage of the Velkara Passenger.
Vanishing vehicles: an owned vehicle that hadn't moved since it spawned disappeared when you restarted the game. Its position is now saved from the start.
Crash at launch on some AMD graphics cards: fixed.
Terrain & graphics
Terrain settings: "Terrain Resolution" and "WorldScape Updating" now apply to the new terrain generated by your graphics card. Resolution now defaults to High for better performance; Ultra keeps the density shown in 0.0.24.
Lighter terrain: picking which terrain areas get more detail takes less computation, with no loss of precision.
Shader preparation: it uses the standard number of CPU cores again, including on PCs with 32 GB of RAM or more.
DLSS: the Dynamic, x5 and x6 modes no longer lock the frame generation selector.
Ambient occlusion: its setting is back, including the option to turn it off.
Navigation & AI: a brand-new navigation system
This is the big one: we completely rebuilt how AI find their way around.
In practice, every location in the game (over 900 of them: bunkers, relay towers, stations, cities, interiors...) now has its own map of where you can walk, prepared in advance. While you play, these maps are connected live to the planet terrain generating around you. AI use them like a GPS: they plan their route based on their size and what they can do (crouch, jump, use their jetpack) instead of charging straight ahead.
The result: AI that know where they're stepping, on an entire planet generated on the fly.
Shared navigation: AI of the same build share their navigation maps, adapted to local gravity: less computation and safer paths.
Bases and buildings: the floors of bunkers, relay towers and other locations are prepared in advance and connected to the terrain, neighbouring buildings and platforms, including on dedicated servers.
Targeted updates: when something moves (a door, a vehicle...), only the affected part of the map is updated, and passages that are still clear stay usable in the meantime.
Movement abilities: AI take their actual abilities into account to crouch through passages, climb steps, drop down, jump or climb with their jetpack.
One system for everything: chasing, fleeing, patrolling and looking for cover now all run on this same navigation.
No more blind starts: an AI that needs a path waits until it's ready instead of charging in a straight line.
No more frozen AI: after a temporary navigation failure, for example while the terrain is still loading, AI retry and move on instead of standing still for the rest of the session.
Avoidance between AI: when they step aside for each other, AI stay on walkable ground instead of pushing each other off ledges or into walls.
Reliable destinations: the points AI aim for are placed correctly on the ground, especially around holes in the terrain.
Patrolling guards: they head straight for the distant points of their patrol, and a long trip that's making progress is no longer abandoned after a timeout.
Doors, trains, elevators and barriers: they're taken into account once they stop moving, without endless recalculations while they move.
Vegetation: AI go around vegetation even far away from you, at the same spots you see on screen, and now on dedicated servers too, where they walked through trees and rocks.
Parked vehicles: AI go around parked vehicles, even with the engine running.
Fewer hitches: navigation calculations run in the background and are spread over several frames, and AI load in the background: no more stutter the first time a new enemy type appears. Preparing navigation maps no longer causes small hitches either.
Stability: fixed a possible crash when leaving an area, changing map or quitting while navigation maps were being prepared, and navigation no longer uses more and more memory over long sessions.
World & loading
Locations that never loaded: when many loads came in at once, some locations could never load. They now stay queued until they're loaded.
Shared areas: an area still in use elsewhere is no longer unloaded by a new request.
Duplicate buildings: the simplified version of a building shown from afar no longer stays on top of the real building.
Vehicles
Fleet Recall: the Rusty Orizaune can now be recalled to the large platform in Djibouti.
Hovercrafts: they stay stable over multiple surfaces, and your inputs are no longer ignored at times.
Performance: stationary vehicles no longer generate unnecessary terrain collisions.
Waking vehicles: a parked vehicle set back in motion by certain game actions gets its terrain collisions back and no longer risks falling through the ground.
Inventory, building & combat
Dropped items: small items no longer sink into the ground after being dropped.
Restored constructions: doors and other interactive parts are no longer duplicated when your constructions load.
Ghost pieces: a piece placed where another one was removed no longer shows the old one, and placement effects for doors and interactive parts are no longer skipped when the piece already existed.
Pieces in the void: you can no longer place a piece while aiming at nothing, which could send it to the other side of the world.
Builder turned off: when a Builder turns off, all its temporary parts are properly removed, where some could stay behind.
Cables: you no longer bump into cables.
Multi-tool: its range drops to 5 m and its base damage to 3 per second, with no headshot bonus. It's a tool, not a rifle.
Fast Charger: it finally reduces the delay between shots by 10, 20 or 30% depending on its level, even when installed on its own.
Weapon modules: the per-level descriptions of four weapon modules now show their actual bonuses.
Missiles: their damage is always credited to the right shooter.
Animals: they no longer get forcibly rotated when their body collapses.
Quests
Quest events: spawns, triggers, lighting, power control and other quest actions respect their conditions and delays again, in solo and multiplayer, where the server fired them without waiting.
Abandoning a quest: abandoning a quest during a transition no longer leaves you without controls behind a fade.
Quest items: fixed a possible crash when some quest items spawn.
Thanks to everyone who plays, tests and sends us feedback. Spotted a bug? Drop it in our Discord, it shapes what we work on next and helps us greatly going forward!
This announcement was originally published by iolaCorp Studio on Steam on Nov 3, 2026.
Open the original on Steam