Update 1.5.32 (October 25th, 2024)
Megastructures DLC
Bug fixes and improvements
- Fixed issue with some lines in Korean/Japanese
- Fixed the title of the welcome popup being wrong
- Updated the Manual to include information about the DLC
- Hide trade arrow for space projects when viewing the megastructure
- Fixed a bug where upgrading a megastructure would repair it (this might have slight consequences where the cost of repair of some megastructure might change the resource type for some saves)
- Fixed a bug where megastructure would not trigger tech effects properly
Base game
Bug fixes and improvements
- Fixed a bug where gamepad shortcuts to swap between cities were not working
Balance changes:
- The Marsolympics event now provides -2 global comfort of living if lost and +2 global comfort of living if won.
- Increased the adjacency support from the Athlete Training Complex from +1 to +2. Increased its costs from 8 to 18 water.
- Lowered the cost of the Large Scale Resource Conservation tech from 15 to 10 science.
- Lowered the cost of the Research campus from 30 to 25 food.
Update 1.4.11 (August 7th, 2024)
Bug fixes and improvements
- Fixed the spaceport missing ability icon
- Fixed spaceport stacking living condition bonus
- Fixed Marsolympic event 3 times spam
- Fixed breathing Center reverting not removing the bonus
- Fixed relocating robotic HQ
Update 1.4.9 (July 31st, 2024)
Bug fixes and improvements
- Fixed the spaceport missing both it’s special abilities
- Fixed a potential tutorial lock
- Fixed Dock appearing twice in marsyclopedia
Update 1.4.6 (July 29th, 2024)
V1.4.6 - Custom mode, Marsolympics, bug fixes & balance tweaks..
Base game
New feature and contents
- Custom mode: more selectable goals. You can now select from the scenario goals for your custom mode. The goal can be set higher than in the scenarios, so longer games can be played.
- Added 3 new projects that benefit from having a thick atmosphere.
- Added a secret event and related gameplay.
Bug fixes and improvements
- Fixed the “Miner’s Union” specialisation which provided too much support
- Fixed a bug when destroying the “Electron Beam Printer” building
- Fixed an event artwork
- Improved some tooltips to better explain some gameplay features
- Projects which have a bonus related to beeing close to the ocean will be now proposed less often if the player’s strategy is not focused on raising the ocean (in the same way it is currently done for buildings on oceans).
- Fixed a bug where the game would freeze for computer which do not have the CEST timem zone installed.
- Fixed a bug where the epic service libraries were still present in a other platform builds.
Balance changes: Buildings
- Reduced the cost of the Outdoor Duck Farm from 15 to 14 water.
- Reduced the cost of the Outdoor Potato Farm from 21 to 20 nitrates.
- Reduced the cost of the Outdoor Sheep Farm from 25 to 23 water.
- Reduced the cost of the Outdoor Wheat Farm from 41 to 38 nitrates.
- Increased the support income gained from the Outdoor Vineyard from 12 to 15.
- Increased the support income gained from the Bee Colony from 10 to 12.
- Reduced the cost of the Outdoor Cattle Ranch from 40 to 35 water.
- Reduced the cost of the Rice Fields from 50 to 40 nitrates.
Moon cities
- Phobos has 1 rock less.
- Deimos now provides a discount of 20% instead of 15% to space projects.
New frontiers DLC
Balance changes:
- Reduced the celestial resource shortages from 50 to 40 for water, nitrates, titanium, tritium & silicates. Reduced the celestial resource shortages from 75 to 60 for food, science & power.
- Reduced the decrease of resource shortages from Harry Leclerc’s specialization from 20 to 15.
Update 1.3.29 (February 5th, 2024)
New Frontiers DLC
Scenarios: As we had multiple reports that the New Frontiers scenario was too short and quickly completed, we’ve increased the amount of celestial bodies you’ll have to develop to win by 4. Because that would make the existing records and trophies invalid, we’ve shifted the trophies down by 2 levels (so if you previously had the trophy on mastery level 21, now you’ll have it on 10). We’re sorry that this might feel like you’ve lost a trophy, but we think that this updated scenario goal matches the extra 5 turns you have to complete this scenario and get the trophy better. Our intention is that this new scenario would be longer, not shorter. We’ve added 2 lower difficulty entries to the New Frontiers scenario.
Overall Difficulty Based on player reports, we’ve reduced the overall difficulty (expectation rise frequency) by a tiny bit. Our intention is to keep the difficulty of the game on a similar level as before the latest balance patch.
Bugs & improvements Update the game manual to contain the information about DLC related gameplay Added a popup when first launching the game after purchasing the DLC to confirm the purchase and explain how to play with/without the dlc Added a tooltip about exporting resource to solve the DLC shortages Added the flooding warning popup when about to complete the Europa shortage Right click / back action will bring the view back from the the solar system view to the planet Fixed a bug where the robotropolis skill could be used on city where not all neighbors where explored yet Fixed a situation where the end game button could be locked in some edge cases Fixed a bug where the new mars exploration building would prevent the ocean expand action in a city
Base Game
Bugs & improvements Fixed that extra starting options could be exploited Fixed a bug where two buildings would appear twice in the marsyclopedia Fixed a bug where it was possible to delete slums after finishing the refugee crisis Fixed a bug from apple where the game would not work in window mode on mac Performance improvements to limit vram usage Added a haptic vibration setting Added some missing sounds for gamepad Changed some cursors depending on situation and improved some gapead interactions Fixed the name of the zoom out action for gamepad Fixed a bug where a tooltip would display an incorrect key
Balance changes:
Starting situations: Expansive: increased starting tritium from 10 to 12.
Update 1.0.62 (March 13th, 2023)
Bug Fixes and improvements:
- Fixed planet sometimes spinning around a whole turn when focusing on a planet location
- More performance optimization
- Added a tooltip for zooming the planet
- Added that clicking “explore” will zoom towards the planet if in “moon” view
- Fixed the placement of catastrophic event UI item at the top right
- Fixed the weekly challenge which was broken today
- Fixed the time of the last save on the load game popup
- Display spaceport comfort of living bonus on map after placing
- Fixed a bug where spaceport would contribute their bonus even if not owned
- Fixed that the language setting was not properly saving after auto-picking a language
- Fixed a bug on GoG for mac M2 users
Balance changes:
- Increased the amount of Mars points you receive after playing a game, so you’ll unlock content faster.
- Catastrophic events now can’t appear early in the game in the lower mastery level scenarios. The apocalyptic meteor can’t occur in mastery level 1 anymore.
- Slightly lowered the chance of a Marsquake.
- Lowered the end-game difficulty of the lower mastery levels, so new players can take more turns to beat the earlier scenarios.
Update 1.0.60 (March 13th, 2023)
- fixed an issue where the custom mode would not trigger the start event on some specific settings
- fixed an issue where digging aquifer could show a wrong resource
Update 0.9.52 (January 20th, 2023)
- Fixes a major crash which was happening to some people during the first few turns of the game.
Update 0.9.51 (January 16th, 2023)
- community translation
- nobr appearing on the key in custom mode
- bug related to destroying flooded dikes
- bug related to relocating expansion hubs
- procedural leader "error building" skill
- fixed some projects not appearing marsyclopedia
Update 0.9.49bb (December 14th, 2022)
Update 0.9.49 (December 13th, 2022)
- Fixed a bug where “docks” were not correctly proposed
- Fixed a bug where the starting option would not be correctly offered on next game start
- Technologies now have the same discarding values as other projects
- Fixed more “nobr” related issues
- Fixed a bug where potential projects were not correctly being reseted when re-playing the tutorial
- Change some of the project proposition tables to get more varied projects earlier
Update 0.9.47 (December 9th, 2022)
- Fixed the marsyclopedia scroll
- Fixed a bug where the settings were not saving properly
- Fixed that revert sent you back to the planet
- Fixed the “reverse engineering” tech
- Fixed the procedural skill issue with the “error building”. Unfortunately this will only work on new games and won’t fix ongoing saves.
- Fixed the “nobr” appearing on the trade panel when the trade routes are in the negative
- Added a toggle to let players scale the UI into the “unsafe” zone where elements will overlap a bit. This is for very small screens, like a steam deck, where more scaling can help readability.
- Fixed a bug with the Expansion scenario where the number of cities to win was not accounted correctly.
- Fixed a bug where technologies were stopped being proposed in the technology scenario (3 of them were missing).
- Slightly increased the amount of docks and shipwrights proposed
- Fixed some tooltip typos
- Fixed the scaling of tooltips in the main menu
Update 0.9.44 (December 7th, 2022)
Major additions:
- There are now coastal locations on the planet. A coastal location is a location which neighbors an ocean location.
- City expansion now differentiates between land and ocean locations. population expansion is only possible on land. There are buildings like the “expansion hub” which only works on land locations and the “docks” which only works on ocean locations.
- You can continue a game after winning, choosing between survival and leisure mode. In survival mode the expectations will keep rising. In leisure mode the expectations will not rise anymore.
- A new scenario has been added: “expansionist”, where the goal is to own a certain amount of locations, and found cities in a certain amount of different climate zones.
- A new difficulty level has been added. Difficulty of other scenarios has been lowered a little.
- The overview popup now has a City and Climate Zone tab which shows summarized information about each, such as all buildings, the names, the resources produced, the lifeforms, the terraforming parameters… All elements have detailed tooltips and cities can be clicked to zoom to them directly on the planet. Buildings and cities will also have icons to show which ones are damaged or at risk of flooding.
- Two “terraforming” landmarks have been added. Volcanoes which can be restarted as well as polar CO2 ice caps which can be melted (they will also melt by themselves if the climate zone is warm enough).
- 9 new ocean lifeforms have been added.
- 8 new leaders have been added.
- 48 new projects have been added.
- Added 3 lifeform adaptation events impacting how life spreads.
- Added 2 catastrophic events, a rare occurrence introducing a major crisis in the game which the player can choose to solve or not.
- Added 2 new city slot layouts.
Improvements and changes:
- It is now possible to swap locations between cities. Any further locations disconnected from its city will not be controlled anymore, the buildings will not be destroyed but not function and they can be reacquired normally. You will not lose expansion points. Switching city ownership has a timer of 1 turn (like the relocation timer).
- You can now move/delete/replace expansion hubs and similar buildings due to the new changes to city expansion tracking.
- Most of the new content needs to be unlocked first by playing.
- Some of the content will auto-unlock and a popup will appear when starting the update for the first time.
- Added gameplay tips on the loading screen.
- Added a dynamic city name generator which takes into account the current state of the game to propose a city name.
- The lifeform button has been revamped and is now split by lifeform type (bacteria, plant, animal). This gives more space for everything and avoids overlaps.
- Protection from sandstorms by lava tubes, rain and plants is now better communicated in the game.
- Cities have a new widget in line with the rest of the design. The size of the city will be visually displayed on the planet.
- The landmark sidebar visuals have been revamped to follow the rest of the UI design as well.
- Ocean flooding is now instant. A confirmation popup will appear to warn the player if he risks to flood a city, building or a lifeform. The popup will offer to have a look at the overview popup which summarizes all important data.
- Ocean flooding will now make you lose control of your locations and you will have to use a dock (or other ocean expansion building) to acquire it back.
- Ocean visuals now correctly follow the temperature of climate zones for the frozen / liquid aspect. Frozen visuals are now less bright as requested by the players.
- Lots of memory and process optimizations. The game is lighter and faster.
- Buildings had their colors updated to harmonize their intended purpose (food production buildings are green, science production buildings blue…).
- All landmarks on the planet now have unique icons.
- The game seed is available in the settings menu on custom mode.
- To be more realistic, there are now more water deposits spawn on the poles, and less on the rest of the planet.
- To be more realistic, crater cities are more likely to spawn in the southern hemisphere, plain cities more likely in the northern hemisphere and lava tubes more likely to spawn near volcanoes.
- Climate zone generation and the name placement has been improved.
- UI scaling now has a slider so people with rarer screen ratios can find the best possible fit.
- The event popup option button will always have the same size now.
- Added buttons directly on the map for building providing an action (like the lifeform spreader buildings).
- Improved and fixed the way the music tracks are triggered in the game.
- Fixed a bug where some life forms were never proposed.
- Fixed a bug with the specialization “Varied Development”.
- Lots of language related fixes in some tooltips.
- Fixed a bug with how points were counted in the scientific scenario.
- Buildings details popup will not fall outside the screen anymore on the planet view.
- Renaming cities should now correctly display the name on the planet for non-Latin languages (Chinese in particular).
- And more which I forget I’m sure :)
Content balance changes:
GENERAL / OTHER
- Lowered the early game expectation rise frequency, increased the late game expectation rise frequency.
- Increased the amount of Mars points you get for winning a scenario by 25%. This will lead to faster content unlocking.
- The damage system has been rebalanced to scale better with the progress in the game.
- Lowered Dike cost from 4 to 3 titanium.
- The game will now more strictly pick a negative event if you’ve been lucky with events so far or a positive event if you’ve been unlucky with events so far. Previously there was more flexibility and this was balanced over a longer span of turns.
- Some events and projects will not appear until the player has reached a certain Mars level (to prevent information overflow for new players).
- Ocean projects as well as projects with terraforming requirements will be proposed based on the progress the player has made in each parameter. This is to avoid that the player is spammed with projects which are not relevant to his current strategy.
BUILDINGS
- Changed Massive radio Telescope. It now produces 4 science +1 if placed on a high location. It costs 30 silicates and 15 titanium.
- Changed Particle Collider. It now produces 5 science and costs 30 science and 25 power.
- Lowered cost of Automated Robotic Workforce from 5 to 3 science.
- Increased cost of GMO Lab from 36 to 38 science.
- Increased cost of Danlé Lab from 27 to 28 science.
- Increased cost of Food Quality supervision from 6 to 7 science.
- Changed cost of Luxury Workshop from 16 silicates and 8 titanium to 23 silicates.
- Slightly increased amount of tritium deposits on the planet.
- Bio generator now costs 37 nitrates instead of 36
- Increased cost of Outdoor Cattle Ranch from 35 to 36 water.
- Increased cost of CO2 factory from 10 power to 12 power
- Increased cost of Nitrous Gas Factory from 35 nitrates to 40 nitrates
- Changed "Electron Beam printer" project. It does not provide negative support anymore, but its costs went up from 11 to 21 power.
- Reduced cost of road paver depot from 11 to 10 titanium.
- Reduced cost of Rover exploration center from 10 titanium and 5 tritium to 9 titanium and 5 tritium
- Changed cost of bus station from 6 titanium and 6 tritium to 6 power and 6 tritium
- Reduced cost of train station from 14 power and 14 silicates to 13 power and 13 silicates
- Reduced cost of hyperloop from 27 science and 27 power to 26 science and 26 power
- Changed expansion hub costs from 8 power and 8 titanium to 16 power
- Removed Airborne Wind Turbine from the game.
SPACE PROJECTS
- Increased cost of Import Oceans from Europa from 24 to 25 tritium
- Increased cost of Import Oceans from Ceres from 8 tritium to 9 tritium
- Increased cost of Giant Space Mirrors from 21 silicates to 23 silicates
- Reduced food cost of Space Hotels by 1
LIFEFORMS:
- Deinococcus now requires 0 temperature instead of -2, has 2 prestige instead of 1 and takes 9 turns to spread.
- Increased spread duration of Methanogenium from 11 to 12 turns, but increased prestige from 1 to 2.
- Cyanophyta now requires -2 temperature instead of 0, increased its spread duration to 13 turns. Increased prestige from 1 to 2.
- Reduced spread duration of Radiodurans from 9 to 8 turns.
- Increased spread duration of Dark bacteria from 7 to 9 turns. Increased its prestige from 1 to 2.
- Increased spread duration of Metallidurans and Artificial Bacteria to 7 turns.
- Increased local support and prestige of Tundra forest from 3 to 4.
- Increased local support from Alpine Pine forest 3 to 4. Increased its prestige from 5 to 6.
- Increased prestige of Mediterranean bushes from 5 to 6. Reduced local support from 6 to 4.
- Increased prestige of Temperate forest from 8 to 13.
- Increased prestige of Cacti from 15 to 16.
- Removed temperature requirement of Boreal Rainforest. Increased its prestige from 14 to 20.
- Reduced spread duration of Temperate Rainforest from 12 to 8 turns. Increased its prestige from 17 to 36. Reduced its local support from 10 to 6.
- Reduced spread duration of Palm Trees from 16 to 12 turns. Increased its prestige from 13 to 36.
- Lowered spread duration of arctic hare from 6 to 5 turns. Lowered prestige from 6 to 4. Lowered local support from 5 to 4.
- Lowered spread duration of Penguins from 10 to 8 turns, lowered prestige from 14 to 1.
- Lowered spread duration of Deer from 10 to 8 turns, lowered prestige from 15 to 12.
- Lowered spread duration of Polar Bears from 10 to 8 turns.
- Lowered spread duration of Birds of Paradise from 10 to 8 turns. Lowered its prestige from 16 to 15.
- Lowered spread duration of Horses from 10 to 8 turns, reduced prestige from 20 to 18.
- Increased prestige of Elephants from 32 to 45.
- Increased prestige of lions from 35 to 40.
TECHNOLOGIES:
- Increased support income gain per trade route of Improved space flight conditions technology from 1 to 2. Increased its cost from 10 to 20 science.
- Reduced science cost of Improved Robotics from 10 to 5.
- Self-Learning AI now requires only 4 science to have its science output increased by 1 instead of 5.
- Increased support income gain per animal spread from the technology Animal Tracking from 3 to 8. Increased its science cost from 20 to 30.
- Reduced support gain from Food & drinks technologies, Consumer goods fabrication and Open science database from 3 to 2.
- Reduced cost of Terraforming Observations from 30 to 25 science.
- Changed House printing from a tier 1 to a tier 2 technology. Increased titanium gain per city building constructed from 1 to 2. Increased its science cost from 20 to 40.
- Applied research technology now provides 5 support income per tech played instead of 4.
- Removed “DNA regeneration” technology.
LEADERS:
- Maryam Fayed’s specialization now produces 1 power per 4 power produced instead of per 6.
- Hong Tao’s specialization now produces 1 power per 7 expansions you acquire instead of per 10.
- Jagrav Varman’s specialization now generates 1 support income per 10 resources you transport to a space project instead of per 20.
- Dejah Robinson’s specialization now produces 5 support per landmark upgrade that produces support or comfort of living instead of 2.
- Isabella Torres’ specialization now produces 1 oxygen per 3 new oxygen produced instead of per 4.
- Arthur Foster’s specialization now produces 1 tritium per new 1 new tritium produced instead of per 2 tritium.
- Flora Norouzi’s specialization now gives a 60% discount on plant spreaders instead of 40%.
- Aishe Jäger’s ability now gives a 50% discount on animal spreader buildings instead of 40%.
- Anastasia Dromedo’s specialization now produces 6 support income when founding a city in a new climate zone instead of 3.
- Changed Naily Bolatbek to be a mid-game leader instead of a late-game leader.
- Changed Modular apartment skill from Jorge Dromedo. He now gives 2 copies of that building as a project card for normal costs instead of directly constructing it.
- Removed modular apartments from the research pool. Only Jorge Dromedo can provide them now.
- Changed "Cultural Festivals" skill to cost more water and provide more support.
- Changed "Local Art Gallery" skill to give adjacent support income instead of support income per natural sight.
- Changed "Astral Temple" from 5 support for a high location to 4.
- Changed the cost of Dejah Robinson's space hotel skill from 10 titanium to 3 food and 6 titanium
- Reduced support gain from Anastasia's specialization (support when founding a city in a new climate zone) from 5 to 3.
- Changed specialization requirement of Gustave from 7 to 6 robots.
Small patch v0.8.51 (12.08.2022)
- This small patch fixes an issue with a city layout providing twice an adjacency effect.
Small patch version 0.8.49 (04.08.2022)
- fixed some unsafe code which can potentially trigger crashes
- saving the player progression on more regular intervals so that less progress is lost in case of crashes
Small patch V0.8.47 (26.07.2022)
Additions:
- Added that starting options will unlock after playing endless mode for a while
- Added new “expectation rising” event texts
- Added a safety to avoid an infinite expansion bug (but did not find the source yet)
- Added arrow key control for the planet camera
Changes:
- Lowered the expectation rise frequency significantly in the early mastery levels, and a tiny bit in the later mastery levels.
Bug fixes:
- Fixed a memory issue which will hopefully stop some crashes from happening.
- Fixed the bug where only 1 lifeform was proposed
- Fixed a bug where lifeform spreading time would be displayed for hidden regions
- Fixed a bug where expanding to a location with a building would destroy the building
- Fixed a bug where relocating a building would inherit the damage
- Fixed a bug related to displaying information for Mine Venting skill (and other similar ones)
- Fixed a bug where you were not able to use the Mine skill on oceanic locations
- Fixed a bug where an error message with “131 missing” would appear
- Fixed that you could destroy an expansion building (like a bus station) even when it’s expansion points were used
- Fixed the select leader screen would be cropped on small resolutions (like the steam deck)
- Fixed that you could relocate a city mine to a slot with no resources.
- Fixed a bug where the trade route breakdown was not displayed correctly for special mine trade routes.
- Some other small fixes and improvements
V0.8.42b (18.07.2022) - EA1 Release
- We have changed the save location and it might make the cloud save not fully working for a while but it will be solved soon.
Additions:
- Added the new Custom mode (includes Endless mode).
- Added the new Marsyclopedia (compendium).
- Added a new gameplay mechanic: Technologies.
- Added a new scenario “Planet of Knowledge” focused on science and technologies.
- Added a new difficulty level for scenarios (Mastery level 36).
- Added new procedural leaders for long games.
- Added new welcome popup.
- Added decorations on project frames to indicate rarity.
- Added a new tooltip when displaying lifeforms as well as full region coloring.
- Added an “abandon mars” option in the in-game menu.
- Added many new building images.
- Added a platinum trophy when winning a scenario in 65 turns (currently gold), giving 5 mastery points. Lowered the requirement for the gold trophy by 5 turns.
- Added that if you win a more difficult scenario, all lower difficulties of that scenario are also completed with the same trophy.
- When spreading a lifeform, the climate zones will now light up in different colors to communicate where the lifeform can be spread and how fast.
- Added a table that breaks down the duration of the spreading of the lifeform depending on which climate zone you are hovering.
Balance changes:
- Increased weight of the expectation rises a little bit in the underlying event-luck system, to balance it out better with the other (positive) events. As it was reported that getting more positive events resulted in a more difficult game as it also leads to more expectation rises.
- Decreased the expectation rise frequency a little between turn 20-40, increased expectation rise frequency a little after turn 40.
- Increased migration time on the planet by 1 turn.
- Changed the amount of mars points you win for winning a scenario and winning it in fewer turns.
- Increased the prestige of palm trees by 1.
- Giant crystal cave, Giant diamond cave and Rich soil now also place small resources on nearby locations (shown as hints when exploring).
- Slightly increased amount of exploration satellites proposed.
- Martian Workers Association now gives 2 support per uniquely produced resource instead of 3.
- Division of labour now gives 1 comfort of living per 2 robots in the city, and is lowered in science cost to 5.
- Reduced the amount of water required and support gained for the "Cultural festivals" skill.
- Increased amount of city locations, lowered amount of empty locations.
- Lowered the starting power supply of the terraforming starting option by 5.
- Added an extra power supply crate near the starting location.
- Slightly increased amount of damage you'll receive.
- Increased the cost of founding a city by 5 water.
- Changed Electron Beam printer's effect to "Titanium mines owned by this city produce +1 titanium and -2 support", changed its power cost from 9 to 11.
- Slightly increased the chance of large/gigantic resource deposits in colder climate zones.
- Increased tritium cost of "Import oceans from Europa", "Import Methane from Titan", "Import Hydrogen from Gas Giant" by 1.
- Reduced spread duration of artificial bacteria by 1 turn.
- Slightly increased amount of research & development centers suggested in the early game.
- Reduced science cost of Robot Ingenuity Center by 1.
Improvements and changes
- Safe save system handling, the save is now specific to the computer user and the store (steam or gog) specific user. (It should also be more safe from unwanted progress reset.)
- General memory usage improvements.
- Added a safety to avoid building a city mine at the same time as constructing a building.
- City locations are now destroyed when expanding to them.
- Improved the display of numbers on the resources (in case the numbers become very large).
- Improved the display of power costs when using the “Mine” skill.
- Improved the display of the specialization and other game effect elements.
- Enabled “project run in background” for the game (so you can continue to listen to the music ;) ).
- Improved the Expectation rise events (new text and artworks).
- Updated the roadmap.
Fixes:
- Fixed refounding power cost when canceling using Thomas mining skill.
- Fixed a bug where you could expand a city to another one.
- Fixed a bug with the last prestige level of lifeforms not working.
- Fixed “Happiness Leads to Creativity” specialization.
- Fixed an issue with card highlights.
- Fixed a bug where reloading a game would reset specializations.
- Fixed a visual issue in the “select leader” screen.
- Fixed an issue with the Enthusiasm widget not being visible when the player is about to lose.
- Fixed an issue with ocean locations (they are now fully destroyed).
- Fixed the “revert action” with the wrong name issue.
- Fixed that the costs of the “select project” popup were set to zero while in a city which is currently relocating.
- Fixed the trade boost specialization.
- Fixed the applied science center issues.
- Fixed the description overlapping in the scenario screen.
- Fixed and improved the “dismiss tutorial” logic.
- Fixed the “investment” game event option 2.
- Fixed some bugs related to flooding and dikes.
- Fixed some issues related to tooltips in the trade panel.
- Fixed a bug where it was possible to import more resources than normally possible.
- Fixed a bug where you could play “locked” difficulty levels.
- Fixed a bug with “RESOURCE_NONE” when exploring a flooded location.
- Made it not possible to replace the expansion hub to be in line with the fact that you could already not destroy it.
- Fixed that clicking on a web link would trigger twice.
- Fixed a situation where you could be requested to pick more projects than you were proposed.
- End game reward will show neutral color costs.
- Lots of text related fixes and improvements in all languages.
Update 0.7.112 (May 10th, 2022)
Fixes:
- Trade arrows no longer appear on top of other ui elements (project details popup for example).
- Victory screen does not let tooltips from the planet appear anymore.
- UI elements on the planet are hidden when not looking at the planet.
- Fixed the setting popup so that it correctly appears over everything.
- Solved a bug where dikes did not correctly display the wave icon leading to unforeseen flooding.
- Fixed an issue with the “orbital ring” which didn’t account for itself.
- Fixed an issue with the points not adding up in the Per Aspera Ad Astra scenario due to the free space project.
- Fixed the bug with the loot system (spawning 1 science loot too much in some occasions).
- Fixed that not-owned buildings with actions (like spread life) had their actions getting recharged
- Fixed the specialization “trade boost” which was not working.
- Fixed the specialization “climate variety” which only gave 1 support instead of 5.
- Fixed bugs related to the special slots where they would not provide their bonus in certain cases.
- Fixed a bug where modular appartements would display the wrong bonus before placing it.
- Fixed a bug where a slot in a city with no rocks would say “blocked by rocks”.
- Fixed Dejah Robinson “alternative space materials” skill which could happen in cases where you have almost completed the space project.
- Fixed an “out of range” bug in the scenario screen.
- Moving a city will now properly destroy all the buildings in the previous location.
- Fixed a bug with relocating of lifeform spreader buildings.
- Fixed a bug where you could zoom out very far from the planet.
- Fixed a bug where trade-routes from mines were not accounted for points.
- Fixed a bug where buildings providing climate zone bonuses would still work on a not-owned location.
- Fixed a bug with missing characters in Polish language.
- Updated a typo in the roadmap.
- Lots of localisation fixes in different languages.
- Other small fixes and polish.
Improvements:
- Better hand card spacing to accommodate for a high number of cards.
- Added a scrollbar to the card draw popup in case of a high number of propositions.
- Added a join discord button in the main menu.
- Added a tip from the leader to better explain the comfort of living.
- Auto-close trade panel when right-clicking or clicking somewhere else.
- Added a “clear all trade routes” button.
- Changed the rising expectation artwork.
- Made lifeform selection more clear (pulsating and hovering tweaks).
- Removed scaling options which would make the UI not usable in the settings option.
- Made climate zone terraforming parameter icons bigger so they are more readable.
- Improved the dike widget and button to be more prominent.
- Added feedback popup in main menu.
- Made that spreader buildings will show the lifeform icon of the type they can spread.
- Added 2 new difficulty levels and lowered the difficulty in the other scenarios, to accommodate for a smoother learning curve.
Changes:
- HQ can only be replaced by Skyscrapers now.
- Expectation Rise and Mars Quake events will not happen one after the other anymore
- Lowered expectation rise event frequency.
- Lowered how often you’ll receive damage.
Update 0.7.104 (April 27th, 2022)
- Bugfix: After destroying a project that provided a trade route you could sometimes end your turn with more trade routes assigned than you have. Now the turn can’t be ended in that state and an explanatory tooltip has been added.
- Improved loading performance. The game startup time is 60% shorter than before in our tests! We’ll continue working on improving that.
- Fixed a few errors related to founding of cities.
- Fixed an incorrect selection of a city background layer when a crater location is terraformed and at max population level.
- Corrected the lighting color in terraformed cities.
- Fixed a bug where removing a project that provides a trade route didn’t force the player to unassign lost routes.
- Added more difficulty levels for all scenarios
- Added that each scenario trophy provide 1 player rank (ranks will grow faster)
- Added that you do not require to have completed all previous difficulty levels to player the later difficulties (so tied with the faster rank growth it will be faster to access the harder difficulties)
- Hid a tooltips which was showing when relocating a city HQ
- Fixed a lot of language keys not localizing properly
- Fixed that text would not refresh properly when changing language in the settings
- Localized all leader names
- Fixed some bugs related to music where a track would loop indefinitely
- Improved the music system pacing
- Added smoke effect to buildings which didn’t have it yet
- Prevented that the HQ can be destroyed in a city
- Made the Supply Station and Expansion Hub not possible to relocate
- Lots of other small polish
Update 0.7.101 (April 23rd, 2022)
- We added the roadmap to the main menu screen to help communicate on upcomming features.
- When finishing a game you will be brought directly to the scenario screen in the main menu.
- Small difficulty balance