Update 1.5 Fuglesang 101166 (May 18th, 2022)
Bug fixes
- Fixed missing train sounds
- Fixed issue with dome/habitat birth timing
- Fixes issue where too many colonists would be gathered for transport (elevator and rockets).
- Fixed an issue when "Remote Farming" is researched and but there are no stations or domes built on a map (building either will restore the game even without the patch)
- Fixed stations not transporting colonists when it or the nearby dome/workplace was completed while on a different map. Should fix existing bugged stations on game load.
- Fixed duplicated colonists in station infopanel when SetCommand is called while they are waiting for trains
- Fixed issues when colonists are "teleported" to rockets, landers or elevator while in stations or trains
- Fixed game hanging under some conditions when colonists use the elevator
Balancing
- Added option to manually make colonists exit trains
- Select the train and right click on the colonist icons in the passengers list to get them out of the train. Can be useful if you want them to take their chances walking when the train is stuck on a damaged track.
- Increases the number of colonists that can wait for trains at a station
- If you notice colonists going home from work by foot or via more distant stations check if the station near the workplace doesn't get full when shifts are ending.
- Fixed clogging for station depots
- Station depots will try to reserve "desired amount" (DA) for each resource that it can accept from drones and trains. If DA is higher than the total space divided by the number of accepted resources, clogging may still happen but in such case that DA value also becomes a hard cap for each resource.
- Changes to balanced mode for crates
- If the source depot is in balanced mode (for a resource) and has more it's DA it will try to satisfy the DA of the destination then split the quantity that it may still have over its own DA between the two. If the source has exactly its DA it will send 1 crate of that resource if the target has less than its own DA of it.
Update 1.5 Fuglesang 101140 (April 28th, 2022)
Bug fixes:
- The Jumbo Cave Reinforcement cannot be built if a Dome was already built nearby
- Rovers and RC Dozers can clean cave-ins only from certain points
- Anomalies from events can spawn under a deposit
- Landscaping projects from Surface are displayed in the Underground if one of them is finished
- The salvage process for Storages does not resume after they have been emptied
- The Bottomless Pit Lab doesn't convert some resources into research points in the Normal workload
- Resources stored to be used for maintenance or to upgrade the Bottomless Pit can also be converted into Research points, causing maintenance and upgrading to be delayed
- The Drones don't get commands after being unpacked from Prefabs by Ancient Artifact
- The Asteroid Extractor tooltip doesn't show the available amount of rare metals and exotic minerals in the nodes on the Asteroid when trying to place an extractor
- The Mystery Log cannot be dismissed on the Asteroid after completing the "Asteroid from outer space" mini-mystery
- Prefabs not being correctly transported to the underground via the elevator
Feature change:
- Elevators can now also be built from the underground.
Update 1.4 Merbold 1010838 (February 8th, 2022)
Bug Fixes
- Fix the game becomes unresponsive when ordering unskilled colonists from the underground
- Fix no disasters when starting a new game with mods active (Fixed for save games)
- Fix Colonists working in the Sanatorium/School Spire have the "Not working in home dome" status
- Fix Recon discovery events are recurring while they should not
- Fix loaded cargo isn't shown in the Asteroid Lander payload tooltip on quick bar when it arrived on Asteroid
- Fix the Drone Hub and Hub Extenders active range is displayed after more than 2 hubs were converted into Prefabs at the same time
- Fix Lander rocket always defaults to auto mode on the Asteroid and user preference is always overridden
- Fix the Mystery Log cannot be dismissed on the Asteroid after completing the "Asteroid from outer space" mini-mystery
- Fix Fireworks are not displayed even if Show Fireworks option is enabled
- Fix the default cargo priority approving waste rock, causing issues with events
- Fix the menus being allowed to open on console while having the payload menu open
Known issues/ notes:
- No disasters save game bugfix: In existing savegames that have the issue where disasters are not triggered, the disasters will be reset and treated as if a new game has started. This means that it will take the same amount of time for disasters to start occurring as if a new game was started with max disasters settings.
Update 1.4 Merbold 1010784 (December 15th, 2021)
Balance Changes
- Adjust the Fungal Farm to have higher food production in the underground and lower food production on the surface.
- Adjust recon center discovery rate; discovery frequency is now less extreme, with no more multiple events on the same sol or long periods without asteroids. This also fixes recon centers with a low recon per sol not contributing to discoveries.
- Reduce oxygen and water consumption for underground domes, to be more in line with surface domes.
Bug Fixes
- Fixed expeditions rockets not loading colonists (now on all platforms).
- Fixed waste rock not appearing in the command center timeline stats in existing save games (now on all platforms).
- Fixed multiple Drones not being able to be reassigned/moved with the suggested hotkeys on the controller.
- Fixed The War Tension in the "Last War" Mystery not changing.
- Fixed Power of Three: With S.H.E.P.I.D researched, Black Cubes can appear inside of the colony with active sensor towers.
- Fixed crash when Toxic rain starts.
- Fixed Cargo UI displaying prefabs that are not available.
- Fixed drones endlessly fixing an Elevator on Mars’ surface because the underground Elevator is shrouded in the rubble.
- Fixed the underground staying dark in Photo Mode.
- Fixed Lander Rockets' Auto Mode not being able to request Seeds and Waste Rock.
- Fixed resources being unloaded from the Elevator being subtracted and ignored from requests.
- Fixed Lander rockets losing drones while transporting them to an Asteroid if more than 20 drones were requested.
- Fixed dome passages appearing on the other map when switching maps during construction.
- Fixed drones trying to make their path to deposits through underground walls if the proper route was first blocked and then cleared.
- Fixed drones trying to get to the unreachable areas on Asteroids in order to gather resources.
- Fixed orphaned drones not being able to be transported via the Elevator's Cargo UI.
- Fixed the Asteroid Lander having an "Unknown launch issue" status when the destination is set, the fuel tank is full but resources are still being unloaded.
- Fixed the missing anomaly near the Underground Entrance on a particular map.
- Fixed underground anomalies spawning under stone formations.
- Fixed regular anomalies having technical text instead of the correct description in Turkish.
- Fixed an issue with the remaining time of Asteroids in the Planetary view having technical text in Spanish.
New game only bug fixes:
- Fixed Underground resource nodes spawning in tunnels; they now only spawn in rooms.
- Fixed no disasters appearing in some cases, though this can still occur on old saves and in specific edge cases.
Update 1.3 Merbold 1010558 (December 7th, 2021)
Gameplay Improvements:
- Edit both sides of the Cargo UI: In the elevator cargo UI, you can now set requests or minimums for both sides of the elevator in the same screen. You no longer first have to switch maps to configure the other side.
- The Cargo UI shows an explanation on how auto mode works for Asteroid Landers and the Elevator.
- Waste Rock can now be transported.
- Truly Universal Depot: The Universal Depot now includes the DLC resources, depending on which DLCs you have; Seeds if you have Green Planet and Exotic Minerals if you have Below & Beyond.
- Asteroid Landers now visibly take off when they automatically launch at the very last second when an Asteroid goes out of range.
- Changed the Recon & Expansion tech tree order; Underground Domes and the Recon Center are unlocked earlier, while the Drone Hub Extender is unlocked later.
- Rovers and drones loaded into the Lander Rocket drop any resources they were still carrying.
- Tunnels, Wonders and Food and Mystery depots can no longer be refabbed.
- Added an asteroid specific skin for the RC Dozer.
Balance Changes:
Asteroids:
- Greatly increase resources found on Asteroids.
- 2 bars guarantees resources are present, 1 bar guarantees water, metals and exotic minerals.
- Added metals to C-type asteroids (1 bar).
- Reduced Recon Center Maintenance 4 > 1 Electronics.
- Increase the odds of a Recon Center finding an asteroid, especially while you have no asteroids.
- Decrease the odds of Recon discovery events, and each event can only occur once.
- Generic Discoveries from the Recon Center now reward research progress.
- Reduce Asteroid Lander price.
- Slightly Increase Asteroid Lander cargo capacity.
- Greatly increase the cargo module upgrade cargo bonus.
- Increase polymer in the default Asteroid Lander loadout.
- Highly increase resource extraction of the Micro-G Mining Station (with colonists).
- Reduce maintenance frequency for Micro-G buildings (auto, water, station, habitat) and Electrolyzer.
- Reduce power consumption of the Micro-G Auto Extractor, Micro-G Water Extractor, Electrolyzer and Micro-G Habitat.
- Increase residence space in the Micro-G Habitat.
Underground:
- Increased resource nodes in the underground.
- Increased the buried wonder research costs.
- Reduced maintenance costs of buried wonders.
- Changed maintenance costs of the Support Strut to Metals (instead of Exotic Minerals).
- Farms can no longer be built in the underground.
- Fungal Farms can now be built in the underground.
- Increased food production for Fungal Farm.
- Slightly increased Sanity benefit of Psych Studies.
Bug Fixes
- Fixed the lander rocket having the status “not enough full” even when the tank is full
- Fixed fuel filling the lander rocket resetting to 0 when editing the payload
- Fixed Micro-G mining buildings not taking resource grade into account
- Fixed MDS lasers not working if the player is on another map
- Fixed "Rocket can't land during dust storms" warning showing on Asteroids for Landers in orbit
- Fixed cargo rockets duplicating if they are sent on an expedition and the launch is cancelled
- Fixed cave-ins spawning on walls
- Fixed cave-ins spawning at the same angle so that the player sees the pattern
- Fixed cave-ins disappearing when cancelling the clear operation using the RC Dozer
- Fixed colonists having the wrong group label (martian/earth born) when transported to another map
- Fixed drones getting stuck on the Bottomless Pit after the Bottomless Pit Lab is salvaged
- Fixed freezing when the Underground Marsquake is occurring in the mid and late-game stage
- Fixed Colonist and Tourism top bar tooltip defining colonists as "stored"
- Fixed the bottom textures of a Dome remaining after prefabbing
- Fixed the Exotic Minerals icon not showing in the Production tab for the asteroid's extractors
- Fixed Underground Domes not changing color when changing building colors
- Fixed cave-ins falling on Buried Wonders and becoming unremovable
- Fixed the "Signs of Organic Matter" event becoming blocked if another Asteroid goes out of range
- Fixed colonists suffocating when a rocket returns from the Covert Ops (Space Race) and lands
- Fixed earthsick colonists losing their earthsick status from getting sent to another Asteroid
- Fixed uneven terrain blocking rovers in the underground
- Fixed Bottomless Pit: "The Pit: Experiment requirements" event checking only the nearest Dumping Site
- Fixed the RC Explorer and Elevator building appearing in different places in the Underground through the same Underground Entrance
- Fixed colonists/tourists occasionally teleporting away from the elevator when using auto mode causing colonists to suffocate.
- Fixed screen freeze when pressing the “tab” button while switching to another map
- Fixed the RC Explorer not being able to reach a specific Anomaly in a Underground map
- Fixed the bonus from the Stirling Generator Fault event not applying to the underground
- Fixed the Buried Wonder Log not being able to close for the second time if optional tasks were completed after the main ones
- Fixed the bottom rock asset emerging when a player makes a ramp over the Asteroid's pit in the donut shaped map
- Fixed elevator's Auto Mode duplicating the request of objects
- Fixed notifications from the recon center appearing in the underground map
- Fixed hunger game rule disabling food transport for the elevator and lander rockets
- Fixed the second anomaly in the Bottomless Pit event chain not reappearing if the requirements haven't been met
- Fixed the Astrogeologist commander profile extractor production bonus not applying to the Asteroid's extractors
- Fixed the elevator malfunction event being able to be bypassed by turning the elevator on or off or through a regular malfunction
- Fixed save screenshot missing in load game on Mac and Linux
- Fixed salvaging the bottomless Pit Research Center breaking the drones’ route
- Fixed asteroid extractors still extracting a large number of resources if the breakthrough Nona Refinement is researched
- Fixed a drone making one extra unnecessary move when repairing the elevator
- Fixed rovers and buildings researched with the Global Support Breakthrough not being added to the Cargo lists
- Fixed drones assigned to the malfunctioned elevator not being able to deliver resources while trying to repair the elevator.
- Fixed Lander rocket being able to take off during Dust storms when using the Depart Now
- Fixed requested Drones not departing with the Lander rocket if they were assigned to the a requested RC Commander
- Fixed drones assigned to the RC Commander being reassigned to the command centers from the surface map after being transported to the underground
- Fixed temporary anomalies appearing in unreachable places in the Underground with Mystery Metatron active
- Fixed the Lander rocket occasionally getting a 'waiting for maintenance' status after a request and but being able to return to Mars if the asteroid goes out of range
Known issues
- If the performance of the Recon Centre building is below 86, it does not contribute to the Recon Progress or help with Asteroid discoveries.
Update Merbold 1009413 (November 4th, 2021)
Main Focus:
In this first part, we focus on making it easier to explore and expand into the underground earlier on while also making the Asteroid Lander and Elevator easier to use. We also start making Below and Beyond content more beneficial for your main colony by introducing a few upgrades that cost Exotic Minerals.
- Elevator Grid resource transfer: The elevator now transfers excess power, water, and oxygen between the Martian Surface and Underground. This enables you to start expanding in the underground while relying on your production on the surface.
- Elevator Auto mode: You can now set a minimum amount of resources you want on the Surface and Underground. While the elevator is in auto mode it will automatically request resources when under this minimum. You can also still manually request resources.
- Requesting resources for the Elevator is now done on the side where you need the resources, instead of where you send them from. With arrows indicating from where to where the resources will be transported.
- Reworked cave-ins: Cave-ins no longer require a specific tech to clear, and blocked tunnels that required the landscaping tool are also removed. To still maintain an element of gradual exploration, we introduce the new Collapsed Tunnels which do still require the tech to be cleared.
- Increased room for exploration in the underground, greatly reduced the number of tunnels blocked while the new Collapsed tunnels are placed such that they lead to larger new areas to explore or extra anomalies to find. We also increased the number of anomalies in the underground.
- Exotic Minerals upgrades: We introduced a few upgrades to surface buildings that cost Exotic Minerals;
- Improved Photovoltaics; doubles power production for solar panels
- Exotic Mineral Treatment; greatly increases health and sanity recovery from Infirmaries (and Medical Posts if you have In-dome Building Pack).
Gameplay Improvements:
- Added clear warnings to the lander rocket for why it cannot depart yet, so you can take action.
- Added a "Depart Now" button to the Asteroid Lander, which allows you to launch the lander before the requested payload is loaded, as long as it has enough fuel.
- Disabled the “visit asteroid” button, if there is no Asteroid to go to.
- Removed the Micro-G Vehicles tech, RC Vehicles can now always be brought to Asteroids.
- Elevators can now recharge drones, just like drone hubs.
- Improve requested payload feedback on the elevator.
- Added 1 drone to terraforming initiative default loadout to fill out the cargo space.
- After map switching once, all switches afterwards have a fade instead of a loading screen, which shortens the loading times significantly.
Balance changes:
- Halved research costs for the Recon & Expansion tech tree.
- Reduced Exotic Minerals costs for underground domes.
- Added an anomaly close to elevators which gives some Exotic Minerals, to get you started.
- Rebalanced Drone Hub Extender to cost less Exotic Minerals.
- Increased success chance of Jumbo Cave events.
- Increased time players have on asteroids.
- Adjusted the tech tree order; moving Low-G Excavation Permits and Low-G Tunnel Supports down while moving Underground Dome Construction and Micro-G Mining up.
Bug Fixes:
- Asteroid Lander now gives correct feedback when requiring maintenance.
- Fixed an issue with lander rocket showing payload when landing, instead of requested payload.
- Fixed an issue with the elevator panel not removing colonists already transported to the other side.
- Fixed the lander info panel showing an incorrect status when there aren't enough prefabs.
- Fixed the lander showing an incorrect status after canceling the trip.
- Fixed the First Rainfall milestone not being achieved after reaching all requirements
- Fixed disasters running back to back.
- Fixed Lander rocket not taking off if RC Vehicles required for take-off are in the cargo of another rocket.
- Fixed Mirror Sphere mystery never-ending, the counter however remains on screen in existing saves.
- Fixed an issue with suffocating colonists continuing to suffocate when they get out of the Elevator.
- Fixed an issue with colonists suffocating while trying to reach micro-g habitat.
- Fixed an issue with drones needing several takes on a single cave-in to clear it.
- Fixed an issue with vehicle navigation when collapsed tunnels are cleared.
- Fixed Electrolyzer continuing to consume water when turned off.
- Fixed Drone Hub Extenders not receiving the extra range of 15 hexes.
- Fixed Drone Hub Extender active range not being redrawn immediately after researching the Signal Boosters.
- Fixed an issue with the “Unknown” status of drones and rovers while using the Elevator.
- Fixed empty tooltip and building panel of the Forestation plant when the language is set to Turkish.
- Fixed drones facing the wrong side while gathering Metals or Exotic Minerals.
- Fixed an issue with the lander rocket’s color being different before and after construction for some sponsors.
- Fixed an issue with colonists not occupying the last (14th) slot of the Micro-G Habitat.
- Fixed tooltip for the Micro-G Habitat colonist filter referring to a dome instead of habitat.
- Fixed the Jumbo Cave experiment pop-ups showing incorrect cost cuts.
- Fixed Cave-ins and Collapsed Tunnels not having a texture in the quick bar.
New game only bug fixes:
- Fixed Alien Artifact Anomalies spawning underground in the Dredgers Mystery.
- Fixed an issue with Mystery3Counter notification triggered by Countdown Sphere Unknown Event being stuck.
- Fixed an issue with numbers going into the negative on countdown timers.
Update Piazzi 1008298 (October 12th, 2021)
Gameplay Improvements
- Elevator colonist cap has been increased to 250
- New warning notifications when trying to launch a lander with colonists while not having a ‘habitat’ on the asteroid or when the habitat does not have enough resident slots
Bug Fixes
- Fixed ‘no disasters’ rule not working
- Fixed ‘no terraforming’ rule not working
- Fixed disabling ‘no Below and Beyond content’ rule awarding ‘Space Explorers’ achievement
- Fixed a crash on starting a new game on macOS
- Fixed a crash when sending a planetary expedition that requires an RC vehicle
- Fixed a crash when a lander rocket returns to mars with cargo containing a transporter that carries resources
- Fixed a crash when requesting colonists from an asteroid
- Fixed a crash after the event ‘rough touchdown’ when drones unload the payload
- Fixed a rounding error on resources prevent the lander rocket from launching
- Fixed a Waste Rock value being incorrect during landscaping
- Fixed event anomalies spawning under resource deposits
- Fixed the amount of surface polymers being very high
- Fixed ‘The last War’ event preventing the loading of cargo onto asteroid landers
- Fixed not being able to send multiple drones through the elevator by right clicking
- Fixed the lander rocket request payload tooltip showing the ready status for prefabs that the player does not have
- Fixed the issue where the number of requested colonists gets reset to 0 in the lander rocket cargo menu
- Fixed where one drone gets transported through the elevator when assigning multiple drones to the elevator as drone controller
- Fixed maintenance getting stuck on certain buildings (fusion reactor and electronics factory)
- Fixed where drones were active in drone hub extender range while the extender wasn’t powered
- Fixed the effect ranges remaining visible after refabbing a building
- Fixed rovers leaving the lander rocket twice
- Fixed the issue where multiple capital cities could be built after terraforming (Old saves will continue to contain multiple capital cities, but the option to build more is now restricted)
- Fixed the RC explorer continuing to scan queued surface anomalies while the RC explorer has been transported to the underground
- Fixed incorrect landing angle of the supply pod on a landing pad
- Fixed the asteroid banner not working without the Space Race DLC
- Fixed the issue where landscape cursor does not show
- Fixed the colony being automatically renamed to ‘missing text’ in the planetary view
- Fixed the concrete extractor not being able to build underground at specific coordinates
- Fixed domes not being built underground because drones stop delivering resources
Update Piazzi 1008107 (September 27th, 2021)
- Fixed the game crash after loading a save game with invalidated drones.
- Fixed the game crash when a player selects the Rock Formation object on an old retail save.
- Fixed missing Terraforming tech tree in the old saves.
- Fixed the "Advanced Martian Engines" tech adding 20 fuel to Cargo Rockets.
- Fixed the “Transport Optimization” tech not adding extra cargo space.
- Fixed the description of the "Banner" mentioning Mars while on an asteroid map.
- Fixed the Cave of Wonders description.
- Fixed the Lander rocket disappearing when the “Rough Touchdown” event occurs.
- Improved feedback when the Asteroid Lander requires maintenance.
- Fixed ramps being instantly built.
- Fixed the progress bar of “Required Waste Rock” not changing while flattening.
- Fixed the problem when a fired worker immediately returns to work.
Update Piazzi 1008033 (September 22th, 2021)
Gameplay Improvements
- Remove the Micro-G Auto Extractor prefab from the default loadout for Asteroid Landers, so you don't accidentally include a prefab without having one.
- Visual improvement to the base of asteroids (mostly for photo mode).
Bug Fixes
- Fixed dome birth controls.
- Fixed the same anomaly event appearing multiple times.
- Fixed dust storms, cold waves, and meteor storms not triggering.
- Fixed the martian surface filling with water after connecting a lake to a water producer.
- Fixed asteroid landers sometimes not properly showing their status when returning from an asteroid at the very last second.
- Fixed drone control fix for broken food storages.
- Fixed a crash that sometimes happened when landing an Asteroid Lander with drones on an Asteroid.
- Fixed a crash when Asteroid Landers departed with drones.
- Fixed not being able to order seeds from the earth for old saves without B&B.
- Fixed cold waves not vanishing after they end, in old saves.
- Fixed the “must include” filter for seniors.
- Fixed missing images for anomalies.
- Fixed smart complexes not receiving electricity after loading old saves.
- Fixed the "Winter is Coming" rule not being selectable in the game rules screen.
- Fixed the RC Safari's missing UI panel (the one showing visitors).
- Fixed lamps of the elevator floating in the air in some cases.
- Fixed incorrect ground texture after refabbing buildings within a Mega Dome.
- Fixed missing warning when launching a rocket back to earth while still unloading cargo
- Fixed sponsor-specific rovers' weight being counted twice for Lander/Elevator/Resupply cargo.
- Fixed the asteroid lander not loading more than one rover of each type.
- Fixed the asteroid hopping achievement unlocking after visiting 10 asteroids, instead of 11.
- Fixed wasp drones in colony always showing 0 in the resupply menu
- Fixed the camera zooming into the wrong sector in the underground.
- Fixed Philosophers Stones Mystery that couldn't be completed after destroying a stone.
- Fixed a crash related to the Inner Light Mystery on old save games.
- Fixed landing pads being unusable after canceling the construction of a rocket.
- Fixed an empty B&B tech tree showing for old saves.
- Fixed drones facing the wrong direction while gathering Metals or Exotic Minerals.
- Fixed the Fast Radio Burst turning several colonists into Geniuses.
Update Piazzi 1007874 (September 13th, 2021)
Gameplay Improvements
- The lander rocket now loads items in increments of 1 instead of 5.
- Moved the cave-in clearing tech earlier in the tech tree, now appearing between position 5 and 8, instead of as the 13th tech.
- Change the order in the cargo screens, grouping buildings of the same type together.
- Rebalance rewards for recurring Recon Center discovery events.
Bug fixes
- Fixed colonists and drones getting stuck in food stockpiles. Attention: the fix requires the rebuilding of depots and food production buildings that display broken behaviour!
- Show the Lander Rocket immediately amongst the pinned items on Mars when it does its last second launch as an Asteroid goes out of range.
- Lander Rocket now properly loads all drones when launching at the last second as an asteroid goes out of range.
- Lander rocket now only starts loading drones, rovers, crew and prefabs if everything is available.
- The “died in orbit” trigger will activate only if the crew actually dies.
- Removed colonists that died in orbit.
- Cave-ins can be reached more easily by drones to clear.
- Fixed issue where elevator cargo could get lost if both sides of the elevator requested the same resource.
- Fixed issue where elevator cargo could not be updated after the initial request.
- Fixed vehicles cannot be transferred through the elevator using right-click.
- Ancient Artifact spawns the correct amount of drones.
- Auto explore of the RC Explorer no longer reveals hidden anomalies.
- Added missing icons for pinned surface passage and underground passage.
- Correctly updated pin dialog when transporting RCRover.
- Fixed incorrect game over condition when colonists died on Asteroids while there were still alive colonists on Mars or the Underground.
- Fixed issue where cables and pipes were created on the wrong map.
- Workshifts now properly update while on another map.
- Prevented refabbing landing and trade pads while they're in use.
- DLC buildings will be accessible on a new game after loading an old save.
- Fixed missing Passenger Rocket UI in the resupply menu on old retail save.
- Cheat panel improvements (available in creative mode only on Windows, Mac, Linux).
Platform-specific fixes
- Fixed startup crash on certain Windows 7 installs.
- Removed the assert window on Linux.
- Disconnecting controller issue.
Known issues
- Dome births cannot be controlled.
- The game crashes when a lander rocket is departing with drones in cargo while the asteroid moves out of range.
- Youths, adults, and seniors occupy child-only buildings.
- Same anomaly events are found multiple times on the surface, breaking the game balance.
- There is no warning about an unloaded cargo when launching a rocket back to Earth.
- Crash related to Inner Light Mystery on old retail saves.
Update Piazzi 1007783 (September 9th, 2021)
Below and Beyond
Underground
- A new area to explore right beneath your colony. Uncovering what the Martian Underground has been hiding from us, perhaps we can even find something rivaling our wonders.
- Expand your colony into the Underground, providing shelter against the hazards from the surface and bringing you closer to richer deposits.
- Be careful, as there may be underground marsquakes that can lead to dangerous cave-ins.
Asteroids
- Venture to asteroids as they fly past Mars, giving you a limited window to visit them.
- Set up temporary mining outposts to extract as many rewards as you can from each asteroid.
- Bring back Exotic Minerals, a new resource exclusive to asteroids, to improve your colony on the Martian surface and its underground.
- Some asteroids may not be as they appear and have a mystery to solve while you are on them.
Recon & Expansion tech
- Unlock multiple specialized buildings, rockets, and upgrades in the underground and on asteroids.
- Gain benefits and upgrades for your entire colony.
Free Update
New Building:
- Amphitheater - a new building to comfort your colonists and increase tourists' satisfaction.
UI Improvements:
- Construction Ranges - You can now hold CTRL (Y on Xbox and Triangle on Playstation) to see dust ranges of other buildings and other relevant ranges.
- Reorder tech queue - You can now easily adjust the order of techs within your research queue.
- Leak Icons - Cable and Pipe leaks now show icons above them so you can easily locate them.
- Cycle Grids - You can now cycle through different power grids and life support grids by clicking on power or oxygen and water in the top bar.
- Extended Resource info - We expanded the Top UI tooltips with more information per resource.
More Colony Control:
- Custom Colony Name - Change your colony's name to best fit your colony.
- Dome birth limit - Besides allowing and forbidding births, you can now also allow births as long as the dome still has available living space.
- Must include Filter - Colonist filters now have an option to include all colonists with a certain trait or specialization, even if they have undesired traits.
Balance Changes:
- Rebalanced the Door to Summer event.
- School Spire; reduced the odds of the genius trait being given.
- Smart Apartments; reduced resident slots and increased maintenance cost.
- Medical Post; reduced number of colonists that can use it per shift and increased service comfort.
Known issues
Asteroids:
- Drones that are “busy” with transporting resources do not get added to the cargo of a Lander rocket when the asteroid moves out of range. This can occasionally cause a crash
- After salvaging an asteroid lander, its contents are dumped on the landing pad. Any drones and RCs part of the cargo can not be used
- Pin menu does not show incoming Asteroid Landers from Asteroids
- There is no warning about an unloaded cargo when launching a rocket back to Earth
- Drones occasionally try to get to the unreachable area on Asteroids in order to gather resources
- The camera is out of the map if the player clicks on the Astronomer's pin while s/he is in orbit (Dying Wish mystery)
Underground:
- Even after clearing debris, the area is uneven and unbuildable
- Some cave-ins are unreachable and therefore cannot be cleared which prevents further exploration.
- Shuttles can fly ‘too high’ vertically in the Underground.
Platform specific:
- MAC: Many UI images don't show up in the Mac build
- Black squares are shown instead of B&B content icons on Epic build (Mac)
Update Tito 1001586 (April 28th, 2021)
- Fixed for In-Dome Buildings Pack DLC to apply Assistive Technology upgrades.
- Added a missing Upgrade in the TechPreset.
- Removed Rain Man story bit.
- Fixed tourism reward screen soft lock.
- Fixed upgrade name.
Update Tito 1001569 (March 24th, 2021)
Bug fixes
- Fixed dome filtering issue - colonists should now only live where they are allowed to
- Fixed Hotel issue - the door should no longer require Space Race DLC to let the colonists leave
- Fixed Safari sight bug - sights now work even if the player does not have the Green Planet DLC
Known issues
- Clicking the Tourist Overview button on a Rocket will cause a soft lock
- Existing Hotels will load with a graphical issue on pre-hotfix saves - Rebuilding the Hotel resolves the issue
Update Tito 1001551 (18 March 2021)
Hey Survivors, we have another small hotfix coming your way today.
Bug fixes
- Fixed Xbox One Paradox Account login
- Fixed tourist expedition exploit
- Fixed In-Dome building pack localization
- RC Safari visiting tweaked
- The RC Safari should show it has a maximum of 10 passengers
- Increasing the wait time before departing
Known issues
- Windows 7 always starts in windowed mode
- Rocket Naming does not stick on saves created before the hotfix. Renaming functions correctly with new games.
“Tourism” free update:
Changes to tourists
● Tourists have a new Satisfaction stat, which tracks how much each tourist is enjoying their holiday.
● Tourists no longer pay 10M funding upon arrival. Instead they pay funds when departing from Mars based on how much they liked their holiday, shown in the Satisfaction stat, rated between 1 and 5 stars.
● Tourists now board any nearby rocket when they are looking to go home (instead of only boarding rockets that just landed).
New Feature: RC Safari
● The new RC Safari allows you to create sightseeing tours around your colony for tourists to enjoy.
● Set waypoints near domes, wonders, vistas, rock formations and many other sights to increase the satisfaction bonus tourists get from the safari.
● Order the new RC Safari from earth, or complete the Rover Printing research to build these yourself.
New Tourist Buildings
● Hotel: Provide tourists a luxurious place to stay on Mars; spending the night increases their Satisfaction. Hotels can be built after completing the Smart Homes research.
● Low-G Amusement Park: Provide tourists with the best ways to experience the low gravity environment. Visiting tourists get an extra bonus to their Satisfaction.
Other changes
● Changed default language for Spain to Spanish
● Adjusted the deadlines for the Tourist Trap challenge, which now also gives 20 tourist applicants at the start.
“In-Dome Building Pack” CCP:
● Smart Apartments: Apartments that provide the same luxuries as smart homes.
● Senior Residence: A lovely place for your senior residents to retire.
● Large Nursery: A larger version of the nursery, able to house more children.
● Medical Post: For when you need a smaller infirmary in the area.
● Hospital: A larger, more relaxing version of the infirmary. It also comes with the exclusive Remote Medic upgrade, which reduces the number of colonists required per shift.
● Security Post: A more compact version of the Security Station.
● TV Studio Workshop: A new workshop building which also generates funding.
● School Spire: Build the school as a spire building. It comes with the exclusive Superior Education upgrade, which has a small change to give the Genius trait.
● 2 new colony logos
Evans Update (10 October 2019)
We just deployed the Evans Update, which brings fixes for some of the reported issues for both Surviving Mars and Green Planet. It will also solve issues in Space Race and Project Laika.
Surviving Mars:
● Fixed an issue that caused colonists' suffocation when moving between domes. This issue was reported here: https://forum.paradoxplaza.com/forum/index.php?threads/surviving-mars-win7-colonists-suffocate-while-moving-between-domes.1125985/#post-25473644.
● Fixed an issue that would cause the game to freeze when a drone is trying to create a stockpile at an invalid location.
● Fixed an issue that caused colonists to roam outside their domes when dehydrated.
Green Planet:
● Fixed an issue that causes the colonists to roam outside when dehydrated.
OSX Version:
● Fixed an issue that caused noticeable frame drops when displaying a lake. This issue was reported here: https://forum.paradoxplaza.com/forum/index.php?threads/surviving-mars-mac-extreme-fps-drop-when-a-lake-is-in-view.1178510/.
Cernan Update (29 May 2019)
Green Planet:
- Fixed several game freezes (reported by the community, related to RC transports in savegames, and Dozers)
- Fixed terraforming info showing in infopanels in savegames started without Green Planet
- Fixed Transport Optimization tech applying to RC Dozer
- Fixed Lakes to check local (actual) temperature to determine frozen state (not global temperature)
- Fixed terraforming buildings' Amplify upgrades to take into account Overcharge Amplifications breakthrough
- Fixed RC Transport interacting with Open Farm crops
- Fixed endless (toxic or water) rains
- Fixed Outdoor Farms harvest not being collected by Drones
- Added harvest information in tooltip of Open Farm
- Added check for breakthrough availability when terraforming is disabled
Space Race:
- Fixed flying Drones coming back to life after destruction
- Fixed flying Drones affected by explosions when too high
- Fixed Advanced Stirling Generator heat output in a cold area/during cold wave
Project Laika:
- Added Encyclopedia entries for Ranch and Outside Ranch
Main Game:
- Fixed crash when constructing buildings at the map border
- Fixed several game freezes related to wisps (St Elmo's Fire Mystery)
- Fixed game freeze occurring when a Drone is destroyed while embarked on a Rover
- Fixed old savegames not applying current logic when accepting trade offers/converting Landing Pads
- Fixed savegames displaying Seeds as farm crops in games without Green Planet
- Fixed Drones unloading resources from Expedition Rocket when resources are loaded by RC Transport
- Fixed events effects continuing when the event is completed (broken Drones in "Drone Prototypes")
- Fixed display of tooltip in "Clear" button in Infopanel
- Fixed display of dome radius
- Fixed camera issue while zooming out during an ongoing marsquake
- Fixed Drone behaviour when changing priority during construction (building is no longer cancelled)
- Fixed resource allocation when destroying buildings
- Fixed scripting logic choosing invalid events from planetary anomalies
- Fixed colonists living in the nursery (it's time to grow up!)
- Fixed Rocket cargo display when returning from expedition
- Fixed Landing Pads becoming unusable after rocket construction
- Fixed Trade Rockets accepting wrong amount of resources in automated mode
- Fixed Large Dumping Site infopanel slider behaviour for desired amount of waste rock (controller-only)
- Fixed UI scale not allowing passenger selection when set to maximum
- Added hover and click sounds to main menu news feed
- Added separate spots and fixed orientation of drones when constructing Rockets
- Latitude and longitude coordinates are no longer translated to allow coordinates sharing in non-English versions of the game
Modding:
- Added modding functionality for FX elements (sound, decal, light, colorization, particles)
- Added modding functionality for Animals & Vegetation
- Added Tech Field ModItem
- Added message to indicate if a detected scripting error is related to a mod
- Tables for Rival Colonies converted to global for easier modding
- Updated modding documentation
Art asset fixes for the following additional content:
- Green Planet
- Space Race
- Project Laika
- Digital Deluxe Edition
- Colony Design Set
Armstrong Update (16 May 2019)
New Features:
- New Mod Manager UI, enabling mods to be accessible on Xbox One and GOG/PDX PC versions
General Fixes:
- 5 Landscaping tools/buildings - Flatten terrain, create Ramp, Change Surface texture and construct Small Rock Formation or medium Rock Formation. They're available since start and do not require research. The Flatten and Ramp tools consume a lot of drone time and require or produce excess of Waste Rock. The Rock Formations are constructed with Waste Rock. The Change Surface tool consumes drone time and damages the local soil quality.
- 3 Special Projects - Capture Meteors, launch High-Speed Comm Satellite and Launch SETI Satellite. They become available when the first batch of Planetary Anomalies gets discovered (Sol 10-15) and do not require previous research. These three act as alternative sources of raw materials (Capture Meteors), sponsor research (HGS Satellite) and funding (SETI Satellite).
- 2 new buildings - Large Dumping Site and Rocket construction site. The significantly larger dumping site is because we're now producing and consuming far more Waste Rock. The construction of Rockets was added as an alternative to the buying of Rockets, which is not possible when you lack Funding. The Large Dumping Site is not locked via research, the Rocket requires Advanced Rocketry to be researched. (Advanced Rocketry is a vanilla tech that now enables the construction of Rockets, as well.)
- Self-sufficient dome - you can now place a Basic Dome with minimal life-support buildings. You only need to connect it to a power source. Once constructed, the structures will act as independent buildings. International Mars Mission has a free prefab of the self-sufficient dome.
- New event chains - 19 for the base game, 1 for modding purposes, 9 for Space Race DLC
- New research UI with vertical flow replaced the old research UI
Other fixes and improvements:
- Added order-queuing for Rovers
- Added multi-selection of units for mouse and keyboard and hybrid control schemes. You can use lasso or double-click over a unit type to mass-select nearby units of the same type
- More informative reasons for unavailable diplomacy options
- Fix for proper show/hide behaviour of hex ranges of domes for outside workplaces
- Build Menu: Rovers are moved to separate sub-categories
- Added conditions where colonists can change dome regardless of home availability in other domes
- Double click or Controller Button (X) on items in the build menu, which require known but non-researched techs now open the Research UI
- Trade rockets to rivals are not automated by default
- New Photo Mode effect added - Motion Blur
[PC VERSIONS ONLY] Modding-related fixes and improvements:
- Documented the Lua loading procedure, mod versions and dependencies, creating mods for DLCs and other minor documentation updates
- Added a filter for mods compatible with the game version
- Build menu subcategories are now pre-sets, which can be easily added with mods
- Added a set of mod items that add easily modifiable options to your mods
- Fixed 'copy from' field in building template mod items and mission logo mod items
- Unused tech field icon property removed
- Mod dependencies show if the mod they depend on is missing or incompatible (outdated)
- Added a sample story chain
- Improved mod upload - it provides status update, better UI flow, and feedback about report upload problems
- [PDX modding] Fix to enable auto-update of mods from PDX modding backend
- [PDX modding] Fix for re-uploading mods to PDX modding backend to keep their dependencies entered in the web interface
Tereshkova Patch (20 February 2019)
New Features:
- New Mod Manager UI, enabling mods to be accessible on Xbox One and GOG/PDX PC versions
General Fixes:
- Fix for Project Phoenix to not copy specialisation traits
- Fix for endless Dust Storm effect on buildings related to the Long Winter event
- Fix for stuck maintenance requests for buildings
- Fix for missing Dome range for outside workplaces
Mods:
- Updated documentation
- Added Sample Story Bit
- Fix for custom pinned icons to be properly displayed
Kuiper Patch (14 December 2018)
General
- Added videos in Hint messages
- Added videos in Hints section of the Encyclopedia
- Changed text alignment in Hint messages
- Fix for Hint messages getting restarted when the selected object changes
- Fix for screen remaining blurred in some cases
- Fix for Black Cubes destroying passages
- Fix for Find Water Milestone not being completed in some cases when Water is found
- Fix for Amplify upgrade of Rare Metals Refinery to properly increase production per day
- Fix for Waste Rock Dumps becoming irresponsive after loading of old savegames
- Fix for Triboelectric Scrubber no more cleaning stuff after change of its range
Gamepad
- Fix for RB/LB control of sliders in infopanels
- Fix for unnecessary selection of "Basic Resources" and "Advance Resources" rows in depots' infopanel
Fixes in the following events
- Fix for event-related techs missing in the absence of Space Race
- Long Winter
- Dust Sickness
- Power Surge
- Broken Dome
- Frozen Batteries
Gagarin Patch v3 (30 November 2018)
Events:
- Numerous fixes for stuck rockets in events
- Morning Star texts changed to reflect double rewards
- Scripting fixes for the following events:
- Power Surge
- Geo Life
- The Incident
- Armageddon
- The Stowaway
- Prototype
- Frozen Batteries
- Shocky
- Investment Opportunity
- Food Fight
- Hello Darkness
- Rain Man
- Street King
- Rocket Launch Failed
- The Door to Summer
- Experimental Rocket
- Martian Vice
- Oasis
- Red Mars
- Fix for Biorobots from "Singularity" event to look Biorobot, and to properly update infopanel and pin icons (now compliant with Asimov's Third Law of Robotics)
- Fix to affect Mega Mall by all food-related effects in event choices
- Fix for camera position in Flat Mars event
- Fix for Expedition Rockets in events to arrive with the correct resource amount as cargo
Rival negotiations & Trade:
- Trade Rockets from Rival colonies now auto-land on their assigned Trade Pads
- Fix for Covert ops action to be available when no rocket is sent
- Added delay between closing of expired trade route and opening of a new one
- Activating On Screen notification for new Trade Route now opens contacts screen on Planetary View
- Trade pad logic improved, Trade offers are now more frequent (visible in Trade Pad Infopanel)
- Trade Pad will now protects nearby buildings from dust
- Toggling between "Landing Pad" and "Trade Pad" now keeps the pinned state of the building
- Fix to prevent loss of fuel when expedition rocket is cancelled
- Fix for stuck Trade Rockets following disabling of export of Rare Metals
- Fix for Trade Rocket not returning from Rival colony
Planetary View:
- Rocket list implemented in the new UI style
- Fix for UI visual glitch when (Adjust items positions)
- Fix for cursor behaviour when using controller
- Fix to exclude Supply Pods from Available Rockets count
- Fix for proper ordering of passenger selection list
Other:
- Fix for crash when placing black cube depots
- Fix for crash after dome fracture, caused by infinite loop in panic logic
- Fix for crash when landing a Rocket from save/load due to leaked particles
- Fix for game freeze in Tutorial 3 on placement of Power Accumulator
- Fix to prevent selection of the wrong solar panel in Tutorial 3
- Black Cubes Depot placement is now instant, as with other depots
- Fixes for orphaned drones when Expedition rocket launches
- Fix to stop dust accumulation for drones in Rockets and Rovers
- Removed code that wrongly disables the space elevator button in the resupply screen
- Fix to change cursor to indicate rover interaction with anomaly when in overview mode
- Fix for proper clean-up of destroyed rockets
- Added a property to ignore files when uploading a mod (by modders request)
- Fix for size of newsfeed in pre-game menu
- Fix for scrolling with controller in Command Center UI
- Fix for proper positioning of rollover in the "Flaw" filter section
- Added filtering of colonists by interests in Command Center UI
- Fix for sorting of approved applicants on filter update
- "Destroyed Drones" notification is renamed to "Destroyed Vehicles" and counts both destroyed drones and destroyed rovers
- Fix for stuck colonists, reported by players
- Fix to prevent incorrect rebuild of pipes/cables when multiple buildings are destroyed at the same time, or when meteors destroy connected buildings
- Fix for Geoscape dome to display working range
- Fix for Brazil Sponsor Goal "Export 60 Rare Metals"
- Added new names for Martianborn colonists
- Assigning drones to a rocket in flight is no longer be possible
- Removed "Priority" and "On/Off" buttons of Open Air Gym and Tai Chi Garden infopanels
- Changes to autosave frequency are now applied directly, instead of after the current interval
- Fix to prevent children to spend all their lives in the Mega Mall
- Fix to allow homeless colonists to leave the Mega Mall
- Research output from all research buildings in the Research UI is now displayed as a single value
- Fix to prevent cutting of center - aligned texts
- Fix for proper display of harvested terrain texture
- Fix for correct counting of tech Sponsor goals
- Fix to properly identify Sponsor Logos as free content
Gagarin Update (15 November 2018)
New Features:
-
New UI – The user interface of Surviving Mars has been completely updated to a new visual style
-
Sponsor Goals - Each sponsor now provides a set of five unique goals. Completing those goals awards various rewards – from Funding and Applicants to free prefabs of Domes and even free Rockets.
-
The five goals have varying difficulty and can push you to play in a specific direction if you want to get their reward quickly. The more difficult sponsors have tougher goals which sometimes even have a time limit.
-
Sponsor goals are an improvement and an overhaul of the current Mission Evaluation mechanic which is retired with the update.
-
Events – Events are story elements that depict different situations arising in the colony and will play out randomly as your colony grows. Sometimes there will be difficult decisions to make, and sometimes your choice of Commander Profile and Mission Sponsor will affect the decision options you have.
-
There are more than a hundred Event chains, each telling a different story of life on Mars, with more than 250 individual Events. Perhaps a Dust Storm caused a major malfunction in a Fusion Reactor, or a Renegade sabotaged the launch of a Rocket returning to Earth... Once in a while it’s just interesting to see how people may relax and have fun on the red planet.
-
Planetary Anomalies and Expeditions – Martian Anomalies are no longer found only in your sector – now you can discover them all over the planet. To analyze such a planetary anomaly, you will need to send a rocket to its coordinates on Mars. You will also need Drones, Rovers or Colonists for the expedition. Planetary Anomalies can yield research points, new Techs and Breakthroughs as well as resources and offer bigger rewards than Anomalies in the immediate vicinity of your colony.
-
Supply Pods - You may need an urgent delivery from Earth every now and then, and your rockets can be on the far side of Mars now. Supply Pods are one-use delivery space vehicles that can transport a limited payload from Earth. They are faster than Rockets and can land in any conditions, even during Dust Storms, but incur $100 M extra cost on launch. Also, they can be salvaged after crash-landing.
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New Points of Interest in your sector – new "Research site" and "Vista" locations can be now discovered in your sector map. They boost comfort and research (respectively) in nearby buildings and domes; they are revealed when a sector is scanned; those locations are randomly placed but depend on visible terrain features
-
Sponsor Logos – a set of new sponsor logos, based on the national flags of the sponsors
-
Important changes:
-
Completed Milestones now grant Research Points as reward
-
Added a new building - Waste Rock Processor - unlocked by Waste Rock Liquefaction tech
-
Unused research points now go to the cheapest tech if no assigned research exists
-
Shuttles can transport waste rock
-
Updated sensor tower infopanel UI to include information about working units and disaster early warning
-
Added ability to enable/disable shuttle service for storage depots
-
Black Cubes Mystery: Black cubes can no longer destroy passages or appear over deposits
-
Buildings locked behind technologies will now list the tech field and name in their description
-
Added new functionality to Shuttle Hub - switch transportation modes between "people", "cargo", and "everything"
-
Removed Fuelled Extractor's upgrade from Concrete Plants
-
Wildfire Mystery: fix for long-term consequences of not researching the Cure
-
Mission Evaluation removed (replaced by Sponsor goals)
-
Other fixes:
-
Fix for factories to update Production per sol in real time
-
Fix for "Charge" hint for RC Generator (fixed both description and controller shortcut)
-
Fix for closed solar panels to not accumulate dust
-
Fix for the timer of completed challenges - in-game
-
Fix for RC Transport route creation when using overview map
-
Fixes for manual control over a Drone for cable/pipe construction, RC Transport unloading, construction site clearance
-
Fix for misleading text for pause/unpause
-
Fix for game freeze when packing numerous drones over short period of time
-
Fix for colonists migration and job allocation between connected domes - colonists now check if working in connected domes is forbidden when searching for a new dome
-
Fix for load/unload functionality of RC Transport
-
Fix for construction process to properly clear construction site when construction is on the edge of construction range
-
Fix for occasional overlap of buildings
-
Fix for passage placement to limit some invalid passage positions
-
Fix for cable placement when outside of drone hub range, which shows cable lines in unbuildable places
-
Fix for auto-pin option for exceptional colonists
-
Fixed controller button info when using rename feature
-
Fix for Crystals in Philosopher's stone mystery, to no longer spawn with a dome base
-
Fix for Waste Rock Processor model, now does not intersect with pipes
-
Fix for metal deposits placement to avoid inaccessible locations
-
Fix for rocket launch failing because of disembarking transport
-
Fix to keep new deposit positions fixed to map seed
-
Living Quarters renamed to Living Complex to reflect building sizes naming convention
-
Fix to remove concrete terrain once a concrete deposit has been depleted
-
Fix to prevent drones being assigned to destroyed commanders
-
Fix for drones idle movement while waiting to recharge
-
Fix for Research screen tooltip to update cost for repeatable techs in queue
-
Fix to allow sending an empty passenger rocket from Earth (also added a warning)
-
Added on-screen notification for destroyed buildings
-
Updated upgrade rollover text to show available resources
-
Fix for scaling of particle of anomaly scanning
-
Fix for construction rover to properly utilize/deal with resources on construction site
-
Fix for loss of control when performing quick actions in the build menu with a controller
-
Fix for Dome infopanel to better communicate comfort issues
-
Fix for follow-up camera when units disappear
-
Fix for setting traits in School/Sanatorium
-
Fix for pathfinder, reported as automated rover not responding
-
Removed old mission evaluation system and related notifications when loading pre-Gagarin saves
-
Tutorial 3: added shield against player spending all money and unable to continue a tutorial step
-
Various performance optimizations
-
[OSX] Fix for window resize and occasional crash after using Command+Tab
-
[Linux] Fix for switch between Full screen and Windowed mode
Sagan RC3 update (01 October 2018)
- fixed a few minor performance issues
Sagan Update (26 September 2018)
New Feature: Challenges
- Challenges are a new game mode where you have to accomplish a specific objective within a time limit. Mission parameters, game rules and colony coordinates are predetermined and unique for each challenge. A total of 24 challenges are now available.
Self-sufficient Rovers
- Rovers no longer have batteries and there’s no need to recharge roves from Power cables. We reevaluated this mechanic and decided that the amount of micromanagement it required was more tedious than actually presenting a meaningful challenge. We are removing it as part of our initiative to reduce the unnecessary micromanagement in the game and allow the player to focus on more important tasks.
Rover Command AI tech now enables automated mode for Explorers and Transports.
Changes to Concrete Deposits
- We have reworked the Concrete Extractor to work more in line with other extractors. Concrete Extractors have to be placed in the vicinity of the concrete deposit marker and no longer take into account the specific patch of terrain they cover. This way concrete deposits can be fully exploited even with a single extractor.
Changes to Maps
- Due to the changes in concrete deposits, as well as other fixes to the random map generator, all maps have been generated again and will look different than previous versions. Environmental variety of maps has been improved.
Changes to Research
- The randomization of research (both order of techs in the research tree and breakthroughs discovered from anomalies) is now tied to the random seed of the individual map. This means that techs are always the same on the same map but different between different maps. This change allows players to compete for score on even terms on the same map coordinates and to have the same experience with techs when attempting Challenges.
Changes to Messages
- Popup messages will now arrive first as blinking notifications, which will pop up after some time has passed. This way popups will not interrupt your current actions like placing or managing buildings. Some important messages will still pop up without a notification.
Controller Support for the Infobar
- "Resource Overview" buttons are removed from the HUD for both mouse and controller interfaces. The Infobar can now be navigated using controller. Rollover highlights have been added to the Infobar in the controller version of the UI.
Balance Changes
- Reduced Mega Trigon Dome construction and maintenance costs
- Trigon Dome now requires Polymers for maintenance
- Dust generated from Building and Rocket sources has been increased
General Fixes and Improvements
- Crystals in “The Philosopher’s Stone” mystery should now work properly
- Resource deposit markers are now aligned to the building grid
- Increased the range in which the Transport Rover looks for Transport Route resources to 25 hexes
- Fixed the sound effect of the Artificial Sun
- Rockets no longer require cargo to be launched towards Mars
- Meteor Storm epicentre now moves during the disaster
- Improved Pipe placement logic, related warnings and cost predictions
- Price of Pipe segments placed over non-buildable or rough terrain is now properly calculated
- Landing Pads are no longer being suspended by disasters
- Deep scanning progress for sectors is now properly reset after surface scanning
- Sub-surface Heater & Mohole Mine are now protected from freezing
- Endless Supply game rule now disables achievements
- Fixed the game not launching on some Linux distributions
- General performance improvements
UI fixes and improvements:
- Dust radii of Extractors and Rockets are now shown on placement and selection
- New auto pin settings in Options > Gameplay, that allow customization of pinned objects
- Key-bindings now properly appear in rollover hints
- Added key-bindings for passages and passage ramps
- Added warning sign over buildings that lack input resources
- Settings for Photo mode are now properly saved
- Added Reset button to Photo mode
- Fix for Photo Mode, which removes black artefacts appearing on some buildings
- Fix for the "Build Menu" shortcut to work as a toggle button instead of only opening the build menu
- Various encyclopedia texts have been updated to reflect Sagan changes
- Added description text for Health lost due to the "Infected" trait
- Reworked the early warning notification for disasters to be more informative
DaVinci Update (06 August 2018)
New Feature - Creative Mode
-
Creative Mode features a set of new game rules that allow you to enjoy a simpler playthrough with endless resources and everything unlocked. Added a Creative Mode option in the main menu which has these game rules on by default.
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Easy Maintenance - Buildings don't malfunction due to lack of maintenance
-
Easy Research - Start with additional 3000 Research per Sol and all base techs revealed
-
Fast Rockets - Rockets travel ten times faster
-
Fast Scanning - Sector scanning is ten times faster
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Free Construction - Buildings don't require resources to be constructed (they still have construction time)
-
Iron Colonists - Colonists can't lose Health or Sanity below 50 and they cannot become Earthsick
-
More Applicants - 500 additional applicants
-
Overfunded - Start with $100,000 M Funding
-
Some of the new rules disable all Achievements.
New Feature – Desired Amount in depots & storages
-
You can now set a desired amount in storages and depots. Drones will try to keep at least the desired amount of resources in depots and storages taking resources from other storages if need be.
-
New UI – reworked the UI of depots and storages to allow the enabling/disabling of resources in depots more easily. The player can also enable/disable resources in all depots of the same type via Ctrl + Click
Changes to Power Networks
- Adjacent power producers & consumers will now connect to each other without the need for a cable.
New Feature – Follow Camera for vehicles and colonists
- Follow camera is activated from the selected unit infopanel. Follow camera removes all UI until deactivated.
Balance Changes
- Reworked default initial rocket cargo for all sponsors to include a Stirling Generator prefab and more drones to allow for faster starts
- Reduced the construction cost of many buildings to reduce the amount of resources being carried by drones and improve game pacing
- Increased speed of drones by 20%, techs that increase speed of drones have their effects slightly reduced
- Drone battery capacity increased to reduce how often drones need to recharge. Initial battery of drones randomized to avoid having all drones run out of battery at the same time
- Reduced fuel needed to refuel a rocket to 50 (30 with tech). Paradox sponsor is down to 80(60 with tech)
- Shuttles require less fuel to operate
- Reworked applicant generation so the starting pool of applicants is of greater importance. Sponsors with larger starting pools will continue to have more applicants down the line.
- Increased the effects of the Celebrity and Genius trait but they now have requirements – Genius colonists will grant research points if their Sanity is high (in the green); Celebrity will grant funding if their comfort is high (in the green).
- Electronics Factory now requires maintenance of 2 Machine Parts instead of 3 Electronics
- Increased power consumption of Polymer Plant & Electronics Factory to 10
- Reduced maintenance of Smart homes
- Outsourcing is now limited to five orders at one time
- Tourist trait has been reworked - it now grants 10M funding when the colonist arrives. The tourist stays for 5 Sols and then leaves (on the next rocket to Earth). When the tourist leaves Mars they generate 2 new tourist applicants.
- Working medical buildings provide birth rate boost bonus for the next 24 hours.
- Added new commander profile: City Mayor – 2,000 M additional starting Funding; buildings require upkeep less often; bonus tech: Mars Nouveau (building costs in Metals & Concrete are reduced by 20%).
- Added new game rule – Increased Production – base production of all resources is doubled
- Endless Supply game rule now lowers difficulty by 200 (instead of 25)
- Chaos Theory game rule now lowers difficulty by 50 instead of increasing it
Changes to Disasters
- Cable faults and Pipe leaks now happen only during dust storms or as a result of dust devils and meteor strikes. Their effect has been increased but the repair time is much quicker.
- A popup message describes the effects of disasters the first time they trigger in each playthrough
- Solar Panels are now disabled during Dust Storms and automatically close down
- Buildings left without power during a Cold Wave now freeze 3 times slower (after 24 hours, was 8 hours)
- Health and Sanity damage, suffocation, dehydration, and freezing effects from disasters are now randomized– colonists will now die or have a sanity breakdown gradually during an emergency rather than all at the same time when time runs out.
- Lightning Strikes during Electrostatic Dust Storms have been fixed and will now disable buildings for 24 hours rather than 4 hours. They will also drain power accumulators they hit.
General Fixes
- Added new construction colorization of building placement cursor - orange - to indicate possible placement of a building outside drone controller range
- Autosave Count and Interval settings added in Options > Gameplay
- Buildings inside a Dome are turned off when the Dome is turned off
- Colonists can now eat from stockpiles in connected domes when starving
- Night shift Sanity loss introduced for training buildings
- Fix for passages not returning resources when salvaged
- Terrain is properly restored after demolishing a Geoscape Dome
- The Stirling Generator will no longer take more dust than intended
- Funding is now properly modified by global modifiers
- Large Water Tank now freezes and defrosts for the same time as the basic water tank
- Constructions in Domes are no longer affected by cold areas
- Fixed the Renegades counter in Infobar
- Supply grid now properly reconnects through a Passage
- Fixed unintended disabling of some buildings by Ion storms
UI
- GDPR notice removed. Rejoice!
- Fixed various scrolling problems. UIs are now scrollable instead of using pages
- Added new keybindings for tilting the camera up and down - F, G
- Clicking on icons in the Info Bar now cycles through stored resources, free jobs, free residences, unemployed and homeless Colonists
- Wind Turbine production boost during Dust Storms is now indicated in the info panel
- Command Center graphs timely update
- Renegade morale no longer visible in Command Center
- Trait selection in Schools fixed
- Yellow decals no longer remain stuck on the martian surface
- Added "Low Storage" notifications and removed duplicate other notifications
- "Domes without Life Support" notification replaces separate notifications about dome problems
- Added list of problematic buildings as rollover of the "Buildings not working" notification
- Added guidelines to hex grid
- All ground vehicles are collectively called "Rovers". The old "RC Rover" is now named "RC Commander"
- Changed displaying of Collaboration loss in Research buildings
- Power percentage is no more visible for pinned Rovers after Rover Command AI gets researched
- Fixed Ctrl+click not setting desired specialization in all Martian Universities
- Added resource conversion ratio in the infopanels of Factories
- Added Queue first option in the Sector scanning queue
- Added Disabled residential slots stat in the Info Bar
- The Info Bar now lists the different sources of Funding for the last Sol and how much Funding was gained from them
- Added space communism
Mods
- Added Radio Station ModItem and related documentation
Curiosity Hotfix 3 (21 June 2018)
- no longer submitting Steam/GOG user IDs to our Mantis
- stability fixes
- submit game difficulty to telemetry
Curiosity update (31 May 2018)
New Features:
- Five-part Tutorial - Comprehensive tutorial separated into five thematic sections, introducing the core gameplay concepts in the different stages of Surviving Mars.
- New Domes - Curiosity introduces five new Dome types. These are entirely new models with new shapes, functionality and costs. With one exception, they do not require new techs to be researched. The smallest domes do not allow Spire construction
- Infobar – Provides general overview of all the resources of the colony, including research progress
- Command Center - The Command Center is a handy new UI toolset that provides historical data for the colony and the ability to inspect and manage multiple buildings, colonists or vehicles without selecting them individually. It has been developed as part of our effort to reduce the micromanagement and to provide a more informative overview interface for certain gameplay aspects. The Command Center currently offers five different tools: Graphs, Buildings, Domes, Colonists, and Transportation.
Important changes and fixes:
- New Game Rule: "Endless Supply" - the first Universal Depot you place will automatically fill with resources each Sol.
- Removed "Request maintenance" button and related functionality
- Vehicle pin icons now indicate battery level
- Added "Home dome" to colonists infopanel
- Updated Mouse pointer/cursor texts for Rovers, drones, and colonists
- Added rollover about colonists to Resource Overview
- Added stored food in service buildings to Resource Overview
- Added ticks to completed mysteries in pre-game menu
- Clicking on the HUD pause button toggles between pause and last used game speed
- More detailed cursor messages when trying (and failing) to place passages and ramps
- Fix for "Reassign all" button to no longer reassign uncontrollable drones (dead, disabled, embarked, rogue)
- Added new photo mode filter, "Orton" - dreamy and saturated
- Added frame rate cap in options
- Fix for reborn colonists (Project Phoenix) to keep their traits, including their specialization
- Fix for biorobots specialization to allow college education
- Ctrl-click on drone prefab buttons converts five drones at a time
- Fix for colonists to properly select new home when current residence is turned off
- Fix for Psychologist commander profile to properly provide 5 Sanity boost
- Added Simplified Chinese language
Other changes and fixes:
UI:
- GDPR-related changes to Privacy Policy and Terms of Service, and in case you have been living on another planet the past two weeks, it is related to the mandatory EU regulation of the same name.
- Fix for Research UI to shield scrolling instead of pressing Outsource or Close buttons
- Controller: Workslot rollover now properly updates after firing a colonist
- Controller: Fix to go back in the Encyclopedia hints section with the "back" button
- Controller: In-game menu now handles safe area margins better
- Photo mode: Hide UI fix
- Fix for Rover infopanel to hide battery when "Rover Command AI" tech is researched
Mysteries:
- Added check to avoid spawning an anomaly inside dome
- Black Cubes: Fix for some remaining single Black Cubes, now properly collected
- Spheres: Fix for wrong positioning of sound sources when Spheres make cold areas
Passages and related issues:
- Fix for Passages and Ramps to return resources when demolished
- Tweaks to job selection logic in the presence of Passages
- Updated dome warning/error messages to work better in the presence of passages
- Fix for Passages to light up only if at least one of the connected domes has power
- Fix for a bug where colonists became suspended in the air and walk in place
Mods:
- Added Building Entrance Path to entities
- Documentation fixes and additional details
- Removed obsolete texture channels from Blender exporter
General fixes:
- Fix for proper calculation of Sponsor effects in launch UI
- Fixed certain cases of stuck drones, coming from reporting unreachable destinations
- Colonists can no longer eat from Rockets
- Colonists now wear space suits when exiting Rockets in all cases
- Pathfinding: fixed a bug where passage entrance/exit may be inaccessible
- Fix for missing palette when changing skins during dome placement
- Fix to prevent rovers from going into another rover that is uncontrollable (e.g. broken)
- Fix for Automated mode rockets to wait their inbound cargo to be fully unloaded before taking off
- Fix for Rockets takeoff, happening without refuel
- Fix for proper demolishing of Automated Depots
- Self-maintenance buildings are excluded from maintenance resource overview calculation (caused negative values)
- Drone controller load notification now displayed only for working Drone controllers
- Fix for in-dome sounds to be more prominent when in-dome or when a dome is selected
- Fix for resources not displayed on the construction depot when placing a building on a pile of resources
- Fix for Triboelectric Scrubber to stop resetting its cleaning cycle every time it is selected
- Fix for a pathfinder bug leading to drones stuck near dome entrances
- Fix for better handling of unreachable buildings by drones
- Drone reassignment and packing/unpacking streamlined; added to RC Rovers and their infopanels
- Malfunctioned and dead rovers block other units' movement
- Fix for anomalies and surface deposits which blocked constructions around them in a too wide radius
- Fix for assigning of workplace/residence with right-click
- Fix for colonists to stop going outside domes when food depots are empty
- Fix for drones getting stuck in Rockets in some rare circumstances (yet again)
- Fix for flickering elements of construction hex grid
- Fix for meteor cycle button notification
- Fix for the negative resource amounts in depots
- Fix for a water production bug happening when upgrading a Water Extractor with Fueled Extractors
- Fix for proper effect of Storage Compression tech for water tanks
- Numerous fixes for to RC Transport right-click actions
- Fix for negative water consumption of farms in certain cases
- Fix for Dome working state leading to "x" icon on Dome pin
- Fix for yellow grid appearing under domes
- Fix for Rocket alignment when landing
- Fixed a Rocket launch condition which led to take off in automated mode during dust storms
- Fix for misaligned cranes when rotating mechanized storage depots
- Fix for a non-refreshing infopanel re. electricity
- Clicking the Hints button now opens the Encyclopedia on the last dismissed hint
- Fix for colonists to look for workplace considering specialist filtering
- Gamepad: "Invert look" option now properly applies to zooming in and out
- Fixed scaling of Space Elevator rope
- Fixed missing launcher icon on some Linux installations
- Fix for mod radio stations to work properly on some Linux installations
- Fixed double click on Linux
- General performance improvements
- Sound fixes and improvements
Opportunity update (25 April 2018)
New Features and Buildings:
Passages
You are now able to connect your domes together by constructing Passages. These transportation tunnels allows colonists to move freely into adjacent domes and utilizing the workplaces and services available there.
- If one Dome has no power, oxygen or water for over a Sol, all passages leading to it are disabled until the problem is resolved. This will cause workers being fired from their workplaces as if the passage has been destroyed.
- These passages are fragile, and your Colonists may die if hit by a meteor while in the Passage
New Buildings & Related Changes
- New high-end automated storage building which can take over 4,000 units of separate resource is available for your Colony.
- Added 3 new workshop buildings. Workshops allow colonists to work their vocation providing more employment for the late game.
- A new Landing pad makes sure the Rocket lands at the designated spot and eliminates the dusting effect of the surrounding structures
- A new Large Water Tank, storing up to 1,000 units of Water is available to suit the needs of your developing colony
- Added new Milestone related to workshop buildings to reflect achieving post-scarcity vocation-oriented society
- Added new Technologies, which allow construction of Workshops, Automated Storage and Large Water Tank
Game Rules
You can now choose brand new options during game setup to activate additional rule-sets for the mission that will impact the difficulty, making the mission easier or harder.
Available Game Rules:
- Prefab Colony: Begin with free prefabs for all buildings necessary for a small colony.
- No Disasters: Disables all disasters (excluding those coming from mysteries).
- Hunger: Can't import food from Earth.
- Inflation: Import prices increase over time.
- Long Ride: Rocket travel time to and from Mars is three times longer.
- The Last Ark: Can call a Passenger Rocket only once.
- Amateurs: No specialist applicants.
- Rebel Yell: Colonists periodically become renegades. Crime is more severe.
- Chaos Theory: Tech fields are fully randomized.
- Winter is coming: Cold Wave rating set to a new Max level for all locations on Mars. Cold waves increase power consumption even more.
- Armageddon: Meteor rating set to a new Max level for all locations on Mars.
- Dust in the Wind: Dust Storm rating set to a new Max level for all locations on Mars.
- Twister: Dust Devil rating set to a new Max level for all locations on Mars.
Other fixes and improvements:
Balance:
- Added upgrades to the Mohole Mine and the Excavator to increase production
UI:
- 3 new notifications: for busy drone hubs, busy shuttle hubs, out of fuel shuttle hubs
- Better alignment for traits in school
- Added on-screen notification for split Power/Life support networks (by player actions or meteorites)
- Colonists with special traits, coming from a rocket, will no longer be pinned for colonies with over 100 colonists
- Fixed overlapping of deposits (from random map generation and anomalies)
- Storages and Depots are divided in subcategories of the Build Menu
- "Milestone failed" message alignment fix
General Fixes:
- Fixed air producers (wrong) production in some cases
- Fixed calculation of challenge bonus in milestones
- Fixed Triboelectric Scrubber not rotating after first clean
- Fixed TOS to no longer reappear when changing language
- Fixed a bug where more than the maximum number of colonists in a Dome can have homes and/or work
- Fixed an issue with unemployed statistics in Dome not updated when moving a Colonist
- Fixed a bug where turned off/malfunctioned supply storages (incl. Batteries) would reconnect to grid after modifying any of their storage props
- Fixed upside-down positioning of shuttles
- Fixed an issue where colonists became starving from eating uncooked meals
- Androids now have no initial specialization
- Marsgate Mystery: Fixed Rover Command AI tech to not affects hostile rovers
- Marsgate Mystery: Fixes for hostile rovers to prevent them from salvage after battery drain
- Fix for Autonomous sensors to not show "outside drone control" icon after Autonomous Sensors tech is researched if sensors are build prior research completion
- Beyond Earth Mystery: Fix for saves swarmed by trade rockets, causing infinite loop from pinned rockets
- Fixes on Polymer Factory production (now depends on its workers)
- Fix for some edge cases of automated routes for Transport Rover
- Fix for chance for crime prevention (capped at 50% when Security Officers outnumber renegades 3 to 1)
- Fix for Waste Rock production to now properly depend on the grade of Concrete, Metals and Rare Metals deposit used
- Fix for colonists and drones to stop going through Spires
- Improved estimation of the load of the drone controllers (Hub, Rover, Rocket)
- Buildings are now considered to be in dome range if one of their hexes is inside dome range
- Updated University description
- Clarified immigration policy texts
- Various performance optimizations
- Various stability improvements
- Various sound FX tweaks
Mods:
- Documentation for Effects - building blocks for Mission Sponsor, Commander Profile and Game Rule mod items
- Added "GlobalEffects" mod item
- Default mod preview image format is set to PNG
- Kept backward compatibility with mods that use the old 'tags' system
228.722 Hotfix (10 April 2018)
- Fixed an issue where rockets sometimes would not take off on older save games
Patch 228.722 (09 April 2018)
- Fixed an issue where sometimes after Dust Storms, rockets won't be able to launch from Mars
- Fixed an issue with some buildings not getting any workers
Spirit Update (04 April 2018)
Major Changes
- Science Institute renamed to Hawking Institute in tribute to Stephen Hawking
- Added Birth Control Policy in domes. You can now set births to allowed or forbidden (Ctrl + LMB sets birth control policy in all domes)
- Increased max zoom out distance
- Optimized the way colonists pick workplaces. Colonists should now pick the best workplace for their specialization correctly and much faster
- Added "Reassign All" button to drones which reassigns all drones from this commander or orphaned drones in the area
- Colonists will no longer try to walk kilometers on foot to resettle resulting in them dying from lack of oxygen
- Rover Command AI tech now removes the batteries of all rovers
- Added a keybinding (default: i) that hides/shows resource & anomaly icons on the map
- Rovers are more likely to effectively use tunnels
- Rovers pathfinding improved
- Added free camera option in Photo Mode
Mods
- Published most of the game code for reference purposes
- Added cheats menu to mod editor
- Mod editor now loads a map with a prebuilt colony
- Enabled a Lua console on the mod editing map
- Localization tables from mods can now localize the main menu
- Mod documentation fixes
- Allowed renaming of mods
- Added support for PNG files in mod cover images
- Easier way of adding technologies, research points and applicants from mission sponsor and commander profile mods
- UI modding: templates
- Infopanel modding: all templates in groups InfopanelHeader and InfopanelContent
- Added list of technologies to documentation
- Added autoattaches and night lighting objects to modding documentation
Gameplay
- Extended the range rovers need to be in to recharge from cables. The RC Transport looks for cables in the start and ending point of transport routes automatically
- Lowered the chance for idiot flaw to appear in the colony and applicant pool
- Space Rehabilitation tech removes flaws before newly arrived colonists decide in which dome to settle
- Fixed an issue where shuttles could fail to pick up a colonist for resettlement
- Fixed an issue where some buildings connected to a very large power network failed to get power
- Reserved residence slots are released if the colonist can't reach the dome during resettlement
- Salvaging a rocket without its cargo unloaded should no longer leads to stuck drones
- Colonists that fail to reach a dome won't constantly try to reach it again and again
- Dome Streamlining tech now affects the Geoscape Dome
- Construction Nanites no longer construct sites that are turned off
- Renegades and rogue drones no longer target construction sites
- Superconducting Computing now provides less research points
- General Training tech now has flavor text
- Fuel Refinery now has the Factory AI upgrade
- Colonists are now immune to Earthsick when playing with IMM sponsor
- Colonists no longer reserve residential slots in faraway domes if shuttle hubs are not operational (e.g. during a dust storm)
- Triboelectric Scrubber no longer scrubs buildings inside domes
- Colonists can now be manually assigned to training (School, University, Sanatorium)
- It is no longer possible to select the same trait multiple times in Schools
- Construction of building upgrades is now serviced by more drones
- Fixed a bug with calculations of modifiers and small amounts of research points
- Fixed an exploit that allowed the construction of buildings via keybindings without the necessary tech
- Fixes for the mystery log of the Spheres mystery
- Fixed an issue which caused colonists to eat less food. Boosted production of farms slightly to compensate for the increased consumption.
UI
- “Research complete” notification now shows the tech description in question on rollover
- Added option to rename buildings
- Shuttle Hub now shows information about shuttle load across the colony
- Botanists & Geologists have new icons
- Changed dome quarantine button to Immigration Policy control
- Merged the "Assign Workplace", "Assign Residence" buttons for colonists into a single button "Assign to Building"
- Added an indicator which traits are selected in schools and sanatoriums when selecting traits
- Keybindings for rover commands now work correctly
- Fungal Farm Automation upgrade now uses correct icon
- Allowed rebinding of camera zoom in/out and camera tilt keybindings
- Seniors are no longer considered "outside the workforce" after researching Forever Young
- Drone workload information added to RC Rover
- Fixed a bug where rocket fuel was not displayed in certain cases
- Rocket pins no longer blink ready during dust storms
- Selecting a building while the build menu is open no longer causes the building's AOE visuals to break
- Hints for game speed, camera controls and orbital probes now display bound keys correctly
- Added an error message when trying to overwrite a save during upload to cloud
- Added confirmation prompt when closing the Filter UI
- Exports notification now shows accumulated funding if multiple rockets arrive on Earth consecutively
- Added salvage button to the info panel of pipes, valves and switches
- Excess fuel caused by Advanced Martian Engines is now unloaded from rockets before take off
- "Daily Production" changed to "Production per Sol"; "hourly production" changed to "production"
- Renamed a control hint to "Queue on top" in the research UI
- Added new icons for Construct Drone and Dismantle Drone button
- Vacant residential slots text in domes no longer includes slots from nurseries
- Officers are no longer called "security" in filter UI
- Cargo rocket UI now shows the number of resources in the colony on rollover of a given resource
- Depots resource icon is no longer mirrored
- Colonists can no longer be manually assigned while they are in the process of resettling
- Autonomous Drone Hubs and Sensor Towers no longer display an empty power consumption section in their info panel
- Implemented tutorial hint for building upgrades
- Updated credits
Other
- Domes no longer get constantly dusted. Only domes that are turned off or not working are dusted.
- Children now play around in the school (visualization only)
- Fixed some issues in the trajectory of shuttles
- Glass decals are removed when the dome is destroyed
- Domes no longer leave grass behind when destroyed
- Recharge stations no longer turn their light off when a drone visits them
- More precise slider for time of day in Photo Mode
- All adult colonists now have the same walking speed
- Cargo shuttles return to the hub when it's being destroyed
- Increased number of lights at night
- Photo Mode night lights of building match ingame lights
- Photo Mode particle effects fixed
- Various performance optimizations
- Various stability improvements
- Various sound FX tweaks
- CO2 geysers only erupt sporadically, as intended
Patch 228184 (28 March 2018)
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OSX: Missing huge pieces of the interface on mac OS
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OSX: Orange blocky terrain on Windows + pre-GCN Radeons (5700, 5800, etc.)
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OSX: Corrupted terrain issues
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OSX: Tourists stay on Mars at least 10 sols
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OSX,Linux: Added OpenGL mods' shaders support
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Linux: Fixed an issue where text elements would flicker and display incorrectly
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Linux: Fixed occasional crash when loading save games
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Windows: Fixed white borders on some UI elements
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UI: Research dialog now scrollable with mouse wheel and camera controls, saves last position on close
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UI: Colonists with special traits are pinned to the menu bar, only when there are less than 100 colonists in the colony
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UI: Voice notification for Pipe leaks/Cable faults disabled for colonies with over 100 colonists
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UI: Tourist trait shown in "Review Applicants" UI
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UI: Fix for cancelation of change of display settings
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UI: Fix for senior colonists workplace display after the research of "Forever Young" tech
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UI: Fix for Automation Upgrade Icon (displayed inconsistently in Fungal Farms)
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UI: Fix for Custom anomaly icon disappearing from time to time
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UI: Martian University infopanel now does not show colonists which are not part of the workforce (senior, child, tourist, stressed, etc.)
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UI: Rockets have correct (default) skin on game start
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Gameplay: Fixed an issue where the Explorer Rover had the incorrect price, this is now lowered
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Gameplay: Removed exploit for endless export from the Space Elevator
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Gameplay: Refugees are now immune to Earthsick condition
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Gameplay: "Vocation-Oriented Society" tech performance bonus now works as intended
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Gameplay: Fix for drones not to be abandoned by RC Rover
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Gameplay: Fix for maximum drones allowed to work on trade rocket
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Gameplay: Resource stockpiles now properly marked as 1-hex large object - should fix drone behavior to move stockpiles adjacent to construction sites rather than underneath them
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Gameplay: RP cost of repeatable techs now increase after each research
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Gameplay: "Alien Imprints" tech effect reduced
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Gameplay: Fix for Fuel Extractor upgrade effect in the Concrete Extractor building (now 30% increase instead of 50%)
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Gameplay: Fix for stuck drones when picking up resources from destroyed farm
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Gameplay: Fix for resource count when interrupting drone after picking up resource cube from RC Transport
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Gameplay: Fix for RC Transport when changing skin while loading resources
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Gameplay: Fix to properly treat RC Transport as resource depot when adding new drone controller (Rover/Hub/Rocket) or changing active radius of drone controller
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Gameplay: Fix for Rocket take-off in some cases
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Gameplay: Fix for RP calculation to allow modifiers to have effect in cases of little RP production
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Gameplay: Workers properly select workplace based on their specialty
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Gameplay: Fix for workplace and training buildings requiring maintenance when turned off
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Gameplay: Easy start now always starts with a Mystery
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Gameplay: Scanning que increased
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Gameplay: Shielded combination of incompatible traits (e.g. Genius/Idiot combo)
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Gameplay: Biorobot gurus no longer create biorobots
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Visuals: Dome glass has correct self-illumination
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Visuals: Meteorite craters no longer appear over and next to objects
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Visuals: NVIDIA 1050s family now loads "High" setting preset
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Visuals: Fix for proper positioning of newborn child colonist at spawn