Update 0.99.14
Update 0.99.14
[h2]Added[/h2]- [p] New research options: storage capacity upgrade, kitchen upgrade, drone mining efficiency upgrade, and organics growth acceleration.
[/p] - [p] 10 new soundtracks (available to owners of The Crust Complete Soundtrack Pack).
[/p] - [p] Notification added when a vein is depleted.
[/p] - [p] Colonist professions are now displayed in route setup.
[/p] - [p] When hovering over an outpost module, additional effects now include anomaly modifiers and the bonus from the number of Harvesters.
[/p] - [p] Notification added when an outpost lacks resources or power.
[/p] - [p] Notification added when the Cargo Dock is full.
[/p] - [p] Contracts profit is now affected by CPU.
[/p] - [p] Added visual highlighting during transport selection when assigning a route.
[/p] - [p] Contracts preview now shows how many days the science point reward will cover.
[/p] - [p] New outpost artwork.
[/p] - [p] Added a check for the presence of a Diplomat for the “Locked In” quest.
[/p] - [p] Harvesters movement sounds.
[/p] - [p] Monthly report expanded with detailed income and expenditure information.
[/p] - [p] Locked outpost module tooltips now show the required research.
[/p] - [p] Added drone maintenance settings for the Expedition Center.
[/p] - [p] Tooltips for points of interest now display the required colonist trait on hover.
[/p] - [p] Regolith refinery at outposts now shows production per cycle.
[/p] - [p] Living block tooltips now display food consumption and colonist capacity on hover.
[/p] - [p] New upgrade for the Underground Conveyor, increasing its range by 10 tiles.
[/p] - [p] Added a description for the Backer Monument.
[/p] - [p] Added a tooltip showing fuel consumption when hovering over Fuel Generators at outposts.
[/p] - [p] Added a progress bar for each type of science point when hovering over a research.
[/p] - [p] Added indicators for resource shortages on generators that consume resources.
[/p] - [p] Added a tooltip for late-game events in the custom sandbox settings.
[/p] - [p] Added a tooltip showing the skill of a colonist currently on an expedition in the colonist assignment menu.
[/p]
[/p][h2]Fixed[/h2]
- [p] Removed unnecessary decimal digits in outpost displays.
[/p] - [p] Fixed negative colonist bonus values on outposts.
[/p] - [p] Fixed an issue where colonist needs affected the production bonus on outposts.
[/p] - [p] Fixed display of negative resources when assigning a route.
[/p] - [p] Fixed a bug where distributor filters would not reset.
[/p] - [p] Fixed power distribution system: during daytime, if Solar Panels fully cover base consumption, resource-consuming power sources are no longer activated.
[/p] - [p] Fixed Spanish localization.
[/p] - [p] Tooltips for wall blueprints now correctly show only the remaining required resources.
[/p] - [p] Fixed crash caused by directly connecting the outputs of two modules.
[/p] - [p] Fixed conveyor delivery to the Assembler.
[/p] - [p] Minor texture optimization on the Orbital Map.
[/p] - [p] Fixed visual appearance of module panels.
[/p] - [p] Fixed solar panels being in the wrong position after loading a save.
[/p] - [p] Fixed incorrect display of Harvester modifiers.
[/p] - [p] Fixed a bug that locked upgrades at outposts after upgrading a Helium-3 Extractor at one outpost.
[/p] - [p] Fixed a bug that allowed sending a colonist on a second expedition while they were already on one.
[/p] - [p] Fixed an issue where Alt+LMB did not work during conveyor construction.
[/p] - [p] Right-clicking in conveyor mode now correctly exits the mode.
[/p] - [p] Fixed a bug where ice dropped on the ground would fall through terrain.
[/p] - [p] Fixed colonists disappearing from the expedition UI after reopening it.
[/p] - [p] Fixed tooltip information for module upgrades at outposts.
[/p] - [p] Fixed missing resource requirements in the Conveyor Elevator construction UI.
[/p] - [p] Monthly report now correctly shows the previous month's data.
[/p] - [p] Fixed a bug where pausing during the landing animation of purchased transport would cause it to disappear.
[/p] - [p] Fixed FPS drop caused by overlapping credit-receiving sound effects.
[/p] - [p] Fixed a bug where the Fuel Generator at an outpost stopped consuming fuel after save/load.
[/p] - [p] Fixed a crash when connecting conveyors to the Launch Station.
[/p] - [p] Fixed incorrect boundaries of the Technology Center.
[/p] - [p] Fixed the animation of the Modular Terminals Factory.
[/p] - [p] Fixed the selection indicator for a Regolith Extractor marked for demolition.
[/p] - [p] Fixed the issue where pressing Esc did not properly close the Radio Station window.
[/p] - [p] Fixed a bug where scrolling in any window changed the camera distance.
[/p] - [p] Fixed an issue where colonists sent on an expedition that was canceled before they boarded the transport remained listed as on the expedition, preventing them from being assigned elsewhere.
[/p] - [p] Corrected a typo in the track numbering.
[/p]
[/p][h2]Changed[/h2]
- [p] Visual improvements to the Transport Cannon UI.
[/p] - [p] Visual adjustments to the Territory Probe launch planning screen.
[/p] - [p] Visual adjustments to the gear icon in the outpost storage UI when no resource is selected.
[/p] - [p] Updated recipes in the Manufacturer.
[/p] - [p] The Canteen has been moved to a different category in the construction menu.
[/p] - [p] Default SFX UI volume reduced from 60->55.
[/p] - [p] Adjusted slag contrast to make it more visible on conveyors.
[/p] - [p] Updated the carbon fiber model.
[/p] - [p] Modified the shade of the underground conveyor to a different red.
[/p]
[/p][h2]Balance[/h2]
- [p] Slightly increased profit from selling drones.
[/p] - [p] Reduced market volume of certain resources by 10–15%.
[/p] - [p] Increased volatility of some resources by 5%.
[/p] - [p] Reduced maximum ice quantity in veins by 12%.
[/p] - [p] Balanced the Outpost Fuel Generator upgrade.
[/p] - [p] Adjusted outpost rental costs based on number of outposts owned.
[/p] - [p] Increased the cost curve for purchasing additional outposts.
[/p] - [p] Increased Helium-3 extractor upgrade efficiency by 5–10%.
[/p] - [p] Slightly increased the growth rate of science point prices in CRUST Solution as the base develops.
[/p] - [p] Rebalanced scientist colonist efficiency scaling with skill level.
[/p] - [p] Increased energy cell consumption time in the Thermonuclear Generator 100->120.
[/p] - [p] Added concrete to starting resources in sandbox mode on higher difficulty levels.
[/p] - [p] Reduced the cost of building a floor tile (1 steel + 1 concrete → 1 concrete), speeding up room construction by 40%.
[/p] - [p] Increased the cost of building walls (1 steel + 1 concrete → 2 steel + 1 concrete).
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