Patch 0.95.85
[h2]## Added:[/h2]
[h2]## Fixed:[/h2]
[h2]## Balance:[/h2]
[h2]## In Progress - Update One[/h2]
Discord Server: https://discord.gg/the-crust
Ideas: https://idea.the-crust.com/
- Updated visuals and animations for the Regolith Refinery
- Added a new model and animations for the Repeater
- Added a conveyor input to the Large Hydroponic Farm
- New research for converting Science Points into Credits
- The Heavy Capsule is now available for selection only if a Flight Control Center is built on the base. In this case, the landing site will be selected automatically
- Added a new button to go to CRUST Solutions from the research window
- Added a tooltip when hovering over the warning icon in the colonist list
- Localization updated
[h2]## Fixed:[/h2]
- Fixed an issue where the quest to build the Laser Cannon did not progress after delivering resources to complete one of its stages
- Fixed a crash when trying to connect the Ice Melter to electricity if the building's construction was not completed
- Restored collision for modules with foundations: areas around these modules are now processed correctly and are available for building Electric Pillars
- Fixed an issue where the Crust Solutions store did not unlock after completing the storyline
- The UI for the Regolith Refinery now displays the correct amount of regolith collected
- Removed an empty faction from the contract list
- Adjusted the window order in the Commercial Center
- Fixed a visual bug that made it appear as though a cargo truck was generating Science Points like a rover
- Corrupted saves can no longer be launched using the “Continue” button
- Fixed a bug when the distributor did not appear on the corner when laying conveyors, although it should have been
- Fixed incorrect conveyor refunds after researching for a full refund
- Colonist notifications are now updated more up to date
- Free rover notification is now not displayed when the rover is busy collecting scientific data
[h2]## Balance:[/h2]
- Reduced module wear rate (increased durability) by 10-15% for all production modules
- Adjusted the balance of Science Points earned during the storyline
- The quest "A Place to Live" now also counts the Large Farm as complete for the farming task
- Reduced the cost of several social research projects
- Increased the starting number of available drones in the market
- Increased the growth time of organics in farms by 25%
- Added new contracts for the new organization LERN
- Increased resources obtained from dismantling ruins using the "Recycling" research
- Increased the cost of the Fast Capsule from 3800 to 4800
- Colonists now refuse to work under severe nervous breakdowns
- The sorting of commercial center tabs has been changed
- The truck now defaults to the setting of autoloading enabled
- Balanced organizations' contracts, now higher level organizations have more complex contracts, higher remuneration and reputation requirements
[h2]## In Progress - Update One[/h2]
- New Helium-3 scanning mechanics
- New Helium-3 extraction mechanics
- Helium-3 Harvester
- Expanded MBU extraction mechanics
- New modules: Railgun to launch probes, Thermonuclear Generator, Biogenerator, Blockchain module, AI science module (names are subject to change)
- Advanced sandbox settings from the menu
Discord Server: https://discord.gg/the-crust
Ideas: https://idea.the-crust.com/