Patch 1.0.5 - Patch Notes
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[/p][p]Hello Commander,[/p][p]We’re back with another update, addressing some of the most common issues and quality-of-life improvements you’ve been reporting. This patch includes fixes for crashes and softlocks, improvements to Asteroids and Landers, adjustments to trains and underground systems, and a number balance changes. We’ve also added a new structure, the Shrouded Wind Turbine.🍃 Check it out and let us know what you think!
[/p][p]Thank you for continuing to share your feedback with us while we work on new content.[/p][p][/p][p]If you see a bug or want to give us direct feedback, press Ctrl+F1 on your PC while in-game to open the bug reporter or go to our Forum.[/p][p][/p][h3]Change Log:[/h3]
- [p]Implemented a new building - Shrouded Wind Turbine - a large turbine that can be rotated. [/p]
- [p]Fixed an issue where the Mystery progress could be lost, blocking further progression. This fix applies only to new games; existing savegames may still be affected.[/p]
- [p]Fixed an issue where colonists could get stuck in the universal depot and die from suffocation.[/p]
- [p]Quality of Life[/p]
- [p]Players can now move the Martian Assembly. This happens via a button in the building’s infopanel.[/p]
- [p]Underground entrances are now visible on the map at game start.[/p]
- [p]Added shortcuts for +5 and Max Quantity in all resource transfer UIs. [/p]
- [p]Increased the Dumping Sites’ Waste Rock capacity by a factor of 4. In existing savegames this will also increase the amount of Waste Rock already stored by the same factor.[/p]
- [p]Dumping Sites now display the max stored amount in their description.[/p]
- [p]Crashes and Softlocks[/p]
- [p]Fixed a softlock on the Research screen.[/p]
- [p]Fixed several common causes of crashes.[/p]
- [p]Trains[/p]
- [p]Fixed an issue where train tracks would not transfer power if built in a specific order.[/p]
- [p]Fixed an issue where in some cases trains would transport some resources endlessly and not load others.[/p]
- [p]Trains can now be added to Pins.[/p]
- [p]Asteroids [/p]
- [p]Reduced the number of deposits spawned on Asteroids but greatly increased the quantity of resources in each deposit.[/p]
- [p]Fixed an issue where the Asteroid Lander would keep its landing site reserved even after canceling the auto mode.[/p]
- [p]Further tweaks to Asteroid maps generation to provide more landing spots in some cases. This will not affect existing Asteroid maps. [/p]
- [p]Landers can now "blow away" debris when landing so small objects like rocks will not hinder the landing site.[/p]
- [p]Politics [/p]
- [p]Fixed an issue where the rightmost laws were not being shown in the Laws UI.[/p]
- [p]Fixed an issue where in some cases the Factory Automation law was not working.[/p]
- [p]A new notification has been added when the Governing Assembly law is active (the Assembly proposes and votes on laws automatically unless the player overrides it with another choice). At the start of the session it shows what the Assembly plans to do when the session closes. [/p]
- [p]A new notification has been added when the Governing Assembly law is active that states what the outcome of the law vote was. [/p]
- [p]Fixed an issue where Renegades would sneak through undetected with Crackdown law active (Gurus and Project Phoenix).[/p]
- [p]Fixed an issue where the Economic Interventions law did not increase the least-stored advanced resource's production.[/p]
- [p]Fixed an issue where the Workers Shifts law could provide a higher than intended bonus.[/p]
- [p]Fixed an issue with the Tourist Campaign and Applicant Campaign laws so they can provide the exact promised amount of Applicants.[/p]
- [p]Fixed an issue with how the Seniors: Put Them to Work law interacts with the Forever Young breakthrough. Seniors who die during work no longer cause sanity loss in the colonists. [/p]
- [p]The Open Domes law is now preparable even if there is no Breathable Atmosphere.[/p]
- [p]The Open Domes law is no longer repealable. The Domes will only close if the Atmosphere becomes unbreathable.[/p]
- [p]Fixed an issue where the Open Floor action or Governing Assembly might suggest or enact laws that are not available.[/p]
- [p]The Founder’s Privilege law now correctly gets repealed when all Founders die or leave.[/p]
- [p]Fixed an issue where in some cases Faction Disasters would constantly start and stop.[/p]
- [p]Fixed some issues that could cause an onslaught of Faction Disasters from the same Faction. [/p]
- [p]Faction Disasters now stop when a Faction is Content or Happy. [/p]
- [p]Fixed an issue where Underground Domes appeared as empty while being populated.[/p]
- [p]Fixed an issue where Colonists could get stuck in Passages, making it impossible to salvage them.[/p]
- [p]Terraforming Special Projects no longer appear when Terraforming is maxed out.[/p]
- [p]Fixed an issue where some Techs would appear to be at >100% research progress.[/p]
- [p]Mars Reservation is no longer re-fabable.[/p]
- [p]The Last War mystery effects no longer stops Asteroid Landers from travelling to/from Asteroids.[/p]
- [p]Balance changes[/p]
- [p]Politics[/p]
- [p]Rebalanced the Assembly choice results.[/p]
- [p]Added Upkeep to some multiple choice laws (Applicant Campaign, Worker Shift Optimizations, Resource Subsidies, Crowded Living, Research Safety Standards).[/p]
- [p]Reduced the number of required researched Techs for Colony Independence Goal to 80 (was previously 120). This change applies only to new games.[/p]
- [p]Changed the number of Permits & Efficiency laws that The Dominion of Mars wants enacted, as in the early game it was very easy to go into a political crisis spiral.[/p]
- [p]Added new Faction likes / dislikes to make Dominion, GNow, Free Love and Martian First more agreeable and Utopia less agreeable. [/p]
- [p]Interplanetary Codex tasks for Ministries will no longer appear early in the game.[/p]
- [p]Launching High-speed Comms Satellite and SETI Satellite projects now require less Electronics.[/p]
- [p]Politics[/p]
- [p]UI[/p]
- [p]Fixed an issue where buildings under construction were very hard to select.[/p]
- [p]Fixed an issue where a Dust Storm notification wouldn’t despawn.[/p]
- [p]Fixed an issue where in some cases the arrow keys would navigate the HUD instead of scrolling.[/p]
- [p]“No sector set for scanning” warning no longer appears after all sectors have been scanned.[/p]
- [p]Added clarification that the Melting the Polar Caps mission will definitely cause a Dust Storm regardless of the Terraforming progress.[/p]
- [p]Added clarification that the Import Greenhouse Gases mission will definitely cause a Toxic Rain regardless of the Terraforming progress.[/p]
- [p]Added missing maintenance cost and remaining time to completion for the Earth Embassy.[/p]
- [p]Fixed an issue where an Earthsick notification could appear for recently dead Colonists.[/p]
- [p]Fixed an issue where a tooltip indicated that the Party Animal trait was recovering Health, rather than Comfort as expected.[/p]
- [p]Fixed an issue where a "Dome at risk" notification would display even if no Dome was at risk.[/p]
- [p]Clarified text about Cold Waves’ effect on buildings.[/p]
- [p]Fixed an issue where some Planetary points of interest could become unselectable.[/p]
- [p]Buildings in the Command Center are no longer displayed with Colonists icons[/p]
- [p]Modding[/p]
- [p]Added IDs to the XDef controls of UI elements[/p]
- [p]Dust storm and cold wave are now separate smaller functions[/p]
- [p]Gamepad[/p]
- [p]The bottom menus buttons’ navigation is now consistent with the info bar (D-pad Left selects the map change buttons).[/p]