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Patch 1.0.6 - Patch Notes

[p][/p][p]Hey everyone, [/p][p][/p][p]We’re back with Patch 1.0.6, bringing a round of fixes, refinements, and system improvements. This update reworks the Underground Elevator, further integrates the Surface and Underground grids, and smooths out a number of issues affecting Mysteries, Politics, Trains, and Asteroids. [/p][h2]
Underground Elevator rework[/h2][p]In 1.0.6 we’ve changed how the Underground Elevator functions. The resource transfer UI for the Underground Elevator has been removed. The Elevator now works like a Universal storage that’s available both on the surface and in the underground. And just like a Universal storage you can allow or forbid it from taking specific resources. [/p][p]Drones will then be able to use the stored resources both for the surface and the underground maps as needed.
[/p][p]We’ve also added new commands that tell the elevator where you want a resource to be used - on the Surface or in the Underground. [/p][p]For example, I can set the Elevator to only take out Waste Rock on the surface and then the drones will feed all that Waste Rock to be used on the surface of Mars. 
[/p][p]Transport Rovers can overrule this with their Load/Unload resource or Transport Route commands. 
[/p][p]Colonists will be able to move from the surface to the underground and vice versa to find Domes where they can live and work. If you want to limit certain colonist specializations not to go underground, you can use the Dome filters. 
[/p][p]Another change in 1.0.6 is that if connected via the Elevator, the Surface and Underground life support and power grids now act as if they are part of the same grid, rather than two separate grids that try to balance each other. This solves multiple issues where either the grid production is doubled or is not transferred at all.
[/p][p]Elevators in saves from older versions will work but in some cases might encounter issues with their connected pipes and cables. The solution is to demolish the pipes and cables and rebuild them. [/p][p]
[/p][h2]Underground changes[/h2][p]In Patch 1.0.6 we introduced a number of changes that aim to make the Underground more accessible and integrated with the rest of the game. [/p][p][/p][p]There are no longer special domes and players can now build all of the regular domes in the Underground but they will consume 50% more power. This makes the “Underground Dome Construction” tech obsolete so it was removed. 
[/p][p]The Jumbo Cave mystery objectives and rewards were tweaked to reflect these changes.
[/p][p]We’ve split the Mineral Applications tech into 2 new ones - the Advanced Mineral Composites that will increase solar panels power production and Mineral Treatments that will increase health and sanity recovery from Infirmary and Medical post.
[/p][p]The Spelunker Commander profile no longer has the Bonus tech: Underground Domes. Instead he has a new effect where Underground domes have a lower power consumption penalty (25% instead of 50%).
[/p][p]There are also issues that were fixed including: [/p]
  • [p]The radius in which buildings and units (colonists, drones, rovers, …) will light up the underground has been increased.[/p]
  • [p]The Pipes and Cables in the underground when broken would reveal as much of the surrounding darkness as a building would. They now reveal a much smaller radius. [/p]
  • [p]The Elevator could be used to transport rovers and drones between maps even when it is not working (due to malfunction, lack of power, or being stopped) . Think of this as an emergency mode for the Elevator and no - the drones are not using the stairs.[/p]
[p][/p][h2]Mysteries [/h2][p]Mysteries have received a lot of attention in 1.0.6. The previous patch fixed some underlying global issues that could break the sequences while in this one we’ve closed many of the things that could cause specific steps in the sequences to not trigger. 
[/p][p]This solves many of the reported issues with the different mysteries.[/p][p][/p][p]Unfortunately existing games have the old sequence baked into the savegame.  
[/p][h2]Failed to initialize graphics subsystem Error [/h2][p]We know that some players have been hitting this blanket statement error and not finding it helpful. Take note that even newer GPUs can encounter this if the drivers are outdated. Specifically DirectX12 and Shader Model 6.5 are required. If those are not present the game will encounter this error. [/p][p]To make this more evident we’ve changed the Error message to be more descriptive and let the player know what they could do to resolve this. 
[/p][h2]Asteroids [/h2][p]Asteroids got some nice-to-have changes[/p]
  • [p]Waste Rock can once again be transported by Asteroid Landers. [/p]
  • [p]Seeds are no longer a viable payload item for the Asteroid Lander. Any loaded seeds in existing games will be unloaded by drones. [/p]
  • [p]RC Commanders will now be loaded in the lander rockets together with all drones they are controlling. The manual asteroid lander and resupply UI now shows the total drones in colony/mars not controlled by an RC Commander on the row "Drones".[/p]
  • [p]Fixed an issue where an RC Explorer could be counted twice by the Explorer AI tech if it was sent to an Asteroid.
    [/p]
[h2]Trains [/h2][p]We’ve tackled some of the more common issues as well as implemented some changes that should make Trains more useful [/p]
  • [p]Increased the number of colonists a train can carry to 12 (was 8)[/p]
  • [p]Players can now build train stations over existing tracks. [/p]
  • [p]Fixed several issues that could cause colonists to get stuck (sometimes indefinitely) while waiting for a train at the Train station. [/p]
  • [p]Deleting a track will now prefab trains at stations that are still associated with it. [/p]
  • [p]Fixed an issue where in some cases track segments would become undemolishable. [/p]
  • [p]Resolved more instances of tracks and stations not connecting properly.
    [/p]
[h2]Visuals and FX[/h2][p]We’ve invested the time to resolve some visual issues.[/p]
  • [p]The infamous issue where the lighting would rapidly switch between day and night is now resolved. [/p]
  • [p]Fixed the issue of lighting being darker than usual shortly after switching from the Underground to the surface map.[/p]
  • [p]Fixed an issue with smoke and other particles remaining on the map after their source is gone. [/p]
  • [p]Landing pads are no longer camouflaged during cold waves.[/p]
  • [p]Fixed an issue where a Meteor impact prediction marker would be stuck on the map. [/p]
  • [p]Fixed an issue where a red flashing light would linger on some drones. 
    [/p]
[h2]Buildings [/h2]
  • [p]Shrouded Wind Turbines now correctly receive the boosts to productivity from Frictionless Composite breakthrough, Terraforming and storybits. This will apply to older savegames. [/p]
  • [p]Tunnels and Train tunnels are now replaced by a single Universal tunnel building that can work as both. They can transport colonists, trains and connect life support and electrical grids. The old buildings will appear in savegames from previous versions but won’t be buildable from this patch on. [/p]
[p][/p][h2]Colonists [/h2]
  • [p]Fixed an issue where in certain cases colonists would not change home domes when forced through Dome filters. [/p]
  • [p]Fixed an issue where refabing Naturalists Habitats could break the colonists pathing logic making them unable to find their way to a dome and dying. [/p]
  • [p]Fixed an issue where Project Phoenix could generate colonists with incompatible traits (e.g. Martianborn + Founder).[/p]
  • [p]Children-only and Senior-only living spaces are no longer counted in the Resource bar nor used for the “Births are forbidden when full” calculation.[/p]
  • [p]Fixed cases where an inordinate amount of Tourists were reported as leaving on rockets[/p]
  • [p]Fixed an exploit where funding from departing tourists would trigger upon boarding the rocket. It now triggers when the rocket reaches Earth. [/p]
  • [p]Clarified the status of Colonists that committed suicide due to an event that can override the Religious trait. 
    [/p]
[h2]Politics [/h2][p]We’ve made a mix of bugfixes, balance and quality of life changes to the politics system. [/p]
  • [p]The maximum discount to laws upkeep is now capped at 80% [/p]
  • [p]Fixed an issue where Faction would constantly spam trigger a faction radicalization disaster.[/p]
  • [p]Fixed an issue where some players would get the Martian Assembly stuck on “1 hour until next session“.[/p]
  • [p]Fixed multiple issues of the Politics or the Laws UI stopping their normal function[/p]
  • [p]Added a new notification that highlights when a faction has gained or lost its representation in the Assembly. [/p]
  • [p]Detainment and Media Centers no longer have default selected factions upon finishing construction. They start without a target assigned and display a warning for the player to assign one. [/p]
  • [p]Added a disabled condition so that the Dictatorship cannot be enacted if there are more than 10% Renegades leading to the law to be auto-repealed later. [/p]
  • [p]Limited the amount of Renegades that can be created from the Renegade faction disaster.[/p]
  • [p]Fixed an issue where the New Sol faction could dislike you not having services even if you don’t have any colonists yet. [/p]
  • [p]Voting Probability rollover with likes/dislikes by faction will now show only factions which have at least one seat in the assembly.[/p]
  • [p]Fixed an issue where the law's rollover would give the opinion of factions with no seats in the Assembly.[/p]
[h2]UI [/h2]
  • [p]Fixed an issue where in certain cases the overview mode would look blacked out. [/p]
  • [p]Restored the keybinding shortcuts for buildings. [/p]
  • [p]The Autosave and Quicksave no longer deselect building placement.[/p]
  • [p]Asteroid lander payload UI now has the Press and Hold command active.[/p]
  • [p]Resources in all Asteroid Lander payload UIs can be increased/decreased by holding the mouse key or a button on the controller [/p]
  • [p]Added protection for accidental doubleclick to the build menu and pin items (like ordering rockets to land on the ground below the pin). [/p]
  • [p]Fixed an issue where the Low Storage warning would display incorrect calculations for remaining time until something runs out. The Notifications and Resource bar rollover no longer have discrepancies.[/p]
  • [p]Fixed an issue where some players would get a negative number of colonists (eg. “-5 Earthborn”) in the infopanel rollover. [/p]
  • [p]Fixed an issue where some resources were displayed as being negative (e.g. -1 Machine parts) in the resource transfer UIs. [/p]
  • [p]Residential buildings now have their Comfort quality listed in the Build menu. [/p]
  • [p]Getting funds from Black Market is now displayed in the Funding notification.[/p]
  • [p]The Resource Bar no longer shows partial grids that are made up only of Cables/Pipes or have only consumers.[/p]
  • [p]Changed the wording of the Trade route choice dialogs to add clarity.[/p]
  • [p]Fixed an issue where in certain cases "No sector set for scanning" warning could be missing on the Surface Map but present in the Underground. [/p]
  • [p]Fixed an issue where Some Earthsick Colonists are displayed as "Deported" in the Rocket's info panel. [/p]
  • [p]Fixed an issue where the Naturalists Habitats would refer to their food consumption as “Comfort food”. Food is essential and is not related to the Comfort level.[/p]
  • [p]Added a disabled state for the “Clear Rubble” button for before the player researches the tech that unlocks it.[/p]
  • [p]Fixed an issue where it was possible for selector UIs (like the ones for selecting crops in farms) to get stuck and remain on the screen. [/p]
  • [p]The Pipe Leak and Cable Fault infopanels now show the repair costs.[/p]
  • [p]The “Milestone achieved” notification will now show which Milestone it's referring to. [/p]
  • [p]The RC Commander rollover in the Resupply UI now shows how many free drones it comes with the rover. [/p]
  • [p]Fixed an issue where some of the hexes used to display ranges for buildings would be missing.  [/p]
  • [p]Fixed an issue where effect radius visualization would persist even after unselecting the object it was related to. [/p]
  • [p]Fixed an issue where in some cases Colonists weren’t wearing the correct uniforms for their specialization.[/p]
  • [p]Fixed an issue with Rare Metals not being displayed in rockets returning from Planetary missions. 
    [/p]
[h2]General Gameplay bugs [/h2]
  • [p]Fixed an issue in which the Dumping sites could show there was stored waste rock when in reality the amount was 0. [/p]
  • [p]Drones no longer fill Dumping sites by order of their construction. They will now choose the closest one.[/p]
  • [p]Reduced the collision boxes of the Low-G Lab and MDS Laser buildings so they don’t cause situations where colonists could get stuck between them and die. [/p]
  • [p]Fixed an issue where drones would not conduct maintenance on buildings in specific cases.[/p]
  • [p]Fixed an issue where in some cases fully automated Factories would turn themselves off and display the “Not enough workers” warning”.[/p]
  • [p]Fixed an issue where a Landing Pad would become unusable and unsalvageable if a rocket was sent to a Planetary anomaly expedition and got destroyed.[/p]
  • [p]Fixed an issue where MDS Lasers would not work as expected.[/p]
  • [p]Fixed an issue where colonists were starving in Naturalist Habitats that were filled with food. [/p]
  • [p]Naturalist Habitats now have On/Off and Priority controls like other buildings.[/p]
  • [p]Made the Core Heat Convector impossible to freeze.[/p]
  • [p]Fixed an issue where the Biome Engineering tech would not grant increased Comfort from Farms. [/p]
  • [p]Extractors can exploit shallow deposits even if they overlap with a deep deposit and the required tech for it is not researched yet. [/p]
  • [p]Fixed an issue where some tall Spires could appear cut short. [/p]
  • [p]Fixed an issue where the Truly Independent Achievement could be unlocked by completing the Sponsor goals instead of the Post-Independence ones. [/p]
  • [p]Landing Supply pods no longer count towards the “You can't take the Sky from Me!” achievement. [/p]
  • [p]Fixed an issue where sending an expedition while on the Underground map wouldn’t acknowledge that you have a rocket available on the surface. [/p]
  • [p]Fixed a potential exploit where player could use an RC Transporter to overload a rocket with Rare Metals[/p]
[p][/p][h2]Controller [/h2]
  • [p]New Option for Controllers is added in the Controls section - “Focus info panel on selection”. (Disabled by default. When enabled, selecting an object will automatically select the first interactable element in the info panel (as if the D-pad right is pressed).) [/p]
  • [p]Fixed an issue where in certain situations the mouse cursor could steal the focus from the controller.[/p]
  • [p]Add new LT shortcuts for the Politics and Planetary View.[/p]
    • [p]LT + A - open the Politics.[/p]
    • [p]LT + B - open the Planetary View.
      [/p]
[h2]Modding [/h2]
  • [p]In the Mission Sponsor mod item we’ve added the ability to add a Sponsor Logo directly without the need of making a Decal mod item.  [/p]
  • [p]Introduced the Scenarios mod item that will grant modders the ability to create events. [/p]
  • [p]Import mod item can now properly reloads FBX if it’s loaded in the importer and placed in the mod folder[/p]
[p][/p][p]Alongside this major update, a small server side patch will be coming later today to address a few additional fixes and will download automatically once it becomes available.[/p]