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  3. Content Update #3: District Planner - Out Now

Content Update #3: District Planner - Out Now



Our third content update released today! This is our largest update yet racking up nearly a hundred changes including new buildings, a plethora of fixes, and many frequently requested improvements! We've been working on many of the improvements in this update for long time and it feels great to get these published for all of our players today. We hope that you enjoy!

Thank you to our community for trying out these changes ahead of time in the Advanced Branch: we were able to make this update even better thanks in part to your efforts.

https://www.youtube.com/watch?v=sDyvfN5xip0



Version: V1.3.0.0.6.122992021.5.12
This update requires a new game to fully enjoy the newest features!

  • Districts: Now you can manage districts which are created by Landing Sites. The new Districts Lens allows you to visualize the resources of each individual district separately. You can turn on/off the "District Boundary" that each Landing Site emanates. Each district has a different name that you can customize.
  • Terraforming Screen: The new terraforming screen provides a roadmap of the overall terraforming plan.
  • Deep & Ultra-deep Veins: We added new types of veins with much higher quantities. Deep and Ultra-deep veins require higher tiers of Mines.
  • Advanced Landing Site: Players can now research and deploy Advanced Landing Sites, which provide even more resources to help expand the base.
  • New contextual Build Menu when clicking on Veins.


This patch introduces new Deep and Ultra Deep Veins that can be used to mine more resources than ever before!

  • Updated Build Buttons to better reflect the Buildings Levels
  • Special Moments in game now include camera animation
  • Improved FXs for Special Projects
  • Updated Special Projects Models
  • Minor update to Way construction performance
  • Minor updates to Knowledge Base content to better reflect implemented game values
  • Improved end game decision option descriptions (Spoiler: End Game Decisions!)
  • Improved Building Info Panels to better show stats
  • Balance - Rebalanced Polar Nukes and MicroSuns so multiple launches are required (Spoiler: Stage 1 Terraforming)
  • Balance - Updated Power Consumption for Glass Factory and Iron Mines productivity to better match similar buildings
  • Balance - Increased research time amount for colonies; it takes a bit longer to complete the research now.
  • Once completing a tech, the tech tree no longer forces users to select a new tech.
  • Implemented power lens optimization and improved performance
  • The power toruses no longer show on icon view when using the power lens
  • The power lens now displays power buildings as relevant buildings
  • Fixed power cluster widget not showing megawatt units
  • Power clusters with energy deficits now display a red color
  • Added factory bar to maintenance lens
  • Updated pulse timing for secondary dialogue
  • Improved normal lens to display when hubs are empty
  • Improved naming conventions for building levels
  • Implemented minor improvements to logistics performance
  • Implemented minor updates to building models
  • Improved black polar dust FXs
  • Changed scroll sensitivity in Lens List
  • Balance - Removed Uranium Mines Lvls 2 / 3
  • Balance - Updated landing site resource spawning to avoid exploits:

    1. Will ignore resources that are already in range
    2. Will not spawn in already revealed tiles
  • Balance - Migration now considers RP-efficiency of the different colonies
  • Balance - buildings no longer decay during the tutorial phase
  • Balance - Added a second task to the More Workers Directive
  • Balance - Tutorial: Inverted carbon and iron spawn distances; implemented small adjustment to all spawn distances
  • Balance - Significantly reduced direct co2->o2 effectivity of biodomes and aquadomes. Halved production for oxygen release plants. Decoupled Flora co2 generation from biodome stats
  • Added a disable button to special projects
  • Balance - Updated requirements priorities so that factory hoarding is on top of minimum storage
  • Scanner Lens optimization: The veins widgets now fades when located on the borders of the planet
  • Added space elevator animations


  • Fixed several line subtitles to match VO recordings
  • Fixed issue with Storage centers not showing the correct MAX value on load
  • Fixed several Popup copy to match actual requirements
  • Fixed issue with landing site icons not being visible from Orbital view
  • Fixed several issues with dialogue triggering and running when game conditions should have prevented them
  • Fixed issue that would eliminate resources when a Special Project was canceled
  • Fixed minor issues with UI
  • Fixed an issue that was preventing the Mars nomenclature from being displayed
  • Fixed issue that would not show lines on the Climate Lens
  • Fixed issue with Building Info Panel not updating values in some cases
  • Fixed minor issue that occurred when finishing a project
  • Fixed issue that would trigger dialogues while others were playing and could cause continuity issues
  • Fixed issue that would prevent the Maintenance Lens from displaying the correct building color when out of reach
  • Fixed issue that would allow players to select enemy units
  • Fixed serialization breaking upon opening Terraforming Build Category
  • Fixed Build Button remaining hovered when reopening category
  • Fixed Build Button auto-selecting a building’s highest level when clicking outside of level buttons
  • Fixed issue that caused the World Build Button to become locked and unable to close
  • Fixed World Build Button not closing the vein info panel
  • Fixed Build Panel not showing the correct building power requirement for different levels
  • Fixed Vein Info Panel remaining open when changing Lens
  • Limited Chars for Savegame file names
  • Fixed issue that would spam FXs once enemies die because of time limit
  • Fixed overflow on scrap panel
  • Adjusted Veins Colors for better readability
  • Fixed issue that would have some story quests show up after killswitch (End Game Decision Spoiler!)
  • Fixed sporadic issue that caused the initially revealed area to not include correctly spawned and necessary resources inside the radius.
  • Fixed military drone factories producing units when hives are not operative or available
  • Fixed issue that would trigger Asterion Quest during Second Battle (Combat spoilers)
  • Fixed new Special Projects not appearing in old saves.
  • Fixed cinematics depth of field issue.
  • Fixed cinematics not running in normal lens.
  • Fixed issue that would not trigger the combat music when being attacked
  • Fixed issue that caused SFXs to be too loud while zoomed-in.
  • Fixed colonies killing colonists upon scrapping the building.
  • Fixed Uranium mines not disabling its particles when hiding the vein
  • Fixed Uranium mine particles not being affected by speed
  • Fixed vein world panel distorted on mouse overview
  • Fixed world build panel starting opened and glitched upon starting a game
  • Fixed Special Projects animations so they no longer break during load
  • Fixed issue that would not decrease the volume of the SFXs during calls
  • Fixed World Build Button not closing the vein info panel when showing
  • Fixed Vein Info Panel remaining open when changing Lens
  • Fixed Uranium mines not disabling its particles when hiding the vein
  • Fixed Uranium mines particles not being affected by speed