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Dev Diary 9: Opportunity by Boian Spasov from Haemimont Games

Hi everyone!

Surviving Mars was always planned as a game that we will keep improving and supporting post-release. The upcoming Opportunity patch is our first... well - opportunity, to add significant features to the game and evolve it in response to your feedback. In this dev diary, I will provide a brief overview with the shiny stuff in the upcoming patch and our reasoning for adding them to the game. All the features I am going to talk about are free and will become available to every owner of the game as the patch releases in the very near future.

Passages
The one issue where player expectations differed most from our own was Dome connectivity. We imagined Domes as isolated from one another and the gameplay centred on carefully rationing the available space and customizing each Dome as a separate mini-city. The overwhelming amount of feedback we received on the issue proved that the majority of players imagine Domes differently - as elements of a larger interconnected system.

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Luckily, we had already received some signals about this issue and have been working on a solution for a while. Allowing free unrestricted travel between all Domes on the map was never an option that we liked. It would create major problems on two fronts. First, it would trivialize planning, since every building is going to become immediately available to every colonist, regardless of distance. Second, it could never work with our individual simulation, since it would take many, many hours for a colonist to reach a bar in a distant Dome and then go to work in another distant Dome, causing him to miss his work shift and most likely suffocate on the way.

Still, a more limited solution was possible - allowing colonists to work and visit services in nearby domes, directly connected with the residential Dome of the colonist. Thus Domes become something akin to districts in a city, instead of each one being its own mini-city.

How do you connect Domes? With new constructions called Passages that can connect any two nearby Domes. They are placed similarly to cables, but can't be interconnected and have a limited maximum length. Each Passage takes a single hex both in the source and in the destination Dome for the entrance/exit on both sides. We experimented with other ways of connecting, such as joining the existing airlocks, but aligning and connecting Domes felt much more unpleasant in these experiments and sacrificing a useful hex for each new connection turned out to be an interesting tradeoff in the small Domes.

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But what if you want to create a system in which some Domes only receive visitors and workers from connected Domes? New policies in every Dome info panel allow restricting work and visits in connected Domes - these are similar to the birth control policy that we added in our previous patch.

Before we move to other new features, here are some additional details about passages that might be interesting for experienced players:

  • Passages are equipped with moving walkways that accelerate pedestrian travel in both directions.

  • They are not normally traversable for drones and Rovers, but you can place Ramps over them to facilitate traffic.

  • They connect both Domes for purposes of Power and Life Support grids.

  • Meteor strikes on passages cause fractures and might kill colonists inside.

  • If one Dome has a Power or Life support issues for a long time, passages leading to it will be disabled until the issue has been resolved.

  • Work performance and service comfort in connected Domes is slightly lower, so it is still more optimal for a Colonist to use workplaces and services in his own Dome
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Game Rules
I still remember how excited I was when Game Rules were added to Crusader Kings II. It felt only natural to add something similar in Surviving Mars empowering the players to further customize their games.

You can turn on game rules at the start of a play session but they affect the entire playthrough. We are shipping 13 game rules in Opportunity, most of them focused on customizing the game difficulty since we received lots of feedback about players demanding a more challenging experience. We are certainly not planning to stop there - we can imagine game rules changing entire game elements according to individual taste (alternative Wind Turbines, anyone?) and we can't wait to see what the modders will come up as well.

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Here is a complete list of the Game Rules coming in Opportunity:

  • Prefab Colony - start with enough prefabs to build the basics of a Colony and the first Dome

  • No Disasters - disables all disasters, except the ones coming from the Mysteries

  • Hunger - can't import Food from Earth

  • Inflation - import prices increase over time

  • Long Ride - rocket travel time to and from Mars is three times longer

  • The Last Ark (a.k.a. The Quill Challenge) - can call a Passenger Rocket only once

  • Amateurs - no specialist applicants

  • Rebel Yell - colonists periodically become renegades. Crime is more severe

  • Chaos Theory - tech fields are fully randomized

  • Winter is Coming - Cold Wave rating set to a new Max level for all locations on Mars. Cold waves increase power consumption even more

  • Armageddon - Meteor rating set to a new Max level for all locations on Mars

  • Dust in the Wind - Dust Storm rating set to a new Max level for all locations on Mars

  • Twister - Dust Devil rating set to a new Max level for all locations on Mars
Storages
Opportunity introduces new storage buildings for Water, basic and advanced resources. Storing large quantities of processed resources was a huge problem, especially in large colonies and the new storage facilities have been created to address this issue.

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The new Large Water Tank holds up to 1000 units of water (1500 with an increase from tech) while the new Storages hold up to 4000 resource units of the corresponding basic or advanced resource. These facilities are locked behind research. Unlike Depots, Storages consume Power and require a certain amount of construction materials.


Workshops
The final new feature we are introducing is a cycle of three researchable buildings called Workshops. But wait, wasn't there a service building named Art Workshop already in the game? We always wanted to have a dedicate place in which the colonists can be creative and make their own works of art, but the old service building was a poor choice for this and should've been named otherwise in the first place.

To prevent confusion with the new buildings, especially since one of them is a true Art Workshop, we are renaming the old Art Workshop to Art Store. This name is more similar to the names of the Electronics Store and the Grocer with which it shares functionality.

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With that out of the way, let's talk about the new buildings. The Workshops, called "vocation buildings" during development, are completely optional end-game buildings that consume advanced resources and allow colonists to pursue higher life goals once the colony has become self-sufficient and has an excessive workforce. All people employed in Workshops receive Morale and Comfort boost, as long as their Workshop is supplied with resources. They are also counted towards a new challenging milestone that requires 40% of your population to be employed in Workshops.

We know that many players will opt to ignore the Workshops and the corresponding milestone, opting for more practical benefits for their Colony. Still, we felt that it was important to provide a cycle of buildings allowing the colonists to pursue self-realization, to climb to the top of the Maslow's pyramid, signifying that the colony has grown enough to support that kind of lifestyle. The fact that this provides a new optional endgame goal is an added benefit. Hint - to reach 100%, just make sure that your last starving colonist is employed in a Workshop.

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Note that both the Workshops and the new Storages are locked behind new technologies and thus will require a new playthrough to become available in your game.

What do you think about the new features coming in Opportunity? Which one excites you the most? What game rules and buildings would you like to see added to the game?

We will announce when Opportunity will be released in the near future.
 
They announced the exact update time on twitter.

3 PM CEST (Stockholm time) which translates to 9 PM EST for people in the Eastern part of the US.

While that is later in the day then I'd like, at least I know so I can plan my day accordingly.

That's 2pm BST...

I'm on Steam at the moment but 'No Connection'...

EDIT: restarted Steam and then rebooted Laptop, but no change... :(

2nd EDIT: Aha... a Java update was blocking it, 350Mb download in progress... :D

3rd EDIT: Installed OK, good news is that my current game-in-progress save isn't borked. Passages (2 concrete per segment), Passage Ramp (5 concrete) and Landing Pad (10 concrete) all available for use...
 
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Normally that'd be a great idea, but the problem is that "cold" is variable by location within a set map. So what is frozen in one area is just fine in another.

Honestly, temperature deserves more love in general than the current 'cold wave' Give some mechanic to store heat and balance out the day-night cycle rather than building mystical 'subsurface heaters' which I still don't know why they should be a good idea.
 
I have been playing the game a week or so now and your failure to understand that players would want to link their settlements. That human beings having traveled millions of miles across the solar system wouldn't travel between domes is disturbing. It smacks of mechanics vs realism. I am already losing interest in the game I don't feel the excitement and challenge of building a new start on a new world. I am just popping icons on a screen, my choices are too limited there are too few patterns that work.
 
I have been playing the game a week or so now and your failure to understand that players would want to link their settlements. That human beings having traveled millions of miles across the solar system wouldn't travel between domes is disturbing. It smacks of mechanics vs realism. I am already losing interest in the game I don't feel the excitement and challenge of building a new start on a new world. I am just popping icons on a screen, my choices are too limited there are too few patterns that work.

That seems very harsh dude. They are updating the game and we just got passages to link domes together. The fact that Devs listen to players feedback and making changes that has been requested, is really good. The game can get better for sure. I am waiting for something to do in the "end game", after the wonders are built and the mystery's are solved. At the moment i do not see the point of playing past sol 100 and evaluation day. I really hope we get to terraform the planet or have something more happening to make the game last longer. I also hope that we get achievements inside the game, now i need to look on steam for them. There are so many good ideas out there and mods are coming along, i think with player feedback and updates, this title can become very popular and good.
 
When I get more time I'm going to try and mod in a way to allow no transfers between domes. That actually feels like it would be more interesting than what we have now and would demand the vanilla fast flights we have from Earth. It also sets up all kinds of interesting issues within the domes making choices much more interesting along with the default values for work production, sanity, etc.
 
Just curious, I haven't really been following the development of this title (I live in the Stellaris / Crusader Kings II forums ), but I've been enjoying it over the last few days.

Question: It seems the devs of this title aren't as clockwork with their dev diaries (compared to Stellaris, where updates come precisely every week), and perhaps communicate more via videos or other means (?) -- any idea on when we'll get an update on the post Opportunity roadmap? I wish the developers were willing to express longer term goals to the community, as I'm curious to see where their vision is headed.

What are the long term priorities for further development? More mysteries? Deeper (human) simulation? Perhaps an evolution into a Terraforming Mars styled end game (probably not)? Opportunity is cool, but I'm really curious about the developmental horizon.
 
You can age restrict your domes already. Ive done this from the beginning. Also filter by sex, specs, perks etc etc

I was going to mention this. You definitely reach a point where children and seniors are just taking up space, so I began creating a dome just for them. I eventually ended up creating a mega-dome just for seniors by filtering them out of every other dome. While initially the plan was to just let them die there, my colony got so large I had more people than I needed jobs for (33% unemployment), and the seniors won't produce their own food. The new passage system allowed me to set-up a "feeder" dome of sorts that only has middle-aged people to run services for the seniors in adjacent domes (had to expand the Retirement community to 2 domes as I average about 450 seniors), and when they age out they just move over as new middle aged are shuttled in. Over 1000 sols in with 3000+ population I should be starting a new play through, but want to use up all the water first to see how much longer after that I can sustain them. I setup farming domes after a food shortage issue started killing people (slowly) somewhere after 2000 colonists, but there is still not enough work to go around. Centralized farming with the water conservation spires seems like the best way to conserve water, which will prove an interesting hurdle to work out when I have to rely solely on vaporators for what will likely be 5000+ colonists. I've competed everything in this playthrough and I sometimes just leave it running to see if it will ever reach catastrophic failure

Also I've found the triboelectric scrubbers are a little OP, because if you place 2 of them in each others radius they (and everything else they are covering) never need maintenance. I suppose there is a chance that you never unlock them in a different playthrough.
 
I have an issue with surviving mars that is also an issue for all my friends who play the game also.

When a mission story text box pops up, or when an anomaly has finished scanning i accidently skip it as there is no warning it is coming.

I can only imagine that this happens to everyone. If i press L1 i can look at the mystery log and it gives me a very short summary of the mission event i just accidently skipped while clicking on a rover etc...

Is this fix going to be in the patch for the ps4?
 
First. How much of this will be coming to consoles. I know we don’t always have all the bells and whistles (not mad wish I still PC).

Second. Why the hell do you want the air lock bigger. Prob good chunk of yall saying 2+ wedges would be first ones on here crying to have it other way. One seems fine but idk. Just can’t wrap my head around it.
 
First. How much of this will be coming to consoles. I know we don’t always have all the bells and whistles (not mad wish I still PC).

Supposedly all of it, and all of every other update. Consoles have yet to receive even a basic patch yet, though it's coming and will include both Spirit and Opportunity (i.e. everything the PC has gotten already).
 
Can someone from the author please post a DLC roadmap and expected timeline?
Early adopters like myself with 400+ hours are now finding the game somewhat boring with nothing left to do and no content to vary gameplay.
At the risk of loosing your base fans to another game, a roadmap would go a long way towards keeping focus on this title.