
Space Race has been met with astounding numbers of both new and old players, which makes us all very happy here at Paradox Interactive and Haemimont Games!
As with most game launches, there's often some unforeseen issues, bugs, and balance changes needed - and we've been working hard to get these out to you as fast as possible.
So in case you're wondering why there's another download bar when you startup Surviving Mars, here's why:
Events:
- Numerous fixes for stuck rockets in events
- Trade Rockets from Rival colonies now auto-land on their assigned Trade Pads
- Fix for Covert ops action to be available when no rocket is sent
- Added delay between closing of expired trade route and opening of a new one
- Activating On Screen notification for new Trade Route now opens contacts screen on Planetary View
- Trade Pad logic improved, Trade offers are now more frequent (visible in Trade Pad info panel)
- Trade pad cooldown between offers visible in info panel, rejecting trade offer triggers new cooldown
- Trade Pad will now protect nearby buildings from dust
- Toggling between "Landing Pad" and "Trade Pad" now keeps the pinned state of the building
- Fix to prevent loss of fuel when expedition rocket is cancelled
- Fix for disabled button in Trade Rockets info panel following disabling of export of Rare Metals
- Fix for Trade Rocket not returning from Rival colony
- Fix for cursor behavior when using controller
- Fix to exclude Supply Pods from Available Rockets count
- Fix for proper ordering of passenger selection list
- Added button background on Rocket list
- Fix to adjust positions UI elements
- Fix for crash when placing black cube depots
- Fix for crash when landing a Rocket from save/load due to leaked particles
- Fix for game freeze in Tutorial 3 on placement of Power Accumulator
- Fix for game freeze caused by a fracture in the dome
- Fix to prevent selection of the wrong solar panel in Tutorial 3
- Black Cubes Depot placement is now instant, as with other depots
- Fixes for orphaned drones when Expedition rocket launches
- Fix to stop dust accumulation for drones in Rockets and Rovers
- Removed code that wrongly disables the space elevator button in the resupply screen
- Fix to change cursor to indicate rover interaction with anomaly when in overview mode
- Fix for proper clean-up of destroyed rockets
- Added a property to ignore files when uploading a mod (by modders request)
- Fix for size of news feed in pre-game menu
- Fix for scrolling with controller in Command Center UI
- Fix for proper positioning of rollover in the "Flaw" filter section
- Added filtering of colonists by interests in Command Center UI
- Fix for sorting of approved applicants on filter update
- "Destroyed Drones" notification is renamed to "Destroyed Vehicles" and counts both destroyed drones and destroyed rovers
- Fix for stuck colonists, reported by players
- Fix to prevent incorrect rebuild of pipes/cables when multiple buildings are destroyed at the same time, or when meteors destroy connected buildings
- Fix for Geoscape dome to display working range
- Fix for Brazil Sponsor Goal "Export 60 Rare Metals"
- Added new names for Martian-born colonists
- Assigning drones to a rocket in flight is no longer possible
- Removed "Priority" and "On/Off" buttons of Open Air Gym and Tai Chi Garden info panels
- Changes to auto-save frequency are now applied directly, instead of after the current interval
- Fix to prevent children to spend all their lives in the Mega Mall
- Fix to allow homeless colonists to leave the Mega Mall
- Research output from all research buildings in the Research UI is now displayed as a single value
- Fix for proper display of harvested terrain texture
- Fix for correct counting of tech Sponsor goals
- New Sponsor Logos are no longer missing



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