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candyalien

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May 16, 2017
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  • Crusader Kings II: Charlemagne
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New Features:

Five-part Tutorial - Comprehensive tutorial separated into five thematic sections, introducing the core gameplay concepts in the different stages of Surviving Mars.

New Domes - Curiosity introduces five new Dome types. These are entirely new models with new shapes, functionality and costs. With one exception, they do not require new techs to be researched. The smallest dome do not allow Spire construction

Infobar – Provides general overview of all the resources of the colony, including research progress

Command Center - The Command Center is a handy new UI toolset that provides historical data for the colony and the ability to inspect and manage multiple buildings, colonists or vehicles without selecting them individually. It has been developed as part of our effort to reduce the micromanagement and to provide a more informative overview interface for certain gameplay aspects. The Command Center currently offers five different tools: Graphs, Buildings, Domes, Colonists, and Transportation.

Important changes and fixes:
- New Game Rule: "Endless Supply" - the first Universal Depot you place will automatically fill with resources each Sol.

- Removed "Request maintenance" button and related functionality

- Vehicle pin icons now indicate battery level

- Added "Home dome" to colonists infopanel

- Added rollover about colonists to Resource Overview

- Added stored food in service buildings to Resource Overview

- Added ticks to completed mysteries in pre-game menu

- More detailed cursor messages when trying (and failing) to place passages and ramps

- Fix for "Reassign all" button to no longer reassign uncontrollable drones (dead, disabled, embarked, rogue)

- Added new photo mode filter, "Orton" - dreamy and saturated

- Added frame rate cap in options

- Fix for reborn colonists (Project Phoenix) to keep their traits, including their specialization

- Fix for biorobots specialization to allow college education

- Fix for colonists to properly select new home when current residence is turned off

- Fix for Psychologist commander profile to properly provide 5 Sanity boost

- Added Simplified Chinese language

Other changes and fixes:

UI:
- GDPR-related changes to Privacy Policy and Terms of Service, and in case you have been living on another planet the past two weeks, it is related to the mandatory EU regulation of the same name.

- Fix for Research UI to shield scrolling instead of pressing Outsource or Close buttons

- Controller: Workslot rollover now properly updates after firing a colonist

- Controller: Fix to go back in the Encyclopedia hints section with the "back" button

- Controller: In-game menu now handles safe area margins better

- Photo mode: Hide UI fix

- Fix for Rover infopanel to hide battery when "Rover Command AI" tech is researched

Mysteries:
- Added check to avoid spawning an anomaly inside dome

- Black Cubes: Fix for some remaining single Black Cubes, now properly collected

- Spheres: Fix for wrong positioning of sound sources when Spheres make cold areas

Passages and related issues:
- Fix for Passages and Ramps to return resources when demolished

- Tweaks to job selection logic in the presence of Passages

- Updated dome warning/error messages to work better in the presence of passages

- Fix for Passages to light up only if at least one of the connected domes has power

- Fix for a bug where colonists became suspended in the air and walk in place

General fixes:
- Fix for proper calculation of Sponsor effects in launch UI

- Fixed certain cases of stuck drones, coming from reporting unreachable destinations

- Colonists can no longer eat from Rockets

- Colonists now wear space suits when exiting Rockets in all cases

- Pathfinding: fixed a bug where passage entrance/exit may be inaccessible

- Fix for missing palette when changing skins during dome placement

- Fix to prevent rovers from going into another rover that is uncontrollable (e.g. broken)

- Fix for Automated mode rockets to wait their inbound cargo to be fully unloaded before taking off

- Fix for Rockets takeoff, happening without refuel

- Fix for proper demolishing of Automated Depots

- Self-maintenance buildings are excluded from maintenance resource overview calculation (caused negative values)

- Drone controller load notification now displayed only for working Drone controllers

- Fix for in-dome sounds to be more prominent when in-dome or when a dome is selected

- Fix for resources not displayed on the construction depot when placing a building on a pile of resources

- Fix for Triboelectric Scrubber to stop resetting its cleaning cycle every time it is selected

- Fix for a pathfinder bug leading to drones stuck near dome entrances

- Fix for better handling of unreachable buildings by drones

- Drone reassignment and packing/unpacking streamlined; added to RC Rovers and their infopanels

- Malfunctioned and dead rovers block other units' movement

- Fix for anomalies and surface deposits which blocked constructions around them in a too wide radius

- Fix for colonists to stop going outside domes when food depots are empty

- Fix for drones getting stuck in Rockets in some rare circumstances (yet again)

- Fix for flickering elements of construction hex grid

- Fix for meteor cycle button notification

- Fix for the negative resource amounts in depots

- Fix for a water production bug happening when upgrading a Water Extractor with Fueled Extractors

- Fix for proper effect of Storage Compression tech for water tanks

- Fix for negative water consumption of farms in certain cases

- Fix for Dome working state leading to "x" icon on Dome pin

- Fix for yellow grid appearing under domes

- Fix for Rocket alignment when landing

- Fixed a Rocket launch condition which led to take off in automated mode during dust storms

- Fix for misaligned cranes when rotating mechanized storage depots

- Fix for a non-refreshing infopanel re. Electricity

- Fix for colonists to look for workplace considering specialist filtering

- Gamepad: "Invert look" option now properly applies to zooming in and out

- Fixed scaling of Space Elevator rope

- General performance improvements

- Sound fixes and improvements
 
Oooh nice! Can't wait to try this after work. One thing I haven't really seen discussed in detail anywhere is how the maintenance system has been replaced? Do buildings still consume materials in order to prevent deterioration and the repair process is just fully automated?
 
Oooh nice! Can't wait to try this after work. One thing I haven't really seen discussed in detail anywhere is how the maintenance system has been replaced? Do buildings still consume materials in order to prevent deterioration and the repair process is just fully automated?

It's merely the removal of the "Request maintenance" button that was a trap for new players, it's always been better to just wait for the automatic maintenance request rather than to waste resources doing a manual sub-optimal maintenance before the building fully wears down.

Awesome update, thanks for being much closer to the PC release date!
 
It's merely the removal of the "Request maintenance" button that was a trap for new players, it's always been better to just wait for the automatic maintenance request rather than to waste resources doing a manual sub-optimal maintenance before the building fully wears down.

Awesome update, thanks for being much closer to the PC release date!

Ah yeah gotcha, thinking on it I probably was rinsing my polymers/machine parts/etc. way more than I needed to, especially by pressing X to apply it to *all* buildings. Come to think of it I don't think I ever had a building fully break, so the drone controllers seem to do a good enough job of this on their own. Which is fair enough!

Had a little play with the update before I get back to work. Like the overview, and the control centre. One thing that still bugs me a bit is Transporter behaviour. I have a secondary dome I'm building quite a way away from my main settlement to mine rare metals. And because resources are a bit scarce overall what tends to happen is I set up a supply route, but when the Transporter returns and there are none of the resource I told it to collect, it reverts to idle. It'd be nice if they awaited resources and resumed their route as soon as they become available. Of course I could just be a bit more organised with my depots. I also don't fully understand how they work yet so it could also be that.

But yeah otherwise, great stuff. Like the new micro dome. A great/cheap way of establishing residences near resources without having to invest in a huge dome!
 
some nice new features, however on xbox one x, pressing A to select a building/dome then pressing RT to move over to the various options on the infopane loses focus after a split second so you can't actually select anything unless you're quick, made the game unplayable now.

it stays in focus if you pause the game first before selecting the building, it's as if the bots/colonists running around are taking priority over the menu selections :)
 
some nice new features, however on xbox one x, pressing A to select a building/dome then pressing RT to move over to the various options on the infopane loses focus after a split second so you can't actually select anything unless you're quick, made the game unplayable now.

it stays in focus if you pause the game first before selecting the building, it's as if the bots/colonists running around are taking priority over the menu selections :)
I've had the same thing on the PS4 pro. Update features are awesome, but the menu system is currently broken. It's hard to confirm any actions because, as you said, it loses focus.
 
some nice new features, however on xbox one x, pressing A to select a building/dome then pressing RT to move over to the various options on the infopane loses focus after a split second so you can't actually select anything unless you're quick, made the game unplayable now.

it stays in focus if you pause the game first before selecting the building, it's as if the bots/colonists running around are taking priority over the menu selections :)
Same is happening here on the original PS4. It's not fully unplayable, just very frustrating. Going to submit a bug report for it.