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yes it is everything, saved and new I have tested both, and I have never installed a mod so it is not the mods either
Disappointing. I was pisssd that my save was broken but not overly so as I was just going to start a new run. However, if that too is broken then that's a major pain in the ass.
 
Ending up with a patch that broke a lot of people’s present games is precisely why publishers should learn to actually segregate and focus on actual critical issues instead of allowing a handful of noisy forum politickers to hijack the game that they will never be happy with.

The job assignment thing was a red herring from day one. Now trying to fix that broke research lab assignments for a lot of people.

Meanwhile building colonies on multiple levels is still risky because tunnels are still problematic.

Really, roll back and do a real assessment of critical/non critical issues please. Stop giving in to the people griping and review-bombing. They will keep doing it even if you “fix” their problems which are mostly player related to begin with; because they are too invested with the idea of their own perfect vision of the game and will get mad whenever the dev deviates from this vision. Thats why they keep pretending mods are better or improve things when they really haven’t done much.

Instead focus on what makes the game good and improve on it. Being able to turn off births is a good idea for instance because runaway births can break a colony. Giving rovers unlimited batteries ties in with technology gradually removing the need for micro.

These are simple things that remove a lot of headaches, and could have been focused on and implemented a patch ago if so much time and drama wasn’t being wasted chasing after the “worker specialization” issue. Even at launch it wasn’t a big deal if the players knew how to use the system and didn’t obsessively micromanage. Now the game development seems mired in trying to fix this unsolvable issue and is even resulting in actual working games being ruined.
 
I haven't loaded up my save game once I heard that this patch broke so many things.

And since it also breaks new games, I will be leaving off playing this game until the next patch which I hope will not break the game further.
 
Unfortunately, the game is completely unplayable for me now. Research Centers won't stay staffed, started up my game to almost half my population being unemployed. Spent almost an hour manually reassigning workers only to have them quit in the first Sol. Rockets are broken, Export is messed up. Certain buildings won't stay staffed (Water Reclaimation Spire), after reassigning the colonists leave for another dome where they remain unemployed and/or homeless.

I was relatively enjoying the last version as staff was functioning decently. Filters were borked...but that could be worked around. Now I can't even play.
 
For anyone with the lab staffing issue, this is only on buildings from before the patch. If you have the resources, rebuilding them will "fix" the problem.
Yep, that has been mentioned, don't think it worked for everybody. Think I'll just need to take a step back from Mars until the devs fix this hot mess of a patch with a hot fix. Frustrating as I'm really enjoying the game, but life is too short to waste on a broken, unreliable bugfest.
 
Please add more achievements. Run out of things to do so quickly. Also, game is way too easy. Which seems to be a common theme with Haimamont games. Almost like they're afraid if people have a tough challenge it will hurt the game's review or audience acceptance. But the reality is, Tropico was complained about at length of also being too easy and unchallenging and that sucked some of the fun out to the game.
 
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I started a new game today and abandoned it in frustration once I reached about 60 colonists as the workplace filter seems to be majorly screwed. I got really fed up of firing non-specialists from workplaces I'd marked as "specialists only" and then having them desert their posts at grocers and diners whenever a vacancy at the university showed up. Those that graduated then just hung around, working at said grocer and diner despite those being filtered to "non-specialists only", rather than moving to domes right next door with vacancies in their specialism :( I was using the "Workplace filter" mod before the update (I disabled it before starting my new game), but the patch broke that too :'(

That said, I really like most aspects of the patch. Not having to recharge my RC Explorer once I've researched Rover AI is great as I always send it across the map to scan then forget about it! Also, unloading excess fuel if you research the tech that cuts fuel requirements is a welcome fix.

I haven't had any problems with rockets, but I did see one colonist stuck and I had to dismantle my RC Transport as it ended up in a dome rather than going round it on its transport route, which is the first time that's ever happened to me. Don't know if that was a result of the patch, or whether I just got unlucky.

Think I'll have a break for a few days before going back to the game and give it time to settle down.
 
Its not mentined anywhere in the patch notes, but my Stirling generator now deteriorates inside a dome. Is this a hidden nerf? Or a new bug? I liked having to choose between useable space or power.

EDIT- I see this was done in a previous patch
 
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I must be missing something. How does one easily know whether there is a patch or not and how do you install it?
Sorry for the newb question
Steam should download it automatically. You can check the version number in the game credits. Which would be much more useful if they provided the version number in the release notes.