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TheLetterZ

Community Developer, general sweetheart
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Nov 5, 2013
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We're incredibly greatful for your patience! We're pleased to say that the 228184 version of Surviving Mars is now LIVE on GoG!

Here are the full Patch Notes:
  • OSX: Missing huge pieces of the interface on mac OS
  • OSX: Orange blocky terrain on Windows + pre-GCN Radeons (5700, 5800, etc.)
  • OSX: Corrupted terrain issues
  • OSX: Tourists stay on Mars at least 10 sols
  • OSX,Linux: Added OpenGL mods' shaders support
  • Linux: Fixed an issue where text elements would flicker and display incorrectly
  • Linux: Fixed occasional crash when loading save games
  • Window: Fixed white borders on some UI elements
  • UI: Research dialog now scrollable with mouse wheel and camera controls, saves last position on close
  • UI: Colonists with special traits are pinned to the menu bar, only when there are less than 100 colonists in the colony
  • UI: Voice notification for Pipe leaks/Cable faults disabled for colonies with over 100 colonists
  • UI: Tourist trait shown in "Review Applicants" UI
  • UI: Fix for cancelation of change of display settings
  • UI: Fix for senior colonists workplace display after the research of "Forever Young" tech
  • UI: Fix for Automation Upgrade Icon (displayed inconsistently in Fungal Farms)
  • UI: Fix for Custom anomaly icon disappearing from time to time
  • UI: Martian University infopanel now does not show colonists which are not part of the workforce (senior, child, tourist, stressed, etc.)
  • UI: Rockets have correct (default) skin on game start
  • Gameplay: Fixed an issue where the Explorer Rover had the incorrect price, this is now lowered
  • Gameplay: Removed exploit for endless export from the Space Elevator
  • Gameplay: Refugees are now immune to Earthsick condition
  • Gameplay: "Vocation-Oriented Society" tech performance bonus now works as intended
  • Gameplay: Fix for drones not to be abandoned by RC Rover
  • Gameplay: Fix for maximum drones allowed to work on trade rocket
  • Gameplay: Resource stockpiles now properly marked as 1-hex large object - should fix drone behavior to move stockpiles adjacent to construction sites rather than underneath them
  • Gameplay: RP cost of repeatable techs now increase after each research
  • Gameplay: "Alien Imprints" tech effect reduced
  • Gameplay: Fix for Fuel Extractor upgrade effect in the Concrete Extractor building (now 30% increase instead of 50%)
  • Gameplay: Fix for stuck drones when picking up resources from destroyed farm
  • Gameplay: Fix for resource count when interrupting drone after picking up resource cube from RC Transport
  • Gameplay: Fix for RC Transport when changing skin while loading resources
  • Gameplay: Fix to properly treat RC Transport as resource depot when adding new drone controller (Rover/Hub/Rocket) or changing active radius of drone controller
  • Gameplay: Fix for Rocket take-off in some cases
  • Gameplay: Fix for RP calculation to allow modifiers to have effect in cases of little RP production
  • Gameplay: Workers properly select workplace based on their specialty
  • Gameplay: Fix for workplace and training buildings requiring maintenance when turned off
  • Gameplay: Easy start now always starts with a Mystery
  • Gameplay: Scanning que increased
  • Gameplay: Shielded combination of incompatible traits (e.g. Genius/Idiot combo)
  • Gameplay: Biorobot gurus no longer create biorobots
  • Visuals: Dome glass has correct self-illumination
  • Visuals: Meteorite craters no longer appear over and next to objects
  • Visuals: NVIDIA 1050s family now loads "High" setting preset
  • Visuals: Fix for proper positioning of newborn child colonist at spawn
 
Does this mean the Paradox launcher is updated too?

Seriously considering uninstalling the Paradox Launcher and reinstalling through steam, but I really don't want that hassle.
 
At the risk of starting something...It's pretty clear that all customers are treated as untermensch as opposed to "Master Race" as stated above. This has nothing to do with the centuries old debate PC vs. Console, that's just a convenient distraction from the real problem, being that none of these issues, PC or Console-wise, showed during the "Extensive Testing" period. It's more likely all of these issues appeared during the "Extensive Testing" period but the release date was set and, well, both PC users and Console users are subservient dogs and they'll let us know which of the known bugs are of highest priority. Starting with item one...nobody in testing noticed "Huge" pieces of interface missing? Why troubleshoot thousands of lines of code when the PC Master Race is prepared to do it, not for free, but using a retail copy of the software. I know everybody knows this, but I think it's interesting that I had this same discussion in the mid 80's regarding Windows Version 2. It was more fun to discuss then because it was always face to face and if you didn't like the response, you could actually punch an actual face. None of this false bravado stabbing from behind the protection of a router. Gleefully deleting Paradox account...SYIH. Cheers.
 
I realize that fixing bugs and planning/creating additional content are the first concern, but I have a question, if I may.
Regarding modding, would it be possible to (officially) add support for the console to the consumer release?
This would greatly help in debugging mods.

I'm loving the game so far, and while there are some issues, I'm quite impressed with what has been done thus far.
Looking forward to what comes next. :)