[h2]Changes[/h2] [h3]Interface and Visual Changes[/h3] [list] [*] Overhauled Vehicle UI [*] New icon for Tier 5 conveyors. [*] Added hotkey tips for demolition mode. [*] Added interface to display colonist productivity. [*] Colonist information now appears in module tooltips on the construction panel. [*] Distance display added to the contract proposal interface. [*] Bug report button removed from the main interface. [*] New models added for Tier 5 conveyors. [*] New visuals for locked research items. [*] Hover visual added for the base if the transport is in the crater. [*] Fixed collision issue with the constructed melting furnace. [*] New sound when switching the camera to orbit. [*] Added new interface sounds. [*] Updated sounds for some modules. [*] Fixed the size of the CPU data center. [/list] [h3]Gameplay[/h3] [list] [*] New tutorial for building an extractor in sandbox mode. [*] Selecting a colonist is now reset when switching to orbital level. [*] Now selected priority would reset on building completion [*] Fixed bug with capsule stucking on contract failure [/list] [h2]Balance Changes[/h2] [h3]Resources and Economy[/h3] [list] [*] Market goods volumes reduced by 25-30%. [*] Increased buying and selling price variation by 5%. [*] New research that reduces market commission by 5%. [*] Reduced fractional and global reputation gain for high-difficulty contracts. [/list] [h3]Research and Fixes[/h3] [list] [*] Added new research for the speed and capacity of the carrier robot (WIP). [*] Fixed bug with missing resources in the contract. [*] Fixed collisions and delivery points at the ECC, FCC, and small vehicle factory. [*] Added a fourth resource delivery point to the landing platform. [*] Rebalanced underground conveyors research prices. [*] Added fog of war to the research map, experimental for now. [/list]