[h1]Welcome to the Kickstarter Beta Access Update![/h1] As we launch our Kickstarter beta access, we're excited to present a major update filled with new features, improvements, and lots more! [h2]Update highlights:[/h2] [list] [*] [b]Overhauled Oxygen Management:[/b] Experience our reimagined oxygen system where electrolysis factories fill rooms with oxygen, and oxygen tanks take on the role of collection and dispensing, making oxygen dispensers a thing of the past. [*] [b]Voice-Activated Ledger:[/b] Our deal-pushing character is now fully voice-acted. While he insists on his contracts, he also provides helpful tutorials for navigating the market interfaces. [*] [b]Research Roadblock:[/b] Now you actually have to do the research for every module upgrade. Sorry, no free rides. [*] [b]Fuel Plant Comes Alive:[/b] The fuel plant now boasts a lively new animation. [*] [b]New Language Options:[/b] Now offering translations in Chinese, Spanish, Polish, Portuguese, and French. [*] [b]Speed Boost:[/b] Introduced a 5th level of conveyor speed, now faster than ever, even without new models. [/list] [h1]Update 0.91.00[/h1] [h2]Bug Fixes:[/h2] [h3]Gameplay[/h3] [list] [*] Cancelling a contract now makes capsules release resources mid-collection and only then fly away. [*] Research notifications are now reliably playing as they should. [*] Free camera mode will now hide notifications on modules for a cleaner view. [*] Variable connection points on modules no longer vanish after loading. [*] No more infinite module selector growth through notification clicks. [*] Enhanced LODs for the modular terminal factory for a smoother visual experience. [*] Conveyor lift holograms now dismantle correctly. [*] Ensured the contracts button on the landing platform UI pauses the game like other menu buttons. [*] Fixed the research points calculation to ensure consistent fill-up. [*] Research is essential for every level of module upgrades. [*] Restricted copying of certain large modules to enforce a one-instance rule. [*] Landing platforms can now be dismantled, providing more flexibility in your builds. [*] Resolved the issue causing research updates to be delayed due to speed changes. [/list] [h3]Interface[/h3] [list] [*] Prices in the conveyor interface have been corrected. [*] Improved clickability of the delete button in the mining designation panel. [*] The UI now reflects the precise time until the hydroponic farm cycle finishes. [*] The UI now correctly shows the production progress for vehicle assembly modules. [*] Improved visuals for production in the ice extractor UI. [*] Adjusted the layout and fonts of the settings window. [*] Adjusted the layout of the research interface. [*] Fixed the issue with opening the contract interface through POI. [*] Updated conveyor UI icons to align with their new appearance. [/list] [h2]New Features:[/h2] [h3]Systems[/h3] [list] [*] The oxygen system get a thorough makeover. [*] Introduced CPU mode, which limits the maximum number of modules. Expand this limit with new CPU unit and Large CPU unit modules. [*] Personal oxygen levels are now displayed in the colonist interface. [*] Added an oxygen percentage tooltip for rooms when hovering in oxygen mode. [*] The fuel plant now comes to life with a new animation. [/list] [h3]Interface Updates[/h3] [list] [*] Added a button to access the research interface directly from completed research notifications. [*] Added production time details to module tooltips. [*] Tooltips for modules now highlight their water requirements. [*] Clicking on a colonist in UI now snaps the camera to their location. [*] The wall building panel tooltips now include construction cost details. [*] The ledger is now fully voice-acted. [*] Introduced 5 new language translations [/list] [h2]Balances and Adjustments:[/h2] [h3]Contracts and Research[/h3] [list] [*] Adjusted contract generator to delay high-level organizations from appearing early. [*] Reduced the appearance of energy cells in the early stages. [*] Balanced science points for specific research projects. [*] Modified costs and capacities for all landing capsules. [*] Added new simple difficulty urgent contracts. [*] Made various contract adjustments. [*] Balanced research costs by adding engineering points to fundamental and social tabs. [*] Rebalanced research points: reduced fundamental points, added engineering points. [*] Added research for a full credit refund after removing conveyors. [*] Introduced research to increase truck speed. [*] Added research to reduce organic growth time in farms. [*] The research map has been restructured. [*] Reduced the research cost for digging speed, robot speed, and battery capacity. [*] Added several new other research projects. [/list] [h3]Resources and Production[/h3] [list] [*] Increased energy consumption for medium and high-tier modules. [*] Boosted the number of titanium plates in starting resource packs. [*] Increased the cost of large batteries by 1 aluminum. [*] Smelter cost now includes 1 additional titanium plate (experimental). [*] Adjusted slag conveyor output in the multi-refinery by 1 cell. [/list] [h3]Gameplay[/h3] [list] [*] Robots are now zippier with a boost to their base speed. [*] Enhanced the first research bonus for robot speed. [*] Adjusted tooltips for selecting difficulty in sandbox mode and the number of drones provided. [*] Extended the broker quest in sandbox mode with additional quests. [*] Temporarily disabled sound for low energy notifications. [*] Reduced the base cost of robots on the market. [*] Unified silicon input across different assembler recipes. [*] Adjusted colonist balance: increased oxygen tank capacity, faster food consumption, reduced comfort drop, and modified health and mental state impact on productivity. [*] Dismantling conveyors now returns more money by default (from 0.7 to 0.85). [*] Amount of Rare Minerals dropped from walls increased (random from 1 to 3). [*] Added small and medium food tables to the sandbox research map. [*] Constructors no longer require colonists for production; colonists now only increase efficiency. [*] Tripled the productivity multiplier for colonists based on their skill profession. [*] Balanced the melting furnace. [*] Hydroponic farms now require a small amount of slag for organic growth. [*] A 5th level of conveyor speed has been introduced for even faster transport. [*] Redistributed conveyor speed levels to 60, 150, 300, 450, 600. [*] Increased extraction volume per cycle for MDR. [*] Balanced difficulty and rewards relative to organization reputation. [*] Added contracts with a large volume of resources. [*] Introduced urgent contracts with a large volume of resources. [*] Increased the chance of contracts for moon deliveries. [*] Added new indefinite contracts. [/list]