Update v0.91.00
Author: VEOM Studio,
published 4 months ago,
[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]