
Zitat:
Patch 0.95.54
Added:
Optimization:
- Significant performance improvement by refactoring outdated code in the logic of transportation, contracts, colonists, and other game elements that negatively impacted performance. - Removed cyclic dependencies that caused significant FPS drops when triggering module notifications.QoL:
- Added difficulty selection at the start of the story campaign. - Confirmation window when trying to load an old save. In case loading a save will result in critical errors, a hint on how to run it on an old version has been added - Save menu now displays the original version on which the game was started. - New highlight effects when hovering over modules. - The underground level now has visible boundaries beyond which digging is impossible. The playable underground area remains unchanged, but the fully excavated level now looks significantly better. - By popular request: added display of credits on the colonist hiring panel. - Displayed the cost of using the landing platform for the sales and logistics interface - Refined contract system tutorial: added option to skip tutorial and adjusted behaviour of dialogues - now Broker will not repeat the line after the contract has already been sent. - Added speed modifier from fuel usage for transports on the crater. - Added tooltips to demolish structures and to the expeditions button. - Added a hotkey hint to improve the conveyor (P).Expedition Control Center mechanics:
- Ability to build multiple Expedition Centers on a single base. - Option to cancel expeditions and contracts. - Ability to delete the Expedition Center.Transport and Cargo Dock mechanics:
- Added a button to toggle between manual and automatic unloading modes for transport. - Trucks can now be manually unloaded into any free Cargo Dock. - Option to switch trucks between automatic and manual unloading. - Ability to cancel resource loading into a Cargo Dock. - Ability to build multiple modules on a single base. - Option to select a specific dock as the unloading location for a truck. - Routes can now be assigned to specific Cargo Docks. - Added science data collection mode for rover: now rover generates science points only when special mode is enabled in the transport interface.Colonist states:
- Added new states for colonists: "Injury," "Illness," "Dying," and "Low Oxygen." - Notifications for colonists' needs: health, food, sleep, oxygen, and death. - Improved colonist movement logic.Content:
- New factions from backers. - Lunar orbital map now displays the names of seas and craters. - Voiceovers added for some secondary characters. - Added the option to fully refuse the quest involving the hacker. - Hint added for researching automatic repairs. - New dialogue hints about constructing the Expedition Center. - New loading screen quotes. - Added a message to the contracts interface when it is open, but no contracts are available. - New colonists: the total number of unique colonists available for recruitment has exceeded 155! - Building a backer monument grants colonists an inspiration card and increases global reputation. - New dialog line when negative balance is reached.Visuals:
- Added new models for the heavy and fast capsule - Improved visuals and animations for the Rolling Mill. - Updated visuals for the Smart Concrete Factory. - Drones are now properly displayed in the Expedition Center interface.Sound Effects:
- Added sound effects for hovering and clicking on POIs. - Added sounds for researching POIs. - New scanning sounds for the rover. - Sound effects for achieving intermediate goals. - Sounds added for the assembler's operation. - Door opening and closing sounds connected. - Sound effects added for the repeater module. - Fixed the sound for the Ice Melter module.Fixed:
Achievements:
- Fixed the conditions for the "Heroes Never Die" achievement—now all 12 quest colonists are counted regardless of the transport used. - The "Complete Tutorial" achievement is now granted at the end of the tutorial, even if the "Return to Menu" option is selected.UI:
- Fixed display issues for energy consumption and generation. - Adjusted the saturation display for regolith. - Tooltip on energy modules now correctly states "Consumes" for consumers and "Generates" for generators. - Fixed wear-and-tear display on modules. - Notification panels no longer overlap each other. - Fixed day display in the farm interface. - Number of robots available for hire now displays correctly. - Adjusted display of bonuses and penalties in contract proposals. - Fixed expedition loading display when only drones are starting while the truck is in the Expedition Center. - Fixed fractional numbers in resources and rounded values for extracted regolith and minerals. - Drones now display correctly in POIs if assigned as resources rather than escorts. - Fixed the demolish button display when building another module. - Resolved all potential issues where vehicle construction processes failed to display. - Fixed a few scenarios that required a double click - Contract training has been improved: added an option to skip training completely, and the hint arrow no longer flies to the topmost corner if you exit a Commercial Center - Fixed some typos and localisation errors - Fixed overlapping tooltips when building an extractor on an unexplored vein. - Clicking on a cargo drone notification now moves the camera to the drone. - Fixed errors where Shift and Ctrl did not work the first time. - Adjusted hover tooltip arrows to point to the right buttons in multiple scenarios. - Fixed visual artefacts when selecting game mode. - Fixed typos in localisation. - POI research indicator is now visible from afar. - Fixed several bugs when displaying the price chart. - Fixed contract cancellation button block if it shouldn’t be cancelled. - Fixed description in the tooltip on the contract timer. - Conveyor improvement tooltip now displays correctly.Drones:
- Adjusted drone collision with crater surfaces to prevent getting stuck on terrain folds. - Fixed drone pricing calculation in the shop. - Drones are now accounted for in the CPU. - Correctly display drones assigned to veins after loading. - Fixed drones getting stuck on depleted veins. - Drones no longer get stuck at the edge of the underground map. - Hauling drones in rooms now turn off their lights.Transport:
- Fixed an issue where trucks did not return to the base after completing a contract to send resources when the return option was checked. - Resolved transport selection issues when unselected vehicles enter the base. - Various fixes to module and transport selection when transitioning between levels.Miscellaneous:
- Fixed oxygen initialization in rooms after demolishing doors between them. - Fixed a bug where a colonist could go into a room without oxygen. - Adjusted the quest logic for "Searching for Survivors"—hidden locations can now be discovered before closing the hint window. - Fixed CPU block display in the shop. - Corrected credit count calculation after loading a save. - Reconfigured drilling process updates and digging history for drill interfaces. - Resolved UI overlap issues during farm interface calls. - Fixed duplicate sound effects for completing sub-tasks in quests. - Corrected cell display for extractors. - Resolved capsule overloading issue when configuring contracts—the resource button disappeared when adjusting the resource count. - Researched conveyor refund no longer disappears after restarting the game. - Adjusted resource drop count from walls during excavation to match the resource level counter. - Cutscenes now skip correctly. - Fixed issues with loading invalid video files. - Visual: capsules no longer fall through the textures of landing pads and flight control centre. - In Farhad mission’s option to clear rubble with a rover the point of interest only appeared after the end of the dialogue, fixed. - Fixed errors when making an auto save. - Sometimes after saving and loading, the money for demolishing conveyors was not returned. Fixed. - Market quest hint is no longer displayed if the market has already been researched. - Fixed visual display of allocated MDR.Balance:
- Implemented varying travel delays for capsules between the Moon and Earth. Notifications now indicate arrival delays. - Capsule logic adjusted: heavy capsules can only land on the Flight Control Center, while small platforms accept only fast and medium capsules. - Increased rewards for the POI "Resource Warehouse," available after repairing the Cargo Terminal. - Raised requirements for repairing the Cargo Terminal. - Added two extra days for the "Examine Repeater" task. - Extended time for finding the second rescue pod by several days. - Added a bonus for constructing the backer monument. - Two drones in the colonist branch are now granted after assigning the room construction task. - Lunar contracts are now restricted until the first Expedition Center is built.In Progress - Update One
- New Helium-3 scanning mechanics - New Helium-3 extraction mechanics - Helium-3 Harvester - Expanded MBU extraction mechanics - New modules: Railgun to launch probes, Thermonuclear Generator, Biogenerator, Blockchain module, AI science module (names are subject to change) - Advanced sandbox settings from the menu Your feedback on this version would be greatly appreciated! Veom Studio TeamDiscord | X |
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