News Liste The Crust

The Crust — New Horizon Update s live
The Crust
1 Tag 12:44 Community Announcements
[p]Hear ye, hear ye!
The wait is over: Update 0.99 for The Crust is now live!

Nicknamed the New Horizon update, it adds a whole new layer of strategic depth. Learn more about the brand-new Outpost System, FPS boost and other key additions in this news, then dive into the full changelog below — or on our server.
[/p][previewyoutube="44BfefKzRkI;full"][/previewyoutube][p]

[/p]

New Horizon highlights

  • [p]Outpost System — create mining nodes beyond your main base, set up logistics, build processing plants and living quarters, send colonists for research and production efficiency boosts. [/p][/*]
  • [p]New content — 5 new modules unlocking features such as probe launches or automated credit and science income.
  • [/p][/*]
  • [p]Performance optimization — reworked conveyors and distributors deliver up to 90 % higher FPS, better stability and lower RAM usage.
  • [/p][/*]
  • [p]QoL updates — flexible route planner, smart resource filter, expanded storage & cargo-dock options, build hotkeys and contextual tooltips.
  • [/p][/*]
  • [p]Bug fixes — 250+ fixes across economy, UI and simulation.
  • [/p][p] Read the full patch notes here and conquer New Horizon today![/p][/*]
[p]

[dynamiclink href="https://store.steampowered.com/app/1465470/The_Crust/"][/dynamiclink] [/p]

Your feedback fuels us

[p]Tell us what you think! We read every suggestion and discuss them daily on our Discord server and Idea Board. Help us shape The Crust together.
[/p][p][/p]


UPDATE 0.99

Added:


New Mechanics:

  • [p]Outposts - areas outside the main base where players can set up Helium-3 mining, build scientific labs, or regolith processing plants.[/p][/*]
  • [p]Ability to upgrade modules at outposts.[/p][/*]
  • [p]Anomalies -  modifiers for outpost zones that provide unique bonuses and negative effects.[/p][/*]
  • [p]Helium-3 Harvester - a new mobile unit designed to mine and deliver Helium-3 to outposts.[/p][/*]
  • [p]Transport Cannon - a module that creates and sends probes to any location on the Moon.[/p][list]
  • [p]Territory Probe - allows you to designate areas for outpost construction.[/p][/*]
  • [p]Anomaly Probe - finds anomalies in the selected area.[/p][/*]
  • [p]Resource Probe - collects data about resources in the selected area.[/p][/*]
[/*][*][p]Two-way route (patrol) mechanic for Base-Outpost, Outpost-Outpost, and Outpost-Base scenarios.[/p][/*][*][p]Expanded route functionality - it's now possible to set up a route (patrol) even when no resources are currently available, similar to the logistics window.[/p][/*][*][p]Faction reputation system - player choices now influence their relationship with factions.[/p][/*][*][p]Data Processing Node - a scientific module that allows players to convert surplus energy into credits.[/p][/*][*][p]AI Center - a module for analyzing scientific data that consistently generates two types of science points while consuming a large amount of energy.[/p][/*][*][p]Nuclear Fusion Generator - a new energy source based on controlled nuclear fusion.[/p][/*][*][p]Bio-Generator - a module that generates energy from organic.[/p][/*][*][p]Manufacturer - a new module with alternative 4>1 recipes for existing resources. In the future, it will produce new resource types.[/p][/*][*][p]Mobile Drilling Rig: drill management has been changed, now you can set a radius for the drill's working area. Unlockable through corresponding research.[/p][/*][*][p]Added the ability to set preferred resources for unloading at the Cargo Dock.[/p][/*][*][p]Added the ability to build drones at the Small tech factory.[/p][/*][*][p]Point of Interest location where players can sell drones for credits.[/p][/*][*][p]Drone purchase and construction are now restricted if they would exceed the CPU limit.[/p][/*][*][p]Expanded CPU usage stats when hovering over the CPU icon.[/p][/*][*][p]Mechanic for canceling module demolition.[/p][/*][*][p]Mechanic for canceling expeditions.[/p][/*][*][p]New Drone Excavation Mechanic.[/p][/*][*][p]Capsule unloading cancellation - pressing the cancel button will cause the capsule to drop all resources.

[/p][/*][/list]

Other Additions:

  • [p]Music Player - includes track switching, pause functionality, and the ability to mark favorite tracks.[/p][/*]
  • [p]Expanded sandbox start settings.[/p][/*]
  • [p]Streamer Mode added to the music player.[/p][/*]
  • [p]Contracts now include a "one-click" resource capsule filling feature.[/p][/*]
  • [p]New conveyor priority system - three priority levels for input and output.[/p][/*]
  • [p]Conveyor priority exit indicators with color coding.[/p][/*]
  • [p]A wide range of new quests, including “Unusual Crystal,” created by Kickstarter backer Mr. Seeker.[/p][/*]
  • [p]Updated and expanded research tree.[/p][/*]
  • [p]Keyword search in the research tree.[/p][/*]
  • [p]New video in the story campaign.[/p][/*]
  • [p]New encyclopedia pages.[/p][/*]
  • [p]New colonist portraits.[/p][/*]
  • [p]New colonist modifier - radiation sickness.[/p][/*]
  • [p]New contracts for high-tech goods, food, and medicine.[/p][/*]
  • [p]New contracts for slag delivery across the Moon.[/p][/*]
  • [p]Visual changes to conveyor inputs and outputs when placed next to each other.[/p][/*]
  • [p]Added ore amount display on the extractor interface.[/p][/*]
  • [p]Updated visual representation of researched Points of Interest.[/p][/*]
  • [p]Global Event - Failure of all modules with a certain chance.[/p][/*]
  • [p]Global Event - Speedup or slowdown of production across all production modules.[/p][/*]
  • [p]New loading screen images.[/p][/*]
  • [p]Tutorial on how drones affect CPU.[/p][/*]
  • [p]Sound cue when it's not possible to unload resources from a truck.[/p][/*]
  • [p]New sound effect added for interactions involving credits.[/p][/*]
  • [p]Colonists skill level now affects science point generation when working in labs.[/p][/*]
  • [p]Science points output is now shown when hovering over a colonist working in a science module.[/p][/*]
  • [p]Added a slag input for the Ice Extractor.[/p][/*]
  • [p]Feedback added when hovering over the Cargo Dock in truck unloading mode.[/p][/*]
  • [p]When hovering over drones in construction at the Small Tech Factory, a CPU shortage warning will now appear if CPU capacity is insufficient.[/p][/*]
  • [p]Added research to increase the number of Helium-3 harvesters at outposts.[/p][/*]
  • [p]Added research to improve Helium-3 purification efficiency at outposts.[/p][/*]
  • [p]Added research to enhance the RTG, residential module, fuel generator, and regolith cleaner at outposts.[/p][/*]
[p]
[/p]

Optimization:

  • [p]Optimized conveyors, underground conveyors, and distributors. FPS boost of 70-90% on large factories.[/p][/*]
  • [p]Optimized resource movement along conveyors:[/p][list]
  • [p]Completely reworked conveyor movement logic in all aspects.[/p][/*]
  • [p]Distributors can now act as junctions - blocking one exit does not block others.[/p][/*]
  • [p]Advanced priority mode added for distributors.[/p][/*]
  • [p]Resources on conveyors are now hidden in specific situations to reduce load.[/p][/*]
  • [p]Global resource counter no longer includes resources on conveyors.[/p][/*]
  • [p]Underground conveyors now calculate cost based on covered distance.[/p][/*]
[/*][*][p]Optimized research math.[/p][/*][*][p]Optimized excavation algorithm.[/p][/*][*][p]Optimized work with RAM for large factories.[/p][/*][/list][p]

[/p]

Fixed:

  • [p]“Agro Culture” point of interest was repositioned to avoid blocking the search for the second Hope-2 capsule.[/p][/*]
  • [p]Fixed a bug where cargo drones consumed less CPU than intended, causing incorrect CPU load data.[/p][/*]
  • [p]Fixed a bug where resources would get stuck when a storage was placed directly against an elevator.[/p][/*]
  • [p]In the route setup interface, only resources currently present at the base are now shown.[/p][/*]
  • [p]The Vehicle Hangar has been renamed to Tech Center.[/p][/*]
  • [p]The Data Center has been renamed to Data Processing Node.[/p][/*]
  • [p]Fixed a bug where zone rent was charged even if no Outpost was built in the rented area.[/p][/*]
  • [p]Fixed a visual bug where, in rare cases, hover feedback wouldn’t appear for points of interest or Outposts.[/p][/*]
  • [p]Fixed a mismatch in the research name required for the “After Explosion” quest.[/p][/*]
  • [p]Fixed a bug where drones could mine an infinite resource vein.[/p][/*]
  • [p]Underground conveyors now have distinct models and colors based on their speed tier, matching the visuals of above-ground conveyors.[/p][/*]
  • [p]Fixed a situation where the amount of mined regolith was displayed incorrectly.[/p][/*]
  • [p]Fixed a bug where colonists hired through the recruitment market would get stuck after saving and loading.[/p][/*]
  • [p]Fixed a bug where the Ice Harvester could leave the crater and get stuck.[/p][/*]
  • [p]Fixed a bug where the Ice Harvester could get stuck at the crater after frequent route changes.[/p][/*]
  • [p]Fixed a bug that prevented reaching maximum reputation with a faction.[/p][/*]
  • [p]Fixed a bug where it was impossible to delete a double door during construction.[/p][/*]
  • [p]Fixed a bug where drones could not finish building a floor tile and got stuck.[/p][/*]
  • [p]Fixed a bug where the resource in the conveyor distributor wouldn't change automatically after setting the warehouse.[/p][/*]
  • [p]Fixed a bug that allowed you to choose the "Burevestnik-M" capsule for sale without constructing the Flight Control Center.[/p][/*]
  • [p]Fixed colonist behavior that could lead to them getting stuck in a wall.[/p][/*]
  • [p]Fixed a bug where colonists' wages were displayed incorrectly.[/p][/*]
  • [p]Fixed a rare bug where all colonists on a level could stop moving.[/p][/*]
  • [p]Fixed an issue where ice smelter upgrades had no effect.[/p][/*]
  • [p]Fixed a bug with empty contracts for new organizations.[/p][/*]
  • [p]Reworked conveyor color system for all levels.[/p][/*]
  • [p]Improved foundations for all modules.[/p][/*]
  • [p]Modules now have baked lighting for better visual quality.[/p][/*]
  • [p]Added new visuals for modules marked for demolition.[/p][/*]
  • [p]Shortened conveyor inputs for Regolith Cleaner and Regolith Extractor.[/p][/*]
  • [p]Vending Machine - added an approach grid for colonists.[/p][/*]
  • [p]Updated textures and models for the Expedition Center.[/p][/*]
  • [p]Updated textures and models for the Repeater.[/p][/*]
  • [p]Updated model for the Concrete Factory.[/p][/*]
  • [p]Updated model for the Multi-Regolith Cleaner.[/p][/*]
  • [p]Reduced the 3D model size of the Tech Center.[/p][/*]
  • [p]Improved storage visuals.[/p][/*]
  • [p]Reworked encyclopedia visuals.[/p][/*]
  • [p]Updated images in the Science Points store.[/p][/*]
  • [p]Corrected reputation display visuals.[/p][/*]
  • [p]Changed the movement of the tracks on large machinery.
  • [/p][/*]

Balance:

  • [p]Rebalanced zone construction costs, rental prices, and the price growth curve based on Outpost size and number.[/p][/*]
  • [p]Balanced the increase in contract volumes based on the player's factory growth.[/p][/*]
  • [p]Reduced the impact of drone quantity on CPU consumption.[/p][/*]
  • [p]Balanced the CPU consumption of basic starting modules.[/p][/*]
  • [p]Achievement "Survive X years" adjusted 100->50.[/p][/*]
  • [p]Lowered the base price of composite 7000->6900.[/p][/*]
  • [p]Rebalanced Outpost building upgrades.[/p][/*]
  • [p]Reduced research cost for territory expansion 25->20.[/p][/*]
  • [p]Rebalanced production costs for drones and other small vehicles.[/p][/*]
  • [p]Rebalanced territory price drop curve based on global reputation.[/p][/*]
  • [p]Adjusted colonists’ food consumption at Outposts.[/p][/*]
  • [p]In the storyline campaign, the number of science points gained now depends on the chosen difficulty.[/p][/*]
  • [p]Increased the wiring radius of electrical poles.[/p][/*]
  • [p]Added recharge time for Charging Stations.[/p][/*]
  • [p]Increased the time required to research Points of Interest by 50%.[/p][/*]
  • [p]Increased the light radius of electrical poles from 1100 -> 1200.[/p][/*]
  • [p]The Burevestnik-M cargo capsule is now slightly more profitable, but its delivery time is 72 hours. The Courier-X capsule has an average cargo volume and cost, but the fastest delivery time. The Orbiter S1 capsule is the cheapest and balanced in cargo volume and delivery speed.[/p][/*]
  • [p]The large bulk storage now occupies 4 fewer cells.[/p][/*]
  • [p]The recipe for Smart Concrete Factory has changed: 1.5 -> 1 Silicon, 6 -> 5 slag per unit of concrete.[/p][/*]
  • [p]Colonists now start searching for food earlier (satiety reduced from 50 -> 60%).[/p][/*]
  • [p]The alternative recipe for producing duralumin plates in the Constructor now requires Titanium Oxide instead of Silicon Oxide.[/p][/*]
  • [p]Internal storage in extraction and production modules now holds more slag.[/p][/*]
  • [p]Bulk storages now hold more slag: 4000 -> 5000, 40000 -> 50000.[/p][/*]
  • [p]Microprocessors may now appear when recycling certain ruins.[/p][/*]
  • [p]Colonists now consume less satiety and energy during heavy and light work (10-15% less).[/p][/*]
  • [p]Colonist wages are now paid at the end of the month.[/p][/*]
  • [p]Food production time in the Kitchen has increased by 50%.[/p][/*]
  • [p]Rescue Operation: Added two more days to find the first Nadezhda-2 rescue capsule.[/p][/*]
  • [p]Increased the base number of robots at the start of a new game in storyline mode by 2.[/p][/*]
  • [p]Increased the base speed of robots from 450 -> 500.[/p][/*]
  • [p]Increased the base speed of cargo robots from 350 -> 400.[/p][/*]
  • [p]Increased the number of titanium veins generated near elevator 1 from 1 -> 2.[/p][/*]
  • [p]Increased reward for completing the "Automation of Production" storyline stage from 3000 -> 5400 fundamental science points.[/p][/*]
  • [p]Increased reward for completing the "Titan Vein Scanning" storyline stage from 3000 -> 3600 social science points.[/p][/*]
  • [p]The mandatory Silicon Vein now appears closer to the elevator in sandbox mode.[/p][/*]
  • [p]Increased the base price of robots on the market from 40,000 -> 43,000.[/p][/*]
  • [p]Reduced the wear rate of all mining and production modules by 5-12%.[/p][/*]
  • [p]Increased inflation growth and the cost of science points in CRUST Solution as you progress through the research map.[/p][/*]
  • [p]Increased the lower and upper limits of resource volume generation in veins by 6-14%.[/p][/*]
  • [p]The large hydroponic farm now consumes less water (24 -> 14) and produces organic matter 18% longer.[/p][/*]
  • [p]The Carbon Fiber Factory production cycle has been increased from 12 -> 20.[/p][/*]
  • [p]The following modules now require more silicon to build: Expedition Center, Multi-Regolith Refinery, Medium Solar Panel.[/p][/*]
  • [p]The Components Factory now requires fewer titanium plates to build.[/p][/*]
  • [p]The Mushroom Farm now consumes less water (4 -> 3) when producing organic matter.[/p][/*]
  • [p]The Mobile Drilling Rig is now less efficient, with the basic mining speed for regolith decreased.[/p][/*]
  • [p]Added another research to improve the drilling speed of the Mobile Drilling Rig.[/p][/*]
  • [p]The small capsule's cargo volume has been reduced from 5400 -> 4600.[/p][/*]
  • [p]The arrival time of the standard capsule has been increased from 40 -> 44.[/p][/*]
  • [p]Reduced the number of parts required to repair the truck in the storyline campaign.[/p][/*]
  • [p]Reduced logistics costs for using the landing platform from 4000 -> 2000.[/p][/*]
  • [p]Increased the storage capacity for medicines in the Refrigerator from 128 -> 256.[/p][/*]
  • [p]The size of the Vending Machine has been increased from 1 -> 2.[/p][/*]
  • [p]Increased rewards for some urgent contracts.[/p][/*]
  • [p]Balanced delivery times for certain contracts.
  • [/p][/*]
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Release:15.07.2024 Genre: Simulation Entwickler: VEOM Studio Vertrieb: Crytivo Engine:keine Infos Kopierschutz:keine Infos Franchise:keine Infos
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