News Liste The Crust

The Crust — New Horizon Update s live
The Crust
10.07.25 12:44 Community Announcements

Hear ye, hear ye! [b]The wait is over: Update 0.99 for The Crust is now live![/b] 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 [url="https://discord.com/invite/the-crust"]server[/url].

[previewyoutube="44BfefKzRkI;full"][/previewyoutube]

New Horizon highlights

  • [b]Outpost System[/b] — create mining nodes beyond your main base, set up logistics, build processing plants and living quarters, send colonists for research and production efficiency boosts.

  • [b]New content[/b] — 5 new modules unlocking features such as probe launches or automated credit and science income.

  • [b]Performance optimization[/b] — reworked conveyors and distributors deliver up to 90 % higher FPS, better stability and lower RAM usage.

  • [b]QoL updates[/b] — flexible route planner, smart resource filter, expanded storage & cargo-dock options, build hotkeys and contextual tooltips.

  • [b]Bug fixes[/b] — 250+ fixes across economy, UI and simulation.

    [b][url="https://store.steampowered.com/news/app/1465470/view/501703086540063078"]Read the full patch notes here[/url][/b] and [b]conquer New Horizon today![/b]

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

Your feedback fuels us

Tell us what you think! We read every suggestion and discuss them daily on our [url="https://discord.com/invite/the-crust"]Discord server[/url] and [url="https://idea.the-crust.com/"]Idea Board[/url]. Help us shape The Crust together.

UPDATE 0.99

[b]Added:[/b]

[b] [/b]New Mechanics:

  • Outposts - areas outside the main base where players can set up Helium-3 mining, build scientific labs, or regolith processing plants.

  • Ability to upgrade modules at outposts.

  • Anomalies -  modifiers for outpost zones that provide unique bonuses and negative effects.

  • Helium-3 Harvester - a new mobile unit designed to mine and deliver Helium-3 to outposts.

  • Transport Cannon - a module that creates and sends probes to any location on the Moon.

    [list]
  • Territory Probe - allows you to designate areas for outpost construction.

  • Anomaly Probe - finds anomalies in the selected area.

  • Resource Probe - collects data about resources in the selected area.

[/*][*]

Two-way route (patrol) mechanic for Base-Outpost, Outpost-Outpost, and Outpost-Base scenarios.

[/*][*]

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.

[/*][*]

Faction reputation system - player choices now influence their relationship with factions.

[/*][*]

Data Processing Node - a scientific module that allows players to convert surplus energy into credits.

[/*][*]

AI Center - a module for analyzing scientific data that consistently generates two types of science points while consuming a large amount of energy.

[/*][*]

Nuclear Fusion Generator - a new energy source based on controlled nuclear fusion.

[/*][*]

Bio-Generator - a module that generates energy from organic.

[/*][*]

Manufacturer - a new module with alternative 4>1 recipes for existing resources. In the future, it will produce new resource types.

[/*][*]

Mobile Drilling Rig: drill management has been changed, now you can set a radius for the drill's working area. Unlockable through corresponding research.

[/*][*]

Added the ability to set preferred resources for unloading at the Cargo Dock.

[/*][*]

Added the ability to build drones at the Small tech factory.

[/*][*]

Point of Interest location where players can sell drones for credits.

[/*][*]

Drone purchase and construction are now restricted if they would exceed the CPU limit.

[/*][*]

Expanded CPU usage stats when hovering over the CPU icon.

[/*][*]

Mechanic for canceling module demolition.

[/*][*]

Mechanic for canceling expeditions.

[/*][*]

New Drone Excavation Mechanic.

[/*][*]

Capsule unloading cancellation - pressing the cancel button will cause the capsule to drop all resources.

[/*][/list]

Other Additions:

  • Music Player - includes track switching, pause functionality, and the ability to mark favorite tracks.

  • Expanded sandbox start settings.

  • Streamer Mode added to the music player.

  • Contracts now include a "one-click" resource capsule filling feature.

  • New conveyor priority system - three priority levels for input and output.

  • Conveyor priority exit indicators with color coding.

  • A wide range of new quests, including “Unusual Crystal,” created by Kickstarter backer Mr. Seeker.

  • Updated and expanded research tree.

  • Keyword search in the research tree.

  • New video in the story campaign.

  • New encyclopedia pages.

  • New colonist portraits.

  • New colonist modifier - radiation sickness.

  • New contracts for high-tech goods, food, and medicine.

  • New contracts for slag delivery across the Moon.

  • Visual changes to conveyor inputs and outputs when placed next to each other.

  • Added ore amount display on the extractor interface.

  • Updated visual representation of researched Points of Interest.

  • Global Event - Failure of all modules with a certain chance.

  • Global Event - Speedup or slowdown of production across all production modules.

  • New loading screen images.

  • Tutorial on how drones affect CPU.

  • Sound cue when it's not possible to unload resources from a truck.

  • New sound effect added for interactions involving credits.

  • Colonists skill level now affects science point generation when working in labs.

  • Science points output is now shown when hovering over a colonist working in a science module.

  • Added a slag input for the Ice Extractor.

  • Feedback added when hovering over the Cargo Dock in truck unloading mode.

  • When hovering over drones in construction at the Small Tech Factory, a CPU shortage warning will now appear if CPU capacity is insufficient.

  • Added research to increase the number of Helium-3 harvesters at outposts.

  • Added research to improve Helium-3 purification efficiency at outposts.

  • Added research to enhance the RTG, residential module, fuel generator, and regolith cleaner at outposts.

[b]Optimization:[/b]

  • Optimized conveyors, underground conveyors, and distributors. FPS boost of 70-90% on large factories.

  • Optimized resource movement along conveyors:

    [list]
  • Completely reworked conveyor movement logic in all aspects.

  • Distributors can now act as junctions - blocking one exit does not block others.

  • Advanced priority mode added for distributors.

  • Resources on conveyors are now hidden in specific situations to reduce load.

  • Global resource counter no longer includes resources on conveyors.

  • Underground conveyors now calculate cost based on covered distance.

[/*][*]

Optimized research math.

[/*][*]

Optimized excavation algorithm.

[/*][*]

Optimized work with RAM for large factories.

[/*][/list]

[b]Fixed:[/b]

  • “Agro Culture” point of interest was repositioned to avoid blocking the search for the second Hope-2 capsule.

  • Fixed a bug where cargo drones consumed less CPU than intended, causing incorrect CPU load data.

  • Fixed a bug where resources would get stuck when a storage was placed directly against an elevator.

  • In the route setup interface, only resources currently present at the base are now shown.

  • The Vehicle Hangar has been renamed to Tech Center.

  • The Data Center has been renamed to Data Processing Node.

  • Fixed a bug where zone rent was charged even if no Outpost was built in the rented area.

  • Fixed a visual bug where, in rare cases, hover feedback wouldn’t appear for points of interest or Outposts.

  • Fixed a mismatch in the research name required for the “After Explosion” quest.

  • Fixed a bug where drones could mine an infinite resource vein.

  • Underground conveyors now have distinct models and colors based on their speed tier, matching the visuals of above-ground conveyors.

  • Fixed a situation where the amount of mined regolith was displayed incorrectly.

  • Fixed a bug where colonists hired through the recruitment market would get stuck after saving and loading.

  • Fixed a bug where the Ice Harvester could leave the crater and get stuck.

  • Fixed a bug where the Ice Harvester could get stuck at the crater after frequent route changes.

  • Fixed a bug that prevented reaching maximum reputation with a faction.

  • Fixed a bug where it was impossible to delete a double door during construction.

  • Fixed a bug where drones could not finish building a floor tile and got stuck.

  • Fixed a bug where the resource in the conveyor distributor wouldn't change automatically after setting the warehouse.

  • Fixed a bug that allowed you to choose the "Burevestnik-M" capsule for sale without constructing the Flight Control Center.

  • Fixed colonist behavior that could lead to them getting stuck in a wall.

  • Fixed a bug where colonists' wages were displayed incorrectly.

  • Fixed a rare bug where all colonists on a level could stop moving.

  • Fixed an issue where ice smelter upgrades had no effect.

  • Fixed a bug with empty contracts for new organizations.

  • Reworked conveyor color system for all levels.

  • Improved foundations for all modules.

  • Modules now have baked lighting for better visual quality.

  • Added new visuals for modules marked for demolition.

  • Shortened conveyor inputs for Regolith Cleaner and Regolith Extractor.

  • Vending Machine - added an approach grid for colonists.

  • Updated textures and models for the Expedition Center.

  • Updated textures and models for the Repeater.

  • Updated model for the Concrete Factory.

  • Updated model for the Multi-Regolith Cleaner.

  • Reduced the 3D model size of the Tech Center.

  • Improved storage visuals.

  • Reworked encyclopedia visuals.

  • Updated images in the Science Points store.

  • Corrected reputation display visuals.

  • Changed the movement of the tracks on large machinery.

[b]Balance:[/b]

  • Rebalanced zone construction costs, rental prices, and the price growth curve based on Outpost size and number.

  • Balanced the increase in contract volumes based on the player's factory growth.

  • Reduced the impact of drone quantity on CPU consumption.

  • Balanced the CPU consumption of basic starting modules.

  • Achievement "Survive X years" adjusted 100->50.

  • Lowered the base price of composite 7000->6900.

  • Rebalanced Outpost building upgrades.

  • Reduced research cost for territory expansion 25->20.

  • Rebalanced production costs for drones and other small vehicles.

  • Rebalanced territory price drop curve based on global reputation.

  • Adjusted colonists’ food consumption at Outposts.

  • In the storyline campaign, the number of science points gained now depends on the chosen difficulty.

  • Increased the wiring radius of electrical poles.

  • Added recharge time for Charging Stations.

  • Increased the time required to research Points of Interest by 50%.

  • Increased the light radius of electrical poles from 1100 -> 1200.

  • 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.

  • The large bulk storage now occupies 4 fewer cells.

  • The recipe for Smart Concrete Factory has changed: 1.5 -> 1 Silicon, 6 -> 5 slag per unit of concrete.

  • Colonists now start searching for food earlier (satiety reduced from 50 -> 60%).

  • The alternative recipe for producing duralumin plates in the Constructor now requires Titanium Oxide instead of Silicon Oxide.

  • Internal storage in extraction and production modules now holds more slag.

  • Bulk storages now hold more slag: 4000 -> 5000, 40000 -> 50000.

  • Microprocessors may now appear when recycling certain ruins.

  • Colonists now consume less satiety and energy during heavy and light work (10-15% less).

  • Colonist wages are now paid at the end of the month.

  • Food production time in the Kitchen has increased by 50%.

  • Rescue Operation: Added two more days to find the first Nadezhda-2 rescue capsule.

  • Increased the base number of robots at the start of a new game in storyline mode by 2.

  • Increased the base speed of robots from 450 -> 500.

  • Increased the base speed of cargo robots from 350 -> 400.

  • Increased the number of titanium veins generated near elevator 1 from 1 -> 2.

  • Increased reward for completing the "Automation of Production" storyline stage from 3000 -> 5400 fundamental science points.

  • Increased reward for completing the "Titan Vein Scanning" storyline stage from 3000 -> 3600 social science points.

  • The mandatory Silicon Vein now appears closer to the elevator in sandbox mode.

  • Increased the base price of robots on the market from 40,000 -> 43,000.

  • Reduced the wear rate of all mining and production modules by 5-12%.

  • Increased inflation growth and the cost of science points in CRUST Solution as you progress through the research map.

  • Increased the lower and upper limits of resource volume generation in veins by 6-14%.

  • The large hydroponic farm now consumes less water (24 -> 14) and produces organic matter 18% longer.

  • The Carbon Fiber Factory production cycle has been increased from 12 -> 20.

  • The following modules now require more silicon to build: Expedition Center, Multi-Regolith Refinery, Medium Solar Panel.

  • The Components Factory now requires fewer titanium plates to build.

  • The Mushroom Farm now consumes less water (4 -> 3) when producing organic matter.

  • The Mobile Drilling Rig is now less efficient, with the basic mining speed for regolith decreased.

  • Added another research to improve the drilling speed of the Mobile Drilling Rig.

  • The small capsule's cargo volume has been reduced from 5400 -> 4600.

  • The arrival time of the standard capsule has been increased from 40 -> 44.

  • Reduced the number of parts required to repair the truck in the storyline campaign.

  • Reduced logistics costs for using the landing platform from 4000 -> 2000.

  • Increased the storage capacity for medicines in the Refrigerator from 128 -> 256.

  • The size of the Vending Machine has been increased from 1 -> 2.

  • Increased rewards for some urgent contracts.

  • Balanced delivery times for certain contracts.

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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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