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- Balance: Added 4 starting colonists to the all-the-biomes scenario. - Balance: Colonists now gain experience in construction and pasture work 4x faster. Mining exp is increased by 2x. - Balance: CopperBlank now only needs 1 CopperBlock. - Balance: Depot 3x3 now only needs 1 RefinedBuildingPart. - Balance: Electronics factory now needs RefinedBuildingPart. - Balance: Increased Joshua Tree growth time - Balance: Increased time for need level-ups to 15 days. - Balance: Made fabric production much faster. - Balance: Made horse stations a bit cheaper. - Balance: Plenty of resources has 50% more rocks. - Balance: Reduced the unhappy movement effect to -25%. - Balance: The all-the-biomes-map now has the plentiful-resources modifier, giving it around 2x the ores to mine. - Balance: The shipping port no longer requires bricks (otherwise you could get locked if you had no clay available). - Balance: The tiers of the goods required by enemy camps are now evenly distributed. In effect, more camps can be acquired more early. - Balance: Trains no longer cost money. - Balance: You now get 2 machine parts per cycle. - Campaign: Story colonists now have unique models. - Engine: Upgraded to Unity 2019.4.30. - Expert mode: Added a new expert mode which is disabled by default. Some mechanics and tutorials are now hidden unless activated. For now, this includes train pre-signals and the conveyor-logistics mode. - Expert mode: Assigning colonists is now restricted to the expert mode. - Fixed: "101%" growth. - Fixed: Charge target for portal in mission 8. - Fixed: Colonist minimum for campaign mission 5. - Fixed: Colonists no longer change their look in-between missions. - Fixed: Decoration under construction no longer counts towards the decoration-in-range check. - Fixed: Deleting a single foundation not working. - Fixed: Happiness having no effect on movement speed. - Fixed: House need not shown at beginning. - Fixed: Huge map not having random seed when started from main menu. - Fixed: Items that are exportable and brought to the cargo port via an inserter are now reserved by the cargo port and can no longer be stolen. - Fixed: Layout bug in encyclopaedia on some pages. - Fixed: Road layer blocking one tile when building multiple roads. - Fixed: When you select a train by clicking on a wagon, the UI now behaves as if you select the locomotive. - Fixed: You can now start high tracks from water or blocked tiles. - Gameplay: New needs now creep in slower. Instead of coming all at once, colonists will request new food, decoration etc. one at a time. - Gameplay: The all-the-biomes scenario now has the objective to build and charge a portal, as well as some objectives leading you there. - Gameplay: The forbid consumption function now also prevents colonists from equipping tools in a storage. - Misc: Colonists should now move into better houses when available. - Misc: Items should no longer get displaced to tiles with incoming items. - Misc: Removed the "too many goods accepted"-warning. - Misc: The little signs are now always in the same absolute corner of a building, regardless of its rotation. - Misc: The treadmill is now 2x2 big. - UI: Added a hint regarding the move speed effect to the status tooltip. - UI: Added little signs to zones, depots, workshops etc. to show what they accept, produce etc.. Can be turned off in the settings. Let me know what you think. - UI: Clarified the effect of work skills. - UI: Clicking on a task type now cycles between inactive, active and high-priority. - UI: Made the colors of the info text in the top uniform. - UI: Made the mini-buttons states easier to distinguish. - UI: Removed the "automation export" toggle from the shipping port. It had no actual function besides changing the warnings you get. Transporting to the port via inserters works regardless. - UI: The dialogue-layer is now below the layer of the load/save/inventory/colonist etc. windows. - UI: The required-tool-to-mine text is now orange if none of your colonists has the required tool. - UI: You can now manually track an enemy camp's buyout requirements. - Visual: Changed the look of train ramps and elevated tracks. - Visual: Fixed animation frames for domestic animals. - Visual: Made the ore smelter effect prettier.
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