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- Balance: In multi-biome maps, more of the enemy camps now demand goods from lower tiers. - Balance: Made huge maps a bit bigger. - Balance: Made need tier increase a bit slower. Also switched the order around a bit. - Balance: Moved the cacao tree to tier 2. - Balance: Reduced happiness speed gain to +30%. - Balance: Reduced ranch experience gain. - Balance: You can no longer import higher tier goods on the shipping port. - Campaign: Added dialogue to mission 2. - Campaign: Added story dialogue for mission 3. - Campaign: Rearranged some tutorial recommendations. - Expert mode: Move covering veins to the expert mode. - Expert mode: The combat system, fighting robots and the corresponding tutorial have been moved to the expert mode. I think buying out the enemy camps is the more interesting way of playing for several reasons. Of course, feel free to disagree and turn on the expert mode to have the robots back. :) - Fixed: "Error..." text on loading screen when playing a tutorial from the campaign. - Fixed: (Maybe) fixed colonists continuing their work animation after a task has been cancelled. - Fixed: Another attempt at the classic "click through confirmation dialog in world screen"-bug. - Fixed: Black spruce not growing on tiles where there was a mountain before. - Fixed: Decoration under construction not shown in overlay after last patch. - Fixed: Disabling signs in settings having no effect. - Fixed: Farm land model (dry/wet) after loading. - Fixed: Game freezing in the world map when you leave a map while paused. - Fixed: Garbage and deprecated items are no longer loaded onto your ship when you leave an island. :) - Fixed: Highlightable buttons in housing panel. - Fixed: House smoking starting as soon as a building is built. - Fixed: Incorrect height for some buildings when placed on a tile where an auto-foundation will be placed. - Fixed: Inserters getting stuck when two or more of them are trying to deliver items to automated workshops from the same conveyor belt. - Fixed: Items possibly warping to outer space when on certain conveyor belts while reloading. - Fixed: Items potentially getting stuck on conveyor when it is put in stop mode and then reversed. - Fixed: Items reserved by workshops will now get unreserved when displaced. - Fixed: Links from your ship sometimes not showing up after you place them. - Fixed: Look of recommendations on victory screen. - Fixed: Low tracks getting removed when building elevated conveyor belts. - Fixed: Priority of farm/grove zones lost on reload. - Fixed: Reservation bug that could leave conveyor belts in a reserved state after an inserter pick something up from them. - Fixed: Settings invisible in game scene after last patch. - Fixed: Shuffling the demands from a camp now updates the display in the top left as well. - Fixed: Situation where you can get "stuck" in the basic colony tutorial if you link the well to the first stockpile. - Fixed: Some items possibly staying invisible when on certain conveyor belts while reloading. - Fixed: Some smaller errors in the campaign. - Fixed: UI bug in trading hub panel. - Fixed: Visual glitch when unloading goods from a train. - Fixed: Weird mouse behavior on/close to mountains. - Fixed: When playing a tutorial from the campaign, money earned/spent will now be reset after the tutorial. - Fixed: When you have multiple conveyor belts stacked, items should no longer "phase" between the two belts. - Fixed: White signs after last patch. - Fixed: Wild animals out of vision should no longer despawn. - Fixed: You can no longer place conveyor belts on the same tile as track ramps. - Fixed: You can no longer place tracks on the same tile as conveyor belt ramps. - Fixed: You can no longer select colonists in houses while they are sleeping. - Fixed: You can now extend an existing conveyor belt by one tile using one belt part and so on. - Fixed: You should no longer receive recommendation money multiple times after reloading. - Gameplay: If you place a depot or something else with a type filter over a stockpile, it copies the accepted types of the stockpile. Useful for upgrading later on. (assist mode) - Gameplay: The overflow hopper now looks at the count of the stored items, not at the tiles. - Gameplay: When building a depot, zeppelin station etc., items on the ground will now be ignored. - Gameplay: You can now select a conveyor belt and set it to "stop". - Gameplay: You no longer need to set the automation mode for the shipping port. Instead, the game will automatically turn it on as soon as you build an exit hopper. - Gameplay: Zeppelins that are idle will now stockpile goods near stations, given they have "use as stockpile" enabled. - Misc: 2 colonists should no longer have the same name or model (whenever possible). - Misc: Fixed some bugs in the tutorials and simplified/clarified some of them. - Misc: Removed lightning effects from the game. - Misc: Removed the inventory screen in the world map scene. - Misc: The automated-import button is back, but only when expert mode is activated. In normal mode it remains automatic. - Misc: The enemy camp display no longer shows up on maps without enemies. - Misc: The trading hub depot no longer has a crane. - Misc: When in expert mode and you select an item, the item panel now shows what the item is reserved by. This should be helpful info for debugging the remaining reservation bugs. - Misc: You can now start with placing high conveyor belts. - Performance: Made a number of performance improvements for the late game. - Performance: Made zeppelin stockpile behavior faster - Performance: Removed duplicate material generation in some places. - Tutorial: Amended the logistics tutorial to cover the new zeppelin stockpiling function. - Tutorials: In the ore crushing tutorial, the solar cells (which you don't have at that point in the game) have been replaced by a power plant. I also simplified the scene a bit. - UI: Clicking on a upper/lower colonist limit objective now takes you to the colonist management screen. - UI: Hovering over the money display now shows how much you've spent/gained from import/export and how much you receive from your colonies per day. - UI: Hovering over the time display now gives you a preview of when your colonists' needs will increase. So that you can plan ahead. Because you care about your Kubis' needs. Right? It even shows you the required types of stuff you'll need, so you really have no excuse now. :) - UI: Hovering over the warning display now shows the problems there are and how often they occur. - UI: In type filters, the accept-all/nothing buttons are now highlighted when all/nothing is accepted. - UI: Made the custom map screen prettier. - UI: Made the load/save screen prettier. - UI: Made the settings screen prettier. - UI: Selecting a power generating building now suggests power poles. - UI: Some polishing and fixes for the main menu UI. - UI: Sorting the colonist panel now automatically scrolls to the top. - UI: Type filters and workshop jobs are no longer cloned when you clone a building. - UI: When toggling between high/low layer in the track/conv-builder, the overlay is now updated. - UI: You can now click on an empty tile to see what you can grow there. - UI: You can now shift-right-click and then shift-left-click to copy settings from one building or zone to another (like in Factorio). - Visual: Houses with no inhabitants now have no smoke emission. - Visual: Improved the look of conveyor belt rampe connecting with other belts.
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