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- Balance: Crushed ore sorting now produces more rubble. - Balance: Islands you have settled will send you fixed amount of money. - Balance: Made some balance changes for the end of the campaign. - Balance: Mountain tiles with clay or ore in them now contain no rocks. This should prevent the rock-flood you get in the mid-game. - Balance: Reduced production rate of oil pump. - Balance: Reduced the number of colonists per enemy camp to 1. - Balance: Reduced the number of colonists per settlement to 4. - Balance: You now get 5 zeppelins per depot. Also made zeppelins a bit faster. - Campaign: Added story dialogue for mission 7. - Campaign: Added story dialogue for mission 8. - Campaign: Miscellaneous fixes & tweaks to the story missions. - Campaign: There are now mission-specific tips on the loading screens. - Content: Added the limit depot entry. It corresponds to the overflow exit and only accepts items, when the depot is at most 50% full. Useful if you want to leave some empty space for stockpiling etc.. - Fixed: "Needs barn" tooltip. :) - Fixed: Added a routine that frees stale tiles reserved by the cargo port. - Fixed: Bug that could lead multiple colonists to pick up the same tool from the ship, leading to a lot of weirdness. - Fixed: Hoppers not correctly placed in depots when building an inserter. - Fixed: Ingredients are no longer shown in red when a construction job is in progress. - Fixed: Inputs-missing-warning not showing up correctly when a stockpile is removed in some cases. - Fixed: Items being unloaded from the port while the game is saving should no longer end up on a water tile. - Fixed: Items sometimes getting stuck mid-air when you destroy an elevated conveyor belt. - Fixed: Mass-toggling building upgrades being a bit strange. - Fixed: The earn money from export-objective no longer counts money from previous islands. - Fixed: The reveal-map modifier should now also work with save games. - Fixed: The robot workshop not being buildable in free play. To build combat robots, you still need to activate expert mode in the settings. - Fixed: Trains not repathing correctly at pre-signals. - Fixed: When stockpiling items, zeppelins should no longer mix multiple item types on the same tile. - Fixed: When toggling a conveyor to be a distributor, the UI will now adapt correspondingly. - Fixed: You can no longer copy settings from items. - Gameplay: Depots now generate relay jobs, i.e. bringing items from entries directly to exits, more often. - Gameplay: For zeppelins, stockpiling now has a higher priority than transporting. - Gameplay: In assist mode, when you add a type to a depot, it automatically gets added to all exit hoppers. - Gameplay: Stations are now "use as stockpile" by default. - Gameplay: The game no longer blocks leaving an island when the colonist count is outside of the required range. Instead, the game will automatically select a reasonable combination. - Gameplay: The game now automatically pauses when a dialogue triggers. After the dialogue is completed, the game resumes at the previous speed. - Gameplay: When an automatic workshop produces something and an inserter is placed to pick it up, colonists will no longer be able to "steal" it. - Gameplay: When an exit hopper in a cargo port is set to pause, it will no longer cause goods to be imported. - Gameplay: You can no longer "settle down" colonists. All the colonists you get will stay in your party until the end of the campaign. It was not very plausible, added a lot of UI and complexity and didn't really create very interesting decisions. - Gameplay: You can now place insta-build-buildings like inserters on top of minable objects. If you do, it will be treated like a regular building, i.e. the colonists will mine the object which is in the way and then build the thing. - Misc: Made a number of smaller improvements to the earlier campaign missions. - Misc: The recipes for the houses and their upgrades are now consistent. - UI: Added a warning to auto-workshops that are low on power. - UI: Limited the number of happiness complaints displayed in the tooltip to the top 6. - UI: The ingredients in the upgrade panel are now also grey or red when in progress or missing. - UI: The preview text showing how many ingredients you have/need to build something is now shown for regular buildings as well. - UI: The signs in front of depots and workshops now indicate when it is set to pause or forbid consumption. - UI: When an upgrade job is in progress, clicking on the text in the panel now takes you to the colonist building it. - UI: When logistics mode is active in a shipping port, the game now shows warnings when a) exit hoppers are used or b) no logistics clients are connected. - UI: While placing insta-build buildings like power poles and inserters, you now get a preview of the ingredients required & available. - Visual: The cursed water behind island 7 now looks a bit different.
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