- Update v1.5.2:
- Anniversary Update
- For our 1 Year Anniversary we have a treat planned for you! This patch is just the appetizer, and we have some sweet stuff coming up later today, stay tuned! 😉
- If you pay attention to the advanced branch patch notes, you'll already know everything in here. We just thought it might be good to repost for the default branch crowd.
- New difficulty options
- To open Per Aspera up for even more players, we have added a new, easier, difficulty level to both the campaign and the Sandbox mode.
- We also took the liberty to rename all difficulty levels to better fit with the game's theme.
- The new difficulty option is called Story for campaign mode, and Playground for sandbox mode. They are intended for players who want to experience the game without challenges.
- Our old difficulty options have gotten glow-ups as well:
- Easy is now called Simulation. Think of it as AMI's training grounds.
- Normal is now called Realistic. This is the "real deal" as it so were.
- Aspera remains unchanged, its translation still is "Hardships", and is meant as a challenge for highly skilled and veteran players.
- Changes to Resource Scattering
- We partially reworked how resource nodes are generated. The most significant change being that we now have a guaranteed number of each resource in every sector as opposed to the random-only distribution so far. This way, there should be less issues with players being left without any resources nearby.
- We also added some additional resource clusters in several locations, such as volcanoes. These clusters will not show up in zoomed out views.
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- PATCH 1.5.2 IMPROVEMENTS
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- Added Country Roads - Now Farms have special roads that won't deter flora growth
- [Balance] Updated the Resource Scattering to normalize all playthrough, guaranteeing an even distribution of resources per sector
- Added more Tutorial Popups
- Added and Updated several SFXs
- New Space Screen Widgets UI Update
- Added animation for Unlocking Sectors
- Added Mars Seasons lore to the Time Slider
- Added sector borders in placement and combat lens
- Improved performance for Sandstorm Hazzard
- Improved way decorations for roads
- Added terraforming Plan Menu sfx buttons
- Added Infinity Mines for Story/Playthrough modes
- Improved build size by removing unused assets
- UI pass for Research Popups
- Added sfx for "New Save" button under save menu while in pause
- Updated SFXs for Special Moments events
- Improved Swarm Rendering performance
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- PATCH 1.5.2 FIXES
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- Fixed sector projects showing after sector being unlocked by story plot
- Fixed available projects count being wrong
- Fixed in-game Hover showing up during cutscenes
- Fixed issue with the size of the selection box of the Building Panel
- Fixed Special Sites not being interactable in Locked Sectors
- Added feedback when hovering locked sectors and not in placement
- Added condition to rule_temperature_minus_15 to be triggered only if terraforming stage 2 is not active.
- Adjusted Colony Asterion's first report to mention the Greenhouse in the KB
- Fixed issue that had the Worker Factory output at 0 in certain cases
- Fixed issue that had the Assault drones factory at 0 output in certain cases
- Fixed rival faction statuses not showing correctly
- Fixed issue with battery showing at 100% when was not the case
- Fixed issue that would unlock a knowledge more than once
- Fixed minor issue with sandstorm spawning
- Fixed minor UI issue with the COG Test
- Fix Combat Lens detecting mouse clicks when in Pause Menu
- Fix Swarm texture not having mipmaps
- Fixed several texts for Quests and issues with quest unlocking/resolution
- Added advanced landing site entry into the KB.
- Fixed null ref exception when first opening BIP on unbuilt or upgrading building, and then scrapping
- Fixed swarms moving in sync when created
- Fixed swarms not going to next building when destroying its target
- Fixed issue when Quitting the game wouldn't reset the music in Main Menu
- Fixed Quest Completed condition, it now will correctly report if a quest has been actively completed, rather than just checking the status of the tasks.
- Update v1.5.1:
- Improvements
- Updated Flora and Delta O2 Widgets
- Updated C02 Widget to reflect consequences with the Fauna
- Shows Green Mars DLC in the New Game Screen
- Shows Terraforming Widgets even after completing Stage 5
- Knowledge Base now shows a lot more information for structures, projects, and other entries
- Bug Fixes
- Fixed issue with Time Slider not capturing clicks correctly
- Fixed issue that after swap the knowledge base only showed some of the structures
- Fixed issue that wouldn't grant new structures pushed by datamodel changes on a previously started savegame
- Fixed call buttons appearing when entering a dialogue or during one
- Fixed issue with horses being flipped when viewed from the north
- Fixed issue with a Fauna distribution (rendering)
- Fixed typos and localization issues
- Fixed issue that would have Dumpsters start with logs already inside the Crater
- [Balance] Fixed issue where Superior Colonies costed more than it should
- Fixed issue that wouldn't update the in-game date on rewritten savegames
- Fixed graphics issue with the Delta-02 graphs
- Updated Internationalization texts for Green Mars Update
- Lenses stay ON during special project's camera lock animation
- Minor representation fixes for the Terraforming Screen
- Fixed issues where the hot key opens the tech-tree but doesn't close it
- Fixed issue where the military drone factory had the wrong output