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-------------------------------------------
Hotfix for Patch #4, to solve the following issues:
Performance problem while constructing new roads
Performance problem with the Worker Lens
Balancing problem with Aspera difficulty (construction times are now 10% longer than normal difficulty)
Bug that showed NaN instead of current Research Points
Bug that prevented the Buildings table to be sorted alphabetically
The complete version number for this hotfix is v.1.0.0.0.5.10176.2020.12.2; it is save game compatible!
Per Aspera Patch 4 Update changelog:
------------------------------------
QOL
Added Key bindings support
Added configurable autosave frequency and backing up of previous autosave
Resources will now try to go to the construction sites that are closest to completion
Added specific O2 flammability icons to O2 level widget
Traffic Lens: Added drone decay widgets
Added Vein quantities and depletion indicators to Scanner Lens
When colonies are turned off, colonists will try to go to other colonies as fast as possible
Several improvements in Knowledge Base (localization improvements and sprite integration)
Bugs Resolved
Considerably reduced loops and weird logistical behaviors in both hyperloops and regular roads
Improved performance
Fixed a bug that inverted the fabrication speed in Easy and Aspera difficulties
Sandbox: fixed hazards not disappearing after atmosphere was developed (requires 300mb)
Cargo assignment reset -introduced in last patch- now skips cargo already at destination
Fixed several dialogues to avoid lock-outs and out of place sequences
Fixed a bug that caused Airships to go to in-construction Colonies
Terraforming buildings will now show the generated quantities
Fixed Research Outposts not being placeable in too close special sites
Fixed worker logic when dropping cargo for other workers
Fixed a bug in road generation that caused some roads to become corrupted
Several texture and asset corrections
Fixed playlist for Sandbox mode
Rebalancing: Nuclear Carbonate Extractor and Oxygen Release Plants now release more microbars (0.5 each) into the atmosphere per production cycle (10 days)
Please note: there is no need to begin new games for these changes to take effect.
Per Aspera Patch 3 Update changelog:
------------------------------------
Bugs Resolved
Fixed a lockout issue when (Early combat spoilers!)
Fixed a bug that made some enemy bases invincible.
Fixed broken Tech Tree after placing invalid Research Outposts.
Cargo assignments for the different buildings and special projects will now time-out, allowing room for better assignments.
Fixed an issue where the Resource Allocation Matrix and High Priority combination was not correctly prioritizing resources.
Fixed single launch projects resetting on load.
Fixed Research Outpost bonus bug to be awarded only when completely full. There is now a sliding scale bonus.
Scanning the full planet will no longer crash the game.
Fixed an issue in Ultra-Wide resolutions: the Cognitive Test displayed incorrectly.
Fixed crash on PCs supporting Thai calendar.
Fixed several incorrect dialogs and strings.
Multiple launch projects will now self-renew upon completion.
Rebalancing
The Magnetic Dipole Shield now requires 15 launches.
Rebalanced Nitrogen import and aerobraking projects.
Black Polar Dust is no longer overpowered.
Polymers Factory II and III requirements have been updated to require steel instead of iron.
Crater Domes now have correct requirements and output values. (e.g. they award 300 RP)
Tent and Open Cities now require less water and food.
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Regular Update by Per Aspera
Posted
Fri, December 18, 2020
Patch #4 is out today! Here's what's new.
This patch adds: key bindings, customizable auto-saves, and fixes several logistical and narrative bugs.
It's the final patch of the year! Since we launched the game two weeks ago, we've been collecting all of your sentiments. Thanks to everyone's feedback and reports, we were able to get to the bottom of several tricky issues and figure out fixes. This patch also introduces several quality of life improvements that we think everyone benefits from.
Patch #4 Notes:
Version: V1.0.0.0.5.10159.2020.12.2
Compatible with existing save games.
QOL
Added Key bindings support
Added configurable autosave frequency and backing up of previous autosave
Resources will now try to go to the construction sites that are closest to completion
Added specific O2 flammability icons to O2 level widget
Traffic Lens: Added drone decay widgets
Added Vein quantities and depletion indicators to Scanner Lens
When colonies are turned off, colonists will try to go to other colonies as fast as possible
Several improvements in Knowledge Base (localization improvements and sprite integration)
Bugs Resolved
Considerably reduced loops and weird logistical behaviors in both hyperloops and regular roads
Improved performance
Fixed a bug that inverted the fabrication speed in Easy and Aspera difficulties
Sandbox: fixed hazards not disappearing after atmosphere was developed (requires 300mb)
Cargo assignment reset -introduced in last patch- now skips cargo already at destination
Fixed several dialogues to avoid lock-outs and out of place sequences
Fixed a bug that caused Airships to go to in-construction Colonies
Terraforming buildings will now show the generated quantities
Fixed Research Outposts not being placeable in too close special sites
Fixed worker logic when dropping cargo for other workers
Fixed a bug in road generation that caused some roads to become corrupted
Several texture and asset corrections
Fixed playlist for Sandbox mode
Rebalancing: Nuclear Carbonate Extractor and Oxygen Release Plants now release more microbars (0.5 each) into the atmosphere per production cycle (10 days)
Please note: there is no need to begin new games for these changes to take effect.
We've been blown away by the amount of community support, feedback, and activity. As the development team, we carefully review all of our player's thoughts as we plan post-launch schedules. As always, please continue to report issues and share your ideas, feedback, suggestions, and bug reports.. We hope that in time, you'll see how the community’s collective feedback guides and informs our development plans.
We have a lot of exciting things in store for 2021. We plan on continuing to support the game in the weeks and months to come. We'll see you all again in the middle of January (in the new year!) with a new patch and, later down the road, an exciting content update. We are wishing each and every one of you a happy holiday season! See you next year~
Ad Astra,
Tlön Industries
--------
Hotfix to address new bugs
Tonight at 12/19, we pushed a hotfix for Patch #4, to solve the following issues:
Performance problem while constructing new roads
Performance problem with the Worker Lens
Balancing problem with Aspera difficulty (construction times are now 10% longer than normal difficulty)
Bug that showed NaN instead of current Research Points
Bug that prevented the Buildings table to be sorted alphabetically
The complete version number for this hotfix is v.1.0.0.0.5.10176.2020.12.2; it is save game compatible!
--------
Hotfix to address new bug
Tonight at 12/31, we pushed a hotfix for Patch #4, to solve a bug that messed up the priorities of resources.
The complete version number for this hotfix is v.1.0.0.0.5.10183.2020.12.2. It is save game compatible!
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Regular Update by Per Aspera
Posted
Fri, December 11, 2020
Patch #3 is live! Read the notes here.
Our third patch in seven days is out now. See you next week for #4!
It’s been a week since we launched our game. We never imagined welcoming so many players to Mars! It’s been overwhelming and inspiring to see all of you sharing your colonies, experiences, and feedback. Thank you to all of our players for coming on this journey with us!
We’ve been hard at work prioritizing our post launch plans and implementing improvements. We hope that it shows: this is our third patch in seven days! The first two patches were hotfixes that immediately addressed issues our players reported. This patch is the first of many more to come that tackles the more complex bugs and complications being reported by our community.
Patch #3 Notes:
Version V1.0.0.0.5.9901.2020.12.2
Compatible with existing save games
Bugs Resolved
Fixed a lockout issue when the enemy base located in SA-1 was completely destroyed before the mission was assigned.
Fixed a bug that made some enemy bases invincible. Carmine would erroneously insta-build, even right before defeat, causing the fight to be impossible.
Fixed broken Tech Tree after placing invalid Research Outposts.
Cargo assignments for the different buildings and special projects will now time-out, allowing room for better assignments.
Fixed an issue where the Resource Allocation Matrix and High Priority combination was not correctly prioritizing resources.
Fixed single launch projects resetting on load.
Fixed Research Outpost bonus bug to be awarded only when completely full. There is now a sliding scale bonus.
Scanning the full planet will no longer crash the game.
Fixed an issue in Ultra-Wide resolutions: the Cognitive Test displayed incorrectly.
Fixed crash on PCs supporting Thai calendar.
Fixed several incorrect dialogs and strings.
Multiple launch projects will now self-renew upon completion.
Rebalancing
The Magnetic Dipole Shield now requires 15 launches.
Rebalanced Nitrogen import and aerobraking projects.
Black Polar Dust is no longer overpowered.
Polymers Factory II and III requirements have been updated to require steel instead of iron.
Crater Domes now have correct requirements and output values. (e.g. they award 300 RP)
Tent and Open Cities now require less water and food.
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