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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
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