Patch 1.0.13
Added
- Added the ability to remember the last excavation mode.
- Added a button to drop resources to the ground in the distributor interface.
Fixed
- Fixed the navigation zones of the Cargo Dock and Expedition Center, which could cause trucks to take incorrect routes.
- Fixed an issue that could, in rare cases, cause drones to fail to complete the construction of Living quarters.
- Fixed an issue where colonists sitting in a truck but not assigned to an expedition were not displayed in the Personnel list.
- Fixed an issue where repeatedly building and demolishing roads would award credits.
- Fixed an issue where selected professions were not saved correctly in the Colonists menu.
- Fixed an issue where drone logistics would only update after clicking the module again when enabling or disabling it.
- Fixed an issue where demolishing a section of a conveyor in the middle would not refund the credits for the demolished section.
- Fixed an issue where roads were displayed with an incorrect cost.
- Fixed an issue where a road could be demolished along with a Electric Pillar and cable if they were under the cursor.
- Fixed an issue where the adjustment step was incorrect when setting a colonist's individual working hours.
- Fixed an issue where demolishing an underground conveyor refunded more credits than intended.
- Fixed an issue where the construction button was not centered on the Shower module.
- Fixed an issue with delivering Dr. Keller to the base.
- Fixed a missing Russian voice line for the mechanic in the Anomaly Scanner tutorial.
- Fixed the names and descriptions of some research options.
- Fixed the description of the Fuel Generator at an outpost.
- Major updates to the Japanese and Korean localizations.
- Improved pillar placement accuracy in Cable Routing Mode.
Changed
- Replaced some artwork.
- Removed the ability to mirror the Beacon of Hope.
- Improved the visual appearance of conveyor routing in Planning Mode.
- Reduced the brightness of road lights.
Balance
- Increased starting credits by $25,000 at all campaign difficulty levels.
- Increased starting credits by $50,000–500,000 in the custom sandbox settings.
- Adjusted the description of the Large Truck speed upgrade.
- Increased the base power output of the Fusion Generator from 700 → 1000.
- Increased the construction cost of the Fusion Generator: Modular Terminals 40 → 60.
- Reduced the Fusion Generator upgrade bonuses from 15 → 10% and 30 → 20%.
- Reduced the research cost of the Technocenter.
- Reduced the research cost of the Large Machinery Factory.
- Reduced the research cost of High-Voltage Transformers.
- Reduced the research costs of Level 1, 2, and 3 Regolith Extractor upgrades.
- Reduced the research cost of drone production.
- Reduced the cost of Level 2 and 3 Regolith Extractor upgrades.
- Reduced the number of randomly generated POIs on the global map by 10–15%.
MacOS
- Fixed an issue where the cursor would not properly hover over buttons, making them difficult to click.
Patch 1.0.12
Added
- Added a recipe copying system to the module and storage interfaces.
- Added new speed-related research options to the CRUST Solution Science Points store.
- Added medical supplies to the second Hope-2 capsule.
- Added a new research option that increases the number of connections for an Electric Pillar to 6 and increases its maximum radius.
Fixed
- Fixed an issue where disabling Planning Mode could result in an additional module being scheduled for construction.
- Fixed colonist statuses while they are in the shower.
- Fixed an issue preventing modules that do not require CPU from being moved from Planning Mode to construction when the current CPU exceeds the allowed limit.
- Fixed UX issues that could, in rare cases, prevent roads from being demolished.
- Fixed the name of the speed setting in the controls menu.
- Fixed an issue where unfinished or planned Electrolysis Plants could, in rare cases, start producing oxygen.
- Fixed the number of workplaces displayed in the tooltip for all farms and the Carbon Fiber Factory.
- Fixed the name of the research mentioned in the scientist's voice line about underground mining.
Changed
- Swapped the positions of the current number of beds and the required number in the colonist tooltip.
- Improved the encyclopedia page about the Launch Station.
- Added a new image to the News section in the main menu.
- Updated research and upgrade descriptions.
- The resource panel no longer collapses or expands when switching between levels (crater > underground level and vice versa).
- Localization fixes.
Balance
- Reduced the research cost of the Medical Center.
- Simplified the requirements for researching roads.
- Increased the amount of Science Points awarded for reaching a new level of relations with organizations.
- Increased the capacity and cost of the Large Capsule: 9000->9800 units, $5850->$6400.
- Reduced the research costs of the Large Storage and Large Bulk Storage.
- Reduced the research costs of the Small Vehicle Assembly Facility.
- Reduced the research costs of the Cargo Dock.
- Reduced the research cost of the Robot manufacturing technology.
- Reduced the research costs of Roads.
- Reduced the research costs of the Programmable Conveyor Distributor.
- Reduced the Press's CPU requirement from 4->3.
Posted by the game’s developer or publisher to its Steam community hub and published by Valve through Steam’s public news API. Sifter reproduces it unedited and writes none of it.