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Apr 25th, 2018
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  1. Patch Notes (Opportunity Update)
  2.  
  3. Opportunity changelog
  4.  
  5. New Features and Buildings:
  6.  
  7. Passages
  8. You are now able to connect your domes together by constructing Passages. These transportation tunnels allows colonists
  9. to move freely into adjacent domes and utilizing the workplaces and services available there.
  10. - If one Dome has no power, oxygen or water for over a Sol, all passages leading to it are disabled until the problem is
  11. resolved. This will cause workers being fired from their workplaces as if the passage has been destroyed.
  12. - These passages are fragile, and your Colonists may die if hit by a meteor while in the Passage
  13. New Buildings & Related Changes
  14. - New high-end automated storage building which can take over 4,000 units of separate resource is available for your
  15. Colony.
  16. - Added 3 new workshop buildings. Workshops allow colonists to work their vocation providing more employment for the late
  17. game.
  18. - A new Landing pad makes sure the Rocket lands at the designated spot and eliminates the dusting effect of the
  19. surrounding structures
  20. - A new Large Water Tank, storing up to 1,000 units of Water is available to suit the needs of your developing colony
  21. - Added new Milestone related to workshop buildings to reflect achieving post-scarcity vocation-oriented society
  22. - Added new Technologies, which allow construction of Workshops, Automated Storage and Large Water Tank
  23.  
  24. Game Rules
  25. You can now choose brand new options during game setup to activate additional rule-sets for the mission that will impact the
  26. difficulty, making the mission easier or harder.
  27.  
  28. Available Game Rules:
  29. - Prefab Colony: Begin with free prefabs for all buildings necessary for a small colony.
  30. - No Disasters: Disables all disasters (excluding those coming from mysteries).
  31. - Hunger: Can't import food from Earth.
  32. - Inflation: Import prices increase over time.
  33. - Long Ride: Rocket travel time to and from Mars is three times longer.
  34. - The Last Ark: Can call a Passenger Rocket only once.
  35. - Amateurs: No specialist applicants.
  36. - Rebel Yell: Colonists periodically become renegades. Crime is more severe.
  37. - Chaos Theory: Tech fields are fully randomized.
  38. - Winter is coming: Cold Wave rating set to a new Max level for all locations on Mars. Cold waves increase power
  39. consumption even more.
  40. - Armageddon: Meteor rating set to a new Max level for all locations on Mars.
  41. - Dust in the Wind: Dust Storm rating set to a new Max level for all locations on Mars.
  42. - Twister: Dust Devil rating set to a new Max level for all locations on Mars.
  43. Other fixes and improvements:
  44.  
  45. Balance:
  46. - Added upgrades to the Mohole Mine and the Excavator to increase production
  47.  
  48. UI:
  49. - 3 new notifications: for busy drone hubs, busy shuttle hubs, out of fuel shuttle hubs
  50. - Better alignment for traits in school
  51. - Added on-screen notification for split Power/Life support networks (by player actions or meteorites)
  52. - Colonists with special traits, coming from a rocket, will no longer be pinned for colonies with over 100 colonists
  53. - Fixed overlapping of deposits (from random map generation and anomalies)
  54. - Storages and Depots are divided in subcategories of the Build Menu
  55. - " Milestone failed" message alignment fix
  56.  
  57.  
  58. General Fixes:
  59. - Fixed air producers (wrong) production in some cases
  60. - Fixed calculation of challenge bonus in milestones
  61. - Fixed Triboelectric Scrubber not rotating after first clean
  62. - Fixed TOS to no longer reappear when changing language
  63. - Fixed a bug where more than the maximum number of colonists in a Dome can have homes and/or work
  64. - Fixed an issue with unemployed statistics in Dome not updated when moving a Colonist
  65. - Fixed a bug where turned off/malfunctioned supply storages (incl. Batteries) would reconnect to grid after modifying any of their storage props
  66. - Fixed upside-down positioning of shuttles
  67. - Fixed an issue where colonists became starving from eating uncooked meals
  68. - Androids now have no initial specialization
  69. - Marsgate Mystery: Fixed Rover Command AI tech to not affects hostile rovers
  70. - Marsgate Mystery: Fixes for hostile rovers to prevent them from salvage after battery drain
  71. - Fix for Autonomous sensors to not show "outside drone control" icon after Autonomous Sensors tech is researched if sensors are build prior research completion
  72. - Beyond Earth Mystery: Fix for saves swarmed by trade rockets, causing infinite loop from pinned rockets
  73. - Fixes on Polymer Factory production (now depends on its workers)
  74. - Fix for some edge cases of automated routes for Transport Rover
  75. - Fix for chance for crime prevention (capped at 50% when Security Officers outnumber renegades 3 to 1)
  76. - Fix for Waste Rock production to now properly depend on the grade of Concrete, Metals and Rare Metals deposit used
  77. - Fix for colonists and drones to stop going through Spires
  78. - Improved estimation of the load of the drone controllers (Hub, Rover, Rocket)
  79. - Buildings are now considered to be in dome range if one of their hexes is inside dome range
  80. - Updated University description
  81. - Clarified immigration policy texts
  82. - Various performance optimizations
  83. - Various stability improvements
  84. - Various sound FX tweaks
  85.  
  86. Mods:
  87. - Documentation for Effects - building blocks for Mission Sponsor, Commander Profile and Game Rule mod items
  88. - Added "GlobalEffects" mod item
  89. - Default mod preview image format is set to PNG
  90. - Kept backward compatibility with mods that use the old tags system
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