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