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Aug 6th, 2018
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  1. Da Vinci Patch Notes
  2.  
  3. 6 AGOSTO
  4.  
  5. New Feature - Creative Mode
  6. Creative Mode features a set of new game rules that allow you to enjoy a simpler playthrough with endless resources and everything unlocked. Added a Creative Mode option in the main menu which has these game rules on by default.
  7.  
  8. • Easy Maintenance - Buildings don't malfunction due to lack of maintenance
  9. • Easy Research - Start with additional 3000 Research per Sol and all base techs revealed
  10. • Fast Rockets - Rockets travel ten times faster
  11. • Fast Scanning - Sector scanning is ten times faster
  12. • Free Construction - Buildings don't require resources to be constructed (they still have construction time)
  13. • Iron Colonists - Colonists can't lose Health or Sanity below 50 and they cannot become Earthsick
  14. • More Applicants - 500 additional applicants
  15. • Overfunded - Start with $100,000 M Funding
  16.  
  17. Some of the new rules disable all Achievements.
  18.  
  19. New Feature – Desired Amount in depots & storages
  20. You can now set a desired amount in storages and depots. Drones will try to keep at least the desired amount of resources in depots and storages taking resources from other storages if need be.
  21.  
  22. • New UI – reworked the UI of depots and storages to allow the enabling/disabling of resources in depots more easily. The player can also enable/disable resources in all depots of the same type via Ctrl + Click
  23.  
  24. Changes to Power Networks
  25. • Adjacent power producers & consumers will now connect to each other without the need for a cable.
  26.  
  27. New Feature – Follow Camera for vehicles and colonists
  28. Follow camera is activated from the selected unit infopanel. Follow camera removes all UI until deactivated.
  29.  
  30. Balance Changes
  31. • Reworked default initial rocket cargo for all sponsors to include a Stirling Generator prefab and more drones to allow for faster starts
  32. • Reduced the construction cost of many buildings to reduce the amount of resources being carried by drones and improve game pacing
  33. • Increased speed of drones by 20%, techs that increase speed of drones have their effects slightly reduced
  34. • Drone battery capacity increased to reduce how often drones need to recharge. Initial battery of drones randomized to avoid having all drones run out of battery at the same time
  35. • Reduced fuel needed to refuel a rocket to 50 (30 with tech). Paradox sponsor is down to 80(60 with tech)
  36. • Shuttles require less fuel to operate
  37. • Reworked applicant generation so the starting pool of applicants is of greater importance. Sponsors with larger starting pools will continue to have more applicants down the line.
  38. • Increased the effects of the Celebrity and Genius trait but they now have requirements – Genius colonists will grant research points if their Sanity is high (in the green); Celebrity will grant funding if their comfort is high (in the green).
  39. • Electronics Factory now requires maintenance of 2 Machine Parts instead of 3 Electronics
  40. • Increased power consumption of Polymer Plant & Electronics Factory to 10
  41. • Reduced maintenance of Smart homes
  42. • Outsourcing is now limited to five orders at one time
  43. • Tourist trait has been reworked - it now grants 10M funding when the colonist arrives. The tourist stays for 5 Sols and then leaves (on the next rocket to Earth). When the tourist leaves Mars they generate 2 new tourist applicants.
  44. • Working medical buildings provide birth rate boost bonus for the next 24 hours.
  45. • Added new commander profile: City Mayor – 2,000 M additional starting Funding; buildings require upkeep less often; bonus tech: Mars Nouveau (building costs in Metals & Concrete are reduced by 20%).
  46. • Added new game rule – Increased Production – base production of all resources is doubled
  47. • Endless Supply game rule now lowers difficulty by 200 (instead of 25)
  48. • Chaos Theory game rule now lowers difficulty by 50 instead of increasing it
  49.  
  50. Changes to Disasters
  51. • Cable faults and Pipe leaks now happen only during dust storms or as a result of dust devils and meteor strikes. Their effect has been increased but the repair time is much quicker.
  52. • A popup message describes the effects of disasters the first time they trigger in each playthrough
  53. • Solar Panels are now disabled during Dust Storms and automatically close down
  54. • Buildings left without power during a Cold Wave now freeze 3 times slower (after 24 hours, was 8 hours)
  55. • Health and Sanity damage, suffocation, dehydration, and freezing effects from disasters are now randomized– colonists will now die or have a sanity breakdown gradually during an emergency rather than all at the same time when time runs out.
  56. • Lightning Strikes during Electrostatic Dust Storms have been fixed and will now disable buildings for 24 hours rather than 4 hours. They will also drain power accumulators they hit.
  57.  
  58. General Fixes
  59. • Added new construction colorization of building placement cursor - orange - to indicate possible placement of a building outside drone controller range
  60. • Autosave Count and Interval settings added in Options > Gameplay
  61. • Buildings inside a Dome are turned off when the Dome is turned off
  62. • Colonists can now eat from stockpiles in connected domes when starving
  63. • Night shift Sanity loss introduced for training buildings
  64. • Fix for passages not returning resources when salvaged
  65. • Terrain is properly restored after demolishing a Geoscape Dome
  66. • The Stirling Generator will no longer take more dust than intended
  67. • Funding is now properly modified by global modifiers
  68. • Large Water Tank now freezes and defrosts for the same time as the basic water tank
  69. • Constructions in Domes are no longer affected by cold areas
  70. • Fixed the Renegades counter in Infobar
  71. • Supply grid now properly reconnects through a Passage
  72. • Fixed unintended disabling of some buildings by Ion storms
  73.  
  74. UI
  75. • GDPR notice removed. Rejoice!
  76. • Fixed various scrolling problems. UIs are now scrollable instead of using pages
  77. • Added new keybindings for tilting the camera up and down - F, G
  78. • Clicking on icons in the Info Bar now cycles through stored resources, free jobs, free residences, unemployed and homeless Colonists
  79. • Wind Turbine production boost during Dust Storms is now indicated in the info panel
  80. • Command Center graphs timely update
  81. • Renegade morale no longer visible in Command Center
  82. • Trait selection in Schools fixed
  83. • Yellow decals no longer remain stuck on the martian surface
  84. • Added "Low Storage" notifications and removed duplicate other notifications
  85. "Domes without Life Support" notification replaces separate notifications about dome problems
  86. • Added list of problematic buildings as rollover of the "Buildings not working" notification
  87. • All ground vehicles are collectively called "Rovers". The old "RC Rover" is now named "RC Commander"
  88. • Changed displaying of Collaboration loss in Research buildings
  89. • Power percentage is no more visible for pinned Rovers after Rover Command AI gets researched
  90. • Fixed Ctrl+click not setting desired specialization in all Martian Universities
  91. • Added resource conversion ratio in the infopanels of Factories
  92. • Added Queue first option in the Sector scanning queue
  93. • Added Disabled residential slots stat in the Info Bar
  94. • The Info Bar now lists the different sources of Funding for the last Sol and how much Funding was gained from them
  95. • Added space communism
  96.  
  97. Mods
  98. • Added Radio Station ModItem and related documentation
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