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Dec 7th, 2017
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  1. Update v1.0.25199 Changelog:
  2. __________________________________________
  3.  
  4. • Minor localization fix (a bit of missing text in Spanish) and tweaking LODs on the new icebergs in Icebound Isle.
  5.  
  6.  
  7. Update v1.0.25115 Changelog:
  8. __________________________________________
  9.  
  10. Major Changes
  11. • New Governor Perks system! Select 1 of 15 perks when starting any new mission (see below for a full list).
  12. • New Challenge Missions: Boreal Bay, Bluestone Falls, and Icebound Isle. These are very challenging missions designed for experienced players, but can be played at the same 7 difficulty settings as campaign missions.
  13. • New sandbox maps: Boreal Bay, Bluestone Falls, and Icebound Isle are also now available as sandbox maps.
  14. • Landing sites: all sandbox maps now have alternate "A" and "B" start locations (for the existing maps, "A" is the previous location, and "B" is the new one)
  15. • Revised sandbox setup: completely overhauled the sandbox setup UI to better display all possible options, and added a few more sandbox setup options
  16. • Revised difficulty setup: changed campaign mission difficulty to a list instead of a drop-down. Also, changing campaign mission difficulty now shows what options are impacted (note that unlike sandbox, these cannot be changed individually; all are determined by the difficulty setting)
  17. • New building: Water Treatment Plant! The Water Treatment Plant recovers an amount of water that scales with the total inhabitants of any directly adjacent residential buildings. Note that each residential building can only be served by 1 Water Treatment Plant.
  18. • New indicator: battery power! This indicator only appears at the bottom of the screen if your colony has Energy Batteries. It also doubles as a button and can be used to turn Battery Mode on or off.
  19. • New overlays: Health, Turret Coverage, Lightning Tower Coverage (special thanks to streamer @SlimNasty2013 for suggesting these!)
  20.  
  21. Here's a full list of the new governor perks:
  22. • Arkitect: You have been chosen to build the Arks! Ark Launchers cost 50% as many Nanites, Ark vessels move 25% faster, and Expedition Centers and all remote installations cost 25% fewer Nanites.
  23. • Boost Engineer: You have an unusual knack for getting the most out of colony boosts. Boosts drain power 33% more slowly and are researched 50% faster.
  24. • Doctor: You specialize in keeping colonists healthy. Hospitals and Decontamination Units cost 33% fewer Nanites and plague spreads at 50% speed.
  25. • Drone Tech: You are one with the drones. Construction drones build, repair, & upgrade 20% faster and you recover an additional 10% of the original Nanite cost when recycling a building. Scrubber & Police Drones are also 15% more effective.
  26. • Electrician: You have a knack for optimizing a colony's electrical inputs. Geothermals, Zorium Plants, and Transceivers generate 6% more power and all electricity-generating structures can be produced for 10% fewer Nanites.
  27. • Farmer: You have a green thumb. Potash is consumed 10% more slowly, and all farming structures are 6% more productive and cost 5% fewer Nanites.
  28. • Industrialist: You are a captain of industry. Mills and Chemical Plants have a 20% lower Nanite cost and operate 10% faster.
  29. • Miner: You specialize in mining. All Mines and Laser Mines recover minerals 8% faster, and Deep Core Mine installations outside your colony are 10% more productive.
  30. • Pharmacist: You are unusually familiar with enhancement substances. Enhancer Bars consume enhancers 30% more slowly and cost 40% fewer Nanites to build. Enhancers are also manufactured 15% faster.
  31. • Politican: You are unusually popular with everyone. Purpose morale is 1 point higher, Freedom morale penalties are 20% lower, and you can win elections with only 45% of the vote instead of 50%.
  32. • Polymath: You're multi-talented! This perk allows you to select 2 other perks. Unfortunately, you're also unpopular: this reduces Purpose morale in your colony by 10. You must achieve the rank of High Commander or higher in the campaign to unlock this perk,
  33. • Scientist: You are unusually talented with technological research. Research Centers and Artifact Containment Units cost 40% fewer Nanites, and your research efforts are 20% faster.
  34. • Trader: You have a knack for trade. Trade Hubs cost 40% fewer Nanites, trade ships are 20% faster, and the maximum Nanite value of trade deals with remote settlements is 50% higher.
  35. • Warrior: You are skilled in the arts of war. Plasma Turrets, Tier-2 Expedition Centers, and remote missile batteries cost 35% less to build. Plasma Turrets, remote missile batteries, and Tier-2 expedition ships fire 25% faster.
  36. • Xeno Botanist: You have an advanced degree in extraterrestrial genetics! All farming structures are 6% more productive when growing alien crops, and you are able to process foods made from alien crops 7% faster.
  37.  
  38. Note that all Perks that give Nanite discounts also increase the construction speed of the related structures by the same percentage (i.e. 10% discount on a building = build it 10% faster).
  39.  
  40. Additional Changes
  41. • Improved frame rates for larger colonies
  42. • Mills and Chemical Plants now get a 75% production bonus at tier 2 instead of 60%
  43. • Mills now cost 2 fewer Nanites and use 2 less power
  44. • Imploding plague microbes now attempt to infect 1 colonist in any neighboring tile that has inhabitants or workers; this makes plague infections somewhat more challenging
  45. • Fixed a broken mission objective related to trading Entari Oatmeal in Sandy Gulch
  46. • It's now possible to delete unassigned custom trade contracts
  47. • The "Go To" button on notifications now zooms out if needed
  48. • The "Go To" button on notifications now properly exits cinematic camera mode
  49. • Fixed issues with Ctrl-key highlighting for Nanite Processors toggling values on secondary Processors instead of setting them
  50. • Ctrl-key highlighting now works for selecting/deselecting enhancers on all Enhancer Bars in the colony simultaneously
  51. • Ark ships now work even when their Ark Bay is out of power
  52. • Plasma Turrets no longer depend on a Research Center before they can be built
  53. • Maximum Stadium Entertainment morale boost reduced from 36 to 34
  54. • Maximum Earth History Center Entertainment morale boost reduced from 30 to 28
  55. • There's now a unique icon on the selection pane when a building is shut down
  56. • Sandbox options now have a higher amount of resources at the highest "Starting Resources" setting
  57. • Improved target prioritization for plasma turrets -- now puts a lower priority on shards and sandworms
  58. • There are now 5 different resource levels available in Sandbox instead of just 3
  59. • Idle artifacts no longer say "Active (0%)" on the progress bar; they say "Idle" instead
  60. • Fix for a rare bug with the Space Elevator capsule being seen in the wrong location
  61. • The "Load Game" dialog now states whether the selected save is from a campaign, challenge, or sandbox map
  62. • The "Mission Settings" pane in the Colony Control panel now states the current governor perk
  63. • For sandbox missions, the "Mission Settings" pane in the Colony Control panel now states the landing site ("A" or "B")
  64. • The old "Colonist Overlay" is now the "Morale Overlay" (since all the functionality related to health & plague infections has been moved into the new "Health Overlay")
  65. • The productivity bonuses from multiple enhancer bars no longer stack
  66. • Fixed a rare stability issue with renaming Ark vessels
  67. • Lots of visual improvements to the outer menus
  68. • Fixed lots of small localization issues
  69.  
  70. Update v1.0.24038:
  71. Overhauled the main menu
  72. • Improved the player rank UI
  73. • Revised & expanded the looping main menu video
  74. • Added a new Cinematic Camera mode, accessible by pressing Backspace or by selecting a VR Center in-game and selecting "Cinematic Camera." Right-clicking transitions to a different camera, and you can exit this mode by zooming with the mouse wheel, pressing the bar at the top of the screen, or pressing a key shortcut for any other camera mode. Check your key bindings if this option does not appear when hitting Backspace.
  75. • Design change: when you cancel construction of an installation before it's built, all food, water, and nanites now get instantly refunded instead of remaining on the Ark ship. Passengers, however, do remain onboard.
  76. • Hitting Esc now cancels you out of the current camera mode if not in the normal camera.
  77. • Reduced the chance of creep and plague spores and some other threats by 5-10% at normal difficulty.
  78. • Fixed an extremely rare crash bug
  79. • Improved German/Spanish/Italian/French/Russian/Chinese translations
  80. • Fixed bug with the colonist quantity not properly fitting in the box when 1000 or higher ("1.0 Tsd")
  81. • Changed some of the aggregate morale values to say "X / Y" instead of a percentage, in response to a user request
  82. • Fixed a bug with "insufficient housing" notifications when you actually had a few open slots
  83. • Bug fix: guardians linked to special rewards in Eden Crater no longer get respawned
  84. • It's now much easier to get the "Explorer" achievement; it no longer requires 100% of the fog to be cleared
  85. • Fixed a bug where remote settlements sometimes didn't properly have their resources removed from trade
  86.  
  87. Update v1.0.23802:
  88. • No changelog posted.
  89.  
  90. Update v1.0.23798:
  91. • POI locations for Guardians with artifacts no longer respawn
  92. • The "No Save Game Selected" text in the game loading UI no longer appears while waiting for the list to refresh
  93. • The population indicator and electricity indicator should now scale down properly so it will fit in German when the quantity is large (such as "1.1k Tsd")
  94. • Changed some of the aggregate morale values to say "X / Y" instead of a percentage, in response to a user request
  95. • Fixed a bug where remote settlement weren't having resources removed from their inventory when trade ships arrived back at the colony
  96. • It's now much easier to get the "Explorer" achievement; you can now
  97. • Design change: food, water, and nanites now get instantly refunded when canceling an installation instead of remaining on the Ark ship. Passengers, however, do remain onboard.
  98.  
  99. Update v1.0.23723:
  100. • Pushed POI locations away from the build palette if they overlap (quite rare but it did happen in a few cases, including in Eden Crater)
  101. • Fixed a bug that could cause a momentary hitch when opening the Decorations sub-menu
  102. • Fixed an issue where the Space Elevator and Immigration Center would spam notifications if you shut down the building when the lift/vessel is in orbit
  103. • Fixed a bug with the Space Elevator not properly saving some of its data
  104.  
  105. Update v1.0.23705:
  106. • Major performance improvements to the overworld map; frame rate should be 50-100% higher
  107. • Right-clicking no longer selects expedition ships or ark ships and can now reliably be used to send a ship back to the colony
  108. • Left-clicking on an expedition ship no longer creates a blank destination POI
  109. • Valley of Death zealot POIs no longer respawn
  110. • Tier-2 Expedition Centers now also repair ships 40% faster
  111. • The water freezing effect is now much smoother and more gradual
  112. • Visor frost no longer dims out when you hit Esc to bring up the in-game menu
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