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May 31st, 2018
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  1. Curiosity Patch Notes
  2.  
  3. New Features:
  4.  
  5. Five-part Tutorial - Comprehensive tutorial separated into five thematic sections, introducing the core gameplay concepts in the different stages of Surviving Mars.
  6.  
  7. New Domes - Curiosity introduces five new Dome types. These are entirely new models with new shapes, functionality and costs. With one exception, they do not require new techs to be researched. The smallest domes do not allow Spire construction
  8.  
  9. Infobar – Provides general overview of all the resources of the colony, including research progress
  10.  
  11. Command Center - The Command Center is a handy new UI toolset that provides historical data for the colony and the ability to inspect and manage multiple buildings, colonists or vehicles without selecting them individually. It has been developed as part of our effort to reduce the micromanagement and to provide a more informative overview interface for certain gameplay aspects. The Command Center currently offers five different tools: Graphs, Buildings, Domes, Colonists, and Transportation.
  12.  
  13. Important changes and fixes:
  14.  
  15. - New Game Rule: "Endless Supply" - the first Universal Depot you place will automatically fill with resources each Sol.
  16. - Removed "Request maintenance" button and related functionality
  17. - Vehicle pin icons now indicate battery level
  18. - Added "Home dome" to colonists infopanel
  19. - Updated Mouse pointer/cursor texts for Rovers, drones, and colonists
  20. - Added rollover about colonists to Resource Overview
  21. - Added stored food in service buildings to Resource Overview
  22. - Added ticks to completed mysteries in pre-game menu
  23. - Clicking on the HUD pause button toggles between pause and last used game speed
  24. - More detailed cursor messages when trying (and failing) to place passages and ramps
  25. - Fix for "Reassign all" button to no longer reassign uncontrollable drones (dead, disabled, embarked, rogue)
  26. - Added new photo mode filter, "Orton" - dreamy and saturated
  27. - Added frame rate cap in options
  28. - Fix for reborn colonists (Project Phoenix) to keep their traits, including their specialization
  29. - Fix for biorobots specialization to allow college education
  30. - Ctrl-click on drone prefab buttons converts five drones at a time
  31. - Fix for colonists to properly select new home when current residence is turned off
  32. - Fix for Psychologist commander profile to properly provide 5 Sanity boost
  33. - Added Simplified Chinese language
  34.  
  35. Other changes and fixes:
  36.  
  37. UI:
  38. - GDPR-related changes to Privacy Policy and Terms of Service, and in case you have been living on another planet the past two weeks, it is related to the mandatory EU regulation of the same name.
  39. - Fix for Research UI to shield scrolling instead of pressing Outsource or Close buttons
  40. - Controller: Workslot rollover now properly updates after firing a colonist
  41. - Controller: Fix to go back in the Encyclopedia hints section with the "back" button
  42. - Controller: In-game menu now handles safe area margins better
  43. - Photo mode: Hide UI fix
  44. - Fix for Rover infopanel to hide battery when "Rover Command AI" tech is researched
  45.  
  46. Mysteries:
  47.  
  48. - Added check to avoid spawning an anomaly inside dome
  49. - Black Cubes: Fix for some remaining single Black Cubes, now properly collected
  50. - Spheres: Fix for wrong positioning of sound sources when Spheres make cold areas
  51.  
  52. Passages and related issues:
  53.  
  54. - Fix for Passages and Ramps to return resources when demolished
  55. - Tweaks to job selection logic in the presence of Passages
  56. - Updated dome warning/error messages to work better in the presence of passages
  57. - Fix for Passages to light up only if at least one of the connected domes has power
  58. - Fix for a bug where colonists became suspended in the air and walk in place
  59.  
  60. Mods:
  61.  
  62. - Added Building Entrance Path to entities
  63. - Documentation fixes and additional details
  64. - Removed obsolete texture channels from Blender exporter
  65. General fixes:
  66. - Fix for proper calculation of Sponsor effects in launch UI
  67. - Shielded case where it was possible to accept legal agreements while in Steam offline mode
  68. - Fixed certain cases of stuck drones, coming from reporting unreachable destinations
  69. - Colonists can no longer eat from Rockets
  70. - Colonists now wear space suits when exiting Rockets in all cases
  71. - Pathfinding: fixed a bug where passage entrance/exit may be inaccessible
  72. - Fix for missing palette when changing skins during dome placement
  73. - Fix to prevent rovers from going into another rover that is uncontrollable (e.g. broken)
  74. - Fix for Automated mode rockets to wait their inbound cargo to be fully unloaded before taking off
  75. - Fix for Rockets takeoff, happening without refuel
  76. - Fix for proper demolishing of Automated Depots
  77. - Self-maintenance buildings are excluded from maintenance resource overview calculation (caused negative values)
  78. - Drone controller load notification now displayed only for working Drone controllers
  79. - Fix for in-dome sounds to be more prominent when in-dome or when a dome is selected
  80. - Fix for resources not displayed on the construction depot when placing a building on a pile of resources
  81. - Fix for Triboelectric Scrubber to stop resetting its cleaning cycle every time it is selected
  82. - Fix for a pathfinder bug leading to drones stuck near dome entrances
  83. - Fix for better handling of unreachable buildings by drones
  84. - Drone reassignment and packing/unpacking streamlined; added to RC Rovers and their infopanels
  85. - Malfunctioned and dead rovers block other units' movement
  86. - Fix for anomalies and surface deposits which blocked constructions around them in a too wide radius
  87. - Fix for assigning of workplace/residence with right-click
  88. - Fix for colonists to stop going outside domes when food depots are empty
  89. - Fix for drones getting stuck in Rockets in some rare circumstances (yet again)
  90. - Fix for flickering elements of construction hex grid
  91. - Fix for meteor cycle button notification
  92. - Fix for the negative resource amounts in depots
  93. - Fix for a water production bug happening when upgrading a Water Extractor with Fueled Extractors
  94. - Fix for proper effect of Storage Compression tech for water tanks
  95. - Numerous fixes for to RC Transport right-click actions
  96. - Fix for negative water consumption of farms in certain cases
  97. - Fix for Dome working state leading to "x" icon on Dome pin
  98. - Fix for yellow grid appearing under domes
  99. - Fix for Rocket alignment when landing
  100. - Fixed a Rocket launch condition which led to take off in automated mode during dust storms
  101. - Fix for misaligned cranes when rotating mechanized storage depots
  102. - Fix for a non-refreshing infopanel re. electricity
  103. - Clicking the Hints button now opens the Encyclopedia on the last dismissed hint
  104. - Fix for colonists to look for workplace considering specialist filtering
  105. - Gamepad: "Invert look" option now properly applies to zooming in and out
  106. - Fixed scaling of Space Elevator rope
  107. - Fixed missing launcher icon on some Linux installations
  108. - Fix for mod radio stations to work properly on some Linux installations
  109. - Fixed double click on Linux
  110. - General performance improvements
  111. - Sound fixes and improvements
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