Jatto escribió:@davoker Paradox siempre sabe como volverte loco jajaj
New Feature - Creative Mode
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.
- Easy Maintenance - Buildings don't malfunction due to lack of maintenance
- Easy Research - Start with additional 3000 Research per Sol and all base techs revealed
- Fast Rockets - Rockets travel ten times faster
- Fast Scanning - Sector scanning is ten times faster
- Free Construction - Buildings don't require resources to be constructed (they still have construction time)
- Iron Colonists - Colonists can't lose Health or Sanity below 50 and they cannot become Earthsick
- More Applicants - 500 additional applicants
- Overfunded - Start with $100,000 M Funding
Some of the new rules disable all Achievements.
New Feature – Desired Amount in depots & storage
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.
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
Changes to Power Networks
Adjacent power producers & consumers will now connect to each other without the need for a cable.
New Feature – Follow Camera for vehicles and colonists
Follow camera is activated from the selected unit infopanel. Follow camera removes all UI until deactivated.
Balance Changes
- Reworked default initial rocket cargo for all sponsors to include a Stirling Generator prefab and more drones to allow for faster starts
- Reduced the construction cost of many buildings to reduce the amount of resources being carried by drones and improve game pacing
- Increased speed of drones by 20%, techs that increase speed of drones have their effects slightly reduced
- 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
- Reduced fuel needed to refuel a rocket to 50 (30 with tech). Paradox sponsor is down to 80(60 with tech)
- Shuttles require less fuel to operate
- 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.
- 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).
- Electronics Factory now requires maintenance of 2 Machine Parts instead of 3 Electronics
- Increased power consumption of Polymer Plant & Electronics Factory to 10
- Reduced maintenance of Smart homes
- Outsourcing is now limited to five orders at one time
- 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.
- Working medical buildings provide birth rate boost bonus for the next 24 hours.
- 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%).
- Added new game rule – Increased Production – base production of all resources is doubled
- Endless Supply game rule now lowers difficulty by 200 (instead of 25)
- Chaos Theory game rule now lowers difficulty by 50 instead of increasing it
Changes to Disasters
- 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.
- A popup message describes the effects of disasters the first time they trigger in each playthrough
- Solar Panels are now disabled during Dust Storms and automatically close down
- Buildings left without power during a Cold Wave now freeze 3 times slower (after 24 hours, was 8 hours)
- 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.
- 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.
General Fixes
- Added new construction colorization of building placement cursor - orange - to indicate possible placement of a building outside drone controller range
- Autosave Count and Interval settings added in Options > Gameplay
- Buildings inside a Dome are turned off when the Dome is turned off
- Colonists can now eat from stockpiles in connected domes when starving
- Night shift Sanity loss introduced for training buildings
- Fix for passages not returning resources when salvaged
- Terrain is properly restored after demolishing a Geoscape Dome
- The Stirling Generator will no longer take more dust than intended
- Funding is now properly modified by global modifiers
- Large Water Tank now freezes and defrosts for the same time as the basic water tank
- Constructions in Domes are no longer affected by cold areas
- Fixed the Renegades counter in Infobar
- Supply grid now properly reconnects through a Passage
- Fixed unintended disabling of some buildings by Ion storms
UI
- GDPR notice removed. Rejoice!
- Fixed various scrolling problems. UIs are now scrollable instead of using pages
- Added new keybindings for tilting the camera up and down - F, G
- Clicking on icons in the Info Bar now cycles through stored resources, free jobs, free residences, unemployed and homeless Colonists
- Wind Turbine production boost during Dust Storms is now indicated in the info panel
- Command Center graphs timely update
- Renegade morale no longer visible in Command Center
- Trait selection in Schools fixed
- Yellow decals no longer remain stuck on the martian surface
- Added "Low Storage" notifications and removed duplicate other notifications
- "Domes without Life Support" notification replaces separate notifications about dome problems
- Added list of problematic buildings as rollover of the "Buildings not working" notification
- Added guidelines to hex grid
- All ground vehicles are collectively called "Rovers". The old "RC Rover" is now named "RC Commander"
- Changed displaying of Collaboration loss in Research buildings
- Power percentage is no more visible for pinned Rovers after Rover Command AI gets researched
- Fixed Ctrl+click not setting desired specialization in all Martian Universities
- Added resource conversion ratio in the infopanels of Factories
- Added Queue first option in the Sector scanning queue
- Added Disabled residential slots stat in the Info Bar
- The Info Bar now lists the different sources of Funding for the last Sol and how much Funding was gained from them
- Added space communism
Mods
- Added Radio Station ModItem and related documentation
New Feature: Challenges
Challenges are a new game mode where you have to accomplish a specific objective within a time limit. Mission parameters, game rules and colony coordinates are predetermined and unique for each challenge. A total of 24 challenges are now available.
Self-sufficient Rovers
Rovers no longer have batteries and there’s no need to recharge roves from Power cables. We reevaluated this mechanic and decided that the amount of micromanagement it required was more tedious than actually presenting a meaningful challenge. We are removing it as part of our initiative to reduce the unnecessary micromanagement in the game and allow the player to focus on more important tasks.
Rover Command AI tech now enables automated mode for Explorers and Transports.
Changes to Concrete Deposits
We have reworked the Concrete Extractor to work more in line with other extractors. Concrete Extractors have to be placed in the vicinity of the concrete deposit marker and no longer take into account the specific patch of terrain they cover. This way concrete deposits can be fully exploited even with a single extractor.
Changes to Maps
Due to the changes in concrete deposits, as well as other fixes to the random map generator, all maps have been generated again and will look different than previous versions. Environmental variety of maps has been improved.
Changes to Research
The randomization of research (both order of techs in the research tree and breakthroughs discovered from anomalies) is now tied to the random seed of the individual map. This means that techs are always the same on the same map but different between different maps. This change allows players to compete for score on even terms on the same map coordinates and to have the same experience with techs when attempting Challenges.
Changes to Messages
Popup messages will now arrive first as blinking notifications, which will pop up after some time has passed. This way popups will not interrupt your current actions like placing or managing buildings. Some important messages will still pop up without a notification.
Controller Support for the Infobar
"Resource Overview" buttons are removed from the HUD for both mouse and controller interfaces. The Infobar can now be navigated using a controller. Rollover highlights have been added to the Infobar in the controller version of the UI.
Balance Changes
- Reduced Mega Trigon Dome construction and maintenance costs
- Trigon Dome now requires Polymers for maintenance
- Dust generated from Building and Rocket sources has been increased
General Fixes and Improvements
- Crystals in “The Philosopher’s Stone” mystery should now work properly
- Resource deposit markers are now aligned to the building grid
- Increased the range in which the Transport Rover looks for Transport Route resources to 25 hexes
- Fixed the sound effect of the Artificial Sun
- Rockets no longer require cargo to be launched towards Mars
- Meteor Storm epicentre now moves during the disaster
- Improved Pipe placement logic, related warnings and cost predictions
- Price of Pipe segments placed over non-buildable or rough terrain is now properly calculated
- Landing Pads are no longer being suspended by disasters
- Deep scanning progress for sectors is now properly reset after surface scanning
- Sub-surface Heater & Mohole Mine are now protected from freezing
- Endless Supply game rule now disables achievements
- Fixed the game not launching on some Linux distributions
- General performance improvements
UI fixes and improvements:
- Dust radii of Extractors and Rockets are now shown on placement and selection
- New auto pin settings in Options > Gameplay, that allow customization of pinned objects
- Key-bindings now properly appear in rollover hints
- Added key-bindings for passages and passage ramps
- Added warning sign over buildings that lack input resources
- Settings for Photo mode are now properly saved
- Added Reset button to Photo mode
- Fix for Photo Mode, which removes black artefacts appearing on some buildings
- Fix for the "Build Menu" shortcut to work as a toggle button instead of only opening the build menu
- Various encyclopedia texts have been updated to reflect Sagan changes
- Added description text for Health lost due to the "Infected" trait
- Reworked the early warning notification for disasters to be more informative
New Features:
New UI – The user interface of Surviving Mars has been completely updated to a new visual style
Sponsor Goals - Each sponsor now provides a set of five unique goals. Completing those goals awards various rewards – from Funding and Applicants to free prefabs of Domes and even free Rockets.
The five goals have varying difficulty and can push you to play in a specific direction if you want to get their reward quickly. The more difficult sponsors have tougher goals which sometimes even have a time limit.
Sponsor goals are an improvement and an overhaul of the current Mission Evaluation mechanic which is retired with the update.
Events – Events are story elements that depict different situations arising in the colony and will play out randomly as your colony grows. Sometimes there will be difficult decisions to make, and sometimes your choice of Commander Profile and Mission Sponsor will affect the decision options you have.
There are more than a hundred Event chains, each telling a different story of life on Mars, with more than 250 individual Events. Perhaps a Dust Storm caused a major malfunction in a Fusion Reactor, or a Renegade sabotaged the launch of a Rocket returning to Earth... Once in a while it’s just interesting to see how people may relax and have fun on the red planet.
Planetary Anomalies and Expeditions – Martian Anomalies are no longer found only in your sector – now you can discover them all over the planet. To analyze such a planetary anomaly, you will need to send a rocket to its coordinates on Mars. You will also need Drones, Rovers or Colonists for the expedition. Planetary Anomalies can yield research points, new Techs and Breakthroughs as well as resources and offer bigger rewards than Anomalies in the immediate vicinity of your colony.
Supply Pods - You may need an urgent delivery from Earth every now and then, and your rockets can be on the far side of Mars now. Supply Pods are one-use delivery space vehicles that can transport a limited payload from Earth. They are faster than Rockets and can land in any conditions, even during Dust Storms, but incur $100 M extra cost on launch. Also, they can be salvaged after crash-landing.
New Points of Interest in your sector – new "Research site" and "Vista" locations can be now discovered in your sector map. They boost comfort and research (respectively) in nearby buildings and domes; they are revealed when a sector is scanned; those locations are randomly placed but depend on visible terrain features
Sponsor Logos – a set of new sponsor logos, based on the national flags of the sponsors
Important changes:
Completed Milestones now grant Research Points as reward
Added a new building - Waste Rock Processor - unlocked by Waste Rock Liquefaction tech
Unused research points now go to the cheapest tech if no assigned research exists
Shuttles can transport waste rock
Updated sensor tower infopanel UI to include information about working units and disaster early warning
Added ability to enable/disable shuttle service for storage depots
Black Cubes Mystery: Black cubes can no longer destroy passages or appear over deposits
Buildings locked behind technologies will now list the tech field and name in their description
Added new functionality to Shuttle Hub - switch transportation modes between "people", "cargo", and "everything"
Removed Fuelled Extractor's upgrade from Concrete Plants
Wildfire Mystery: fix for long-term consequences of not researching the Cure
Mission Evaluation removed (replaced by Sponsor goals)
Other fixes:
Fix for factories to update Production per sol in real time
Fix for "Charge" hint for RC Generator (fixed both description and controller shortcut)
Fix for closed solar panels to not accumulate dust
Fix for the timer of completed challenges - in-game
Fix for RC Transport route creation when using overview map
Fixes for manual control over a Drone for cable/pipe construction, RC Transport unloading, construction site clearance
Fix for misleading text for pause/unpause
Fix for game freeze when packing numerous drones over short period of time
Fix for colonists migration and job allocation between connected domes - colonists now check if working in connected domes is forbidden when searching for a new dome
Fix for load/unload functionality of RC Transport
Fix for construction process to properly clear construction site when construction is on the edge of construction range
Fix for occasional overlap of buildings
Fix for passage placement to limit some invalid passage positions
Fix for cable placement when outside of drone hub range, which shows cable lines in unbuildable places
Fix for auto-pin option for exceptional colonists
Fixed controller button info when using rename feature
Fix for Crystals in Philosopher's stone mystery, to no longer spawn with a dome base
Fix for Waste Rock Processor model, now does not intersect with pipes
Fix for metal deposits placement to avoid inaccessible locations
Fix for rocket launch failing because of disembarking transport
Fix to keep new deposit positions fixed to map seed
Living Quarters renamed to Living Complex to reflect building sizes naming convention
Fix to remove concrete terrain once a concrete deposit has been depleted
Fix to prevent drones being assigned to destroyed commanders
Fix for drones idle movement while waiting to recharge
Fix for Research screen tooltip to update cost for repeatable techs in queue
Fix to allow sending an empty passenger rocket from Earth (also added a warning)
Added on-screen notification for destroyed buildings
Updated upgrade rollover text to show available resources
Fix for scaling of particle of anomaly scanning
Fix for construction rover to properly utilize/deal with resources on construction site
Fix for loss of control when performing quick actions in the build menu with a controller
Fix for Dome infopanel to better communicate comfort issues
Fix for follow-up camera when units disappear
Fix for setting traits in School/Sanatorium
Fix for pathfinder, reported as automated rover not responding
Removed old mission evaluation system and related notifications when loading pre-Gagarin saves
Tutorial 3: added shield against player spending all money and unable to continue a tutorial step
Various performance optimizations
PC – specific fixes:
[OSX] Fix for window resize and occasional crash after using Command+Tab
[Linux] Fix for switch between Full screen and Windowed mode
Console – specific fixes:
[Xbox One] Fix to properly recognize DLC content after update (addressing missing Quantum Sonics Radio issue)
Wyrk0 escribió:Esta a 15 euros la edicion con todo y season pass, vale la pena pillarlo? Me molan bastantr este tipo de juegos pero tampoco lo he seguido demasiado y no se si va a ser tirar el dinero.
sdsoldi escribió:@Pequadt Gracias por el aviso
Croinstobal escribió:No me han salido. Mi "historia" fue de una IA malvada xD. Supongo que tendras que hacer la maravilla que moldea el comportamiento
Pequadt escribió:Gratis en la epic store, y gratis 1 expansion y 1 DLC:
https://www.epicgames.com/store/en-US/p ... -mars/home
Para los DLCs bajad un poco hasta que veais los 2 gratis.
Swanky escribió:@Sylvestre Correcto, tenias que reclamarlas aparte. Si entrabas en la ficha del juego y bajabas,te salían todos los DLC y expansiones , y las que estaban gratis.
Sé que es una putada que no hayan explicado más o de una conseguir todo .... Yo me entere por aquí u otro sitio no me acuerdo pero sino tampoco hubiera pillado expansión