Patch Notes: One Small Step For Man #1
New fixes! Check out the full patch notes below. And as ever, please keep reporting your bugs in the Surviving Mars bug forum.
OSX,Linux: Added OpenGL mods' shaders support Linux: fixed occasional crash when loading savegames Window: fixed white borders on some UI elements
UI: Research dialog now scrollable with mouse wheel and camera controls, saves last position on close UI: Colonists with special traits are pinned to the menu bar, only when there are less than 100 colonists in the colony UI: Voice notification for Pipe leaks/Cable faults disabled for colonies with over 100 colonists UI: Tourist trait shown in "Review Applicants" UI UI: Fix for cancelation of change of display settings UI: Fix for senior colonists workplace display after the research of "Forever Young" tech UI: Fix for Automation Upgrade Icon (displayed inconsistently in Fungal Farms) UI: Fix for Custom anomaly icon disappearing from time to time UI: Fixed missing sounds when some Mods are active UI: Martian University infopanel now does not show colonists which are not part of the workforce (senior, child, tourist, stressed, etc.) UI: Rockets have correct (default) skin on game start
Gameplay: Removed exploit for endless export from the Space Elevator Gameplay: Refugees are now immune to Earthsick condition Gameplay: New dome fractures should be repaired properly (this unfortunately does not affect already fractured domes from previous saves) Gameplay: "Vocation-Oriented Society" tech performance bonus now works as intended Gameplay: Fix for drones not to be abandoned by RC Rover Gameplay: Fix for maximum drones allowed to work on trade rocket Gameplay: Resource stockpiles now properly marked as 1-hex large object - should fix drone behavior to move stockpiles adjacent to construction sites rather then underneath them Gameplay: RP cost of repeatable techs now increase after each research Gameplay: "Alien Imprints" tech effect reduced Gameplay: Fix for Fuel Extractor upgrade effect in the Concrete Extractor building (now 30% increase instead of 50%) Gameplay: Fix for stuck drones when picking up resources from destroyed farm Gameplay: Fix for resource count when interrupting drone after picking up resource cube from RC Transport Gameplay: Fix for RC Transport when changing skin while loading resources Gameplay: Fix to properly treat RC Transport as resource depot when adding new drone controller (Rover/Hub/Rocket) or changing active radius of drone controller Gameplay: Fix for Rocket take-off in some cases Gameplay: Fix for RP calculation to allow modifiers to have effect in cases of little RP production Gameplay: Workers properly select workplace based on their specialty Gameplay: Fix for workplace and training buildings requiring maintenance when turned off Gameplay: Easy start now always starts with a Mystery Gameplay: Scanning que increased Gameplay: Shielded combination of incompatible traits (e.g. Genius/Idiot combo) Gameplay: Biorobot gurus no longer create biorobots Gameplay: Fix for replacing existing techs by using mods
Visuals: Dome glass has correct self illumination Visuals: Meteorite craters no longer appear over and next to objects Visuals: NVIDIA 1050s family now loads "High" setting preset Visuals: Fix for proper positioning of newborn child colonist at spawn
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