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Dev Diary 11 - Da Vinci by Boian Spasov from Haemimont Games

Greetings from the red planet! Our Dev Diaries are back, and we have a new free update coming out hot from the pipeline for you. Codename: Da Vinci. That's right - we changed our naming convention because we were starting to run out of Mars missions and we are planning to support Surviving Mars for a good long while. From now on we are naming updates after great persons such as scientists and space explorers. The reason we chose Leonardo as our patron is that he seems like the best fit for the major feature of this patch - Creative Mode.

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Get Creative!
Existing on the edge between two genres, Surviving Mars tends to attract both players that like survival games and players that like base/city building. While these two gameplay aspects usually work in harmony, sometimes they can step on each other's toes. Since day one we received many requests for some kind of more relaxed game experience with a focus on city-building and aesthetics, instead of survival. Sometimes you may want to quickly create a huge colony for an awesome timelapse video, to experiment with different base setups or just to experience the mysteries without worrying about pesky survival threats.

Creative mode offers this and more! It is implemented as a set of eight new game rules:

  • Easy Maintenance - buildings never malfunction due to lack of maintenance

  • Easy Research - the tech tree is revealed, and base research is greatly increased

  • Fast Rockets - rockets travel ten times faster

  • Fast Scanning - sector scanning is much faster

  • Free Construction - buildings don't require resources to be constructed

  • Iron Colonists - Health and Sanity can't be lowered below 50 and Colonists never become Earth sick. There is no Founder stage

  • More Applicants - start with 500 additional applicants

  • Overfunded - start with $100,000M additional funding
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Starting a game in creative mode will activate all of these rules, but they can also be used individually and are combined with other rules and game sponsors normally. Note that while many bad consequences do not happen in creative mode, the game mechanics still function "under the hood" so it can be useful for experimentation and learning. For example, when you want to check if a particular base setup is self-sufficient - if any resource stays low, this Colony will probably struggle without help from Earth in a normal game. And if you have Colonists at 50 Health or Sanity, they would probably be under the risk of dying or having a breakdown in a normal game.

Creative Mode can be a great way to explore the game mechanics and learn the ropes in a relatively safe environment. Since many achievements are trivialised by the significantly reduced threats, activating some of the new game rules disables achievements for the playthrough.

Storage Management
We improved the controls for managing resources and storage buildings. You can now set a custom Desired Amount for resources in any particular storage. Drones and shuttles will try to maintain the desired amount as a reserve in each storage building (or all allowed resources in case of Universal Depots). This can really improve the efficiency of large colonies and is very useful both when planning a large project and when you know that a particular resource is often needed at a particular location in the colony, but gets there late due to logistic issues.

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We were never entirely happy with the controls for customising types of resources stored in Universal Depots - it was too obscure and even experienced players often failed to notice it without being pointed there explicitly. We revamped these controls in Da Vinci, making them more visible and easy to use.

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Power Connectivity
Prior Da Vinci, each building, had to be connected to the electrical grid with an individual Power cable. Our reasoning behind this decision was that we wanted to make the Power infrastructure more visible and complex to manage. Still, it proved to be more "complicated" than "complex" and too different from the expected practices for a city-building game.

This is why we are changing Power connectivity in Da Vinci, allowing each power producer or consumer to connect to the electrical grid automatically when placed adjacent to another building of the grid. Power cables are still used to extend the grid, but individual connections are not required for each structure.

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Follow Camera
The follow camera is a minor feature, but I feel it deserves its own highlight in the dev diary because it was requested often. It can be activated for any Drone, Rover, Colonist or Shuttle. The camera tracks the movement of the selected unit and has no effect on gameplay but can be useful to create some nice close-up footage of your colony. It also gives you another way to enjoy all the little details in your colony. Last but not least, following shuttles around feels pretty rad!

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Patch Highlights
Here are some highlights from the new free update:

  • Pacing - increased drone speed, reduced building costs, reduced rocket and shuttle fuel consumption and adding a Stirling Generator to the starting setup all contribute to a more dynamic gameplay experience and less downtime.

  • Survival - Health and Sanity threats from disasters have been increased and are now randomized per colonist - you should expect more deaths and mental breakdowns when things go bad. Pipe Leaks and Cable Faults now only happen because of disasters, increasing the demand on your grid during Dust Storms. Solar Panels now don't work at all during a Dust Storm.

  • Quality of Life - You can now cycle between the unemployed, homeless, free residences and free work slots by clicking on the corresponding icon in the Infobar. Turning off a Dome manually now automatically turns off all buildings within, conserving power and resources. Placing a construction outside drone commander range is now indicated more prominently. Several on-screen notifications about colony problems have been improved.
What do you think about the new changes? Where would you like to go from here? Keep the feedback coming - we are listening!

p.s. The new Patch is coming (very) soon, so keep an eye out for the Patch Notes!
 
After 90 messages, I am extremely happy that a member of Haenimont answers me so nicely and meticulously :).

Don't get discouraged if we rarely answer - constant engagement on the forums takes too much time and can be mentally draining, so we tend to do it in "bursts", e.g. around dev diaries. However, rest assured that every comment here is read either by someone at Haemimont, or by someone at PDX (who are nice enough to aggregate feedback and forward important issues to us), and usually by more people at both places.
 
New update sounds great, the "Pipe Leaks and Cable Faults" is a big topic. I find them too prevalent (and I'm not in the late game) so tuning it down is good. But I also see it as a kind of disaster you have to prepare for. So maybe tune it down and make a game rule for more and/or none faults. And after I had to build an emergency pipe across the map for water and then babysit my rover to fix the leaks, I wish there would be some sort of patrol route for the rover so it would eventually be fix without me.
 
Thanks for the update, looks good.

Something to think about in the future. Tech Trees.

I know the tree is much larger than what we can see and is randomized every new game, this is great because it adds variety. In the last patch you added the game rule "Chaos Theory"
which is awesome as it shakes up the game even more by not limiting research to particular lines.

However "Chaos Theory" does throw up some selections that get the mind boggling at times. For example being able to research "expanded hangars" for shuttles before you even have CO2 jet propulsion and therefore shuttles is a little pointless.

Could you perhaps look at techs that have a prerequisite and make sure they appear in the tree before their upgrades do. It is possible at this time to have upgrades for tech that doesn't exist nor will even appear in the tree.

Also there is some essential techs, like "Demolition Protocol" that I feel needs to be locked in early because waiting to get it late game can be very frustrating.

Can we also look at a research node (similar to martian copywrites) that allows us to unlock breakthroughs. Having to rely on anomalies to unlock these can also be frustrating. Maybe allow the whole tree to be unlocked this way. I tend to lose motivation to keep playing once the whole tech tree is unlocked.
 
The update sounds interesting.

Has the issue that prevents being able to use mods on Linux or MacOs been fixed? At present, the game hides/removes the ModManager menu item if the user is not on either PC or Steam. Since Mods are able to be downloaded from NexusMods (or Github), there really isn't any good reason to block being able to use mods that people have created. Blocking the ModEditor makes sense since it's currently Windows-only, but blocking the ModManager does not. See https://forum.paradoxplaza.com/foru...ng-mars-no-mod-manager.1101281/#post-24315107
 
With Pipes and Cables now only being damaged by disasters, will there by any corresponding changes to their corresponding break-proof Breakthroughs techs? Makes those techs seem useless to me, as opposed to them being very useful now.
 
A suggestion and a scathing

Suggestion: Gathering with the Rover, one either should be able to set a wide area to collect from and another point to dump, or be able to que up commands. Preferably both.

Scathing: Soon on the internet means within the hour, I've been checking in all day to catch the patch notes *shakes fist*!

Am looking forward to it is what I mean :p
 
A suggestion and a scathing

Suggestion: Gathering with the Rover, one either should be able to set a wide area to collect from and another point to dump, or be able to que up commands. Preferably both.

Scathing: Soon on the internet means within the hour, I've been checking in all day to catch the patch notes *shakes fist*!

Am looking forward to it is what I mean :p

Sorry to break it to you, but "soon" can have a wide veriety of meanings. You believe that it means within the same hour? OK.
Electronic Arts, one of the biggest companies in Gaming, repeatedly used "Soon" meaning seven months or more. Time and time again.
So if any game developer sais "soon", I don't expect anything for the next three weeks.
In that Context, "Soon" means "Somewhere in the future. We don't know ourselves when or can't tell you for some stupid reason. We don't even guarantee it's within your lifetime, or the lifetime of your grandkids for that matter, but we'll just pretend it will be next week or something."
 
I'm going to be the odd one out and say that I'm not sure I like the new power grid. I actually enjoyed the spatial logistics of trying to figure out how to best run cable to efficiently use a space, and as a side-effect, I'd end up with little super-highways for my rovers and drones. I guess, for me, it added another dimension to the spatial packing problem of making an efficient colony.

I do agree. however, that the original system was a little onerous: having to always place *directly* next to a cable is really constraining; but now it seems like the pendulum swung the other way, eliminating the concern altogether.

I do wonder if there is an in-between that preserves some of the fun of the space efficiency problem but without being overly onerus:

What if, instead of having an contiguous area network that only needs cables to span distances, a model closer to that of zoning interaction with roads in games like Cities: Skylines is used. Basically, you still need to run high power cables as primary delivery, but any contiguous chain of buildings up to n-hexes from a cable will be powered. It gives a logistical constraint optimization problem to solve, but doesn't require the seemingly unnecessary kilometers of cabling needed today.

In some ways, It even more closely models our real-life power systems (at least here in North America), where we run primary strings of high voltage power cables out from substations into the community, usually along roadways, and then distribute low voltage power from a transformer on the pole out to a group of building.
 
The nice thing about the power connection change is that you'll be able to make some awesome patterns with solar arrays if you don't have to worry about the cable hook-up. Psyched for this patch! I'll probably be able to play another 300 hours easily after all these changes, especially the logistics changes with depots.
 
Hey, I’m really excited for this update. I can’t wait to manage my resources efficiently lol

Founders Stage Toggle:
Just wanted to suggest , please add a toggle where I don’t have to slug through the founders stage. I’ve literally lost colony’s because I didn’t have enough people to work and they all got earth sick and stopped working. Like if I don’t have enough polymer, and I don’t have enough people to work, to make more.

Earth Sick Colonists Should Work:
Also please make earth sick colonists able to work. If some get earth sick then my comfort goes down, because no one is working in my comfort buildings. Which makes more not work until no one is working. The main problem is if I build something that would fix the problem it doesn’t matter cause they don’t work anyways so I can’t get the comfort up. Your on Mars, not Hawaii you should be fine with working all the time lol

These two fixes would imenstly help early game move wayyyyy faster. The earth sick colonists not working was my biggest problem when I first started. My whole colony would collapse under itself and there was nothing I could do to fix it once it started.

I can’t wait for the new update! You are all doing an amazing job!!! :)
 
With Pipes and Cables now only being damaged by disasters, will there by any corresponding changes to their corresponding break-proof Breakthroughs techs? Makes those techs seem useless to me, as opposed to them being very useful now.

They still give instant and free construction in this case. Personally, I am quite happy with these technologies, especially if I play on a map with any presence of Dust Storms. Even without Dust Storms, dust devils will create leaks and faults.

As a side note - it was not our intention to marginalise leaks/faults and make them irrelevant and I am sorry if the dev diary created such an impression. We wanted to change them from a minor annoyance to something that matters and enhances the survival threat in the game. The new leaks/faults can be quite punishing when they happen in a burst, although some precautions could be taken. It was a popular strategy here to cut off parts of a grid (but not storages) with switches/valves until leaks/faults are repaired. So all in all, I think the techs will still be a welcome sight.
 
First off I LOVE colony sim type games. I have a few recomendations and suggestions for the future.

Recomendations;
1) Martian births, as in the recent movie, NASA wouldn't allow a pregnant colonist aboard a rocket therefore births should be delayed for about the first 270 Sols
2) The on-screen info panel needs a little tweaking. Sometimes menu listing run off the bottom of the screen if using the cheat list. I've included an image of a
suggestion for a change to shorten the list. Simple Graph to Digital display, 4 lines compressed to 1 line.
3) Tunnels instead of Tubes between domes so they don't restrict surface placement of essentials.
4) Cables should have better slope tolerances like pipes do. They shouldn't be blocked by a surface defect like a slope

Suggestions;
1) Add an upgrade to the rovers to grade the surface of minor defects and concrete extraction sites to make the area build-able. There is an option in one of the
cheat mods to edit the surface but it would be more realistic if you could use the rovers to do it over time.
2) Add more research topics to keep gaining research credits:
Technology: Ion propulsion, Astronomy ( as a menu on Telescope ), Radiation Shielding, New types of rovers ...
Medicine: Various types even if not connected to breakthroughs just to keep the labs working.
Geology: Various types even if not connected to breakthroughs just to keep the labs working.
Transportation: ( After researching ) Tube travel connecting spires sticking out the top of domes.
Genetic Research: People, Livestock, Plants just to keep the labs working.
Archeology: Dropable sites with jobs related to Anomaly discoveries requiring food, water, air ( possibly in a
dome big enough for a 1hex site and a single dwelling. )
3) Detain Renegades who steal food for a few Sols and treatment to purge personality flaws before release.
4) Trade between other colonies on other maps; People, Goods, Food & Resources.
5) Option to assign a Biorobot work crew instead of people as a specialist option as opposed to fully automated buildings.
6) Options on Mining equipment after new anomaly discoveries, to change mined minerals to specific items instead of just the generic precious metals with
different sale prices for each type collected.
7) Martian Radio and TV for stress with related jobs, buildings & Education options.
8) Special dome to place over small craters and ability to fill crator with water to form a lake as a park option. ( Terraform )
9) Ability to put Rovers in an auto collect resources mode without setting up a 2 way route, just an assigned dump site so drones can distribute where needed.
10) Ability to asign 1 drone to buildings with production to speed up distribution of products and maintenance or just make 1 drone default with building.

Anyway if even 1 thing gets added in the future I'd be happy.

Oh can we have the option to add our own avitars to the web site or at least a set of Mars avitars to choose from? Kind of slim pickings in the web profile section.
 

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The term sol is used by planetary astronomers to refer to the duration of a solar day on Mars. The length of time for Mars to complete one orbit around the Sun is 668.6 sols or 687 Earth days. A Year is still called a year. Anyway as in my first post births should still be offset but I revise my range to about the first 200 Sols being roughly around 9 month earth time after the first colonists arrive. If this game is using Sol for days and years then something needs to be corrected because 60 sols is only about 120 days. That has always been one of my issues with EA games where an unmodded sim ages out in 42 game days. Mine are Modded up to about 1700 game days. So if the game time scale is skewed that wrong in this game I hope someone makes a Mod soon to correct it with a menu of time scale choices and not just the Mod that already changes the %chances for death but the actual time scale.