Hello fellow survivors!

We’re back with another dev diary for Green Planet. Today we will be discussing the awesome free update, which is going to be released together with Green Planet and Project Laika DLCs. We’ve added a bunch of new content and Quality of Life improvements in this update, the most notable new feature being landscaping. All owners of Surviving Mars will get new Special Projects, events, research UI, multiselect, rover orders queue, and new buildings as well.

The Armstrong update is going to add a new section in your Build Menu: Landscaping. This new section contains the following new tools Flatten terrain, create Ramp, Change Surface texture and an option to construct Small Rock Formation or bigger Rock Formation.

1.png

The Flatten terrain tool allows you to select a flat surface on Mars and protrude it, leveling the terrain where it passes. It allows you to fill craters, extend plateaus or clear rough terrain for construction. Once you select an area to flatten, the tool will create a new landscaping project which is visualized with a construction hologram on your display. Each landscaping project evaluates the underlying terrain and calculates how much soil is needed and if excess soil is present. Then your drones will deliver or remove the Waste Rock as needed to complete the project.

2.png


The Ramp tool works similar to the Flatten tool but it allows you to connect two flat surfaces with different elevations, creating walkable ground between them.

3.png


The Change Surface tool marks an area, which will be gradually reworked by your Drones. They will break the rocks to make sand, or replace sand with rocks.

4.png


Additionally, you can use your excess Waste Rock to construct various Rock Formations. These are purely decorative combinations of rocks, which can be placed on flat surface. They were created for those moments when you have made Mars too Earth-like and want to bring back some natural Martian landscape.

5.png


The Armstrong update comes with 3 free Special Projects: Capture Meteors, launch High-Speed Comm Satellite and Launch SETI Satellite. They’re marked on the Planetary View with blue icons and become available as soon as the first batch of Planetary Anomalies gets discovered. Usually, this happens at Sol 10-15.

6.png


The Capture Meteors mission tasks one Rocket to go and divert meteors towards Mars. The Meteors then fall as Meteor Storm, leaving Metals and Polymers deposits. Just bear in mind that the storm may hit your colony.

You can construct orbitals by sending a rocket loaded with resources to deploy either a High-Speed Comm Satellite or SETI Satellite. HSC Satellites grant you daily sponsor research, while SETI Satellites grant additional funding.

The Armstrong update comes with 20 new events, scripted specifically for the early days of your colony and will grant you various benefits that will boost your expansion early on.

We’ve added 2 new buildings in the Build Menu as well: Large Dumping Site and Rocket Construction Site. The Large Dumping Site allows you to store more Waste Rock in a tight area and you can now construct Rockets the same way you construct Rovers. But you’ll need to research Advanced Rocketry to construct Rockets.

7.png


As part of our on-going efforts to redesign Surviving Mars’ UI, the Armstrong update comes with a flashy new Research UI, better suited for our everlasting modding community.

8.png


Last but not least, the Armstrong update is going to introduce 2 long-since wanted features: multi-selection and rover orders queue.

You can now drag select colonists, drones or rovers and then assign them the same task. Relocating all colonists of a Dome to another one has never been quicker!

To queue orders, select a Rover and then hold Shift while clicking on various points of interest. You can now task your Explorer to scan all anomalies on the map in a given order and then return back to the safety of the colony.

9.png


The Armstrong update is coming with a long list of QoL improvements, optimizations, balance changes and bug fixes. Stay tuned for our next dev diary, which is dedicated to the ultimate goal of the terraforming initiative, making Mars hospitable for life outside of the dome.

Ivan Grozev,
Lead Designer,
Green Planet.
 

Muhrks

Second Lieutenant
34 Badges
May 24, 2016
195
10
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Res Publica
  • Europa Universalis IV
  • Stellaris: Synthetic Dawn
  • BATTLETECH - Digital Deluxe Edition
  • Stellaris: Necroids
  • Stellaris: Distant Stars
  • Surviving Mars: First Colony Edition
  • BATTLETECH: Flashpoint
  • Stellaris: Megacorp
  • Prison Architect
  • Surviving Mars: First Colony Edition
  • Stellaris: Lithoids
  • BATTLETECH: Heavy Metal
  • Prison Architect: Psych Ward
  • Stellaris: Federations
  • Island Bound
  • Surviving Mars: Digital Deluxe Edition
  • Stellaris: Apocalypse
  • Stellaris: Humanoids Species Pack
  • Age of Wonders III
  • Surviving Mars
  • BATTLETECH
  • Stellaris - Path to Destruction bundle
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Galaxy Edition
  • Stellaris
  • Europa Universalis IV: Common Sense
  • Europa Universalis IV: El Dorado
  • Stellaris: Ancient Relics
  • BATTLETECH: Season pass
Please, rebalance High-Speed Comm Satellite. Currently it's too expensive (100 electronics!) for early game and pretty useless for late (only 400 research).

You think?
Well,.. I think, that you can get a 100 electronics early on. And 400 research each Sol adds up pretty quickly, if you go for it early on.
 

jh_burgess

Recruit
48 Badges
Apr 14, 2008
8
0
  • Europa Universalis III
  • Europa Universalis IV
  • Victoria 2: A House Divided
  • Europa Universalis: Rome
  • Europa Universalis IV: Rule Britannia
  • Europa Universalis IV: Cossacks
  • Europa Universalis IV: Mare Nostrum
  • Hearts of Iron IV: Cadet
  • Europa Universalis IV: Rights of Man
  • Hearts of Iron IV: Together for Victory
  • Europa Universalis IV: Mandate of Heaven
  • Surviving Mars
  • Hearts of Iron IV: Death or Dishonor
  • Europa Universalis IV: Cradle of Civilization
  • Hearts of Iron IV: Expansion Pass
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV: Dharma
  • Surviving Mars: First Colony Edition
  • Europa Universalis IV: Golden Century
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: La Resistance
  • Crusader Kings III
  • Europa Universalis 4: Emperor
  • Empire of Sin
  • Empire of Sin - Premium Edition
  • 500k Club
  • Rome: Vae Victis
  • Victoria 2
  • Europa Universalis IV: Common Sense
  • The Kings Crusade
  • Crusader Kings II
  • Commander: Conquest of the Americas
  • Darkest Hour
  • Divine Wind
  • Europa Universalis IV: Art of War
  • Surviving Mars: First Colony Edition
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • For The Glory
  • Hearts of Iron III
  • Heir to the Throne
  • Europa Universalis IV: Res Publica
  • Victoria: Revolutions
  • Rome Gold
  • Europa Universalis IV: Third Rome
  • Semper Fi
  • Cities: Skylines
  • Arsenal of Democracy
Does the new ramp feature make tunnels obsolete? Why bother spending 30 machine tools on a tunnel that could be destroyed in the blink of an eye when you can just bring a few extra drones instead...
 

th3freakie

Commissar for a European People's Economy
69 Badges
Apr 23, 2004
5.920
2.177
vicentedelisboa.wordpress.com
  • For The Glory
Also, it looks like, you can't build buildings on ramps, just cable and pipes? So you create a large area, where it is not possible to build on.
But where drones can move, maybe workers too? Even if they can't, it is still advantageous to have that option as to where "kill"space. Tunnels kill it on both sides (because of the tunnel building), ramps can kill it only on one side.
 

Zaskow

Major
46 Badges
Jan 7, 2012
598
258
  • Sword of the Stars II
  • Magicka
  • Surviving Mars
  • Stellaris - Path to Destruction bundle
  • Crusader Kings II: Monks and Mystics
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Crusader Kings II: Reapers Due
  • Stellaris
  • Crusader Kings II: Conclave
  • Crusader Kings II: Horse Lords
  • Crusader Kings II: Way of Life
  • 500k Club
  • Warlock: Master of the Arcane
  • Teleglitch: Die More Edition
  • Age of Wonders III
  • Age of Wonders
  • Stellaris: Apocalypse
  • Surviving Mars: Digital Deluxe Edition
  • Shadowrun Returns
  • Surviving Mars: First Colony Edition
  • Stellaris: Megacorp
  • Crusader Kings II: Holy Fury
  • Surviving Mars: First Colony Edition
  • Age of Wonders: Planetfall
  • Age of Wonders: Planetfall Season pass
  • Age of Wonders: Planetfall Sign Up
  • Crusader Kings II
  • Crusader Kings II: Sunset Invasion
  • Age of Wonders: Planetfall - Revelations
  • Cities in Motion
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Stellaris: Ancient Relics
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Sword of the Stars
  • Crusader Kings II: Sword of Islam
  • Stellaris: Distant Stars
  • Europa Universalis III
  • Europa Universalis III: Chronicles
  • Age of Wonders II
  • Divine Wind
  • Heir to the Throne
  • Stellaris: Synthetic Dawn
You think?
Well,.. I think, that you can get a 100 electronics early on. And 400 research each Sol adds up pretty quickly, if you go for it early on.

Only if you play with International Mars Mission, lol.

For early cheap research I'd go for a few research labs which are cheaper and give more research.
 

Muhrks

Second Lieutenant
34 Badges
May 24, 2016
195
10
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Res Publica
  • Europa Universalis IV
  • Stellaris: Synthetic Dawn
  • BATTLETECH - Digital Deluxe Edition
  • Stellaris: Necroids
  • Stellaris: Distant Stars
  • Surviving Mars: First Colony Edition
  • BATTLETECH: Flashpoint
  • Stellaris: Megacorp
  • Prison Architect
  • Surviving Mars: First Colony Edition
  • Stellaris: Lithoids
  • BATTLETECH: Heavy Metal
  • Prison Architect: Psych Ward
  • Stellaris: Federations
  • Island Bound
  • Surviving Mars: Digital Deluxe Edition
  • Stellaris: Apocalypse
  • Stellaris: Humanoids Species Pack
  • Age of Wonders III
  • Surviving Mars
  • BATTLETECH
  • Stellaris - Path to Destruction bundle
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Galaxy Edition
  • Stellaris
  • Europa Universalis IV: Common Sense
  • Europa Universalis IV: El Dorado
  • Stellaris: Ancient Relics
  • BATTLETECH: Season pass
Only if you play with International Mars Mission, lol.

For early cheap research I'd go for a few research labs which are cheaper and give more research.
I only played a few times IMM. My personal favorites are japan(love the wasps) and paradox sponsor(for the jump shuttles).
I don't know, if the breakthrough is pretty common, but I have often the thing, where excess power means extra research.
Therefor, I build labs very late in the game, or almost never. :D
 

SillySMS

Second Lieutenant
13 Badges
Apr 8, 2018
133
0
  • Cities: Skylines
  • Cities: Skylines - After Dark
  • Cities: Skylines - Mass Transit
  • BATTLETECH
  • Surviving Mars
  • Cities: Skylines - Green Cities
  • Surviving Mars: Digital Deluxe Edition
  • Surviving Mars: First Colony Edition
  • BATTLETECH: Flashpoint
  • Surviving Mars: First Colony Edition
  • Cities: Skylines - Campus
  • BATTLETECH: Season pass
  • BATTLETECH: Heavy Metal
Does the new ramp feature make tunnels obsolete? Why bother spending 30 machine tools on a tunnel that could be destroyed in the blink of an eye when you can just bring a few extra drones instead...
In addition to what's been previously mentioned, tunnels obviate the need for building more drone hubs, or pipes/cables that are vulnerable to dust storms and dust devils.