Console Update Is Now Live! Plus, Full Patch Notes

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candyalien

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Hey everyone (playing on console)!

The console update which includes both the Spirit and Opportunity update is now live!

The patch notes for Spirit are below.

Also, please remember, you will need to start a new save game!

Good luck on Mars and I am super sorry for the delay and wait. If you do happen to encounter any bugs, please report them on the Surviving Mars console bug forum.

And if you feel like it! I would love to see what your colony looks like - so please share some screenshots :)

Full Patch Notes for Console Update:

New Features and Buildings:

Passages
You are now able to connect your domes together by constructing Passages. These transportation tunnels allow colonists to move freely into adjacent domes and utilize the workplaces and services available there.

- If one Dome has no power, oxygen or water for over a Sol, all passages leading to it are disabled until the problem is resolved. This will cause workers to be fired from their workplaces as if the passage has been destroyed.

- These passages are fragile, and your Colonists may die if hit by a meteor while in the Passage



New Buildings & Related Changes
- New high-end automated storage building which can take over 4,000 units of separate resource is available for your Colony.

- Added 3 new workshop buildings. Workshops allow colonists to work their vocation providing more employment for the late game.

- A new Landing pad makes sure the Rocket does not dust the surrounding structures when landing or taking off

- A new Large Water Tank, storing up to 1,000 units of Water is available to suit the needs of your developing colony

- Added new Milestone related to workshop buildings to reflect achieving post-scarcity vocation-oriented society

- Added new Technologies, which allow construction of Workshops, Automated Storage and Large Water Tank



Game Rules
You can now choose brand new options during game setup to activate additional rule-sets for the mission that will impact the difficulty, making the mission easier or harder.

Available Game Rules:

- Prefab Colony: Begin with free prefabs for all buildings necessary for a small colony.

- No Disasters: Disables all disasters (excluding those coming from mysteries).

- Hunger: Can't import food from Earth.

- Inflation: Import prices increase over time.

- Long Ride: Rocket travel time to and from Mars is three times longer.

- The Last Ark: Can call a Passenger Rocket only once.

- Amateurs: No specialist applicants.

- Rebel Yell: Colonists periodically become renegades. Crime is more severe.

- Chaos Theory: Tech fields are fully randomized.

- Winter is coming: Cold Wave rating set to a new Max level for all locations on Mars. Cold waves increase power consumption even more.

- Armageddon: Meteor rating set to a new Max level for all locations on Mars.

- Dust in the Wind: Dust Storm rating set to a new Max level for all locations on Mars.

- Twister: Dust Devil rating set to a new Max level for all locations on Mars.



Major Changes
- Armageddon: Meteor rating set to a new Max level for all locations on Mars.

- Dust in the Wind: Dust Storm rating set to a new Max level for all locations on Mars.

- Twister: Dust Devil rating set to a new Max level for all locations on Mars.

- Science Institute renamed to Hawking Institute in tribute to Stephen Hawking

- Added upgrades to the Mohole Mine and the Excavator to increase production

- Added Birth Control Policy in domes.

- Increased max zoom out distance

- Optimized the way colonists pick workplaces. Colonists should now pick the best workplace for their specialization correctly and much faster

- Added "Reassign All" button to drones which reassigns all drones from this commander or orphaned drones in the area

- Colonists will no longer try to walk kilometers on foot to resettle resulting in them dying from lack of oxygen

- Rover Command AI tech now removes the batteries of friendly rovers

- Rovers are more likely to effectively use tunnels

- Rovers pathfinding improved

- Added free camera option in Photo Mode


Gameplay
- Fixes for the mystery log of the Spheres mystery

- Extended the range rovers need to be in to recharge from cables. The RC Transport looks for cables in the start and ending point of transport routes automatically

- Lowered the chance for idiot flaw to appear in the colony and applicant pool

- Space Rehabilitation tech removes flaws before newly arrived colonists decide in which dome to settle

- Fixed an issue where shuttles could fail to pick up a colonist for resettlement

- Fixed an issue where some buildings connected to a very large power network failed to get power

- Reserved residence slots are released if the colonist can't reach the dome during resettlement

- Salvaging a rocket without its cargo unloaded should no longer leads to stuck drones

- Colonists that fail to reach a dome won't constantly try to reach it again and again

- Dome Streamlining tech now affects the Geoscape Dome

- Construction Nanites no longer construct sites that are turned off

- Renegades and rogue drones no longer target construction sites

- Superconducting Computing now provides less research points

- General Training tech now has flavor text

- Fuel Refinery now has the Factory AI upgrade

- Colonists are now immune to Earthsick when playing with IMM sponsor

- Colonists no longer reserve residential slots in faraway domes if shuttle hubs are not operational (e.g. during a dust storm)

- Triboelectric Scrubber no longer scrubs buildings inside domes

- Colonists can now be manually assigned to training (School, University, Sanatorium)

- It is no longer possible to select the same trait multiple times in Schools

- Construction of building upgrades is now serviced by more drones

- Fixed a bug with calculations of modifiers and small amounts of research points

- Fixed an issue which caused colonists to eat less food. Boosted production of farms slightly to compensate for the increased consumption.


UI
- “Research complete” notification now shows the tech description in question on rollover

- Added option to rename buildings

- Shuttle Hub now shows information about shuttle load across the colony

- Botanists & Geologists have new icons

- Changed dome quarantine button to Immigration Policy control

- Merged the "Assign Workplace", "Assign Residence" buttons for colonists into a single button "Assign to Building"

- Added an indicator which traits are selected in schools and sanatoriums when selecting traits

- Fungal Farm Automation upgrade now uses correct icon

- Seniors are no longer considered "outside the workforce" after researching Forever Young

- Drone workload information added to RC Rover

- Fixed a bug where rocket fuel was not displayed in certain cases

- Rocket pins no longer blink ready during dust storms

- Selecting a building while the build menu is open no longer causes the building's AOE visuals to break

- Added confirmation prompt when closing the Filter UI

- Exports notification now shows accumulated funding if multiple rockets arrive on Earth consecutively

- Added salvage button to the info panel of pipes, valves and switches

- Excess fuel caused by Advanced Martian Engines is now unloaded from rockets before take off

- "Daily Production" changed to "Production per Sol"; "hourly production" changed to "production"

- Renamed a control hint to "Queue on top" in the research UI

- Added new icons for Construct Drone and Dismantle Drone button

- Vacant residential slots text in domes no longer includes slots from nurseries

- Officers are no longer called "security" in filter UI

- Cargo rocket UI now shows the number of resources in the colony on rollover of a given resource

- Depots resource icon is no longer mirrored

- Colonists can no longer be manually assigned while they are in the process of resettling

- Autonomous Drone Hubs and Sensor Towers no longer display an empty power consumption section in their info panel

- Implemented tutorial hint for building upgrades

- 3 new notifications: for busy drone hubs, busy shuttle hubs, out of fuel shuttle hubs

- Added on-screen notification for split Power/Life support networks (by player actions or meteorites)

- Storages and Depots are divided in subcategories of the Build Menu

- Updated credits


Other
- Fixed air producers (wrong) production in some cases

- Fixed calculation of challenge bonus in milestones

- Marsgate Mystery: Fixes for hostile rovers to prevent them from salvage after battery drain

- Fixed Triboelectric Scrubber to continue rotating after first clean

- Fixed a bug where turned off/malfunctioned supply storages (incl. Batteries) would reconnect to grid after modifying any of their storage props

- Fixed upside-down positioning of shuttles

- Fixed an issue where colonists became starving from eating uncooked meals

- Androids now have no initial specialization

- Fix for Autonomous sensors to not show "outside drone control" icon after Autonomous Sensors tech is researched if sensors are build prior research completion

- Fix for some edge cases of automated routes for Transport Rover

- Fix for chance for crime prevention (capped at 50% when Security Officers outnumber renegades 3 to 1)

- Fix for Waste Rock production to now properly depend on the grade of Concrete, Metals and Rare Metals deposit used

- Fix for colonists and drones to stop going through Spires

- Better alignment for traits in school

- Colonists with special traits, coming from a rocket, will no longer be pinned for colonies with over 100 colonists

- Fixed overlapping of deposits (from random map generation and anomalies)

- "Milestone failed" message alignment fix

- Improved estimation of the load of the drone controllers (Hub, Rover, Rocket)

- Buildings are now considered to be in dome range if one of their hexes is inside dome range

- Domes no longer get constantly dusted. Only domes that are turned off or not working are dusted.

- Children now play around in the school (visualization only)

- Fixed some issues in the trajectory of shuttles

- Glass decals are removed when the dome is destroyed

- Domes no longer leave grass behind when destroyed

- Recharge stations no longer turn their light off when a drone visits them

- More precise slider for time of day in Photo Mode

- All adult colonists now have the same walking speed

- Cargo shuttles return to the hub when it's being destroyed

- Increased number of lights at night

- Photo Mode night lights of building match in-game lights

- Photo Mode particle effects fixed

- CO2 geysers only erupt sporadically, as intended

- Updated University description

- Clarified immigration policy texts

- Various performance optimizations

- Various stability improvements

- Various sound FX tweaks



 
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So every time you update the xbox version we have to start a new game???

Are you kidding me???? I have been hardly "surviving" for almost 300 sols! thats hours of gameplay!

now I have to start over to get the "benefits" of the update... what a terrible update method you guys designed for this game...

I think im done with this game.. sadly. no way im starting over again.

never again paradox.
 
so saves are screwed?

So every time you update the xbox version we have to start a new game???

Are you kidding me???? I have been hardly "surviving" for almost 300 sols! thats hours of gameplay!

now I have to start over to get the "benefits" of the update... what a terrible update method you guys designed for this game...

I think im done with this game.. sadly. no way im starting over again.

never again paradox.

On non-console, you need to start a new game to get to the new features. As far as I can see, there's a fair chance that that's what was meant here too. I wouldn't panic yet (although the patch is probably out for long enough for someone to know, so some real information on this would be welcome!)
 
what are these workshops? im unable to complete the milestone for 40% as i dont see anything. im playing on ps4 and this milestone is the only one left and am unable to figure out what workshops to build. i have researched everything, and dont see anything.