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badgr

Paradox Arc
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Jun 12, 2018
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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
Addendums:
A feature in the UI list was not included in the final build, so this has been crossed out above. Apologies for the confusion!
 
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