21 March
Getting close to the beta 3 launch, today we released 2.51 version. Solving most of the bugs found in the 2.5 and adding some minor fixes and improvements detailed bellow.
2.51
New features:
• Max Time speed increased to x8 (finally :D)
• A Residential Block tenants, when building removed, will search for a new residential by themselves.
• New visual effect added to the humans availability button showing if any colonists available. Same for market and quests.
• Fast purchase button (which you can use to directly buy the mats you need to start a production in a blueprint, to build a building, etc.) will appear enabled if all -or only those you need - items displayed in a list are available.
Bugs:
• Residential Blocks were not being correctly removed.
• The Botanic Gardens/Industrial Kitchen were taking water from the Food Management inventory (Larder), and not the main colony inventory.
• Blueprints were not finding all required items for production
• Solved an issue with tuturial #2, preventing in some rare situations to awake all the colonists required.
• Colonists helmets are rendered in proper position
• All Particles effects now run at same speed than game speed
• Alt-tabbing: Sound effects now stop when application lose focus and continue when regain focus.
Others:
Improved saved games auto update functionality.
Solved an issue where a player couldn't save games.
Some typos reported by users have been corrected.
More performance optimizations.
*While 2.51 list isn't very big, we are preparing tons of new content for the beta 3 we couldn't include yet like: 4 new buildings -initially not expected for beta 3-, corporation prestige points, ambient fx ...
Previously added in the 2.5
New features:
•UI redesigned and switched to new font more readable.
•Added 8 new buildings.
•Economy rebalance.
•Construction Menu shows now buildings organized per sectors.
•Research is now producing, you will obtain invention or investigation documents which you may sell (you can't use them yet to advance technology)
•Ship equipments (scanner, cargo, shield, ...) now affect ships production/costs/maintenance
•Blueprints show better their status: stop/pause/play/auto/auto-search
•Node blueprints show the production total cycles, you can try different setups to see the immediate effect in your production.
•Production cycles will show now up to 1 decimal point.
•Nodes can be auto-ordered in the Organization Chart window
•Organization chart window can be resized
•Dropping a node into another will link to it e.g.: Dropping a char node on a blueprint node will link the char to the blueprint automatically.
•Nodes can grab children nodes from unemployed chars or inventory. Select the node/s and click the auto grab button:
o Building nodes will grab a director and compatible blueprints when available.
o Blueprint nodes will grab ideal or, if shift pressed, compatible worker profiles. *Versatile profile has the last priority.
o Ship nodes will grab available equipment.
•You can drag items directly from market into an organization chart.
•Dropping an item in the market button (scren left-side bar) will open the market at the shop that item is available.
•Added a button in the blueprint window to directly acquire its required mats list to purchase. If you want to acquire only those you are missing, press alt key. *Same behavior applied to building templates.
•Blueprints now have also the Auto search function available (if the auto search option is set, they will restart production if available resources)
•Random productions added
E.g.: While recycling your garbage you may find unexpected items.
E.g. 2: While you are trying to recover seeds from a vegetable you don't know how many seeds you will obtain.
•Conditional productions added
E.g.: Residential blocks will produce fertilizer according to their inhabitants.
•Colonists will die (if low health) or leave colony (if low morale)
•Innovation points are now saved and there is a limit to the amount of innovation points you can store.
Available Humans Window (cryo room):
•Cryo room has been redesigned.
•You can find available colonists now filtered by rank.
•Limits to max available colonists to awake have been modified, now you can have up to 24 (6 of each rank).
•For a modest price, it is possible to ask Vital Reserve to replace colonists available at the cryo room.
•Vital Reserves may send easier higher rank colonists to the more populated colonies.
Key binding:
•Hold Shift key to avoid common confirmation questions in game.
E.g.: If you awake a colonist you will be asked for confirmation; if you are pressing shift it will be done without confirmation required.
•Hold Shift key while clicking on a node in the Organization Chart to select that node and all its children.
•Hold Shift key while dragging a node in the Organization Chart to drag also all its children.
•Hold Ctrl key while selecting a node to keep adding to your selection.
•Added two new keys to affect time for those keyboards without keypad:
Press SHIFT +/- or SHIFT Up/Down arrow to increase/decrease game speed.
System:
After creating a backup, your saved games will auto update to new versions.
Others:
Desalination plants now produce salt.
Added some basic functionality to the Building Search window:
-Double click on a building into the search window table to go to it in the 3d.
-Right click on a building to open its Organization Chart
-Left click on a building to select it. (if an organization chart is opened, it will update to the selected building).