Community Announcements - simon
I hope everyone enjoyed trying out the latest update over the weekend. I've been working like a mule to smooth off a few of the rough edges.

Here's the main changes gone in over the last few days.

Tuesday:

  • Sweating reduced to 2 litres per hour equivalent. If a colonist has 1 litres of sweat on their body, sweating now stops.
  • Grass is no longer an impediment to path finding.
  • Utility robots and colonists can now crush grass when going over it.
  • More grass spawned on the world, better clumping.
  • Email system scrolls to newest email if the user does not have one open and is not mousing over the "scroll back" button.
  • Potential fix for colonists complaining about no minerals when there is a hopper available.
  • Removal of confusing save and load buttons on game hud
  • Fix for announcer seldonly causing a crash when fire is started in an unknown room.
  • Fix for announcer announcing fires instead of rations low.
  • Fix for announcer announcing power depletion instead of power low.
  • Removal of strange 1MW output claim on wind turbine text.
  • 32 bit exe updated for people on ancient Windows.



Monday

  • Research room incorrectly labelled.
  • Incomplete door no longer suffers mechanical damage.
  • Incomplete door no longer blocks atmosphere.
  • AI agents now have a temperature weight (in addition to distance and need fulfilment). This weight reduces the chance of picking a task by 2.5% for every 10 degrees C away from 21 degrees Celsius.
  • Minerals in storage room now have a higher needs fulfilment for colonists than those in excavated areas. Minerals in the hopper now have a slightly higher needs fulfilment than those in the storage room.
  • Unbuilt doors can no longer be locked.
  • Colonist action level fixed to correctly change fatigue.
  • Chance of yawning increased when tired.
  • Fatigue fixes and balancing.
  • Colonist perspiration and ambient heat loss balancing. Fix for excessive sweating.
  • Sweat, ventilation and misc bodily water loss updated with better science.
  • Ventilations effect on room atmosphere now more accurately simulated, taking into better account lung capacity, CO2 toxicity and breath rate.
  • Potential fix for energy storage depleted complaint from Announcer.
  • Atmosphere generator output increased slightly.
  • Fix for lander lockups when there are no spots for a landing.



Sunday

  • Linux lib issues fixed which were preventing the game from starting on some systems.
  • Small lighting system performance optimisation.

Again thanks for all the bug reports and save files.

I'll be releasing 0.60 quite soon. We haven't quite nailed down the feature list yet, but it should bring a few very anticipated things from the road map.



Keep up to date with the progress of the game on dev.maiagame.com!
Community Announcements - simon
Maia 0.59 is now live. This update brings the threat of dangerous alien creature incursions into the base. Don't panic! Your colonists are now armed and ready for them, with new patrol behaviours to hunt down and eradicate the threat. 0.59 also brings a multitude of cool new features, such as the command and control room, new UI changes, AI updates and hundreds of bug fixes.

Here's a video of me showcasing some of the new features:

https://www.youtube.com/watch?v=GNe3cNYEuxk
Invasions.
The local creatures are now far more likely to breach a base that sits within their territory. They may enter to steal livestock and rations or just to mark their territory by destroying your vital equipment. Colonists are ready for them however with new side arms and patrol behaviours to locate and destroy the intruders.


Special Stuff
Not all the local wildlife is a menace. With ecological research, the nocturnal aliens can now be captured, domesticated, bred and slaughtered for high quality tasty food production.

Overseer
The new command and control room gives your colonists better command oversight of your base. It lifts the population cap and provides a map table that gives insight to the movement of colonists and threats to your base. It's thermal mode allows you to spot issues with heat distribution within your network of rooms.


Easy Reading
UI accessibility has taken a step forward with a new dyslexic mode for the game that presents a dyslexia friendly font and increases text sizes throughout the game. Dynamic drop shadows have also been added on overlay text to ease reading in high contrast scenes and many button behaviours have been tweaked to stop misclicks and other small annoyances.


T'annoy
Several base announcements have been added to provide feedback for many base systems such as power grid issues, blackouts caused by solar storms and energy storage depletion. The announcer will also warn of incoming natural disasters, base events and fire emergencies.


Basophobia
The games's pathfinding systems have been improved, which should lead to less issues with complex build orders and also see greater performance gains on low end machines.
Rough change log since 0.58:
  • Colonists now carry and use sidearms.
  • Colonists will now patrol inside the base .
  • Colonists with markspersonship skills are now more effective at shooting.
  • Rifle firing outside is better in synced in sound and animation. Includes tracer rounds pfx.
  • Alien protobirds can now eat ration packs, dead voxnocturnus and also... other protobirds.
  • Protobirds can attack worklights and other base equipment.
  • Alien bum scooting animations no longer give the creatures too much velocity.
  • Sound lure now makes voxnocturnus clicking sounds .
  • Dyslexic mode added and several GUI changes made for readability.
  • 2x MSAA added.
  • Door frames can now be built without materials, but require them to be completed.
  • Flare burn time now saved to stop them all reigniting on load and creating a headache inducing din.
  • New colonist emails to ask for medical and research rooms.
  • IMP AI tightened up to prevent dawdling.
  • IMP sound and pfx synced to animations.
  • Many more objects generate heat from wasted electricity.
  • Super capacitor energy storage now degrades much slower.
  • Object holograms given bases to aid placement.
  • Base announcements for fires, earthquakes, solar events, energy storage depletion and more.
  • Utility robot wheels now kick up dirt.
  • Damage particle effects added to many objects.
  • Control room added. Colonist cap reduced to eight, control room raises that to 12.
  • Map table added with sonic mapping and thermal mapping modes.
  • New research for alien domestication and captive breeding.
  • Some research perks now have prerequisite research that is needed before they can be discovered.
  • Medical bed interaction point moved to stop colonists getting stuck using it.
  • Chicken wandering behaviour fixes. They will now seek out the livestock room faster and not wander out of it so much.
  • IMP pathfinding and framerate issues fixed when stuck in in anomalous locations.
  • Room update improvements and optimisations. Larger bases supported.
  • Fix for occasional bug where a room tile is not deletable on right click.
  • Fix for loads failing because the ongoing mission flag was not set and the game exiting back to menu in the blink of an eye.
  • Atmosphere spread in subrooms of large blue casing areas fixed and optimised.
  • New colonist surnames added.
  • Game world rendering improved and optimised.
  • Airlocks no longer cause intermittent pathfinding blockage. Reducing the chance of issues with building outside.
  • Rooms no longer locked on startup allowing colonists to wander about before an initial room is placed.
  • Crop blight adjusted to be less predictable.
  • Colonists will now assign a higher priority to body-bagging up corpses.
  • IMPs will no longer use hoppers when not carrying enough materials.
  • Flywheel integrity degradation adjusted, colonists will consequently no longer spend as much time trying to fix them as a high priority task.
  • AI agent path verification on world changes optimised. Building, locking doors, cave ins and digging should cause less CPU spikes.
  • Colonist and IMP idle behaviours now checked against reachable sectors. Should reduce failed pathfinds and improve performance.
  • Dog pathfinding optimised.
  • Cat pathfinding optimised.
  • Several spelling mistakes fixed
  • Potential data corruption fixes.
  • Every item in the game now has a very simple description of what it does in general terms when placing it.
  • Basic food production added to the tutorial.
  • Basic explanation of the heat mechanics added to the tutorial
  • Colonist requests can now be answered with a y/n key press. Those are rebindable in the menu options.
  • Build priority added to the tutorial. (Double click on items to set them higher!)
  • Objects no longer maintain high priority after being built.
  • Cave ins and structural weaknesses no longer persist between level changes. This may also prevent a crash.
  • Colonists will now be less likely to over run when approaching an object. Stopping them getting stuck in and behind things.
  • Dracaena plant selection fixed and readded to the game.
  • More rooms given the selection of three aesthetic plants.
  • Aesthetic plants no longer spread blight.
  • Aesthetic plants no longer show Kj of energy stored in them like food plants as they are quite inedible.
  • Colonists will no longer join a team meeting if they are already going to an action with a high need.
  • Sounds added for loading and saving and for successful and failed loads.
  • Greyed out buttons now capture input so elements behind them can not be clicked on.
  • When an email is open no left or right clicks will be accepted apart from to the email manager buttons.
  • Emails can be dismissed with a right click.
  • No input is accepted for a fraction of a moment after closing an email to prevent misclicks that might cause dig orders etc to be placed.
  • Hud no longer updates when the player is in first person, stopping it grabbing input or applying the screen darkening effect.
  • Chickens no longer self destruct after being on fire if there are two or less remaining.
  • Building materials no longer placeable in workshop or storage room to reduce player confusion (Colonists will automatically move surplus materials from the smelter to the shelves).
  • The colonists will no longer present the player with any choices in the first few minutes of game play.
  • Engine draw call optimisation.
  • 32 bit exe updated.
I'll be back soon with our next update in December. Here's a rough roadmap of what to look forward to as we approach Beta and then release.



If you like these updates be sure to drop us feedback via Twitter and Steam reviews.
Community Announcements - simon
Maia 0.59 is now deep into production, and I have decided to release some of the fixes from that milestone early.

This build focuses on improving performance and several small annoyances in the game. The CPU and cache optimisations in this release will bring a frame rate improvement of up to 20% on some previously bottlenecked systems.

  • Chicken wandering behaviour fixes. They will now seek out the livestock room faster and not wander out of it so much.
  • IMP pathfinding and framerate issues fixed when stuck in in anomalous locations.
  • Room update improvements and optimisations. Larger bases supported.
  • Fix for occasional bug where a room tile is not deletable on right click.
  • Fix for loads failing because the ongoing mission flag was not set and the game exiting back to menu in the blink of an eye.
  • Atmosphere spread in subrooms of large blue casing areas fixed and optimised.
  • New colonist surnames added.
  • Game world rendering improved and optimised.
  • Engine draw call optimisation.

Thanks for all the feedback and reviews on the previous build. We will be back very soon with a feature full 0.59.

You can watch as I make and check in changes to our code base on https://dev.maiagame.com/ (some spoilers if you want the 0.59 update to be a surprise)
Community Announcements - simon
Time for another hotfix build!

Today's update brings several important improvements to 0.58, and fixes several bugs that were hampering the AI and the simulation of more complex bases.

  • Airlocks no longer cause intermittent pathfinding blockage. Reducing the chance of issues with building outside.
  • Rooms no longer locked on startup allowing colonists to wander about before an initial room is placed.
  • Crop blight adjusted to be less predictable.
  • Colonists will now assign a higher priority to body-bagging up corpses.
  • IMPs will no longer use hoppers when not carrying enough materials.
  • Flywheel integrity degradation adjusted, colonists will consequently no longer spend as much time trying to fix them as a high priority task.
  • AI agent path verification on world changes optimised. Building, locking doors, cave ins and digging should cause less CPU spikes.
  • Colonist and IMP idle behaviours now checked against reachable sectors. Should reduce failed pathfinds and improve performance.
  • Dog pathfinding optimised.
  • Cat pathfinding optimised.
  • Several spelling mistakes fixed
  • Potential data corruption fixes.
  • 32 bit exe updated.

Thanks for all the feedback on the previous builds. We will be back very soon with more updates.

You can watch as I make and check in changes to our code base on https://dev.maiagame.com/

If you want more help getting into the game. Check out the useful guides on the community portal, including this getting started guide:

http://steamcommunity.com/sharedfiles/filedetails/?id=779670720
Oct 19, 2016
Community Announcements - simon
Thanks for everyone who took the time to try the latest build and leave their feedback on the forums and and in reviews. I've fixed several of the pressing issues in the latest two hotfixes.

Yesturday's changes:

  • Every item in the game now has a very simple description of what it does in general terms when placing it.
  • Basic food production added to the tutorial.
  • Basic explanation of the heat mechanics added to the tutorial
  • Colonist requests can now be answered with a y/n key press. Those are rebindable in the menu options.
  • Build priority added to the tutorial. (Double click on items to set them higher!)
  • Caveins and structural weaknesses no longer persist between level changes. This may also prevent a crash.
  • Colonists will now be less likely to over run when approaching an object. Stopping them getting stuck in and behind things.

Today's changes:

  • Dracaena plant selection fixed and readded to the game.
  • More rooms given the selection of three aesthetic plants.
  • Aesthetic plants no longer spread blight.
  • Aesthetic plants no longer show Kj of energy stored in them like food plants.
  • Colonists will no longer join a team meeting if they are already going to an action with a high need.
  • Sounds added for loading and saving and for successful and failed loads.
  • Greyed out buttons now capture input so elements behind them can not be clicked on.
  • When an email is open no left or right clicks will be accepted apart from to the email manager buttons.
  • Emails can be dismissed with a right click.
  • No input is accepted for a fraction of a moment after closing an email to prevent misclicks that might cause dig orders etc to be placed.
  • Hud no longer updates when the player is in first person, stopping it grabbing input or applying the screen darkening effect.
  • Chickens no longer self destruct after being on fire if there are two or less remaining.
  • Building materials no longer placeable in workshop or storage room to reduce player confusion (Colonists will automatically move surplus materials from the smelter to the shelves).
  • The colonists will no longer present the player with any choices in the first few minutes of game play.

Again, thanks for the feedback, I will continue to fix the larger issues in the game and be back with more updates and patches in the future.

You can watch as I make and check in changes to our code base on https://dev.maiagame.com/

If you want more help getting into the game. Check out the useful guides on the community portal, including this getting started guide: http://steamcommunity.com/sharedfiles/filedetails/?id=779670720
Community Announcements - simon
Maia 0.58 has arrived. This update brings new AI systems, multiple base support, deepened simulation, procedural colonist written music and sci-fi and hundreds upon hundreds of bug fixes. Here's a video of me playing the latest build:

https://www.youtube.com/watch?v=8Pqq1bqldI4

Emergent-cy

Colonists are now able to use their skill sets and experience to plan tasks and directly consult players on the running of the colony. From complex base management and room planning, to scientific excursions to the surface, torching failing crops and even presenting their mood-reflecting avant-garde electronic music or their desperately clichéd (procedural) science fiction writing. These emergent choices add a little extra challenge, depth and flavour to the game.



Expansionism

Multiple airlocks and even rudimentary multiple bases are now supported, allowing for much more ambitious building projects and paving the way for colonising the game's massive maps. Colonists will now take much greater care to manage their suit usage, planning their journeys around efficiency and safety.



Thinking Machines

Robot batteries now run down and will need to be replenished at a robot recharge station. A robot on low power will become sluggish and throw more fussy tantrums, upsetting the colonists. The IMP AI has had a major rewrite to re-prioritise their efforts around digging and materials collection. Their new detailed mouse over info-tips presenting a clearer picture of their robotic planning process.



Feed the rot. Rot the feed.

Crops are now susceptible to fungal blights, which spread based on temperature and maturity of the plants. These diseases can transfer to nearby hydroponic planters and wipe out plants of the same species. Growing varied crops and carefully considering placement of the growers, lights and heating adds new depth and challenge to food production.

Neighbors (become good friends?)

The creatures in the world will now migrate around the map to expand their territories and seek out new food sources. If the animal's new territory includes your base you will receive a warning email, giving you more time to consider defences.



Precipitation solution

Food and Water systems have been tweaked in many ways to reduce issues around dehydration and starvation. These range from the new condenser unit that can provide an efficient water source in any room, to new colonist crop anticipation priorities, down to small planning tweaks in the storage room reducing the chance of essential items being buried in mineral ore by a careless robot.



Notable changes include:

  • Tutorial start base is warmer and has more atmosphere to take the pressure off new players.
  • Base manifest now lists where colonists are going and more useful information.
  • Added new emergent Colonist Suggestion emails
  • Added Robot recharge station.
  • Robots now move slower if they run low on charge.
  • IMP AI rewritten.
  • IMPs should no longer stand still when given unreachable orders.
  • IMPs should no longer start conversations when carrying things, which lead to bugs.
  • Creatures now migrate around the map based on habitat.
  • Timmy the dog less likely to get stuck in walls. Sorry about that Timmy.
  • Warning emails for creature migration added.
  • Politeness no longer applies to using airlocks.
  • Total rewrite of colonist airlock AI, including support for multiple airlocks.
  • New Condenser object added.
  • Creature Sound Lure added.
  • Crops can now catch blight if in overly warm rooms and not regularly harvested.
  • Colonists with medical skills now wear white shirts.
  • Colonists no longer walk through locked doors
  • Colonist food growth/preparation cycle rewritten to ensure colonists plan to create food, reducing starvation.
  • Colonists can now use the smelter if it is left with minerals. However this risks fire as they are incompetent.
  • Greatly reduced instances of colonists failing to build outside.
  • Adjusted water barrel interaction points, leading to fewer interaction issues.
  • Storage room tweaks to allow for better access and more efficient packing.
  • Fix for rare case where cursor locked up when quitting to main menu.
  • Medical Beds can now catch fire.
  • Standard Beds can now be repaired after catching fire.
  • Glitch effect during solar flares is now more obvious.
  • Mouse over info-tips optimised. No longer update too fast to read.
  • Several info-tips rewritten to be more useful.
  • Some animation length fixes.
  • Colonists will now mention it in emails if they are dehydrated.
  • Utility Robots act on repairs before colonists.
  • Workshop table now sparks when damaged.
  • Reduced tendency for Workshop Table to get damaged.
  • Illnesses now take longer to progress.
  • Chicken AI improved. They should spread out more and show better flocking behaviours.
  • Colonists using the scanner will no longer send multiple diagnosis emails.
  • Tendency for healthy hypochondriac colonists to use the medical scanner reduced.
  • Medical scanner cycling more consistent. Cooldown added.
  • Fix for Bulkhead door disappearing when upgraded through research.
  • Improved graphics for Body Storage Unit.
  • Twilight Zone mission tweaked to account for new food system.
  • Additional starting text added to missions.
  • Repair sound added to make it easier to tell if colonists are fixing something.
  • Room atmosphere simulation optimisations
  • Miscellaneous spelling and grammar fixes.
  • AI for colonists taking ownership of objects rewritten to be more robust. Stops colonists who pop their clogs on the job from never relinquishing control of items.
  • Communications tower build priority changed.
  • Fixed building materials giving three materials for every one picked up.
  • Adjusted interaction points for Storage Room so that building materials could be taken off every wall.
  • Expanded clickable area on multiple objects to make them easier to select.
  • Solar Flares reduced.
  • Storage room objects moved to create more space.
  • Engine rendering optimisations
  • Changes to save system to store more data.(old saves are no longer compatible).
  • Mission hud now correctly resets.
  • New art assets for several models.
  • Fix for rare save-file issue where creatures had burrowed off the map and would cause instability.

I hope you enjoy this update, please let me know what you think over on the Maia forums or on Twitter. You can watch my development on https://dev.maiagame.com/

Maia 0.59 will be out at the start of November, with Maia 0.60, our first Beta build out on December 13.
Sep 15, 2016
Community Announcements - simon
Simon here! Update 0.58 is on the way soon, but on the way we have been releasing many small fixes to the current 0.57 release. These fixes centre around AI behaviour and there have now been enough of them for them to change the game significantly.

I'll save a full changelog for the next update, but here are some of the key changes to the current game:

  • Colonists are more aware of the importance of different parts of the food production cycle and can balance the competing needs of planting, harvesting and then preparing food. This will make the food preparation stations more effective and allow you to quickly build ration packs too.

  • Condenser units provide a source of drinking water and can be placed in most the rooms. This means that a lot less time will be wasted on regular trips to storage to drink. This coupled with food production fixes means dehydration will be much less of an issue.

  • Utility bots can now act on repairs long before colonists. This means that in larger bases you are not going to have as much time wasted to colonists doing repair work. The sound for repairs has been hooked up now, so if you hear a ratchet tightening you will know that a colonist is repairing something and you should consider building more repair robots.

  • Several parts of the building pipeline have been streamlined or fixed. Most the issues with colonists not building things outside are resolved. The workshop table now shows damage with a particle effect so it better telegraphed as unusable to the player.

  • Illnesses take longer to progress, barring a lot of bad luck, they will become an issue for the later game now.

  • IMP AI improved in several cases. Colonists will also no longer start conversations with robots that are carrying things, which caused stuff to get dropped in weird places and could break the game.

  • Chicken behaviour bugs fixed. This should see less clumping in the livestock containment and also more natural actions around the base.

In testing we've found that this smooths over most of the issues people were having with the game. The upcoming update also has a lot of nice little changes that will add a lot to the experience. We'll see you then.

Remember you can keep up to date with development by visiting https://dev.maiagame.com and viewing our changes as we make them.
Community Announcements - Caroline
This large update heightens the detail and complexity of the game's human body simulation with a series of conditions and diseases, which must be diagnosed and treated. It also features a new emergency air system, body storage unit, dozens of fixes and much more...

Here's Simon playing the latest build:

https://youtu.be/12V4me3FVUo
Medical Update
Colonists can now get a exciting variety of diseases, mental illnesses and conditions!


Colonists develop medical issues from hundreds of factors in the simulation. They may show their illness through action or cryptically through an email. In order to properly diagnose them however, a medical scanner or a skilled doctor is required.



Once a colonist is diagnosed they will require treatment. The diagnosed colonist can receive prescribed medicine from the new dispenser unit and rest and recuperate on a 'meat trolley' until fully healed. Researching the local ecology can provide new technologies and medicines to speed up treatments.



Possible Health Issues

Compound Fractures
Colonists caught in earthquakes, cave ins and explosions may develop fractured limbs, which cause them to walk with a limp until cured. This puts a serious crimp on the colony’s interpretative dance sessions.

Depression
High amounts of stress and poor social activity can lead to colonists becoming depressed and lacking in energy. Antidepressants and a change in environment can help perk them up.

High Blood Pressure
High stress and frustration can lead to blood pressure issues. This is best treated with ACE inhibitors, soothing lighting and avoiding any discussion of the current political situation.

Vitamin Deficiency
If your colonists diet is not well balanced they can develop fatigue, dizziness and tingling in the hands and feet. Perhaps consider growing something other than just potatoes.

Muscle Fatigue
Although character building, too much hard manual labour can lead to colonists developing muscle fatigue, hampering their ability to help around the base. Building repair robots can help alleviate the strain on these fragile fleshy meatbags.

Gastric Distress
Eating raw food can cause severe gastric distress. This can cause serious fatigue and dehydration issues for your colonists. Watch out for them using the bathroom too much, they probably need treatment. You would too if you ate a whole chicken raw.

Renal Failure
One of two conditions that can potentially outright kill your colonists, Renal Failure is caused by a contaminated water supply or sustained untreated Vitamin Deficiency. None of Maia’s colonists are registered organ donors, so this is best treated early.

Irradiation
The other deadly condition, poor reactor maintenance or getting caught in cosmic rays can prove fatal to colonists. There is no chance of irradiated colonists developing superpowers, please stop trying to make this happen.

Body Storage Unit


Several colonists have complained about having to keep bodybags next to their rations in the storage room. The body storage unit holds onto the corpses a little more hygienically and without harming the sanity of your team.

Colonists Keep Warm
Colonists now gather around objects that produce heat to try and warm themselves up and stave off hypothermia.

Emergency Air System
This new system gradually generates a store of oxygen and nitrogen. In the event of a sudden loss of atmosphere the mixture can be immediately released, providing a short burst of breathable air and offering colonists time for an orderly evacuation or a short retrospective on the life choices that lead them to this moment.



Colonists Emails
Colonists now voice their opinion on your food supplies, with a wide range of emails ranging from “yum, enough for seconds” to “oh god we’re going to die”. Colonists with skills relating to food production can give better estimates.




Change log:
  • Colonists can now get off the bed on the opposite side to how they got on.
  • The colony manifest has been updated to include more information on food and rations.
  • Hydroponic plant growers now give estimates on the amount of food energy in the growing plants, to help players plan their production.
  • Earthquakes can now damage items so much they catch fire.
  • The room menu now uses the new GUI added for object placement in 0.56.
  • Colonists using the toilet is now properly simulated. Previously they used it whenever they didn’t have anything better to do.
  • Several new Infotips added and many spelling mistakes fixed.
  • Colonist water intake rebalanced and better simulated. They will use more water now.
  • Added console commands for causing a solar flare.
  • Object spawning limiters fixed. No more infinite jungles and deadly chicken explosions.
  • Avian feeder action fixed. Previously colonists were running around it in circles.
  • Fix for objects advertising needs with no actions available, wasting colonists' time by tricking them with something that was not really on offer.
  • Colonist inventory size for food is now limited. Pushing them to share what they have taken instead of starving their team to death.
  • Colonists no longer starve to death because they'd rather complain about being too hungry to eat because it was easier to complain and die.
  • Fatigue rebalanced, better linked to colonists activity. Bed usage more consistent.
  • Several interaction points modified on problematic objects.
  • Colonists take much more kJ from ration packs.
  • Ration packs kJ increased.
  • Path finding fixes.
  • Repetitive object usuage fixed. Specifically with ration packs and food stations.
  • Missions rebalanced to reflect new food usage.
  • Deprioritised food production when it’s not needed.
  • Second tier research is now prioritised a little higher.
  • Reduction for bored colonist eating, hunger better simulated.
  • Added the ability for colonists to request several more objects and rooms in their emails.
  • Many new sounds added and some older ones tweaked.

Update 0.58 is fast approaching. For this we’ll be focusing on the campaign and even more bug fixing. To see live development head over to https://dev.maiagame.com/.

We hope you enjoy this update, please let us know what you think over on the Maia forums or on Twitter.
Community Announcements - Caroline
This updates focuses on deepening the gameplay experience with improvements to many core mechanics and user interface. We've worked using your feedback to fix all the small issues and to make the game much more accessible, engaging and fun!

https://www.youtube.com/watch?v=fiNDgdrLfn4
Smart Stockpiling

Colonists can now stockpile building materials on the shelves in the storage room. Allowing you to manually build up reserves for future expansion and also keep your base neat and tidy.

Food Preparation Station

No longer will colonists have to crouch on the storage room floor to consume their necessary nutrients. The preparation station allows hungry colonists to get their meals ready in a better, more sanitary environment. It also allows for fast automated processing and stockpiling of crops and meat, allowing for larger more efficient bases.

UI Changes

A new object cycler has been added to improve the object placement interface. Allowing you to quickly select the items you want to build. Interaction points on nearby items will also fade in and out to better illustrate the most efficient ways to place items in crowded rooms.

Email and notification information has been added as well as several new notification and GUI sounds.
Text will appear at the top of the screen to let you know what type of message is being received.Many new mouse over infotips have been added and several older ones improved for clarity and humour.



Change list:
  • Greater email complexity and feedback from colonists regarding rooms and base equipment.
  • Colonists can no longer gorge themselves repeatedly at the ration packs.
  • Object destruction needs balanced to take into account more than building materials.
  • Fossils are now taken to storage and are now destroyable by colonists.
  • The Spathiphyllum plant can now be found in the game. They have also been balanced for atmosphere generation and aesthetic properties.
  • Landers and Microwave towers can now be removed as intended.
  • Objects have improved visuals when being placed and cycled through.
  • Pausing the game now stops the countdown timer.
  • Megacephalalgia now stay dead.
  • Several IMP pathfinding issues fixed.
  • Interaction points interference detection improved.
  • Many game and UI sounds tweaked and improved.
  • Broccoli deletion crash fix.
  • Several instability issues have been solved.
  • Starting materials fix.
  • Black Screen crash fixed for a few cases.
  • Entity name changes.
  • Spalling and, grammar chunges.
  • Fix for several mouse over issues.
  • Object destruction issues fixed. If an object is destroyed it’s parent object is too.
  • Parent objects now get marked for destruction by their children.
  • Fix for multipart objects not having shadows.
  • Fix for offset in pathfinding room physics mesh intersections, this should fix many bugs including walking through door frames.
  • Fix for "base" being said instead of the correct room in announcements.
  • Fix for inaccuracy in wall readouts in small rooms.
  • Wall heater tweaks, build priority now better linked to the temperature at the position of the heater.
  • Gameworld cleanup improved on loading.
  • Removed redundant shaders and optimised loading
  • Several Memory issues fixed.
  • Memory buffer fixes.
  • Support for variable refresh rates for Gsync and Freesync monitors.
  • Code base modernisation to C++11 and C++14 standards.
We're looking forward to update 0.57 which we're already working on.The update will focus on sicknesses, diagnosis, treatment and first aid. To see live development head over to dev.maiagame.com.

We hope you enjoy this update, please let us know what you think over on the Maia forums or on Twitter @Maia.
Community Announcements - Caroline
This latest update introduces changes to saving, the settings menu, new items, new research perks, vast improvements to the object and room placement system as well as complex creature and ecosystem simulation changes.

Here's Simon's video of the latest build:
https://youtu.be/MF4tRY-Av88

New Objects and Equipment
Portable Solar Panels


Quick to build, these additional new solar panels will provide less energy but are more convenient for a starting base. The existing solar arrays now require a full workshop to build and provide a higher output.

Flares


Flares will appear in the area a capsule will land. This helps the new colonists navigate their way to Maia and lets the player know that something will happen in that spot soon. Colonists will also be able to place them to distract animals.

New Decorative Items


New aesthetic items have been added. Cypress and Dracaena plants can be placed to make the base feel a lot more like home.

Multiple Save Files and Options



Players can now save their game to several slots along with the existing f5 quicksave. Allowing for you to have multiple bases on the go with zero hassle.

Save and load buttons have also been placed on the pause menu and an option has been added for those wanting to quickly abort their missions and return to the main menu.



By going into the settings, players can create different key bindings which allow players to customise the controls to their liking and also enables people using alternate keyboard layouts, such as AZERTY, to play. The bindings are saved in human readable xml so can be modified by third party programs and shared between machines.

Improvements to Object Placement


When placing a blueprint of an object it may turn amber, to indicate a sub-optimal placement. This might make it more difficult to build or might indicate that the objects function will be impaired.

Colonists are now better at considering whether a complex chain of actions can be fully completed, leading to less time wasted by the colonists on jobs they give up on half way through.

Players are now also able to place priority orders for their colonists. Do this by double clicking a blueprint you have placed. These orders with be prioritised over most tasks, but will upset colonists by going against their own judgement and freewill.



Players may also notice that when placing a room the blueprint appears as a grid, this visual improvement makes it easier to understand how objects are placed.

Creature Updates
There has been various updates to the creatures on Maia including improvements to animation and AI. Also, some creatures are now able to breed.

Voxnocturnus

The Voxnocturnus that travels Maia’s plains at night will now find and create burrows to sleep in during the day.

Proto Birds


The unknown proto birds food sources have changed. This will encourage when to invade bases more and to eat other dead creatures.

Megacephalalgia


Megacephalalgia will now have migration patterns which means new packs will appear on the map. They also have new reactions to each other and idle actions.

Emails and Announcements!

The emails have been updated to relate to colonist skills. Your inhabitants will complain for even more reasons such as lack of robots, need for equipment and give unsolicited feedback on the base you have created.
The emails will have a lot more personality so you can get to know your doomed colonists. In addition to this, the announcer will now alert you on even more issues and events.

Research Changes

Overall the researching in Maia is more balanced, new perks will be unlocked at different times dependent on what kind of research is being collected. Several interesting new research perks have been added to the game that provide the player with more options and choices on how to run their base. Colonists will discover new ways to create stable energy, how to capture animals and treat infections faster. Research advancements in computer technology and social compliance are also possible. The full list of research perks can be found at http://maiawiki.com/Research

Also, probes can be found outside on the planet's surface. These can be selected and used to gain research.
The research perks are also now tiered so players will not be able to unlock certain research perks until they have done the related one before.
Other Changes
  • When walking or running or waiting with no idle animation, colonists turn their heads to look at what is interesting them.
  • Outdoor wind directions on smoke and other effects balanced and corrected.
  • Drift added to many effects such as snow, dust, ash and embers to cause the particles to float about naturally.
  • Bum scooting animations for megacephalalgias are now more satisfying.
  • Better hypothermia emails.
  • Repair bot works faster, smarter.
  • Trees grow in group to create forests.
  • Plants grow more naturally, maxing out at over fifty thousand individual entities.
  • IMP can now destroy plants in first person mode.
  • Less poetry emails.
  • UI sounds added for several interactions.
  • Sound balancing on many items.
  • Necropsy table visibility fixed.
  • Meteorites are now easier to select.
  • Build priorities and needs tweaked.
  • Fix for ambient occlusion pass not being used.
  • Colour bleeding added to the SSAO effect and increased.
  • The Bloom system reduced in scale to save memory.
  • Lights are now individually scaled for different rooms.
  • Internal reflection threshold increased. To give more interesting lens flares.
  • Graphics update and optimisations.
  • SSAO is now working with AA and without it
  • Spinning turret bug fixed
  • Fix for corrupted files.
  • Typos fixed in several descriptions. New descriptions added.
  • Colonist's now think about base design
  • Colonists now think about alarms
  • Keybinding saved to XML
  • More consistent code for warnings and problem status on all sub objects.
  • Tree sample priority has been raised.
  • Workshop table no longer missing on Linux builds.
  • Save file changes
  • Room updating optimised
  • Several loading issues fixed
  • Various code cleanups
  • Particle FX now on less threads, and updated more optimally.
  • Linux graphics fixes for Intel and ATI machines. Game now build against up to date libraries and tested on Ubuntu 16.04
  • Cave-ins will now spawn at the centre of the screen when using debug cavein command.

https://www.youtube.com/watch?v=xJW56H1SxqE

We're looking forward to update 0.56 which we're already hard at work on. To see live development head over to https://dev.maiagame.com/

Simon has been live streaming development nearly every Friday over on Twitch.

We hope you enjoy Maia’s Update, give us your feedback on the Steam Forum, or by mentioning #MaiaGame on twitter.
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