Dec 17, 2015
Maia - Caroline
Maia 0.52 is now out. The main focus of this build has been bug eradication, AI improvements, and the long awaited first person "possession" modes.

Here's Simon showing off some of the latest changes:
https://www.youtube.com/watch?v=a9FvTymEle0

First Person IMP Robot
Experience Maia through the eyes of the IMP Robot, walk around your base doing the tasks the IMPs usually do, explore outside, mine the rock walls for minerals and build Nanofibre Blocks. First person mode introduces a whole new way to observe and interact with the planet Maia. To enter this mode, click/track the object you want to possess and click the new icon that appears at the bottom of the screen.



Utility Robot Control
In addition to the first person IMP Robots you can also view the world of Maia through Utility Robots. Using it's repair arm you will be able to repair objects and "accidentally" set colonists on fire.



Turret View
Keep watch of your base by possessing the turrets. The turret view adds a unique way to view Maia.



Colonist Suit Head Cams
Cameras have also been mounted in colonist suits so you can see what they colonists see when they are outside.



First Person Door Control
Take control of the doors around your base. Open and close to allow colonists, pets and robots entry to rooms. This is really great for annoying colonists.



Hydroponic Agriculture
Feed your colonists a varied diet with the addition of potatoes, carrots, kale and broccoli. Each of these plants take a different amount of time to grow, and produce different amounts of energy and micro-nutrients, allowing you to manage your colonies supplies more effectively.



Rendering And Performance Improvements
Lens flares and reflections and general rendering have been improved and game performance has been enhanced by code clean ups and alterations.



Change log:
Construction planning tweaked. Colonists are more aware of complex needs. For instance won't build more beds than people, prioritize atmosphere generation in rooms more likely to run out of air, and not build more beds than there are people.
  • Colonist can now die from dehydration.
  • IV drips now work to medicate colonists who are dehydrated or starving.
  • A sparkle has been added to the cave system to create the feel of dust.
  • A whole host of new sound work have been added to the game and UI such as footsteps, robot movements and other ambient noises.
  • When a colonist claims ownership of a blueprint, it will brighten the hologram to show it.
  • IMPs are now smarter about picking up minerals. Can carry two at once.
  • Most IMP lockups fixed.
  • Colonists no longer get enamoured with Voxnocturnus when they are set to interact with them.
  • Gaps in some of the info tips on items have been fixed.
  • Colonists should no longer risk running outside with their suits off to get minerals.
  • Several colonist needs balanced. Socialising will take up less time, colonists are more likely to avoid it if they have an important task.
  • Socialising colonists do a lot less spinning around to look at the person they are interacting with.
  • Colonists will no longer stare each other to death.
  • Balanced base spawning for sandbox missions.
  • Screenshots are now working in Steam.
  • Colonists path finding to research trees has been improved.
  • Colonists empty barrels of water at the correct time.
  • A lot of sounds have been added or corrected. This includes email and UI sound effects.
  • Flags can now be deleted if you're not feeling very patriotic.
  • Hydroponics priorities have been reduced to stop colonists becoming obsessed with them.
  • Turret blueprints can now be removed fully.
  • Animation system fixes to stop stuttering and repetition of actions.
  • Fix to stop dead colonist's brains using up processing power.
  • Various memory leaks fixed, specifically when repeatedly f9 quickloading.
  • Sun no longer rises in The Twilight Zone.
  • Plant growth is balanced and more realistic.
  • Path finding overhaul, colonists less likely to attempt to build things that are potentially inaccessible.
  • Code clean up and optimisation of several subsystems.
  • All known game play crashes fixed.

Update Trailer
https://www.youtube.com/watch?v=zt_vpKcUPNA

We hope you enjoy Maia’s Update, give us your feedback on the Steam Forum, or by mentioning #MaiaGame on twitter.
Dec 17, 2015
Maia - Caroline
Maia 0.52 is now out. The main focus of this build has been bug eradication, AI improvements, and the long awaited first person "possession" modes.

Here's Simon showing off some of the latest changes:
https://www.youtube.com/watch?v=a9FvTymEle0

First Person IMP Robot
Experience Maia through the eyes of the IMP Robot, walk around your base doing the tasks the IMPs usually do, explore outside, mine the rock walls for minerals and build Nanofibre Blocks. First person mode introduces a whole new way to observe and interact with the planet Maia. To enter this mode, click/track the object you want to possess and click the new icon that appears at the bottom of the screen.



Utility Robot Control
In addition to the first person IMP Robots you can also view the world of Maia through Utility Robots. Using it's repair arm you will be able to repair objects and "accidentally" set colonists on fire.



Turret View
Keep watch of your base by possessing the turrets. The turret view adds a unique way to view Maia.



Colonist Suit Head Cams
Cameras have also been mounted in colonist suits so you can see what they colonists see when they are outside.



First Person Door Control
Take control of the doors around your base. Open and close to allow colonists, pets and robots entry to rooms. This is really great for annoying colonists.



Hydroponic Agriculture
Feed your colonists a varied diet with the addition of potatoes, carrots, kale and broccoli. Each of these plants take a different amount of time to grow, and produce different amounts of energy and micro-nutrients, allowing you to manage your colonies supplies more effectively.



Rendering And Performance Improvements
Lens flares and reflections and general rendering have been improved and game performance has been enhanced by code clean ups and alterations.



Change log:
Construction planning tweaked. Colonists are more aware of complex needs. For instance won't build more beds than people, prioritize atmosphere generation in rooms more likely to run out of air, and not build more beds than there are people.
  • Colonist can now die from dehydration.
  • IV drips now work to medicate colonists who are dehydrated or starving.
  • A sparkle has been added to the cave system to create the feel of dust.
  • A whole host of new sound work have been added to the game and UI such as footsteps, robot movements and other ambient noises.
  • When a colonist claims ownership of a blueprint, it will brighten the hologram to show it.
  • IMPs are now smarter about picking up minerals. Can carry two at once.
  • Most IMP lockups fixed.
  • Colonists no longer get enamoured with Voxnocturnus when they are set to interact with them.
  • Gaps in some of the info tips on items have been fixed.
  • Colonists should no longer risk running outside with their suits off to get minerals.
  • Several colonist needs balanced. Socialising will take up less time, colonists are more likely to avoid it if they have an important task.
  • Socialising colonists do a lot less spinning around to look at the person they are interacting with.
  • Colonists will no longer stare each other to death.
  • Balanced base spawning for sandbox missions.
  • Screenshots are now working in Steam.
  • Colonists path finding to research trees has been improved.
  • Colonists empty barrels of water at the correct time.
  • A lot of sounds have been added or corrected. This includes email and UI sound effects.
  • Flags can now be deleted if you're not feeling very patriotic.
  • Hydroponics priorities have been reduced to stop colonists becoming obsessed with them.
  • Turret blueprints can now be removed fully.
  • Animation system fixes to stop stuttering and repetition of actions.
  • Fix to stop dead colonist's brains using up processing power.
  • Various memory leaks fixed, specifically when repeatedly f9 quickloading.
  • Sun no longer rises in The Twilight Zone.
  • Plant growth is balanced and more realistic.
  • Path finding overhaul, colonists less likely to attempt to build things that are potentially inaccessible.
  • Code clean up and optimisation of several subsystems.
  • All known game play crashes fixed.

Update Trailer
https://www.youtube.com/watch?v=zt_vpKcUPNA

We hope you enjoy Maia’s Update, give us your feedback on the Steam Forum, or by mentioning #MaiaGame on twitter.
Maia - Caroline
Maia 0.51 is live! Here's Simon playing the latest build:
https://www.youtube.com/watch?v=4Zyq6S-uXGQ
64 BIT OPTIMISATION FOR WINDOWS
Good news 64bit users! There’s been a change in how the game uses hardware. Maia now has both 32bit and 64bit versions, Steam will detect players hardware which means those using 64bit can get improved performance. Don’t worry, we’re still supporting and testing on 32bit and will be for the foreseeable future.

NEW SCENARIO MISSIONS!
In addition to the existing sandbox, Maia now has 3 standalone scenario missions with directed gameplay. Fleshing out Maia's hard science fiction narrative and lore, players now have several hours worth of missions with many more hours to be added in the upcoming months.
The current missions included in update 0.51:

CASSIOPEIA
An orbital habitation module has taken a direct hit from a cloud of micrometeroids. Build a sustainable colony to house the influx of survivors.



THE TWILIGHT ZONE
Survive the arctic winter’s polar twilight in this remote research station. Battle with the cold and darkness to keep your colonists sane and alive




SN1572
Study the complex local ecosystem of a rapidly encroaching equatorial jungle.




IMPROVED CHICKENS
Along with the addition of Avian Feeders, Uberhuhns are now a lot more intelligent. Now with their own wants and needs, chickens will feed, socialise and lay Microuberhuhns to repopulate. Slight changes have also been made to how colonists choose which chickens to eat. The avian feeders slowly supply food to the chickens as well was attracting them to certain parts of your livestock containment room with warm lighting.


SUIT REFILL POINTS
Aid your colonists expeditions across Maia’s surface with refill points. Colonists can replenish their vital needs at these stations so they can travel further out into the unknown landscape.



SOLAR EVENTS
Solar events can cause your equipment to not work as intended. Players will now receive warning emails to alert them when a solar event is occuring.



EMAILS
Death, failure and mission emails now pop up as soon as you receive them to ensure players don’t miss important gameplay points.

UI CHANGES TO PLACING BLUEPRINTS
To simplify item creation, when the player right clicks in object building mode it will revert the mode to selection mode. Right clicking will also delete blueprints or set build objects for destruction.
Left clicking on a blueprint in selection mode will “grab” the blueprint reattaching it to the cursor and put the player back in to object build mode.

When placing objects, some items information will now show power requirements as well as current grid demand.

Info tips have now been fixed for many items including fossils, bulkhead doors, beds and plant pots.



COLONIST ANIMATION
More colonists animations to show emotional states and needs! Hungry Colonists will now grasp their stomachs to let the player know they are hungry.



BALANCED PRIORITIES
The order in which colonists will want to build atmosphere generators and doors has been changed to work smoother in emergencies, such as atmosphere loss. Research has also been broken up into over a dozen separate needs to allow the colonists to better prioritise data entry, collection and computation in the four research areas.

UTILITY ROBOTS
The robots will now delegate tasks if they come across other robots. Lights have also been added to help you find them in the dark.



SUPPORT FOR EL CAPITAN
We are now building and testing our OSX version of the game against El Capitan. We recommend Mac users make the free update to El Capitan for an optimum experience.

OTHER CHANGES:
  • Fix for missing research.
  • Back buttons now go to menus a level above instead of the top level menu.
  • New technology research perks added.
  • All found start up and crash bugs fixed.
  • Blocked interaction points will no longer be advertised to the AI. (Less getting stuck in walls)
  • Small optimisations on world data, loading time.
  • Optimisation of pathfinding to save memory.
  • 64 and 32 bit save interopability.
  • Tree research bugs fixed.
  • IV drip now provides food and water to colonists.
  • VO bug fixed. When stating the atmosphere is low, it’s now a lot more likely to say the room name rather than just “base”.
  • Seems the colonists if you worked them hard enough would get incredibly hot. They’d then start sweating so hard that they’d get drenched and rapidly cool to a dangerously low temperature. Their bodies would then burn all their energy reserves thermoregulating back up to a better temperature. They’d then starve to death. This is now fixed.
  • CPU optimisation for the colonists.
  • Building materials/minerals pick up bug fixed.
  • Fix to speed up AA a bit.
  • Code cleanup reducing memory footprint.
  • Cache optimisations.
  • Texture loading fixed.
  • Bugs removed from the email system.
  • Important emails now pop up.
  • Mission success and failure in sandbox.
  • Wind variation reduced and balanced.
  • Power usage and balancing tweaks.
  • Bugs due to new missions fixed.

Update trailer:
https://www.youtube.com/watch?v=jsxfUqWWLv0

We hope you enjoyed Maia’s Update, give us your feedback on the Steam Forum, or by mentioning #MaiaGame on twitter.
Maia - Caroline
Maia 0.51 is live! Here's Simon playing the latest build:
https://www.youtube.com/watch?v=4Zyq6S-uXGQ
64 BIT OPTIMISATION FOR WINDOWS
Good news 64bit users! There’s been a change in how the game uses hardware. Maia now has both 32bit and 64bit versions, Steam will detect players hardware which means those using 64bit can get improved performance. Don’t worry, we’re still supporting and testing on 32bit and will be for the foreseeable future.

NEW SCENARIO MISSIONS!
In addition to the existing sandbox, Maia now has 3 standalone scenario missions with directed gameplay. Fleshing out Maia's hard science fiction narrative and lore, players now have several hours worth of missions with many more hours to be added in the upcoming months.
The current missions included in update 0.51:

CASSIOPEIA
An orbital habitation module has taken a direct hit from a cloud of micrometeroids. Build a sustainable colony to house the influx of survivors.



THE TWILIGHT ZONE
Survive the arctic winter’s polar twilight in this remote research station. Battle with the cold and darkness to keep your colonists sane and alive




SN1572
Study the complex local ecosystem of a rapidly encroaching equatorial jungle.




IMPROVED CHICKENS
Along with the addition of Avian Feeders, Uberhuhns are now a lot more intelligent. Now with their own wants and needs, chickens will feed, socialise and lay Microuberhuhns to repopulate. Slight changes have also been made to how colonists choose which chickens to eat. The avian feeders slowly supply food to the chickens as well was attracting them to certain parts of your livestock containment room with warm lighting.


SUIT REFILL POINTS
Aid your colonists expeditions across Maia’s surface with refill points. Colonists can replenish their vital needs at these stations so they can travel further out into the unknown landscape.



SOLAR EVENTS
Solar events can cause your equipment to not work as intended. Players will now receive warning emails to alert them when a solar event is occuring.



EMAILS
Death, failure and mission emails now pop up as soon as you receive them to ensure players don’t miss important gameplay points.

UI CHANGES TO PLACING BLUEPRINTS
To simplify item creation, when the player right clicks in object building mode it will revert the mode to selection mode. Right clicking will also delete blueprints or set build objects for destruction.
Left clicking on a blueprint in selection mode will “grab” the blueprint reattaching it to the cursor and put the player back in to object build mode.

When placing objects, some items information will now show power requirements as well as current grid demand.

Info tips have now been fixed for many items including fossils, bulkhead doors, beds and plant pots.



COLONIST ANIMATION
More colonists animations to show emotional states and needs! Hungry Colonists will now grasp their stomachs to let the player know they are hungry.



BALANCED PRIORITIES
The order in which colonists will want to build atmosphere generators and doors has been changed to work smoother in emergencies, such as atmosphere loss. Research has also been broken up into over a dozen separate needs to allow the colonists to better prioritise data entry, collection and computation in the four research areas.

UTILITY ROBOTS
The robots will now delegate tasks if they come across other robots. Lights have also been added to help you find them in the dark.



SUPPORT FOR EL CAPITAN
We are now building and testing our OSX version of the game against El Capitan. We recommend Mac users make the free update to El Capitan for an optimum experience.

OTHER CHANGES:
  • Fix for missing research.
  • Back buttons now go to menus a level above instead of the top level menu.
  • New technology research perks added.
  • All found start up and crash bugs fixed.
  • Blocked interaction points will no longer be advertised to the AI. (Less getting stuck in walls)
  • Small optimisations on world data, loading time.
  • Optimisation of pathfinding to save memory.
  • 64 and 32 bit save interopability.
  • Tree research bugs fixed.
  • IV drip now provides food and water to colonists.
  • VO bug fixed. When stating the atmosphere is low, it’s now a lot more likely to say the room name rather than just “base”.
  • Seems the colonists if you worked them hard enough would get incredibly hot. They’d then start sweating so hard that they’d get drenched and rapidly cool to a dangerously low temperature. Their bodies would then burn all their energy reserves thermoregulating back up to a better temperature. They’d then starve to death. This is now fixed.
  • CPU optimisation for the colonists.
  • Building materials/minerals pick up bug fixed.
  • Fix to speed up AA a bit.
  • Code cleanup reducing memory footprint.
  • Cache optimisations.
  • Texture loading fixed.
  • Bugs removed from the email system.
  • Important emails now pop up.
  • Mission success and failure in sandbox.
  • Wind variation reduced and balanced.
  • Power usage and balancing tweaks.
  • Bugs due to new missions fixed.

Update trailer:
https://www.youtube.com/watch?v=jsxfUqWWLv0

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


We've hit 0.50! Maia's latest update brings stability and some serious bug fixes! We've been working hard to eradicate as many issues as possible. We've also managed to squeeze in new features that improve gameplay such as custom maps, expanded research and a brand new robot.

Update Trailer: https://youtu.be/b6rICbIjW2E
Gameplay from Simon: https://youtu.be/RqYIkiqNiXo
New Features

Climate Change
The option to change the climate of your map has been added. Players can choose from Megathermal, Mesothermal and Polar as well as choosing map sizes, flora and fauna population sizes, and whether the map is on an earthquake hotspot. With these new climates, come the introduction of new trees.


Mesothermal


Megathermal


Polar

Aye, Robot!
The utility robot has been added! At the moment this robot is equipped with a repair arm. This arm allows the robot to travel around the base repairing items. This frees up colonists to get on with other tasks like staying alive.


New Research Upgrades
Once researched, players can now add lithium to the colonist’s water if they choose to. This stabilizes colonist's moods, however, it may cause... unwanted side effects. There is also the ability to research the new trees.


Necropsy
The Necropsy Table in the Research Lab can now be used to gain research data. Once the colonists have killed the Megacephalalgia creature they can study a sample they collect.


Email System Scroll
Mail can now be scrolled through using arrows that appear after you receive 6 emails. This means players can control which emails they keep. There are also new email icons to more easily show whether the email has been read.




The Only Good Bug Is A Dead Bug

The largest part of this update is the amount of bugs that have been fixed. Here's an extensive list of fixes and changes we have made to existing features in Maia.



IMP Robot Bug Fixes
  • IMP Robots now remember their correct orders when the game has been saved and loaded.
  • Robots will not become fixated on tasks that can not be completed.
  • Dig orders that were removed will no longer revert on loading.
  • Removing the last IMP Robot and using the IMP search button will no longer cause a crash.
  • Removed IMP Robot's ghosts no longer count towards the robot safety limit.
  • IMP Robots will now take body bags to storage meaning a less cluttered base.
  • Thankfully, IMP Robots no longer deposit dead colonists (or building materials) in the rubble hopper.
  • IMP Robots now have an idle wander behaviour, They will not wait around to get encased in walls.
  • IMP Robots will store water barrels in more sensible positions.
  • IMP Robot turn speed has been slightly increased to speed up their productivity.
  • IMP Robot self awareness added.
  • Although quite rare, colonists and IMP robots may have conversations.



Power Bug Fixes
  • Flywheel and Super conductors now accurately display the amount of energy stored instead of defaulting to yellow.
  • Power capacity is also now tracked and sent in power report emails.
  • It will no longer be possible for underpowered objects to burst into flames. Items will also turn off if they are on fire.



Loading Game Bug Fixes
Maia had a few bugs caused by saving and loading the game. A lot of these bugs have been solved. These include:
  • Meteorites are now loading correctly and maintain their fossil type.
  • 3D Nanoprinters now remember that they are printing on loading.
  • Hydroponic trees now maintain how much they have grown rather than resetting to their mid point.
  • Water Barrel's now maintain their count on loading.
  • Locked doors save on load and doors will no longer appear inside the walls.
  • Fossils retain type on load and will be placed in stands correctly.
  • Plant sample containers now save the transferred KB.
  • Turrets save number of rounds remaining.



Colonists Bug fixes and AI improvement.
  • Limping colonists will not get stuck in a looping animation when they are dead. (No more zombies.)
  • Food energy intake has been rebalanced due to the colonists often starving to death.
  • Colonists are no longer standing inside each other.
  • If there are less than 3 available living people in the base, colonists will not wait in the airlock for a guard.
  • Colonists will now take care not to let the chickens go extinct.
  • More death reports have been added to inform the player of death from cave ins and explosives.
  • The hygiene need has been turned on and colonists will use toilets. Toilets animations have been synced up.
  • Colonists can now destroy unwanted glow sticks.
  • Medical beds are now much more effective at healing colonists.

Other AI Bugs
  • AI will now go towards the nearest interaction point on an object rather than a random one.
  • Creatures no longer stand in the same place as others.
  • Pets and Uberhuhns will no longer go outside into the dangerous atmopshere.

UI Bug Fixes
  • The bug that causes Maia's UI to become warped and disappear has been worked on.
  • The lander and save buttons should now appear for all players.
  • Buttons no longer flash when they are not meant to.

Mail Bug Fixes
  • Screen effect for open mail has been corrected.
  • Players will now receive the correct failure message when all their colonists are dead.
  • Players should no longer receive mail spam for building materials.
  • Read emails now show a different icon to make it clearer for players.
  • New email system! Scroll buttons will appear after 6 emails making it easier for players to open and keep important emails.

Light Rendering Improved.
  • The engine's screen light tiles can now render up to 32 lights. This will reduce visual glitches and improve performance.
  • Light distance tweaked to fix hard edges.

GPU Usage
  • Many texture assets in Maia have been optimised, which as lead to a large reduction of GPU memory usage.

Oh no! The Steam Announcement page can't handle all the news! Head over to our site to read the rest of the update announcement.
Maia - Caroline


We've hit 0.50! Maia's latest update brings stability and some serious bug fixes! We've been working hard to eradicate as many issues as possible. We've also managed to squeeze in new features that improve gameplay such as custom maps, expanded research and a brand new robot.

Update Trailer: https://youtu.be/b6rICbIjW2E
Gameplay from Simon: https://youtu.be/RqYIkiqNiXo
New Features

Climate Change
The option to change the climate of your map has been added. Players can choose from Megathermal, Mesothermal and Polar as well as choosing map sizes, flora and fauna population sizes, and whether the map is on an earthquake hotspot. With these new climates, come the introduction of new trees.


Mesothermal


Megathermal


Polar

Aye, Robot!
The utility robot has been added! At the moment this robot is equipped with a repair arm. This arm allows the robot to travel around the base repairing items. This frees up colonists to get on with other tasks like staying alive.


New Research Upgrades
Once researched, players can now add lithium to the colonist’s water if they choose to. This stabilizes colonist's moods, however, it may cause... unwanted side effects. There is also the ability to research the new trees.


Necropsy
The Necropsy Table in the Research Lab can now be used to gain research data. Once the colonists have killed the Megacephalalgia creature they can study a sample they collect.


Email System Scroll
Mail can now be scrolled through using arrows that appear after you receive 6 emails. This means players can control which emails they keep. There are also new email icons to more easily show whether the email has been read.




The Only Good Bug Is A Dead Bug

The largest part of this update is the amount of bugs that have been fixed. Here's an extensive list of fixes and changes we have made to existing features in Maia.



IMP Robot Bug Fixes
  • IMP Robots now remember their correct orders when the game has been saved and loaded.
  • Robots will not become fixated on tasks that can not be completed.
  • Dig orders that were removed will no longer revert on loading.
  • Removing the last IMP Robot and using the IMP search button will no longer cause a crash.
  • Removed IMP Robot's ghosts no longer count towards the robot safety limit.
  • IMP Robots will now take body bags to storage meaning a less cluttered base.
  • Thankfully, IMP Robots no longer deposit dead colonists (or building materials) in the rubble hopper.
  • IMP Robots now have an idle wander behaviour, They will not wait around to get encased in walls.
  • IMP Robots will store water barrels in more sensible positions.
  • IMP Robot turn speed has been slightly increased to speed up their productivity.
  • IMP Robot self awareness added.
  • Although quite rare, colonists and IMP robots may have conversations.



Power Bug Fixes
  • Flywheel and Super conductors now accurately display the amount of energy stored instead of defaulting to yellow.
  • Power capacity is also now tracked and sent in power report emails.
  • It will no longer be possible for underpowered objects to burst into flames. Items will also turn off if they are on fire.



Loading Game Bug Fixes
Maia had a few bugs caused by saving and loading the game. A lot of these bugs have been solved. These include:
  • Meteorites are now loading correctly and maintain their fossil type.
  • 3D Nanoprinters now remember that they are printing on loading.
  • Hydroponic trees now maintain how much they have grown rather than resetting to their mid point.
  • Water Barrel's now maintain their count on loading.
  • Locked doors save on load and doors will no longer appear inside the walls.
  • Fossils retain type on load and will be placed in stands correctly.
  • Plant sample containers now save the transferred KB.
  • Turrets save number of rounds remaining.



Colonists Bug fixes and AI improvement.
  • Limping colonists will not get stuck in a looping animation when they are dead. (No more zombies.)
  • Food energy intake has been rebalanced due to the colonists often starving to death.
  • Colonists are no longer standing inside each other.
  • If there are less than 3 available living people in the base, colonists will not wait in the airlock for a guard.
  • Colonists will now take care not to let the chickens go extinct.
  • More death reports have been added to inform the player of death from cave ins and explosives.
  • The hygiene need has been turned on and colonists will use toilets. Toilets animations have been synced up.
  • Colonists can now destroy unwanted glow sticks.
  • Medical beds are now much more effective at healing colonists.

Other AI Bugs
  • AI will now go towards the nearest interaction point on an object rather than a random one.
  • Creatures no longer stand in the same place as others.
  • Pets and Uberhuhns will no longer go outside into the dangerous atmopshere.

UI Bug Fixes
  • The bug that causes Maia's UI to become warped and disappear has been worked on.
  • The lander and save buttons should now appear for all players.
  • Buttons no longer flash when they are not meant to.

Mail Bug Fixes
  • Screen effect for open mail has been corrected.
  • Players will now receive the correct failure message when all their colonists are dead.
  • Players should no longer receive mail spam for building materials.
  • Read emails now show a different icon to make it clearer for players.
  • New email system! Scroll buttons will appear after 6 emails making it easier for players to open and keep important emails.

Light Rendering Improved.
  • The engine's screen light tiles can now render up to 32 lights. This will reduce visual glitches and improve performance.
  • Light distance tweaked to fix hard edges.

GPU Usage
  • Many texture assets in Maia have been optimised, which as lead to a large reduction of GPU memory usage.

Oh no! The Steam Announcement page can't handle all the news! Head over to our site to read the rest of the update announcement.
Maia - Caroline

https://www.youtube.com/watch?v=LdCIKHkMmds
This update introduces a host of new features including guns, colonist emotions, social interactions, and console commands. There's also been an overhaul of balance and the colonists priorities which will improve game play dramatically.


Emotions and Sanity
Colonists now experience emotions. Emotions will develop as they perform tasks, communicate with other colonists, and encounter the environment. You'll notice that colonists exhibit emotional outbursts such as breaking down in tears and cheering. Head over to the Maia wiki to see the ways in which you can influence their moods.


Social
Colonists now crave social interaction. These interactions may involve hugging, chatting, waving... or worse. Sometimes, anger can build up in the colonists and they may start to show some threatening behaviour towards each other.


Guns
Teamwork is essential to the construction of a successful base. Colonists that have strong social bonds will want to protect each other When colonists go for expeditions outside, they will group up. One colonist will do the job that needs to be done whilst the other brings a gun and watches out for danger.


Colonist Reactions
We've added new ways in which the colonists can interact with their environment. Firstly, if a creature approaches a colonist outside the base they will play dead to protect themselves. Colonists also flinch and steady themselves if there is an earthquake.


Console Input
Using the new in-game console, players can now execute a variety of development commands and cheats. For example, the console may be used to spawn objects, trigger earthquakes and instantly build objects. The Maia wiki lists the ways the console can be used.


Power Alerts
Power reports are now available through the email system. These reports represent the power supply, usage and need at the time the email was sent.


Balancing, Bugs & Stability
An in-depth simulation like Maia needs a lot of balancing to feel right. Since the last update we have iterated on a variety of balance variables. We have adjusted the balance of object maintenance, building priorities, object degradation and the new colonist emotions. In addition, a multitude of bugs have been fixed, and several crashes eliminated. Here is a detailed list:
  • Black squares on ATI/AMD machines have been removed.
  • Mines cause damage to living creatures instead of just destroying them.
  • Vox's no longer delete tiles inside bases.
  • Fixed crash caused by removing object a colonist is working on.
  • Limping bug fixed.
  • Fix for colonists getting stuck doing an action.
  • Crash fix for missing animation.
  • Other animation bugs fixed.
  • Solar Still destruction bug fixed.
  • Pressing Esc no longer locks up opening mail.
  • Fixed bugs in tutorial.
  • UI no longer becomes invisible when pressing Esc.
  • Fixed glitching fire.
  • Death hug fixed.
  • IMP stops collecting Material bug fixed.
  • Lander Animation occurring on external objects bugs fixed.
  • Doors opening/closing sound no longer loops.
  • No longer able to break the IMP robot in the tutorial.
  • No more lockups when IMP robot is asked to dig inaccessible walls. Read the IMPs task list to see what it's up to.
  • Colonists no longer get stuck inside objects.
  • Colonists have stopped going outside without suits to fix geothermal generators.
  • Bum Support and other furniture not longer gets "sympathy burns"
  • Creature AI improved and expanded. Territories are now patrolled and explored.
  • IMP printer issues fixed.

Here's some gameplay from Simon:
https://www.youtube.com/watch?v=HppJYyOpQ6c
We hope you enjoy the “Use of Weapons” Update. Please give us your feedback! You can tell us what you think on the Maia forums, Steam forums, and by mentioning Maia on Twitter.
Maia - Caroline

https://www.youtube.com/watch?v=LdCIKHkMmds
This update introduces a host of new features including guns, colonist emotions, social interactions, and console commands. There's also been an overhaul of balance and the colonists priorities which will improve game play dramatically.


Emotions and Sanity
Colonists now experience emotions. Emotions will develop as they perform tasks, communicate with other colonists, and encounter the environment. You'll notice that colonists exhibit emotional outbursts such as breaking down in tears and cheering. Head over to the Maia wiki to see the ways in which you can influence their moods.


Social
Colonists now crave social interaction. These interactions may involve hugging, chatting, waving... or worse. Sometimes, anger can build up in the colonists and they may start to show some threatening behaviour towards each other.


Guns
Teamwork is essential to the construction of a successful base. Colonists that have strong social bonds will want to protect each other When colonists go for expeditions outside, they will group up. One colonist will do the job that needs to be done whilst the other brings a gun and watches out for danger.


Colonist Reactions
We've added new ways in which the colonists can interact with their environment. Firstly, if a creature approaches a colonist outside the base they will play dead to protect themselves. Colonists also flinch and steady themselves if there is an earthquake.


Console Input
Using the new in-game console, players can now execute a variety of development commands and cheats. For example, the console may be used to spawn objects, trigger earthquakes and instantly build objects. The Maia wiki lists the ways the console can be used.


Power Alerts
Power reports are now available through the email system. These reports represent the power supply, usage and need at the time the email was sent.


Balancing, Bugs & Stability
An in-depth simulation like Maia needs a lot of balancing to feel right. Since the last update we have iterated on a variety of balance variables. We have adjusted the balance of object maintenance, building priorities, object degradation and the new colonist emotions. In addition, a multitude of bugs have been fixed, and several crashes eliminated. Here is a detailed list:
  • Black squares on ATI/AMD machines have been removed.
  • Mines cause damage to living creatures instead of just destroying them.
  • Vox's no longer delete tiles inside bases.
  • Fixed crash caused by removing object a colonist is working on.
  • Limping bug fixed.
  • Fix for colonists getting stuck doing an action.
  • Crash fix for missing animation.
  • Other animation bugs fixed.
  • Solar Still destruction bug fixed.
  • Pressing Esc no longer locks up opening mail.
  • Fixed bugs in tutorial.
  • UI no longer becomes invisible when pressing Esc.
  • Fixed glitching fire.
  • Death hug fixed.
  • IMP stops collecting Material bug fixed.
  • Lander Animation occurring on external objects bugs fixed.
  • Doors opening/closing sound no longer loops.
  • No longer able to break the IMP robot in the tutorial.
  • No more lockups when IMP robot is asked to dig inaccessible walls. Read the IMPs task list to see what it's up to.
  • Colonists no longer get stuck inside objects.
  • Colonists have stopped going outside without suits to fix geothermal generators.
  • Bum Support and other furniture not longer gets "sympathy burns"
  • Creature AI improved and expanded. Territories are now patrolled and explored.
  • IMP printer issues fixed.

Here's some gameplay from Simon:
https://www.youtube.com/watch?v=HppJYyOpQ6c
We hope you enjoy the “Use of Weapons” Update. Please give us your feedback! You can tell us what you think on the Maia forums, Steam forums, and by mentioning Maia on Twitter.
Jun 12, 2015
Maia - Caroline


Detonate explosives, study meteorites, harvest geothermal power and more: The Demolition Update is available now!

https://www.youtube.com/watch?v=7B_SSD7Vcgk

Do your outside areas need clearing? Use the new mining explosives to clear your path of dead animals, landers, equipment and people. The explosives can also be used to trigger controlled cave ins.



Meteorites! Now your colonists can gain research from the pieces of debris that find themselves on Maia's surface. You'll find them in craters scattered around outside your base.



Building Materials givee a visual representation of the material your colonists are collecting from dismantling objects. Colonists will also be able to create building material from piles of minerals. In addition to this, colonists can now make ration packs to more easily store food.



The new Geothermal Generator can harvest energy from thermal vents found on Maia, providing power for base systems.



Tables and scanners make an aesthetic appearance in this update, but are not yet functional. These objects will start having interesting uses in future updates!



The way in which Maia generates the world has been tweaked. It is now much less likely that a starting base will be irrecoverably doomed. This is an example of the kind of under-the-hood improvements that the Demolition Update is full of.



These improvements have yielded greater stability, for less crashing and crazy camera antics. Changes to the particle effects system will boost framerates for players on less powerful machines, and improve visuals for others. Configuration file loading is now more resilient to corruption, and less likely to cause problems.

Here's the Demolition Update in tasty convenient list form:
  • Meteorite research, for big data rewards.
  • Mining Explosives. Clear exterior areas of rock and debris, or use them cause controlled cave ins inside.
  • Regaining materials from object disassembly.
  • Salvageable debris from object destruction.
  • Large stability changes in the codebase. Less crashes and camera resets.
  • Several new items, including the ability to make building materials from minerals, and to create your own ration packs.
  • Geothermal Generators.
  • Changes to world map generation and some cool new procedural base layouts.
  • New furniture in some rooms.
  • Fixes for resolution issues.
  • Pfx changes, for better looking exterior particles and also a performance boost for low end users.
  • Lots of fixed infotips on items, that should make there uses more apparent, and provide more flavour.
  • Loading of game config files is now done better and with more fallbacks for corrupt files.
  • Loading bugs fixed.
Jun 12, 2015
Maia - Caroline


Detonate explosives, study meteorites, harvest geothermal power and more: The Demolition Update is available now!

https://www.youtube.com/watch?v=7B_SSD7Vcgk

Do your outside areas need clearing? Use the new mining explosives to clear your path of dead animals, landers, equipment and people. The explosives can also be used to trigger controlled cave ins.



Meteorites! Now your colonists can gain research from the pieces of debris that find themselves on Maia's surface. You'll find them in craters scattered around outside your base.



Building Materials givee a visual representation of the material your colonists are collecting from dismantling objects. Colonists will also be able to create building material from piles of minerals. In addition to this, colonists can now make ration packs to more easily store food.



The new Geothermal Generator can harvest energy from thermal vents found on Maia, providing power for base systems.



Tables and scanners make an aesthetic appearance in this update, but are not yet functional. These objects will start having interesting uses in future updates!



The way in which Maia generates the world has been tweaked. It is now much less likely that a starting base will be irrecoverably doomed. This is an example of the kind of under-the-hood improvements that the Demolition Update is full of.



These improvements have yielded greater stability, for less crashing and crazy camera antics. Changes to the particle effects system will boost framerates for players on less powerful machines, and improve visuals for others. Configuration file loading is now more resilient to corruption, and less likely to cause problems.

Here's the Demolition Update in tasty convenient list form:
  • Meteorite research, for big data rewards.
  • Mining Explosives. Clear exterior areas of rock and debris, or use them cause controlled cave ins inside.
  • Regaining materials from object disassembly.
  • Salvageable debris from object destruction.
  • Large stability changes in the codebase. Less crashes and camera resets.
  • Several new items, including the ability to make building materials from minerals, and to create your own ration packs.
  • Geothermal Generators.
  • Changes to world map generation and some cool new procedural base layouts.
  • New furniture in some rooms.
  • Fixes for resolution issues.
  • Pfx changes, for better looking exterior particles and also a performance boost for low end users.
  • Lots of fixed infotips on items, that should make there uses more apparent, and provide more flavour.
  • Loading of game config files is now done better and with more fallbacks for corrupt files.
  • Loading bugs fixed.
...

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