Planetbase - martiño
This version adds Mac support, as well as a bunch of AI and gameplay fixes.

The full list of changes is:

NEW PLATFORM
- The game is now available on Mac

AI
- AI will now will prioritize the storage of resources with low condition
- Engineers will try really hard to build structure connections before going back to base
- AI will wait for longer to go back inside the base for food, drink or sleep, this should prevent them from going out of the airlock and coming back in straight away

GAMEPLAY
- The meal maker will now make a salad out of any three different vegetables
- Simplified recipe list in Meal Maker help
- Reduced power consumption of Base Pad to 0.25 KW

SHORTCUTS
- Backspace now does the same as Delete (this is mainly for Mac)
- Toggle panels shortcut his now the T key (it was Alt before)

LOCALIZATION
- When you select a language, a toast will appear if it has any missing strings.

FIXES
- Fixed issue where meteors were the same frequency regardless of game speed
- Fixed mouse offset issues if resolution didn't match screen's aspect ratio
- Fixed colonists sometimes getting stuck in a loop when there are no tables available to eat
- Fixed issue where you would get paid even if visitors had died in the colony
- Fixed repairable structures sometimes getting stuck in a weird state
- Resolution is now saved in settings file instead on relying on windows to remember it
- Stability fixes

UPDATE version 1.0.10b released
- This fixes issue introduced in 1.0.10, where pressing the T key when a merchant had landed wouldn't toggle the resources panel.

UPDATE version 1.0.10c released
- Fixed issue with AI where colonists could get stuck in a loop at the airlock when going for Meals in the exterior of the base.
- Fixed broken text in spanish tutorial.
Planetbase - martiño
This version adds Mac support, as well as a bunch of AI and gameplay fixes.

The full list of changes is:

NEW PLATFORM
- The game is now available on Mac

AI
- AI will now will prioritize the storage of resources with low condition
- Engineers will try really hard to build structure connections before going back to base
- AI will wait for longer to go back inside the base for food, drink or sleep, this should prevent them from going out of the airlock and coming back in straight away

GAMEPLAY
- The meal maker will now make a salad out of any three different vegetables
- Simplified recipe list in Meal Maker help
- Reduced power consumption of Base Pad to 0.25 KW

SHORTCUTS
- Backspace now does the same as Delete (this is mainly for Mac)
- Toggle panels shortcut his now the T key (it was Alt before)

LOCALIZATION
- When you select a language, a toast will appear if it has any missing strings.

FIXES
- Fixed issue where meteors were the same frequency regardless of game speed
- Fixed mouse offset issues if resolution didn't match screen's aspect ratio
- Fixed colonists sometimes getting stuck in a loop when there are no tables available to eat
- Fixed issue where you would get paid even if visitors had died in the colony
- Fixed repairable structures sometimes getting stuck in a weird state
- Resolution is now saved in settings file instead on relying on windows to remember it
- Stability fixes

UPDATE version 1.0.10b released
- This fixes issue introduced in 1.0.10, where pressing the T key when a merchant had landed wouldn't toggle the resources panel.

UPDATE version 1.0.10c released
- Fixed issue with AI where colonists could get stuck in a loop at the airlock when going for Meals in the exterior of the base.
- Fixed broken text in spanish tutorial.
Dec 19, 2015
Planetbase - martiño
This is a quick release before Christmas, with a couple of small but important fixes:

- Malnutrition can now be cured by eating a mixed meal (as well as by using medical supplies like before).

- Fixed bug that was making meteors in the desert planet be twice as frequent as intended, now they shouldn't be as much of an issue.

- Some other stability fixes.
Dec 19, 2015
Planetbase - martiño
This is a quick release before Christmas, with a couple of small but important fixes:

- Malnutrition can now be cured by eating a mixed meal (as well as by using medical supplies like before).

- Fixed bug that was making meteors in the desert planet be twice as frequent as intended, now they shouldn't be as much of an issue.

- Some other stability fixes.
Planetbase - martiño
In this version we are adding support for translations through the Steam Workshop. Just subscribe to an item and the relevant language will appear in the game settings as an option.

There are also some misc AI, UI, graphical and stability fixes in this version.
Planetbase - martiño
In this version we are adding support for translations through the Steam Workshop. Just subscribe to an item and the relevant language will appear in the game settings as an option.

There are also some misc AI, UI, graphical and stability fixes in this version.
Nov 24, 2015
Planetbase - martiño
The focus of this version is on gameplay balance improvements: we are adding the new Medical Cabinet component, changing the behavior of Cabins so they are more useful, and tweaking the difficulty of the Frozen and Gas Giant Moon planets.

NEW CONTENT
- Added Medical Cabinet component to the Sick Bay: Medical Supplies can be stored here to avoid Medics having to go to the nearest storage
- New model for Control Center

GAMEPLAY CHANGES
- Colonists no longer own beds in the Cabins, now any colonist can sleep in any bed
- Wind is now a bit more stable, it tends to stay away from the extremes, which should make the frozen planet a bit easier
- Increased frequency of Solar Flares in moon planet, which should make it a bit harder
- Increased Monolith cost to 40 Metal and 10 Bioplastic (from 20 and 5), and Prestige to 60 (from 30)
- Reduced Signpost prestige from to 5 (from 10)

MISC FIXES
- Fixed memory leak
- Preventing the game from overusing the GPU when minimized
- Text highlighting for non English languages works a lot better now
- Guns inside the Armory can now be traded (and Medical Supplies in the Medical Cabinet too).
- New "durable" and "surveyed" status icons
- Improved the appearance of non-Latin text overall
- Fix for resolution settings stuck to 0x0 sometimes
- Better error handing for when the game can't save files
- Many bug fixes
Nov 24, 2015
Planetbase - martiño
The focus of this version is on gameplay balance improvements: we are adding the new Medical Cabinet component, changing the behavior of Cabins so they are more useful, and tweaking the difficulty of the Frozen and Gas Giant Moon planets.

NEW CONTENT
- Added Medical Cabinet component to the Sick Bay: Medical Supplies can be stored here to avoid Medics having to go to the nearest storage
- New model for Control Center

GAMEPLAY CHANGES
- Colonists no longer own beds in the Cabins, now any colonist can sleep in any bed
- Wind is now a bit more stable, it tends to stay away from the extremes, which should make the frozen planet a bit easier
- Increased frequency of Solar Flares in moon planet, which should make it a bit harder
- Increased Monolith cost to 40 Metal and 10 Bioplastic (from 20 and 5), and Prestige to 60 (from 30)
- Reduced Signpost prestige from to 5 (from 10)

MISC FIXES
- Fixed memory leak
- Preventing the game from overusing the GPU when minimized
- Text highlighting for non English languages works a lot better now
- Guns inside the Armory can now be traded (and Medical Supplies in the Medical Cabinet too).
- New "durable" and "surveyed" status icons
- Improved the appearance of non-Latin text overall
- Fix for resolution settings stuck to 0x0 sometimes
- Better error handing for when the game can't save files
- Many bug fixes
Planetbase - martiño
This update is mostly about improved pathfinding, this should make the behaviour of colonists on large or complicated beases a lot better.

The full list:

AI TWEAKS

- Optimized pathfinding to allow 3 times as many nodes as before, this will massively reduce the chances of colonists not finding a path
- Colonists and bots will now exit the base through the best possible airlock for their destination
- If a colonist or bot can't find a path to the destination it will at least try to get closer instead of wandering in the wilderness
- The game can now cope with donut shaped bases with airlocks inside and outside the donut
- The game can now cope with isolated resources or structures
- When a colonist is very hungry or thirsty, they will go for the nearest Meal or Fountain regardless of it being targeted by another colonist

GAMEPLAY TWEAKS
- Setting a building to high priority now also affects the resources that get taken there, not just the frequency of work.
- Increased structure limit to 250 and population limit to 600

MISC
- When a colonist gets Malnutrition for the first time, a hint explaining the condition will appear

FIXES
- Increased Solar Flare visual intensity on 3rd planet
- Disabling alert if the last control center is recycled
- Preventing mines from being placed in strange places
- Limiting render frame rate when app is out of focus
- Fixed workaround for structure limit
- When looking for a resource to store or trade, colonists and bots will now pick the closest resource to them
- When healing, medics will pick the closest target to them
- Misc small fixes
- Stability fixes
Planetbase - martiño
This update is mostly about improved pathfinding, this should make the behaviour of colonists on large or complicated beases a lot better.

The full list:

AI TWEAKS

- Optimized pathfinding to allow 3 times as many nodes as before, this will massively reduce the chances of colonists not finding a path
- Colonists and bots will now exit the base through the best possible airlock for their destination
- If a colonist or bot can't find a path to the destination it will at least try to get closer instead of wandering in the wilderness
- The game can now cope with donut shaped bases with airlocks inside and outside the donut
- The game can now cope with isolated resources or structures
- When a colonist is very hungry or thirsty, they will go for the nearest Meal or Fountain regardless of it being targeted by another colonist

GAMEPLAY TWEAKS
- Setting a building to high priority now also affects the resources that get taken there, not just the frequency of work.
- Increased structure limit to 250 and population limit to 600

MISC
- When a colonist gets Malnutrition for the first time, a hint explaining the condition will appear

FIXES
- Increased Solar Flare visual intensity on 3rd planet
- Disabling alert if the last control center is recycled
- Preventing mines from being placed in strange places
- Limiting render frame rate when app is out of focus
- Fixed workaround for structure limit
- When looking for a resource to store or trade, colonists and bots will now pick the closest resource to them
- When healing, medics will pick the closest target to them
- Misc small fixes
- Stability fixes
...