New version 22.12.20


Changelog, version 22.12.20

Content

New structure - Geology Office. Researches geology technologies and can have Surveyor Garages added, which operate surveyors.
Reworked Survey Office - now a prefab, only 2 can be built.
Reworked Community Centre:
    New one-tile model.
    Added Communual Wing as an attachable unit - increases capacity.
    Added Doctor's Office as an attachable unit - acts as a clinic that doesn't treat severe cases.
New models:
    Alumina Refinery
    Flash Furnace
    Glassworks
    Glass Furnace
    Glass Lamination Unit
    Mirror Production unit
    Solar Thermal Dish
Solar Thermal Dish's model tracks the sun.
Added a few more ambient sound to structures.

UX

Added tutorial that informs the player they can still place down structures they don't have enough resources for.
Adding of units to structures has been moved from construction tab to a dedicated panel in selection screen. Current and max number of units is there too.
Placement outside of construction office range is indicated by the cursor before the structure is actually placed.
Scrap in stockpiles have more varied color to ease identification and add variety.
Stockpiles change their pile model when almost completely full.
Added better information to global resources panel tooltip when hovering over a resource.
Added better information to tooltips of status bar's indicators about colony's crucial resources (food, water...).
Changed possible settings of autosave - can be switched between real time and game time and an interval can be chosen.
Saved games can be sorted by name or time.
Improved icons of landscaping marker.
Made it more clear where and why landscaping isn't possible and which tiles flattening is going to affect.
Added notification about finished landscaping.
Added notification about finished deconstruction.

Balance
Shuttles require specifically packaged food for missions. Mission UI has been greatly simplified.
Rebalanced resources in starting ship, Luna and Ceres to accomodate reworked Survey office.
Specialized Storage objective updated to include objectives for storing raw materials and scrap in stockpiles.
Interim Steel Production objective updated to require 3 mines instead of just 1 to encourage the player to build more mines.
Lowered Ship Core's clinic capacity to 4 (can now be supplemented earlier with Doctor's Office)
Worker productivity only affects life support facilities' efficiency by 50%. The other 50% is fixed, so that life support capacity doesn't
fluctuate as much.
Cargo ships are scattered closer to the starting location.
Reactor has been given disablable shifts for better control of its output.
Engineering Lab and Chemistry Lab are unlocked with Life Support Expansion objective, instead of Short-term Survival.
Hydroponic Greenhouse service capacity lowered to 4.

Technical

Surveying surveyor is considered "parked" and can be passed by other vehicles.
Vehicles are better at detecting deadlock - i.e. when three or more vehicles block each other in a circle - and get out of it faster.
Improved performance of placing large number of structures at once.

Fixes

Crash related to surveyors movement.
Crash when turning off clinic with visitors inside.
Confirming demolition of several structures at once resulted in a limbo where demolition mode was only partially on.
Colonists used less water when in space suits. This fix will result in dehydration warnings in earlier saves. They should clear up after a while.
Vehicles unassigned from logistics office stopped in their tracks and never moved until assigned again.
Resources used for repairs were incorrectly tracked in statistics.
Some factory recipes were not unlocked in sandbox mode.
Closing the public transport screen after moving a stop moved the stop again to where the cursor was.
Tooltip stating that shuttles get refueled only when not on a mission was wrong. They can be refuled on missions too.
Power loss local notification stayed on when the structure was disabled.
Power line tutorial reacted to placing a utility line.
Selecting a resource in global cargo ship resources screen didn't switch resource in transfer dialog.
Stone contained in finished lowering terrain landscaping project was not visible.
Landscaping projects were showing less stone than really needed when paused.
Landscaping more than one height step resulted in the marker being invisible or floating when the first step finished.
Life support facilities' capacity was counted towards provided life support stat even when they didn't have any resources to provide.
Edge scrolling in 16:10 fullscreen resolutions lower than 1920:1200.
Finishing of a vehicle's current task could be interrupted by another task, which was finished instead. This could result in vehicles loading
cargo from places there weren't present at.
Prefabs placed in planning mode could have resources delivered to them.
Colonists who died while waiting for treatment at a clinic were treated when their turn came, taking up spots from alive colonists.
Buses available in public transport screen didn't correspond to actual number of free buses assigned to logistics offices.
Buses didn't restart working when a logistics office that lost power regained it.
Storages set to be demolished weren't emptied if the game was saved and reloaded in the meantime.

Files

Alien Horizon 22.12.20 (old version) 592 MB
Dec 20, 2022

Get Alien Horizon

Leave a comment

Log in with itch.io to leave a comment.