New version 23.03.31
Changelog, version 23.03.31
Content
Power lines and Utility lines can be built over roads.
Roads and streets behave significanly better around slopes, having only few limitations about where they can connect. They modify terrain on their tile to look better.
Roads only connect to pressurized structures, making them look much better around other structures, like banks of solar arrays.
Airlock door is animated.
Airlock slows down vehicles passing through it. Even more so if it's non-functional.
Colonists visibly take off their suits inside pressurized places like streets.
Added a loss condition - the game ends when all colonists die and there are none in stasis to replace them.
Added toggles to clinics, specifying whether they should treat mild and severe injuries and perform medical checks.
Shuttles can perform medical stabilization on colonists who become severly injured on a mission. This costs medicine, but greatly improves the colonist's chance of suvival until the mission ends and they go to a clinic.
New structures:
Compact high-tech factory
Compact textile factory
Gravel road
Hydrogenation plant
Polymer recycling plant
Recovery unit
Reverberatory furnace
New models:
Airlock
Bunkhouse
Road
Street
New technologies:
Advanced alloying
Advanced metal recycling
Cotton agronomy
Extraterrestrial landscaping
Integrated circuits
Material recovery
Polymer recycling
New mineable resource:
Rare metals
New resources:
Cotton
Scrap silicon (it was inexplicably missing)
New resource icons:
Ammonia
Rare metals
Removed structures:
Incinerator (will be replaced by a universal power plant in a later update.
Sabatier reactor (replaced by Hydrogenation plant)
Many structure models had minor adjustments to better connect to streets.
Hydroponic greenhouse can grow cotton after research and changes its model to show it.
Added new law for restricting usage of packaged food for just shuttle missions.
UX
Added stats of service utilization to service UI. Colonists also use this to prioritize less crowded services.
Added pausing and unpausing tools to construction priority tool to allow performing these actions in bulk.
Added a local notification to construction projects that are paused.
Tutorial and sandbox mode are mutually exclusive.
Improved help screen for logistics office.
Improved tutorial for pipe connections.
Improved reactor enabled pin.
Added power grid information to battery UI.
Added a button to unselect all resources in storage filters.
Added a counter of unknown technologies to research screen.
Selected technology is highlighted.
Balance
Slowed down day-night cycle to half speed. This gives colonists more time to move between their tasks. To maintain the same game pace, many other aspects, like production, consumption and construction were sped up accordingly.
Increased number of construction workers in ship's construction office from 8 to 12 per shift.
Increased Bunkhouse's housing capacity from 24 to 32. Cost was slightly increased.
Increased Habitation module's housing capacity from 32 to 48 and service capacity from 40 to 60.
Increased number of colonists in stasis from 500 to 1000.
Increased reactor's power from 1 MW to 2 MW.
Added and extra Prefab concrete plant to Ceres at the expense of aluminium.
Doctor's office works at night.
Landscaping is locked behind research.
Silica and bauxite deposits are guaranteed to spawn within reasonable distance of the ship.
Lowered water requirements for Short-term survival objective.
Radio tower becomes available after Shuttle discovery instead of Exploration intro objective.
Construction office becomes available after Shuttle utilisation instead of Interim steel production objective.
Pipes break down straight into scrap invar.
Canteen's storage was set to be independent of structure's productivity to make resupplying at night (when productivity was 0) faster.
Rebalanced some recipe amounts.
Rebalanced some technologies' requirements.
Technical
Another attempt at making the game automatically run on dedicated GPU on laptops with multiple GPUs.
Removed significant performance hit when the cursor was hovering over the UI.
Improved performance of overlay switching.
Improved performance of entity picker. It also ignores glass to allow picking of colonists inside of streets.
Improved performance of connection markers when placing structures.
Logistics vehicles prioritize resource producers that can't produce because of too full output storage or lack of resources.
Surveyors react to new orders immediately when idle, instead of waiting for new hour.
Colonists take streets into account when calculating distance to work, allowing them to take jobs further away if connected by them.
Colonists and surveyors can no longer be trapped. If they detect being trapped, they will travel through objects. They still can't access places that are trapped, they can only leave them.
Vehicles and colonists travel at correct height on roads and streets.
Added multiple autosaves. The oldest autosave is overwritten.
Save files can handle being renamed without crashing on load.
Completely new system of catching crashes to generate crash logs. Should be able to log even crashes on other threads. Crashlogs should always be able to generate.
Fixes
Crash when a bus arrived at stop after a colonist had died in it.
Crash when a bus line was changed after a colonist had died in a bus.
Crash related to object pooling.
Crash related to spatial hash grid.
Crash related to navigation mesh after a game was loaded from within another running game.
Various other crashes and freezes when reloading the game from another running game.
Crash when loading a game with space at the end of its file name.
Crash when a cargo vehicle's job was removed from it just as it arrived at its destination.
Crash when running out of uranium.
Crash after canceling an unfinished unit of a finished structure.
Crash when instantly exploring a non-neighbouring sector using debug tools.
Save files were not properly released after saving, resulting in them being locked by a phantom process if the game crashed, causing corrupted saves and additional crashes.
Massive memory leaks when reloading the game.
Shuttle was leaving colonists behind.
Shuttle could decide to start a mission to nowhere if its mission was canceled, potentially causing a crash.
Shuttle wasn't properly updating pressurization on its tiles when moving.
Colonists could leave a shuttle mid-flight, getting stuck in the air.
Colonists could change their workplace while on a shuttle mission, making the shuttle stuck perpetually waiting for them.
Increasing productivity over 100% resulted in the workplace hiring extra workers without ever showing it anywhere.
Colonists' prioritization of psychological needs became scrambled after some time, resulting in them constantly neglecting fitness.
Structure repair progress was lost on reload.
Upgrading a structure that was under construction with resources on site, but no construction progress could result in progress being added.
Surveyors started surveying from afar if they got stuck.
Survey offices' survey speed was not properly updated when its productivity fluctuated.
Storage loading time was not properly updated when its productivity fluctuated.
Ship habitation counted colonists sleeping there as visitors of its service.
Fitness center didn't have a vehicle entrance.
Large storage tank and Large pressure vessel had their foot entrances rotated wrong.
Stone "mined" from rocks was logged in stats multiple times if it took more than 1 hour to haul it away.
Ship discovery objective required finding exactly one ship, no more, no less.
Terrain flattening rules were inconsistent and unnecessarily strict.
Power was wasted on structures whose power demand wasn't possible to meet, depriving other less power-hungry structures of their share.
Non-functional roads still provided a speed bonus.
Life support grid was shown as being strained at the very start of the game.
Unfinished structures' disabled state was not properly updating in structure state overlay.
Colonists' visors weren't reflective until the game was reloaded.
Priority in selection window was not updated when construction priority was changed via priority tool.
Paused demolitions couldn't be unpaused.
Reactor tutorial was referencing a button that was replaced some time ago.
Missing words and spell checks in texts.
Files
Get Alien Horizon
Alien Horizon
A sci-fi survival city builder
Status | In development |
Author | Purple Nebula |
Genre | Strategy, Survival |
Tags | City Builder, Management, Sci-fi, Singleplayer |
More posts
- Fix patch 24.10.1044 days ago
- New version 24.09.2856 days ago
- Update stream announcement (Autumn 2024)62 days ago
- Fix and balance patch 24.07.12Jul 12, 2024
- New version 24.06.28Jun 28, 2024
- Update stream announcement (Summer 2024)Jun 21, 2024
- Fix and balance patch 24.05.03May 03, 2024
- New version 24.04.12Apr 12, 2024
- Update stream announcement (Spring 2024)Apr 02, 2024
- Fix and balance patch 24.01.19Jan 19, 2024
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