New version 24.09.28


Changelog, version 24.09.28

Features
Technology deck system has been removed. All technologies that have been revealed (had their prerequisites achieved) are available for research, not just 3 random ones.

Content
New structures:
    Biology College
    Chemistry College
    Engineering College
    Geology College
    Physics College
    Social Science College
    Silo

New technologies:
    Biology education
    Chemistry education
    Engineering education
    Geology education
    Physics education
    Social science education

UX
Added a detailed breakdown of factors influencing colonists' morale, health and productivity in tooltips of their respecting indicators in the status bar.
Added a breakdown of working age colonists' professions in colony population tooltip in the status bar.
Added a breakdown of all jobs in the colony by expertise in available jobs tooltip in the status bar.
Free apartments tooltip shows how many apartments are overcrowded.
Overcrowded apartments are marked red in housing selection window.
Reactors can be set to autosuspend when a certain percentage of energy storage has been filled and unsuspend when it falls back down.
Units' shifts are constrained by their parent building's setting in the UI. That is, if a central building's shift is disabled, its unit's corresponding shift is also disabled and can't be turned on.
Structures of the same type built in the colony are now highlighted when selecting a structure to build.
Which stats have been selected in the stats screen is now saved.
A pin is shown if less than 20% of a resource is left in cargo ships to remind the player to start producing it.
Selecting a specific resource in resource storage turns off auto-waste if it was enabled.
Logistics offices that lack vehicles show a notification.
Stores show a notification if they're out of a good to distribute.
Jury-rigging is no longer considered waste processing and thus notifications will appear when it's out of input resources.
Tooltip for button enabling schools in labs now explains that the penalty only applies if there are any students.
Surveyors show that they don't work at night when selected at night.
It's not possible to select anything on the map during the first few tutorial windows. This is to protect new players from accidentally starting more tutorials, confusing them too much.
Added a tutorial for schools when the first child reaches school age.
Overcrowding of residences is explained in tutorial.
Storage buildings' descriptions have been improved to show which ones can only store one type of resource.

Technical
Added support for any aspect ratio, be it ultrawide, 4:3 or anything else.
Colonists no longer use buses if they'd save less than an hour of walking. This is to make the bus system less overloaded and take bus intervals more into account.
Waste water and carbon dioxide created from colonists' water and oxygen usage are now always stored in the life support provider the oxygen and water were used from. This significantly improves load balancing of life support facilities and dramatically lowers the amount of water that has to be carried between them.
It's no longer possible to explore sectors diagonally.
Areas around the starting ship and cargo ships are now guaranteed to be traversable.
Too many construction workers were sent to another site if a site was close to finishing and they had too low productivity. Now their productivity is taken into account, ensuring that the site does finish the next hour.
Construction workers with 0 productivity could be sent alone to finish a construction site, never finishing it. Now more workers are sent in this case.

Balance
Doubled the time before a structure needs maintenance. This should make cargo resources last longer and allow construction workers to focus on other tasks.
Lowered number of colonists in stasis from 1500 to 1200.
Increased apartment space:
    Apartment Multiplex: 5 -> 6
    Communal House: 6 -> 8
    Duplex: 7 -> 8
    Small Apartment Multiplex: 4 -> 5
    Tenement Multiplex: 4 -> 5
    Townhouse: 5 -> 6
    Triplex: 6 -> 7
Lowered the number of workers in Medical Education Unit to bring it in line with other education buildings.
Greatly increased graduation rates for higher education and tweaked which expertise students choose.
Increased amount of resources stored in Mining Drills and Shuttles for their internal life support.

Fixes
Crash when loading a save that was saved with whitespace at the beginning of its name.
Crash when debug deleting a building with workers inside.
Crash when keeping a bus in a bus line with no bus stops.
Rare crash related to local notifications.
Rare crash when the game was loaded while the running game had bus lines in it.
Families that lived together had extreme reluctance to moving to another house, even if it was significantly better for them.
Colonists didn't properly move their belongings (consumer goods) when moving houses, leaving them for the next person to move in.
Malfunctioning structure started working again after reload, only showing that it's malfunctioning.
Maintenance was logged as repair in game log.
Vehicle that lost assignment to logistics office interrupted its job, never finishing it or giving it to another vehicle. Now it finishes before being removed.
Dead workers were not removed from construction sites.
Idle construction workers were not removed from idle counter if they got injured and left work to get treated.
Colonists could be hospitalized at the Doctor's Office without being treated and ultimately dying if they got a severe injury while already going to the doctor.
Schools could only work at 100% or 0%, nothing in between.
School full notification didn't disappear if another shift was enabled to make more space.
Colonists could sleep deprive themselves. They still can, but it's much more difficult.
Exploration window didn't show true order of sectors queued to be explored.

Files

Alien Horizon 24.09.28 653 MB
21 hours ago

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