EGX kept us busy last week, here is the latest patch ready for the weekend. In summary, Mars has become a little more unpredictable, to further simulate a colonization mission.
There will be a hot fix next week to sort out an issue regarding the visibility of the auto-save icon.
New Features
- Dynamic weather – The dust storm can ravage your base more than once. All, weather effects will appear dynamically over time. No two games will be the same.
UX Changes
- ‘Refine All’ – To satisfy a suggestion by the community. The player can refine the maximum possible of a specific type of resource.
- A reticule is always present this allows you to focus on objects such as 3D Printers when you are in a vehicle as well as on foot.
- Contextual messages appear when you look at any useable object (i.e. a crate) or building.
- By default, ‘E’ is the use key. ‘F’ is use the target’s inventory. ‘F’ still toggles flashlight.
Balancing Changes
- Zero cost to buildings vital to stage 1 progression, i.e. until you have a landing pad and you can sell goods to JCB.
- Sanitation Tablets can now be crafted from 2x Refined Carbon.
- Building degradation is slower and more generous.
- Large Medikits and Batteries can now be crafted earlier.
- Most compounds need less resources.
- Cyclical dependency between the Biodome, Combustion Generator and Waste Recycling has now been fixed.
Other Changes
- Solid Fuel Generator is now called Combustion Generator
- Optimization of LOD and dust effects has occurred which will speed up a majority of users.
Bug Fixes
- Invalid Inventory Items bugs.
- Resource pools have been tweaked.
- Mission resource materials have been corrected.
- Combustion Generator begins generation when methane is added to its inventory.
- Fixed typos.
