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Spirit Update

Major Changes

Science Institute renamed to Hawking Institute in tribute to Stephen Hawking


Added Birth Control Policy in domes. You can now set births to allowed or
forbidden (Ctrl + LMB sets birth control policy in all domes)
Increased max zoom out distance
Optimized the way colonists pick workplaces. Colonists should now pick the best
workplace for their specialization correctly and much faster
Added "Reassign All" button to drones which reassigns all drones from this
commander or orphaned drones in the area
Colonists will no longer try to walk kilometers on foot to resettle resulting
in them dying from lack of oxygen
Rover Command AI tech now removes the batteries of all rovers
Added a keybinding (default: i) that hides/shows resource & anomaly icons on
the map
Rovers are more likely to effectively use tunnels
Rovers pathfinding improved
Added free camera option in Photo Mode

Mods

Published most of the game code for reference purposes


Added cheats menu to mod editor
Mod editor now loads a map with a prebuilt colony
Enabled a Lua console on the mod editing map
Localization tables from mods can now localize the main menu
Mod documentation fixes
Allowed renaming of mods
Added support for PNG files in mod cover images
Easier way of adding technologies, research points and applicants from mission
sponsor and commander profile mods
UI modding: templates
Infopanel modding: all templates in groups InfopanelHeader and InfopanelContent
Added list of technologies to documentation
Added autoattaches and night lighting objects to modding documentation

Gameplay

Extended the range rovers need to be in to recharge from cables. The RC


Transport looks for cables in the start and ending point of transport routes
automatically
Lowered the chance for idiot flaw to appear in the colony and applicant pool
Space Rehabilitation tech removes flaws before newly arrived colonists decide
in which dome to settle
Fixed an issue where shuttles could fail to pick up a colonist for resettlement
Fixed an issue where some buildings connected to a very large power network
failed to get power
Reserved residence slots are released if the colonist can't reach the dome
during resettlement
Salvaging a rocket without its cargo unloaded should no longer leads to stuck
drones
Colonists that fail to reach a dome won't constantly try to reach it again and
again
Dome Streamlining tech now affects the Geoscape Dome
Construction Nanites no longer construct sites that are turned off
Renegades and rogue drones no longer target construction sites
Superconducting Computing now provides less research points
General Training tech now has flavor text
Fuel Refinery now has the Factory AI upgrade
Colonists are now immune to Earthsick when playing with IMM sponsor
Colonists no longer reserve residential slots in faraway domes if shuttle hubs
are not operational (e.g. during a dust storm)
Triboelectric Scrubber no longer scrubs buildings inside domes
Colonists can now be manually assigned to training (School, University,
Sanatorium)
It is no longer possible to select the same trait multiple times in Schools
Construction of building upgrades is now serviced by more drones
Fixed a bug with calculations of modifiers and small amounts of research points
Fixed an exploit that allowed the construction of buildings via keybindings
without the necessary tech
Fixes for the mystery log of the Spheres mystery
Fixed an issue which caused colonists to eat less food. Boosted production of
farms slightly to compensate for the increased consumption.

UI

�Research complete� notification now shows the tech description in question on


rollover
Added option to rename buildings
Shuttle Hub now shows information about shuttle load across the colony
Botanists & Geologists have new icons
Changed dome quarantine button to Immigration Policy control
Merged the "Assign Workplace", "Assign Residence" buttons for colonists into a
single button "Assign to Building"
Added an indicator which traits are selected in schools and sanatoriums when
selecting traits
Keybindings for rover commands now work correctly
Fungal Farm Automation upgrade now uses correct icon
Allowed rebinding of camera zoom in/out and camera tilt keybindings
Seniors are no longer considered "outside the workforce" after researching
Forever Young
Drone workload information added to RC Rover
Fixed a bug where rocket fuel was not displayed in certain cases
Rocket pins no longer blink ready during dust storms
Selecting a building while the build menu is open no longer causes the
building's AOE visuals to break
Hints for game speed, camera controls and orbital probes now display bound keys
correctly
Added an error message when trying to overwrite a save during upload to cloud
Added confirmation prompt when closing the Filter UI
Exports notification now shows accumulated funding if multiple rockets arrive
on Earth consecutively
Added salvage button to the info panel of pipes, valves and switches
Excess fuel caused by Advanced Martian Engines is now unloaded from rockets
before take off
"Daily Production" changed to "Production per Sol"; "hourly production" changed
to "production"
Renamed a control hint to "Queue on top" in the research UI
Added new icons for Construct Drone and Dismantle Drone button
Vacant residential slots text in domes no longer includes slots from nurseries
Officers are no longer called "security" in filter UI
Cargo rocket UI now shows the number of resources in the colony on rollover of
a given resource
Depots resource icon is no longer mirrored
Colonists can no longer be manually assigned while they are in the process of
resettling
Autonomous Drone Hubs and Sensor Towers no longer display an empty power
consumption section in their info panel
Implemented tutorial hint for building upgrades
Updated credits

Other

Domes no longer get constantly dusted. Only domes that are turned off or not
working are dusted.
Children now play around in the school (visualization only)
Fixed some issues in the trajectory of shuttles
Glass decals are removed when the dome is destroyed
Domes no longer leave grass behind when destroyed
Recharge stations no longer turn their light off when a drone visits them
More precise slider for time of day in Photo Mode
All adult colonists now have the same walking speed
Cargo shuttles return to the hub when it's being destroyed
Increased number of lights at night
Photo Mode night lights of building match ingame lights
Photo Mode particle effects fixed
Various performance optimizations
Various stability improvements
Various sound FX tweaks
CO2 geysers only erupt sporadically, as intended

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