I’m happy to say that Update 20 is now available! Updates generally take longer than I would prefer, but this one has been in the oven for a bit now.
Thank you all for your patience.
As you may or may not know my father had a heart attack a couple of months ago and required a quadruple bypass. It’s been a long road to recovery, but he is doing much better now.
Colonists can now be assigned up to three jobs. Job order also determines their job priority.
The colonist management screen has been completely overhauled. Colonist cards are an easy way to assign jobs, equipment and see how your colonists are doing.
Colonist Success Chance
Job actions now have a success chance. Hovering over an assigned job will show the success chance, which is based on the job level and that colonist’s attributes. Different jobs are affected by attributes differently.
Every time a colonist fails at an action, they have a small chance to critically fail. Critically failing at a job action may result in an ailment, injury or lost materials, depending on the action.
Success chance will increase as colonists gain more levels in that job or have their attributes increased via equipment items. When starting a new game there is always one colonist capable of all jobs to ensure you are able to progress.
All jobs now require certain minimum attributes in order to be assigned. This means that not all colonists are capable of doing all jobs. Attributes can be modified, however, by using equipment items.
Durability drains as a machine remains in operation or is operated by a colonist. If the durability drops below 5%, the machine breaks and will require repair.
The new technician job role is responsible for repairing machines. Craft-able repair kits have been added that can speed up machine repairs.
The durability meter has been removed from objects that are not applicable.
Storage containers now show a visible capacity meter and can be assigned a custom color.
The tech tree has been visually updated. New research projects have been added for repair kits and tier II equipment items.
There are a lot of tweaks, changes and additions in this update. Be sure to check out the release notes below.
Existing save games from Update 19 are expected to function correctly in Update 20. Job roles will need to be re-assigned.
Added failure chance to various job actions. Colonists have a small chance to also critically fail and cause various undesired results.
Colonists can now only have three jobs assigned at a time
Colonists are now incapable of some jobs depending on their attributes
Updated selection audio for robots
Robot starting attributes now randomized when activating an inactive robot
Robots are now randomly assigned attributes when constructed. Points are no longer used to assign attribute points. New construction system in development for a later update.
Changed age of starting robots
Added new technician job role. The technician is responsible for repairing machines and installing object/vehicle equipment items.
Colonists will now restore a little bit of health when sleeping in a bed
Robots will restore a little bit of health while recharging
Increased duration of various ailments
New colonist visual/audio effect when taking damage
New visual effect when patient is being healed
Updated colonist death notifications.
Updated colonist attribute calculations for improved performance
Decreased amount of time before colonist starvation
Starting robot is now inactive instead of walking around by default
Colonist now automatically selected after opening a stasis capsule or activating an inactive robot
Mining UI info now shows progress meter and updated resource info
Colonist management interface completely overhauled with new colonist cards
Smarts/Muscles/Athletics attributes no longer show a max value in tooltip
Removed jobs tab from colonist info panel
Added job selection section to primary tab of colonist info panel
Objects now show more detailed information on why it is not getting power/water
Buildable objects that require research no longer show in the object build list
Changed look of object build menu items and item header
Tech tree visual update
Color selection window now highlights currently selected color
Storage containers, fridge and food dispenser can now be assigned a custom color
Storage containers, fridge and food dispenser now have a capacity meter
Updated look of frying pan graphic at cook station
Updated look of water/power conduits view mode
Updated look of thermal vents
Improved overall graphics performance
Robot assembler has new construction effect
Mineable dirt/ore now has visible effect while being mined
Added particle effect to deep mining animation
Aeroponics farm graphical update to show occasional water mist effect
Object and machine durability now functional. Machines will break down when below 5% durability.
Reduced robot construction times
Increased robot construction materials as points are no longer used to assign attributes
Removed research projects that unlock robot construction points
Added Repair Tech I and Repair Tech II research projects
Tier 2 equipment items now unlocked under new research projects
Equipment item research now comes after tech printer research
Reduced range of various colonist action sounds
Mining no longer based on durability of tile, but a separate work amount value.
Reduced amount of structure resin received from mining wall debris
Crop fields now slow movement when walked over
Colonists will avoid walking over crop fields if possible
Added sound effect to cook station
Added colonist equipment to boost smarts
Improved performance when in water/power conduits view mode
Updated in game guide content to reflect new mechanics
Fixed: Colonist stuck if unable to find a path to an eating table
Fixed: Colonist stuck if unable to find a path to a crop field/aeroponics farm
Fixed: Damage not being applied from ailments
Fixed: Nutrition from food not being applied correctly
Fixed: Nutrition effect not displaying correctly under colonists stats tab
Fixed: Possible game crash when deconstructing power generators
Fixed: Mods from Steam Workshop not loading when reopening the game
Fixed: Game freeze if not running Steam client
Fixed: Colonist action text not showing correctly for idle action in hover tooltip info
Fixed: Robot assembler drop down not showing robot names
Fixed: Colonists not properly avoiding objects marked with avoid tiles
Fixed: Missing language string for Vehicle Assembly header
Fixed: Missing language string for Equipment header
Fixed: Missing language string for population counts in colonist management interface
Fixed: Missing language string for change rate in attribute tooltip
Fixed: Missing language string for attribute effect target in colonist stats and tooltips