Full notes
Full Maia update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Events
- Maps
- Balance
- UI and audio
Maia changes
Maia 0.58 has arrived. This update brings new AI systems, multiple base support, deepened simulation, procedural colonist written music and sci-fi and hundreds upon hundreds of bug fixes. Here's a video of me playing the latest build: https://www.youtube.com/watch?v=8Pqq1bqldI4
Emergent-cy
Colonists are now able to use their skill sets and experience to plan tasks and directly consult players on the running of the colony. From complex base management and room planning, to scientific excursions to the surface, torching failing crops and even presenting their mood-reflecting avant-garde electronic music or their desperately clichéd (procedural) science fiction writing. These emergent choices add a little extra challenge, depth and flavour to the game.
Expansionism
Multiple airlocks and even rudimentary multiple bases are now supported, allowing for much more ambitious building projects and paving the way for colonising the game's massive maps. Colonists will now take much greater care to manage their suit usage, planning their journeys around efficiency and safety.
Thinking Machines
Robot batteries now run down and will need to be replenished at a robot recharge station. A robot on low power will become sluggish and throw more fussy tantrums, upsetting the colonists. The IMP AI has had a major rewrite to re-prioritise their efforts around digging and materials collection. Their new detailed mouse over info-tips presenting a clearer picture of their robotic planning process.
Feed the rot. Rot the feed.
Crops are now susceptible to fungal blights, which spread based on temperature and maturity of the plants. These diseases can transfer to nearby hydroponic planters and wipe out plants of the same species. Growing varied crops and carefully considering placement of the growers, lights and heating adds new depth and challenge to food production.
Neighbors (become good friends?)
The creatures in the world will now migrate around the map to expand their territories and seek out new food sources. If the animal's new territory includes your base you will receive a warning email, giving you more time to consider defences.
Precipitation solution
Food and Water systems have been tweaked in many ways to reduce issues around dehydration and starvation. These range from the new condenser unit that can provide an efficient water source in any room, to new colonist crop anticipation priorities, down to small planning tweaks in the storage room reducing the chance of essential items being buried in mineral ore by a careless robot. Notable changes include:
Tutorial start base is warmer and has more atmosphere to take the pressure off new players.
Base manifest now lists where colonists are going and more useful information.
Added new emergent Colonist Suggestion emails
Added Robot recharge station.
Robots now move slower if they run low on charge.
IMP AI rewritten.
IMPs should no longer stand still when given unreachable orders.
IMPs should no longer start conversations when carrying things, which lead to bugs.
Creatures now migrate around the map based on habitat.
Timmy the dog less likely to get stuck in walls. Sorry about that Timmy.
Warning emails for creature migration added.
Politeness no longer applies to using airlocks.
Total rewrite of colonist airlock AI, including support for multiple airlocks.
New Condenser object added.
Creature Sound Lure added.
Crops can now catch blight if in overly warm rooms and not regularly harvested.
Colonists with medical skills now wear white shirts.
Colonists no longer walk through locked doors
Colonist food growth/preparation cycle rewritten to ensure colonists
Source
Changelog.gg summarizes and formats this update. How we read updates.
