Full notes
Full Maia update
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What changed
- Gameplay
- Balance
- Performance
- Fixes
Maia changes
Time for another hotfix build! Today's update brings several important improvements to 0.58, and fixes several bugs that were hampering the AI and the simulation of more complex bases.
Airlocks no longer cause intermittent pathfinding blockage. Reducing the chance of issues with building outside.
Rooms no longer locked on startup allowing colonists to wander about before an initial room is placed.
Crop blight adjusted to be less predictable.
Colonists will now assign a higher priority to body-bagging up corpses.
IMPs will no longer use hoppers when not carrying enough materials.
Flywheel integrity degradation adjusted, colonists will consequently no longer spend as much time trying to fix them as a high priority task.
AI agent path verification on world changes optimised. Building, locking doors, cave ins and digging should cause less CPU spikes.
Colonist and IMP idle behaviours now checked against reachable sectors. Should reduce failed pathfinds and improve performance.
Dog pathfinding optimised.
Cat pathfinding optimised.
Several spelling mistakes fixed
Potential data corruption fixes.
32 bit exe updated.
Thanks for all the feedback on the previous builds. We will be back very soon with more updates. You can watch as I make and check in changes to our code base on https://dev.maiagame.com/ If you want more help getting into the game. Check out the useful guides on the community portal, including this getting started guide: http://steamcommunity.com/sharedfiles/filedetails/?id=779670720
Source
Changelog.gg summarizes and formats this update. How we read updates.
