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Steam News24 January 201610y ago

Update 1/24

Saving/Loading issues I’ve released an update that should address some of the loading and saving issues that have been reported. The cause of the issues was related to the previous fix for the game crashing when exited.

Full notes

Full Sol 0: Mars Colonization update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

2 fixes3 additions2 changes1 removal
  • Fixes
  • Gameplay
  • UI and audio
  • Balance
fixedSaving/Loading issuesI’ve released an update that should address some of the loading and saving issues that have been reported. The cause of the issues was related to the previous fix for the game crashing when exited. This means that the crash on exit issue is back in the game for now, but saving and loading should be fixed. I believe I have a fix that will cure both the loading/saving and exiting issues, but I don’t want to make it live until I’m sure that it will work. The root of this problem appears to be a Unity issue with the ‘quit’ function, which makes the crash difficult to fix.
changedNext update: Version 1.01Pathfinding has been improved. Units should take the shortest distance to their target. Note this is a pathfinding fix, not an AI fix. I decided to address pathfinding first, and AI improvements will come at a later time.
addedNext update: Version 1.01The main menu now has a ‘settings’ window.
addedNext update: Version 1.01When a new level is started on the main menu, a ‘back’ button now allows returning to the level list, preventing accidental colony wipes.
changedNext update: Version 1.01Changed the preview GUI text on the unlockable buildings to make it more clear how to achieve the unlock.
fixedNext update: Version 1.01Fixed a few issues around construction of recycling centers

Saving/Loading issues

I’ve released an update that should address some of the loading and saving issues that have been reported. The cause of the issues was related to the previous fix for the game crashing when exited. This means that the crash on exit issue is back in the game for now, but saving and loading should be fixed. I believe I have a fix that will cure both the loading/saving and exiting issues, but I don’t want to make it live until I’m sure that it will work. The root of this problem appears to be a Unity issue with the ‘quit’ function, which makes the crash difficult to fix.

Next update: Version 1.01

I have also been working on addressing some of the bugs that have been reported in the discussions, and have an update (v1.01) ready. This update needs a bit more testing before release, but if you’re interested in trying it out you can switch from the main stream to the testing stream and get the update a bit early: Right click the game in your library and select ‘properties’ Click the ‘Betas’ tab Select ‘testing’ There is no password – the update should begin downloading If another day or two of testing does not result in any issues, I’ll release the update. I'll post a pinned discussion in case you have any comments on the test stream. A list of changes is below:

  • Pathfinding has been improved. Units should take the shortest distance to their target. Note this is a pathfinding fix, not an AI fix. I decided to address pathfinding first, and AI improvements will come at a later time.

  • When destroying or repairing, a ‘preview’ box appears over the target building. This should help reduce instances of clicking on the wrong building.

  • The main menu now has a ‘settings’ window.

  • When a new level is started on the main menu, a ‘back’ button now allows returning to the level list, preventing accidental colony wipes.

  • Changed the preview GUI text on the unlockable buildings to make it more clear how to achieve the unlock.

  • Fixed a few issues around construction of recycling centers

  • Added a tooltip over the population progress bar in the top left of the screen

  • Arboretums now provide a small oxygen boost to nearby hallways.

  • The TAB keybinding to rotate is now additionally bound to ‘r’

  • After a few comments regarding the EULA, I’ve reviewed the content. As a small indie, the EULA is really necessary to protect against all possible issues that could come up. I think there are one or two spots I can look into addressing. Sol 0 has no in-app purchases, and never will. The price you pay for the game entitles you to all future upgrades. There is some boilerplate text in the EULA that addresses IAPs that may not be necessary. There is also a section concerning information collected from the user. I’ve intentionally disabled all data collection and statistics from the game (a Unity Pro feature). This text may not be relevant for the game. I’ll take these two points and discuss them with the lawyer we used to set up the company to find out if removing or altering the text would be OK.

Source

Steam News / 24 January 2016

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