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Surviving Mars Opportunity for macOS

Discussion in 'Games' started by QueenKong, Apr 25, 2018.

  1. QueenKong

    QueenKong is a Trusted Warez PosterQueenKong wlan0 up Staff Member Super Moderator DEV Guild

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    Surviving Mars Opportunity


    Welcome Home! The time has come to stake your claim on the Red Planet and build the first functioning human colonies on Mars! All you need are supplies, oxygen, decades of training, experience with sandstorms, and a can-do attitude to discover the purpose of those weird black cubes that appeared out of nowhere. With a bit of sprucing up, this place is going to be awesome!
    Surviving Mars is a sci-fi city builder all about colonizing Mars and surviving the process.

    Opportunity changelog
    New Features and Buildings:

    Passages
    You are now able to connect your domes together by constructing Passages. These transportation tunnels allows colonists
    to move freely into adjacent domes and utilizing the workplaces and services available there.
    - If one Dome has no power, oxygen or water for over a Sol, all passages leading to it are disabled until the problem is
    resolved. This will cause workers being fired from their workplaces as if the passage has been destroyed.
    - These passages are fragile, and your Colonists may die if hit by a meteor while in the Passage
    New Buildings & Related Changes
    - New high-end automated storage building which can take over 4,000 units of separate resource is available for your
    Colony.
    - Added 3 new workshop buildings. Workshops allow colonists to work their vocation providing more employment for the late
    game.
    - A new Landing pad makes sure the Rocket lands at the designated spot and eliminates the dusting effect of the
    surrounding structures
    - A new Large Water Tank, storing up to 1,000 units of Water is available to suit the needs of your developing colony
    - Added new Milestone related to workshop buildings to reflect achieving post-scarcity vocation-oriented society
    - Added new Technologies, which allow construction of Workshops, Automated Storage and Large Water Tank

    Game Rules
    You can now choose brand new options during game setup to activate additional rule-sets for the mission that will impact the
    difficulty, making the mission easier or harder.

    Available Game Rules:
    - Prefab Colony: Begin with free prefabs for all buildings necessary for a small colony.
    - No Disasters: Disables all disasters (excluding those coming from mysteries).
    - Hunger: Can't import food from Earth.
    - Inflation: Import prices increase over time.
    - Long Ride: Rocket travel time to and from Mars is three times longer.
    - The Last Ark: Can call a Passenger Rocket only once.
    - Amateurs: No specialist applicants.
    - Rebel Yell: Colonists periodically become renegades. Crime is more severe.
    - Chaos Theory: Tech fields are fully randomized.
    - Winter is coming: Cold Wave rating set to a new Max level for all locations on Mars. Cold waves increase power
    consumption even more.
    - Armageddon: Meteor rating set to a new Max level for all locations on Mars.
    - Dust in the Wind: Dust Storm rating set to a new Max level for all locations on Mars.
    - Twister: Dust Devil rating set to a new Max level for all locations on Mars.
    Other fixes and improvements:

    Balance:
    - Added upgrades to the Mohole Mine and the Excavator to increase production

    UI:
    - 3 new notifications: for busy drone hubs, busy shuttle hubs, out of fuel shuttle hubs
    - Better alignment for traits in school
    - Added on-screen notification for split Power/Life support networks (by player actions or meteorites)
    - Colonists with special traits, coming from a rocket, will no longer be pinned for colonies with over 100 colonists
    - Fixed overlapping of deposits (from random map generation and anomalies)
    - Storages and Depots are divided in subcategories of the Build Menu
    - " Milestone failed" message alignment fix


    General Fixes:
    - Fixed air producers (wrong) production in some cases
    - Fixed calculation of challenge bonus in milestones
    - Fixed Triboelectric Scrubber not rotating after first clean
    - Fixed TOS to no longer reappear when changing language
    - Fixed a bug where more than the maximum number of colonists in a Dome can have homes and/or work
    - Fixed an issue with unemployed statistics in Dome not updated when moving a Colonist
    - Fixed a bug where turned off/malfunctioned supply storages (incl. Batteries) would reconnect to grid after modifying any of their storage props
    - Fixed upside-down positioning of shuttles
    - Fixed an issue where colonists became starving from eating uncooked meals
    - Androids now have no initial specialization
    - Marsgate Mystery: Fixed Rover Command AI tech to not affects hostile rovers
    - Marsgate Mystery: Fixes for hostile rovers to prevent them from salvage after battery drain
    - Fix for Autonomous sensors to not show "outside drone control" icon after Autonomous Sensors tech is researched if sensors are build prior research completion
    - Beyond Earth Mystery: Fix for saves swarmed by trade rockets, causing infinite loop from pinned rockets
    - Fixes on Polymer Factory production (now depends on its workers)
    - Fix for some edge cases of automated routes for Transport Rover
    - Fix for chance for crime prevention (capped at 50% when Security Officers outnumber renegades 3 to 1)
    - Fix for Waste Rock production to now properly depend on the grade of Concrete, Metals and Rare Metals deposit used
    - Fix for colonists and drones to stop going through Spires
    - Improved estimation of the load of the drone controllers (Hub, Rover, Rocket)
    - Buildings are now considered to be in dome range if one of their hexes is inside dome range
    - Updated University description
    - Clarified immigration policy texts
    - Various performance optimizations
    - Various stability improvements
    - Various sound FX tweaks

    Mods:
    - Documentation for Effects - building blocks for Mission Sponsor, Commander Profile and Game Rule mod items
    - Added "GlobalEffects" mod item
    - Default mod preview image format is set to PNG
    - Kept backward compatibility with mods that use the old tags system

    More iNFO
    Choose a space agency for resources and financial support before determining a location for your colony. Build domes and infrastructure, research new possibilities and utilize drones to unlock more elaborate ways to shape and expand your settlement. Cultivate your own food, mine minerals or just relax by the bar after a hard day’s work. Most important of all, though, is keeping your colonists alive. Not an easy task on a strange new planet.

    Minimum system requirements - Mac: OSX 10.9 or newer
    Processor: 4th Generation Intel i3 CPU or equivalent
    Memory: 4 GB RAM
    Graphics: OpenGL 4.5 (GeForce 600/AMD Radeon 7700 or higher) with 1GB of video RAM
    Storage: 6 GB available space
    Mouse, Keyboard

    Recommended system requirements - Mac: OSX 10.9 or newer
    Processor: Fast quad-core CPUs
    Memory: 8 GB RAM
    Graphics: GeForce 970-level GPU with 4GB of video RAM
    Storage: 6 GB available space
    Mouse, Keyboard


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    serhak and Especialista like this.

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