Fixed a bug where some UI would remain invisible after viewing the megastructure construction UI
Fixed a bug where the new megastructure scenario does not benefit from the +5 turns for trophies
Fixed a bug where a wrong text would appear on the scenario progress tooltip
Removed some spam in the logs which could slow down the game
Fixed having to go "back" after destroying a megastructure for the focus to come back
Fixed wooshing past the megastructure element when transitioning from "freestyle" city slot selection
Fixed a bug when destroying a megastructure
Fixed a tooltip overlap when upgrading the megastructure
Fixed some layout issue in the event popup for small screens
Some other small UI improvements on menu sprites
Patch V1.5.32
V1.5.32 patch
Megastructure DLC
Bug fixes and improvements
Fixed issue with some lines in Korean/Japanese
Fixed the title of the welcome popup being wrong
Updated the Manual to include information about the DLC
Hide trade arrow for space projects when viewing the megastructure
Fixed a bug where upgrading a megastructure would repair it (this might have slight consequences where the cost of repair of some megastructure might change the resource type for some saves)
Fixed a bug where megastructure would not trigger tech effects properly
Base game
Bug fixes and improvements
Fixed a bug where gamepad shortcuts to swap between cities were not working
Balance changes:
The Marsolympics event now provides -2 global comfort of living if lost and +2 global comfort of living if won.
Increased the adjacency support from the Athlete Training Complex from +1 to +2. Increased its costs from 8 to 18 water.
Lowered the cost of the Large Scale Resource Conservation tech from 15 to 10 science.
Lowered the cost of the Research campus from 30 to 25 food.
6 new projects and an additional 4 tied to new leader skills.
1 new music track.
Base game
Bug fixes and improvements
Fixed a bug where the negative support tooltip for far away locations was not always displayed.
Fixed a bug related to a negative event removing a trade route.
Fixed a bug about relocating mines from special resource locations.
Fixed a bug for the production of special resource locations.
Fixed a bug where the titanium production bonus would not be removed when removing the building.
Fixed a bug where the cost of a building would not be paid on construction in some rare specific conditions.
Fixed a bug where the technology counter would display a large number.
Fixed a bug where the planet would spin in the wrong direction after clicking an action button in some cases.
Improved leader shortcuts for gamepads.
Improved city ambiences sfx.
Balance changes
Lowered the food cost of population from 30 to 25.
Lowered the amount of food that the different starting conditions start with.
Reduced the amount of food-discovery events in the early game by 1 event.
Increased the amount of population required for the Refugee crisis event from 20 to 25.
Lowered the cost of the Athlete Training Complex from 8 to 7 water.
Reduced the spread duration of Deinococcus from 9 to 8 turns.
Beatrix’s radiation treatment centers now give 2 radiation protection to the city instead of 1. The cost is increased from 1 to 4 science.
Lowered the cost of Regolith Burner from 13 titanium to 12 titanium.
The embassy now generates 2 support by default instead of 0. Lowered the support it generates per trade route in that city from 2 to 1.
Reduced the cost of the luxury workshop from 23 to 22 silicates
Have fun! -Asteroid Lab & Goblinz Publishing
Terraformers: Megastructures DLC Announcement
Hello everyone,
A few months after the launch of our first New Frontiers DLC, we are excited to announce that a second DLC is on its way, ready to land on October 23rd!
In this Terraformers' DLC you can build a megastructure in every Martian city. Will you construct a self-sufficient Arcology, a facility to completely control a city's local climate zone, or a space elevator to vastly increase your trading capacity?
🚀 Features:
Develop - Decide which megastructure designs your architects should pursue. There are 9 unique megastructures that can be researched.
Build - Upgrade your megastructures multiple times, with each new stage offering unique benefits but requiring a larger city population.
Optimize - Integrate your megastructure into the city and make it synergize with previously constructed buildings.
Events - Make technical innovations to enhance your construction capabilities with 3 new events.
Leaders - Reshape your Martian society into a construction-centered one with 3 new leaders.
Projects - Focus on architectural innovation and resource efficiency with 5 new city buildings and 1 new technology.
Scenario - Take on the challenge of a new longer scenario.
Music - Accomplish all of this while listening to a new music track.
Dear Martian athletes! It is time to compete in the Marsolympics and show Earth which planet has the most talented and fittest population!
Marsolympics
In this free update we’ve added a new event in which you’ll have the option to organize the Marsolympics. If you do so, you must train more athletes than Earth will send in order to keep the majority of the gold medals on the Red Planet. Winning the Marsolympics will result in a global comfort of living increase until the next Marsolympics while losing will result in a global comfort of living decrease until the next Marsolympics. New Marsolympics editions will be held every 8 turns and allow both planets a chance at prolongation or revanche!
New Marsolympics event.
This event will trigger in the first 3 games you play and has an increased chance of triggering during the Olympic Games period.
Custom Mode
As many of you requested, we’ve also added all the scenario goals to the custom mode. You can now freely choose any goal that you want to pursue. The custom goals can also be set higher than the final scenario goals. So you are now free to make any combination of goal, expectation, and environment difficulty you like.
New goals in custom mode.
3 new projects
We’ve also added 3 new projects: the Airport, the Blimp station and the Airborne Wind Turbine. While I’ll let you discover their exact details for yourself in the game, I will spoil that they all interact with the Atmospheric density of the planet :).
Bug fixes & Balance changes:
Finally, we have fixed some bugs and changed the balance here and there, most notably reducing the costs of regional food-producing buildings and lowering the celestial resource shortage amounts.
Base game
Bug fixes and improvements
Fixed the “Miner’s Union” specialisation which provided too much support
Fixed a bug when destroying the “Electron Beam Printer” building
Fixed an event artwork
Improved some tooltips to better explain some gameplay features
Projects which have a bonus related to beeing close to the ocean will be now proposed less often if the player’s strategy is not focused on raising the ocean (in the same way it is currently done for buildings on oceans).
Balance changes
Buildings
Reduced the cost of the Outdoor Duck Farm from 15 to 14 water.
Reduced the cost of the Outdoor Potato Farm from 21 to 20 nitrates.
Reduced the cost of the Outdoor Sheep Farm from 25 to 23 water.
Reduced the cost of the Outdoor Wheat Farm from 41 to 38 nitrates.
Increased the support income gained from the Outdoor Vineyard from 12 to 15.
Increased the support income gained from the Bee Colony from 10 to 12.
Reduced the cost of the Outdoor Cattle Ranch from 40 to 35 water.
Reduced the cost of the Rice Fields from 50 to 40 nitrates.
Moon cities
Phobos has 1 rock less.
Deimos now provides a discount of 20% instead of 15% to space projects.
New frontiers DLC
Balance changes:
Reduced the celestial resource shortages from 50 to 40 for water, nitrates, titanium, tritium & silicates. Reduced the celestial resource shortages from 75 to 60 for food, science & power.
Reduced the decrease of resource shortages from Harry Leclerc’s specialization from 20 to 15.
We are really happy to announce a new bundle as complete the set. Get the Best Sellers from Goblinz with an awesome 40% discount. We often create bundles to reward Goblinz fans <3
Also we are still working on more content & dlcs, we hope to bring more news soon.
If you prefer discord, here a link to join us: https://discord.gg/sXRhpWxmqt
See you soon on the red planet
Terraformers Update - 1.3.29
New Frontiers DLC
Scenarios:
As we had multiple reports that the New Frontiers scenario was too short and quickly completed, we’ve increased the amount of celestial bodies you’ll have to develop to win by 4. Because that would make the existing records and trophies invalid, we’ve shifted the trophies down by 2 levels (so if you previously had the trophy on mastery level 21, now you’ll have it on 10). We’re sorry that this might feel like you’ve lost a trophy, but we think that this updated scenario goal matches the extra 5 turns you have to complete this scenario and get the trophy better. Our intention is that this new scenario would be longer, not shorter.
We’ve added 2 lower difficulty entries to the New Frontiers scenario.
Overall Difficulty
Based on player reports, we’ve reduced the overall difficulty (expectation rise frequency) by a tiny bit. Our intention is to keep the difficulty of the game on a similar level as before the latest balance patch.
Bugs & improvements
Update the game manual to contain the information about DLC related gameplay
Added a popup when first launching the game after purchasing the DLC to confirm the purchase and explain how to play with/without the dlc
Added a tooltip about exporting resource to solve the DLC shortages
Added the flooding warning popup when about to complete the Europa shortage
Right click / back action will bring the view back from the the solar system view to the planet
Fixed a bug where the robotropolis skill could be used on city where not all neighbors where explored yet
Fixed a situation where the end game button could be locked in some edge cases
Fixed a bug where the new mars exploration building would prevent the ocean expand action in a city
Base Game
Bugs & improvements
Fixed that extra starting options could be exploited
Fixed a bug where two buildings would appear twice in the marsyclopedia
Fixed a bug where it was possible to delete slums after finishing the refugee crisis
Fixed a bug from apple where the game would not work in window mode on mac
Performance improvements to limit vram usage
Added a haptic vibration setting
Added some missing sounds for gamepad
Changed some cursors depending on situation and improved some gapead interactions
Fixed the name of the zoom out action for gamepad
Fixed a bug where a tooltip would display an incorrect key
Balance changes:
Starting situations: Expansive: increased starting tritium from 10 to 12.
Terraformers Update - 1.3.27
New Frontiers DLC
Scenarios:
As we had multiple reports that the New Frontiers scenario was too short and quickly completed, we’ve increased the amount of celestial bodies you’ll have to develop to win by 4. Because that would make the existing records and trophies invalid, we’ve shifted the trophies down by 2 levels (so if you previously had the trophy on mastery level 21, now you’ll have it on 10). We’re sorry that this might feel like you’ve lost a trophy, but we think that this updated scenario goal matches the extra 5 turns you have to complete this scenario and get the trophy better. Our intention is that this new scenario would be longer, not shorter.
We’ve added 2 lower difficulty entries to the New Frontiers scenario.
Overall Difficulty
Based on player reports, we’ve reduced the overall difficulty (expectation rise frequency) by a tiny bit. Our intention is to keep the difficulty of the game on a similar level as before the latest balance patch.
Bugs & improvements
Update the game manual to contain the information about DLC related gameplay
Added a popup when first launching the game after purchasing the DLC to confirm the purchase and explain how to play with/without the dlc
Added a tooltip about exporting resource to solve the DLC shortages
Added the flooding warning popup when about to complete the Europa shortage
Right click / back action will bring the view back from the the solar system view to the planet
Fixed a bug where the robotropolis skill could be used on city where not all neighbors where explored yet
Fixed a situation where the end game button could be locked in some edge cases
Fixed a bug where the new mars exploration building would prevent the ocean expand action in a city
Base Game
Bugs & improvements
Fixed that extra starting options could be exploited
Fixed a bug where two buildings would appear twice in the marsyclopedia
Fixed a bug where it was possible to delete slums after finishing the refugee crisis
Fixed a bug from apple where the game would not work in window mode on mac
Performance improvements to limit vram usage
Added a haptic vibration setting
Added some missing sounds for gamepad
Changed some cursors depending on situation and improved some gapead interactions
Fixed the name of the zoom out action for gamepad
Fixed a bug where a tooltip would display an incorrect key
Balance changes:
Starting situations: Expansive: increased starting tritium from 10 to 12.
Terraformers: New Frontiers DLC out now!
Dear Terraformers,
The time has finally come. Our first DLC, New Frontiers, is now available! 🚀
Expeditions - Decide which celestial bodies should be explored by your astronauts.
Settle - Establish outposts in up to 8 different locations across the solar system and develop them into large settlements that can send resources and unique technologies back to Mars.
Trade - Identify system-wide resource shortages and export these for extra benefit.
Events - Decide the fate of these new locations with 8 new events.
Leaders - Lead your Martian society in different ways with 3 new leaders.
Projects - Focus on interplanetary development with 5 new space projects, 2 new city buildings, 3 regional building and a technology.
Scenario - Take on the challenge of a new longer scenario.
Music - Accomplish all of this while listening to a new music track.
We hope you will enjoy this DLC! If you do, please consider leaving a positive review as it helps us a lot! ♥
Fixed an exploit that allowed duplicating buildings by relocating a building and using the shortcut to switch between cities before placing it.
Fixed WASD or arrow keys not working to rotate the planet when “keyboard navigation” is unchecked in the settings. This is useful to play with keyboard and mouse at the same time
Fixed "end turn" and "revert" shortcut actions prompts not showing when holding ctrl/cmd if keyboard navigation is off
Allowed confirming the found city popup by pressing return even when keyboard navigation is off
Fixed a bug in how some cards are rejected with certain game conditions (this resulted in less robots being proposed if the ocean was not high enough)
Fixed a bug in how cards are tracked to be offered in the background (too many were added, flooding certain “decks”).
Fixed a bug where the max hand size could change for 1 turn due to a skill
Fixed a bug where the repair cost of a damaged regional building would be wrongly displayed in planet view
Fixed an exploit with the Tourism leader specialization
Fixed a bug where randomly generated leaders would have a wrong skill
Improved verification and warnings in case potential “lose” action
Added that gamepad can cycle zooms in both directions now (using right stick/left stick clicks)
Fixed that asteroids should not appear in the tutorial
Fixed the food Monitoring Office bonus
Fixed Open Science Database tech bonus (could start in the negative)
Fixed how the Gene Vault bonus was rounded
Fixed that adjacency bonus from university was also worked during relocation
Fixed that Mars Enthusiasm would trigger when relocating a city
Fixed that the wrong difficulty icon for a challenge would be displayed in game
Fixed hand ordering
Fixed a gameplay data loading bug (float parsing)
Fixed that 2 identical modifiers could appear in the challenge mode
Fixed a bug where the map generation could fail and still continue with launching the game (apparent in the last 2023 challenge in particular)
Improved map generation logic so will be faster
Fixed a bug where resource locations could still appear on city locations in challenges where they shouldn’t
Major performance optimization in many parts of the game
Fixed multiple tooltip typos
Fixed multiple small bugs with some bonus displays
Balance changes:
Ocean projects now get proposed earlier if you have progressed towards oceans.
Projects:
Changed cost Local Culture Center from 12 water and 12 power to 11 water and 11 power.
Let the Smelter and Thermal Updraft Tower be proposed a little later.
Reduced cost of Urban Planning Center from 12 science to 11 science.
Reduced cost of Coffeeshop from 9 nitrates to 8 nitrates.
Reduced the cost of Exhaust Processor from 12 power to 11 power.
Reduced the cost of Igloos from 30 food and 3 water to 30 food and 2 water.
Reduced the cost of Botany and Forestry Center from 20 nitrates and 5 water to 15 nitrates and 5 water.
Reduced the cost of the Mohole from 20 power and 30 titanium to 20 power and 25 titanium.
Changed the cost of Heliostat Powerplant from 12 silicates and 12 science to 10 silicates and 15 science.
Reduced the cost of the Agricultural Complex (Rich soil upgrade) from 26 to 24 water.
Reduced the cost of the Touring Company from 13 power to 10 power.
Reduced the cost of Courthouse from 10 food and 4 titanium to 10 food and 3 titanium.
Reduced the cost of Automated Robotic Workforce from 3 science to 2 science.
Reduced the cost of the Food Monitoring Office from 7 science to 6 science.
Increased the support per turn from Self-driving Taxis from 16 to 18.
Reduced the cost of the Shipwright from 5 power and 5 tritium to 4 power and 4 tritium.
Reduced the cost of Marslink from 9 science and 10 silicates to 9 science and 9 silicates.
Increased the cost of the Spaceport from 11 power and 15 tritium to 12 power and 15 tritium.
Increased the cost of the Landing Pad from 3 titanium to 4 titanium.
Increased the cost of the Orbital Ring from 22 tritium to 23 tritium.
Technologies:
Increased the effect of advanced city planning: Cities can now have 6 more maximum buildings instead of 3.
Decreased the effect of Space flight conditions: it now only provides +1 support per turn per new trade route instead of 2. Decreased its cost from 20 science to 10 science.
Lifeforms:
Increased the oxygen and atmosphere produced by the Boreal Rainforest from 1 to 2. Reduced its prestige from 18 to 12. Reduced its local support provided from 8 to 6.
Increased spread duration of Cyanophyta from 12 to 14 turns.
Increased spread duration of Methanogenium from 11 to 13 turns.
Increased spread duration of Deinococcus from 8 to 9 turns.
Increased spread duration of Radiodurans from 8 to 9 turns.
Increased spread duration of Plankton from 13 to 15 turns.
Reduced local support provided by Tundra forest from 5 to 4.
Reduced local support provided by Alpine Pine forest from 5 to 4.
Reduced local support provided by Mediterranean shrubs forest from 5 to 4.
Reduced local support provided by Temperate forest from 8 to 6.
Reduced local support provided by Temperate rainforest from 8 to 6. Reduced its prestige from 32 to 30.
Reduced local support provided by Palm trees from 12 to 10. Reduced its prestige from 32 to 30.
Increased the spread duration of Arctic Hares from 5 to 6 turns. Increased their local support production from 3 to 4.
Landmark upgrades:
Reduced the cost of the Viewpoint Tower landmark upgrade from 3 titanium to 2 titanium.
Reduced the cost of the Spa landmark upgrade from 6 water to 4 water.
Leaders:
Jan van Dijk’s Linked Nitrogen Factory now also produces 1 atmosphere per turn (besides the 1 atmosphere per adjacent linked nitrogen factory).
Jan van Dijk’s Power Breathing Center now also produces 1 support per turn.
Yolanda Madiba’s specialization now provides a 50% discount to landmark upgrades that provide support or comfort of living (instead of 25%).
Dear Terraformers, we wish you a great 2024! And we hope the stars will align just right for you. And if they won’t, just visit them from January 25th, when the “New Frontiers” DLC arrives! In this devlog we’ll shine a light on that new DLC!
Explore and develop the solar system
On set turn intervals, you’ll receive a “space exploration” event, in which you can choose from 3 celestial bodies to explore. You can explore more celestial bodies by constructing observatories or by undertaking a space exploration mission with one of the new leaders.
After selecting the location you want to explore, you are taken to the new solar system screen, where you can see all the celestial bodies you have explored so far. You can also access this screen by zooming out from Mars.
To develop a celestial body, you must complete one of the new celestial development space projects and select a celestial body to develop it on. Some of these new projects have specific requirements or bonuses, for example, heating habitats that only work if the celestial body is located further from the sun than Mars is.
After you’ve completed a celestial development project, you can choose which celestial body you want to develop. Every celestial body has 3 stages, and each stage gives different bonuses back to Mars. These can be resources, passive effects or unique buildings.
Fulfill interplanetary resource shortages
Every settled celestial body has a certain resource that they can’t produce themselves. Therefore, when you export a certain amount of this resource more than you import, that celestial body develops by 1 level for free. In the example below, Io has a shortage of water, so if you export 60 more water than you import, it will gain 1 development level and, therefore, develop to its final stage.
New content
Every celestial body has a unique event that might happen once it is settled. We’re also adding an early, mid and late game leader, new buildings and space projects, and a new technology which all interact with the new gameplay systems. But we’re keeping these more of a secret in order not to spoil the in-game discovery!
Besides this, we’re adding a new longer scenario in which you must develop a certain amount of celestial bodies. What is different from the other scenarios is that you’ll have 5 extra turns to get the trophies. So be prepared for a slightly longer game!
We are very excited for this DLC, and we hope we gave you a better idea of what to expect from it!