PATCH 1.1.10109.0 AND ROAD MAP!

orbit.industries

šŸš€ Become a Space Pioneer by building and managing a station of your own on the orbit of distant planets! Focus on design and management or fulfill objectives to progress. šŸ›°ļø Explore, Build and Prosper!

Hello Engineers, Today we have not one but two pieces of important news for you! Not only do we have an extensive list of fixes and changes but also something unearthly, with which you'll know what to anticipate from orbit. industries in the near future! [h3]A PATCH & NEW CONTENT ROADMAP .. or should we call it a star map here?[/h3] [img]{STEAM_CLAN_IMAGE}/41048672/032c9b6a00e24258c8212737bbd89851143db5bc.jpg[/img] [i]orbit.Industries Patch & New Content Roadmap[/i] A first small step is done, as you can see, the recent console patch and today's PC fix are already released. Another expected amelioration of your orbital stations is planned for August and September. But what exactly has changed today? [h3]PATCH[/h3] Within today's patch, a number of fixes and improvements were implemented into the game. Most of them you'll be able to experience right after you'll start your routine orbital management. Be sure to read the [b]PATCH NOTES[/b]: - Several SMI / Procurement fixes and improvements, like raising the maximum digits count per system in project progress fields, changed project button text when complete to "Confirm" and hide Delete button to avoid accidental deletion of finished projects, and correctly display mission system names in project progress fields - Fix placement of attachment position of S5W connector, which prevented building closed structures with it - Improved project provision system, aiming to make availability of new projects more complex and individual to the station progress - Several ESV build menu improvements, like build menu staying open after building a module and remembering the last module that was placed, and disabling the "Confirm" button when module is blocked - Improved position, size and text wrapping of temporary notifications, mainly to decrease save game size - Balancing of various values throughout the game, like setup cost, upkeep cost, workforce needs, input needs and output values for several modules/systems, aiming to make higher level resource modules and workforce modules more profitable [hr][/hr] We were able to secure today's update thanks to all your feedback and reports. It's an invaluable source of information! So, as always, be sure to let us know how the current changes work for you!.