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Changelog for Patch 1.2.0 (added 24 June 2016):

CHALLENGES
- Added support for challenges. Challenges are predefined scenarios that the player has to complete, they can also be used to create variations of the existing planets. There are some built-in ones, and they can also be created by the players.

MISC
- New music track
- Reworked title screen a bit, moved credits to a smaller button, and added switch planet and credits buttons.
- Pyramid now requires Signpost first
- When buying vegetables, vitromeat or meals from traders you now get a random subtype
Post edited June 25, 2016 by HypersomniacLive
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HypersomniacLive: Changelog for Patch 1.2.0 (added 24 June 2016):

CHALLENGES
- Added support for challenges. Challenges are predefined scenarios that the player has to complete, they can also be used to create variations of the existing planets. There are some built-in ones, and they can also be created by the players.

MISC
- New music track
- Reworked title screen a bit, moved credits to a smaller button, and added switch planet and credits buttons.
- Pyramid now requires Signpost first
- When buying vegetables, vitromeat or meals from traders you now get a random subtype
Will the downloadable soundtrack be updated with this new track?
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nalldrg: Will the downloadable soundtrack be updated with this new track?
GOG or the devs.pubs should be asked this question, sorry.
Yes, we will do, as soon as we post the next update.
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Changelog for Patch 1.2.1 / GOG-4 (Windows) / GOG-3 (Mac( (added 12 September 2016):

GENERAL
- Added new models for colonist and visitor ships, and improved textures for the existing ones.
- Added achievements screen, you can see which achievements you've completed within the game.

CHALLENGES
- Added ReachBots objective, this requires the player to build a certain number of bots.
- Added DisableColonyShipRecycling gameplay modifier, that prevents the player from recycling the Colony Ship in challenges.
- Added ThunderstormRisk gameplay modifier, that allows to add thunderstorms in any planet (or disable them in the Storm Planet).

MISC
- Small cabin model fixed, windows were in the wrong place.
- Visitors without an owned ship, will still leave in the next ship, but only if it doesn't contain intruders.
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HypersomniacLive: Changelog for Patch 1.2.1 / GOG-4 (Windows) / GOG-3 (Mac( (added 12 September 2016):

GENERAL
- Added new models for colonist and visitor ships, and improved textures for the existing ones.
- Added achievements screen, you can see which achievements you've completed within the game.

CHALLENGES
- Added ReachBots objective, this requires the player to build a certain number of bots.
- Added DisableColonyShipRecycling gameplay modifier, that prevents the player from recycling the Colony Ship in challenges.
- Added ThunderstormRisk gameplay modifier, that allows to add thunderstorms in any planet (or disable them in the Storm Planet).

MISC
- Small cabin model fixed, windows were in the wrong place.
- Visitors without an owned ship, will still leave in the next ship, but only if it doesn't contain intruders.
Link on patch unavailable in library. Do i have to redownload and reinstall whole game?
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Sten_MkIIs: Link on patch unavailable in library. Do i have to redownload and reinstall whole game?
I don't have the game, but if there's no separate patch file, then you have to download the installer.
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Changelog for Patch 1.2.2 / (Windows and Mac) (added 07 June 2017):

CHALLENGES
- New "Freeman Chronicles" mini campaign with 3 new challenges.
- Rearranged challenge select screen, now challenges are grouped by campaign.
- In Mining Station Alpha challenge, traders come more frequently, and there is an extra Driller Bot.
- In Starport Atlantis challenge, you now get an extra Carrier Bot and Biologist at the start, but no Workers. Also you get no food traders anymore.
- In Frozen cage challenge, you only need to survive for 15 days now.
- Rocks in the Dark Moon challenge now have the same color as the surface.
- Fixed issue when loading strings from campaign challenges.
- Fixed welfare objetive in challenges.

GENERAL
- New music track.
- Added vsync option to settings menu.
- Fixed issue with resources in storage sometimes not being selectable.

CHALLENGE CREATION
- New things that can be done in challenges:
- Specify a restricted set of specializations that come in colonist ships.
- Specify the size of a building to be built as an objetive in a challenge.
- Specify a particular type of colonist or bot to build as objective.
- Prevent workers from mining.
- Change the frequency of trading ships.
- Change the color of the planet's rocks.
- Change the Sun, Environment Map and Backdrops
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Changelog for Patch 1.2.3 (added 06 September 2017):

MUSIC
- New (and final) music track.

UI
- Improved challenge select screen, you can now see descriptions before launching challenge.

HELP
- Added new Metagame section in help menu, explaining some of the core's game mechanics in more detail.
- Addes status icons for colonists when their stats are below optimal.
- Added food, power and repair hints in game when low on food, power or spares.
- Making sure we don't show hints in challenges.
- Added warning for low storage space.
- Added better text in game over screen, prompting the user to play tutorial or check metagame section.
- Increased width of area where tips get drawn in loading screen, to avoid them occupying 3 lines.
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HypersomniacLive: Changelog for Patch 1.2.3 (added 06 September 2017):

MUSIC
- New (and final) music track.

UI
- Improved challenge select screen, you can now see descriptions before launching challenge.

HELP
- Added new Metagame section in help menu, explaining some of the core's game mechanics in more detail.
- Addes status icons for colonists when their stats are below optimal.
- Added food, power and repair hints in game when low on food, power or spares.
- Making sure we don't show hints in challenges.
- Added warning for low storage space.
- Added better text in game over screen, prompting the user to play tutorial or check metagame section.
- Increased width of area where tips get drawn in loading screen, to avoid them occupying 3 lines.
I love Planetbase for the future it is trying to represent. The simplest and most important aspect of colonization/city building that you have missed is our ability to expand on our own terms through the "FORCED" removal of our surrounding environment, i.e., earthmoving. We would not build around the mountains, but simply remove them to geometrically expand outward. We have been doing that for thousands of years. What would stop us in the future??? Create a robot or a machine for workers to use???
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vincentxgigi: I love Planetbase for the future it is trying to represent. The simplest and most important aspect of colonization/city building that you have missed is our ability to expand on our own terms through the "FORCED" removal of our surrounding environment, i.e., earthmoving. We would not build around the mountains, but simply remove them to geometrically expand outward. We have been doing that for thousands of years. What would stop us in the future??? Create a robot or a machine for workers to use???
I'm not affiliated with the devs, just a GOG user posting update changelogs as they become available here.
You'd be better served addressing your comment and suggestion directly to them.
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vincentxgigi: I love Planetbase for the future it is trying to represent. The simplest and most important aspect of colonization/city building that you have missed is our ability to expand on our own terms through the "FORCED" removal of our surrounding environment, i.e., earthmoving. We would not build around the mountains, but simply remove them to geometrically expand outward. We have been doing that for thousands of years. What would stop us in the future??? Create a robot or a machine for workers to use???
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HypersomniacLive: I'm not affiliated with the devs, just a GOG user posting update changelogs as they become available here.
You'd be better served addressing your comment and suggestion directly to them.
I thank you for your reply, and I am sorry for asserting you might be able to help. I have notified the developers directly on their website.
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mwmartino: Yes, we will do, as soon as we post the next update.
I love Planetbase for the future it is trying to represent. The simplest and most important aspect of colonization/city building that you have missed is our ability to expand on our own terms through the "FORCED" removal of our surrounding environment, i.e., earthmoving. We would not build around the mountains, but simply remove them to geometrically expand outward. We have been doing that for thousands of years. What would stop us in the future??? Create a robot or a machine for workers to use???
Post edited March 14, 2018 by vincentxgigi
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mwmartino: Yes, we will do, as soon as we post the next update.
Auto-processor patents would be a great addition to the game as well. An auto-processor, which is very realistic, would need to be maintenanced by an engineer like a robot.
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mwmartino: Yes, we will do, as soon as we post the next update.
Try playing Outpost 2 to get some new tech ideas for Planetbase.
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vincentxgigi: I thank you for your reply, and I am sorry for asserting you might be able to help. [...]
My reply was simply pointing you into the right direction; I'd have gladly helped if I could, so no need for apologises.

If/when you get a reply from the devs, perhaps you could share it here.