There are also Games on GOG that get Patches after two Years, with the Steam-Version receiving five Patches over Time. But that's up to the developers, not GOG, because GOG does not get the Patches. Other Games will be Patched.
Translated with Google.
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Steam-Patch from
22.03.2018:
Patch Notes: One Small Step For Man #1 New fixes! Check out the full patch notes below. And as ever, please keep reporting your bugs in the Surviving Mars bug forum.
OSX,Linux: Added OpenGL mods' shaders support
Linux: fixed occasional crash when loading savegames
Window: fixed white borders on some UI elements
- UI: Research dialog now scrollable with mouse wheel and camera controls, saves last position on close
- UI: Colonists with special traits are pinned to the menu bar, only when there are less than 100 colonists in the colony
- UI: Voice notification for Pipe leaks/Cable faults disabled for colonies with over 100 colonists
- UI: Tourist trait shown in "Review Applicants" UI
- UI: Fix for cancelation of change of display settings
- UI: Fix for senior colonists workplace display after the research of "Forever Young" tech
- UI: Fix for Automation Upgrade Icon (displayed inconsistently in Fungal Farms)
- UI: Fix for Custom anomaly icon disappearing from time to time
- UI: Fixed missing sounds when some Mods are active
- UI: Martian University infopanel now does not show colonists which are not part of the workforce (senior, child, tourist, stressed, etc.)
- UI: Rockets have correct (default) skin on game start
- Gameplay: Removed exploit for endless export from the Space Elevator
- Gameplay: Refugees are now immune to Earthsick condition
- Gameplay: New dome fractures should be repaired properly (this unfortunately does not affect already fractured domes from previous saves)
- Gameplay: "Vocation-Oriented Society" tech performance bonus now works as intended
- Gameplay: Fix for drones not to be abandoned by RC Rover
- Gameplay: Fix for maximum drones allowed to work on trade rocket
- Gameplay: Resource stockpiles now properly marked as 1-hex large object - should fix drone behavior to move stockpiles adjacent to construction sites rather then underneath them
- Gameplay: RP cost of repeatable techs now increase after each research
- Gameplay: "Alien Imprints" tech effect reduced
- Gameplay: Fix for Fuel Extractor upgrade effect in the Concrete Extractor building (now 30% increase instead of 50%)
- Gameplay: Fix for stuck drones when picking up resources from destroyed farm
- Gameplay: Fix for resource count when interrupting drone after picking up resource cube from RC Transport
- Gameplay: Fix for RC Transport when changing skin while loading resources
- Gameplay: Fix to properly treat RC Transport as resource depot when adding new drone controller (Rover/Hub/Rocket) or changing active radius of drone controller
- Gameplay: Fix for Rocket take-off in some cases
- Gameplay: Fix for RP calculation to allow modifiers to have effect in cases of little RP production
- Gameplay: Workers properly select workplace based on their specialty
- Gameplay: Fix for workplace and training buildings requiring maintenance when turned off
- Gameplay: Easy start now always starts with a Mystery
- Gameplay: Scanning que increased
- Gameplay: Shielded combination of incompatible traits (e.g. Genius/Idiot combo)
- Gameplay: Biorobot gurus no longer create biorobots
- Gameplay: Fix for replacing existing techs by using mods
- Visuals: Dome glass has correct self illumination
- Visuals: Meteorite craters no longer appear over and next to objects
- Visuals: NVIDIA 1050s family now loads "High" setting preset
- Visuals: Fix for proper positioning of newborn child colonist at spawn