Events:

Numerous fixes for stuck rockets in events

Rival Negotiations & Trade Fixes/Improvements:

Trade Rockets from Rival colonies now auto-land on their assigned Trade Pads

Fix for Covert ops action to be available when no rocket is sent

Added delay between closing of expired trade route and opening of a new one

Activating On Screen notification for new Trade Route now opens contacts screen on Planetary View

Trade Pad logic improved, Trade offers are now more frequent (visible in Trade Pad info panel)

Trade pad cooldown between offers visible in info panel, rejecting trade offer triggers new cooldown

Trade Pad will now protect nearby buildings from dust

Toggling between "Landing Pad" and "Trade Pad" now keeps the pinned state of the building

Fix to prevent loss of fuel when expedition rocket is cancelled

Fix for disabled button in Trade Rockets info panel following disabling of export of Rare Metals

Fix for Trade Rocket not returning from Rival colony

Planetary View fixes and improvements:

Fix for cursor behavior when using controller

Fix to exclude Supply Pods from Available Rockets count

Fix for proper ordering of passenger selection list

Added button background on Rocket list

Fix to adjust positions UI elements

Fix for crash when placing black cube depots

Fix for crash when landing a Rocket from save/load due to leaked particles

Fix for game freeze in Tutorial 3 on placement of Power Accumulator

Fix for game freeze caused by a fracture in the dome

Fix to prevent selection of the wrong solar panel in Tutorial 3

Black Cubes Depot placement is now instant, as with other depots

Fixes for orphaned drones when Expedition rocket launches

Fix to stop dust accumulation for drones in Rockets and Rovers

Removed code that wrongly disables the space elevator button in the resupply screen

Fix to change cursor to indicate rover interaction with anomaly when in overview mode

Fix for proper clean-up of destroyed rockets

Added a property to ignore files when uploading a mod (by modders request)

Fix for size of news feed in pre-game menu

Fix for scrolling with controller in Command Center UI

Fix for proper positioning of rollover in the "Flaw" filter section

Added filtering of colonists by interests in Command Center UI

Fix for sorting of approved applicants on filter update

"Destroyed Drones" notification is renamed to "Destroyed Vehicles" and counts both destroyed drones and destroyed rovers

Fix for stuck colonists, reported by players

Fix to prevent incorrect rebuild of pipes/cables when multiple buildings are destroyed at the same time, or when meteors destroy connected buildings

Fix for Geoscape dome to display working range

Fix for Brazil Sponsor Goal "Export 60 Rare Metals"

Added new names for Martian-born colonists

Assigning drones to a rocket in flight is no longer possible

Removed "Priority" and "On/Off" buttons of Open Air Gym and Tai Chi Garden info panels

Changes to auto-save frequency are now applied directly, instead of after the current interval

Fix to prevent children to spend all their lives in the Mega Mall

Fix to allow homeless colonists to leave the Mega Mall

Research output from all research buildings in the Research UI is now displayed as a single value

Fix for proper display of harvested terrain texture

Fix for correct counting of tech Sponsor goals

New Sponsor Logos are no longer missing

Space Race has been met with astounding numbers of both new and old players, which makes us all very happy here at Paradox Interactive and Haemimont Games!As with most game launches, there's often some unforeseen issues, bugs, and balance changes needed - and we've been working hard to get these out to you as fast as possible.So in case you're wondering why there's another download bar when you startup Surviving Mars, here's why: