Last week I updated the climate model to accommodate phase change heat and I said it was a mistake. It was a mistake. We've had so many climate-related issues this week. I need to apologize for one of them : runaway greenhouse effect from water was far too common. This update rectifies this. It also includes a large nerf to safe GHG. Not really because it needed nerfing, but because it was just too powerful for what is physically plausible.
In terms of new stuff we have a new very late advanced research. I want to add more advanced researches in that part of the game. It's a bit barebones right now.
I also added a new difficulty setting for space capacity. This is effectively a major nerf to space elevator. It probably needs balancing, but I want to do so after I also added aerobreaking. They will be able to work together.
There is also a major rework of atmospheric chemistry. Stuff like methane combustion if you ever noticed it. Now ammonia and hydrogen can do the same... and they now all generate some heat! So if your atmosphere is indeed set on fire you are going to feel it.
Changelogs
Climate model tuning
Phase change heat tuning
Misc bugfixes and features request
Optimization
More autosaves
Yard complexity
Bulk life points purchase
Art gallery auto investment
Script reordering
Space capacity
Atmospheric chemistry rework
Kerati Hive automation
Vanado Buoyancy