Version 0.6.2

**Version chronology**

**External links**

## New features / content / improvements

* Added GeoCorp missions Grade 1, 2 & 3. Unlock these missions by completing the GeoCorp License mission during GSO Grade 2.
* Added Venture missions Grade 1, 2 & 3. Unlock these missions by completing the Venture License mission during GSO Grade 3.
* GeoCorp and Venture licenses are now unlocked by completing their license missions instead of picking up a block belonging to that corporation.
* Added new Tech loader UI to Gauntlet tracks.
* Double-clicking on a saved game will now load it.
* Conveyors now auto-reconnect their links in response to structural changes.
* Conveyors no longer support the 'push' behaviour (purple arrow) which is phased out in the upcoming crafting release. Instead, use a filter to pass between conveyor loops.
* Added GSO Corner Conveyor, for building bases that transfer from one axis to another.
* Multi-stack Silos (eg GSO 2x2, GSO 3x3) function as a single unit. Previously they emulated several connected single-stack silos.
* Added Steam trading cards.

## Game Design tweaks

* Reduced the size and amount of enemy Techs that appear in some GSO missions.
* Increased the Radar scale. Radars now show precise positions of objects 300 units around the player and up to 350 around the outer ring.
* Increased range at which new encounters can be seen on compasses and radars.
* Graduated the EXP Alternator Conveyor to GSO Grade 2 and moved the GSO Filter Conveyor to GSO Grade 2.

## Art tweaks

* Tweaks to the Conveyors, Filter and Alternator.
* Addition of 2 "Edge Conveyors" to do concave and convex 90 degree transitions.

## Bug Fixes

* Fixed various crash bugs which may occur when continuing your playthrough from previous game saves.
* Allow new missions to be triggered when continuing your playthrough from previous game saves.
* Fixed question marks remaining on radar for some missions if the enemy Techs wander off.
* Fixed Repair Bubble not being invulnerable during Solar Generator mission.
* Fixed objective marker not being attached to the Trading Station when purchasing the Tractor Pad.
* Increased rotation options for GSO Half Block, Venture Gyro Stabiliser and GeoCorp Plasma Cutter.
* Fixed resources disappearing or being having an incorrect scale when leaving a refinery.
* Fixed issue where the camera would be locked and no Tech would respawn if they used Save and Quit while their Tech was destroyed.
* Fixed crash that happened if you loaded a save and hit exit before the screen faded from black.
* Fixed too many enemy Techs spawning in base missions when saving and reloading.
* Fixed collision error on GSO small plough.
* Fixed crash bug that occurs when connecting Venture conveyor blocks.
* Various small UI fixes where the back buttons would not return to the expected screen.
* Prevent snapshots uploaded to Twitter not loading into game (note: snapshots uploaded by older builds of the game may still not load).
* Fixed bug where redesigning saved Sumo Techs would not work.

## Known Issues

* Playing with old game saves may bypass certain new game content. Older game saves will continue to work, but players are highly recommended to start a fresh game to experience new content.
* New dynamic mission system may sometimes fail to generate suitable enemy Techs. As a stopgap measure, missions may spawn Big Tony Techs, while we enhance the enemy Tech generation process.
* Markers for missions and bases when playing in 4:3 are offset slightly.
* Players can incorrectly end up with more than one SCU Storage block when continuing a saved game.
* Refineries may sometimes output resources that are smaller than expected.
* Gaps may appear in the terrain depending on the random seed chosen.
* Depth of Field has been temporarily disabled due to a Unity issue with DirectX 10 graphics cards.
* The Delivery Cannon shouldn't open up when attached to a moving Tech.