This update ties the story of CELLS much more closely to trading, production and rebuilding the different worlds.
Regional storylines are now more closely connected to the main campaign and have been reworked in several places. Dialogues, objectives and transitions were rewritten to feel more natural, while story progression is clearer and less technical.
The economy has also received a major overhaul. Newly discovered planets no longer spend long periods producing and trading in the background before you even reach them. Facilities now begin in a much more believable state and must first be brought back online by the player. Only after that will production and limited regional trade begin.
Markets, emergency selling, datapads, production displays, taverns and several UI and visual issues have also been improved.
Highlights
Regional stories are now more closely tied into the main campaign
Many story dialogues and objectives have been rewritten
Newly discovered worlds no longer begin with heavily stocked warehouses
Facilities must first be brought back online by the player
NPC trade only begins after a location has been activated
Production progress and facility status are easier to understand
Katalyst now has its own tavern
Emergency selling has been reworked across all markets
Trading datapads now respond much faster
Story chapter displays no longer reveal the total number of chapters
Various UI, market and quest fixes
Fixed planet rendering and sphere-shading errors
The goal of this update:
CELLS should feel much more like rebuilding a damaged trade network yourself — one world and one facility at a time.
Major Campaign & Economy Update
Update notes via Steam Community
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Changed files in this update