A new but small update (v0.5.092) is out which includes some smaller features like a light peaceful mode, 2 melee attack modes, defining your colonists rotation and some smaller fixes.
In addition, AColony joins the Steam Autumn sale with a discount of -40%.
I have to say, I've also started with the implementation of some other functionalities, but for this update I only have these smaller ones which are ready. (The autumn sale got me here a bit, because last year it was in end of november, when I remember right)
Peaceful Mode (Light Version)
Based on player feedback, I have extended the functionality of the "no enemy attack" mode at the start of a new game. So it is now possible to also select a forever mode. In addition, this mode can also be changed at any time in any game you load under the ingame settings menu (found by clicking the gear icon on the upper right screen corner under general tab).
But there can be still some hostile or unpeaceful events which can be triggered by the player, like revenge attacks from wanderers or traders when you attack their groups.
Note: A more detailed menu to customize the events, attacks and difficulty of the game is also on my todo list, but that requires a few more events types for the final design.
New Attack Modes
In the past, your melee fighters had only the option that they attack an enemy when you gave them a direct command. That is mainly designed, so that your colonists are not running out of your defence to attack someone.
But I have extended the functionality of the colonist menu now, so that it supports 2 different melee combat modes:
The default mode which was already implemented (with the addition of attacking when directly block by block).
And the on sight mode, which forces your colonists to attack enemies at the moment they see them.
I have also added a new button to define different modes for ranged combat, but after some testing around I have decided to disable a second mode for this update, because a follow and hunt mode often forces your colonists to leave their positions when they are on roofs or behind battlements. (and that is actually only annoying, so I need here a better solution)
And here I have a question for you: Which additional modes for melee and ranged combat you would like to see in the game? The buttons are built to support a switch between any number of modes (and not only a toggle on / off) :)
Rotate Colonists before selecting Job
What was also since a while asked for, was a function to define the end rotation of your colonists when you command them to a certain position.
That was a little bit tricky to implement, because the normal command selection menu had / has no support for defining the rotation directly. After thinking a bit, I have decided to add a new functionality, which allows you to hold the E key when the selection menu is open and so to define the end rotation with your cursor. This works only for the keep watch and go to job. So when you hold E, all other command options get invisible.
Patch Notes:
Last but not least, here are a few patch notes of the new update:
added light peaceful mode (no enemy attacks - can now be enabled forever at any time)
added 2 melee combat modes (stand & attack on sight)
added 1 ranged attack mode (second one is in development)
colonist & pets can be rotated before job selection now (hold key: E)
fixed that lighting strike probabilities for colonist and animals
decreased probability for double lighting strike (on same colonist)
fixed very rare error on lighting strike calculation
fixed some missing hotkey infos
fixed some smaller things
I hope you all have an awesome day guys, Cheers!
v0.5.086
Hi everyone, a new patch (v0.5.086) is out with some smaller fixes:
fixed not reachable mine jobs caused job schedule to stop
fixed that job button was visible for trees / plants / rocks on map border
added info message for trees / plants / rocks on map border
fixed hotkey on rocks, plants, trees marked by other players made ui sound
fixed some smaller things
Cheers!
Steam Summer Sale, Zone Re-stacking & some QoL Features
Hi everyone,
A new version (v0.5.085) is finally out and includes a functionality for re-stacking items in zones and transport them in zones with higher priority, some QoL features and some smaller fixes.
In addition, AColony is joining the Steam Summer Sale today with a fencydiscount of -35%.
Zones
Re-stack Items In Zone
In the last days (and to also get some new features for the summer sale for you), I have finally added the functionality that colonists can re-stack items in the same zone for a better space management.
Because this function could maybe also annoy or lead to unnecessary jobs / waste of colonist time, you can enable and disable it by a new button in the zone menu when required. The re-stack jobs are usually called when the colonists find no item anymore (when having transporter priority as highest) which they can by default transport to zones.
In addition, you can call this job directly by clicking on the item by colonists command (but requires that the zone has re-stacking enabled)
Transport Items to higher priority Zones
I have also added a second button to the zone menu, which allows you to enable that you colonists will transport items from this zone to zones which you have marked with a higher priority.
To make the management easier, the buttons are available in the priority overview menu too.
Hotkeys
For some faster access and as quality of life feature, I have finally added some basic hotkeys for the most common actions. This includes for example to mark trees, plants, rocks & animals for hunt directly, but also stuff like forbit or prioritize items.
Note: The forbid functionality has always the same key, which is "Q" at the moment. (F is unfortunately already used)
Patch notes
Last but not least, here is a full list of the patch notes of v0.5.085:
storage zones have a re-stack button + functionality now
storage zones have an option to re-stack on higher priority zones now
added hotkey E for plants, trees, rocks & wild animal menu
added hotkey Q, E for items forbid and priority menus
added hotkey E for items take over menus
added hotkey Q for zone & construction forbid functions
added hotkey X to destroy blueprint from menu
added hotkey X to destroy zones from menu
added hotkey Q to set colonists in combat mode
added hotkey E & R to move construction from menu
craft menu shows item tooltips now
fixed error appeared on too quick switch between item forbid & priority button
fixed error appeared sometimes after trader fest for colonists with partyking trait
fixed that wrong upgrade level on colonist command was shown
fixed that upgraded weapons showed basic price in info menu
fixed that firefanatics & gatling attacks have not paused the game
fixed some smaller things
I hope you all have an awesome day, a hot summer and getting some nice deals on the summer sale, Cheers!
v0.5.078
Hi everyone, a new patch (v0.5.078) is out with some smaller fixes:
added new steam achievement (prison fight)
added new steam achievement (willbreaker)
added new steam achievement (perfectionist)
increased the speed boost for normal & large kitchen
increased the speed boost for modern & hightech weapon & work tables
fixed animal hunting mark panel sometimes appeared when colonist selected
increased lure range of modern & hightech animal cage
scroll speed of resource overview adjusts dynamically now
fixed that LCtrl + 4, 5, 6 was not selecting regarding squad
Cheers!
v0.5.077
Hi everyone, a new patch (v0.5.077) is out with some smaller fixes:
fixed rare construction bug with invalid floating walls
fixed that steam stats got only uploaded to server on hit goal or exit game
producing animal feed also increasing animal related skill now
fixed that item area tools didn't worked on map border
fixed talent stars for animal taming not shown in overview
fixed mood of prisoners not updated when switching cell
decreased the penalty for taming / petting animals with a low skill level
increased taming skill multiplier taming actions by ~20%
increased skill multiplier for caring about pets by ~30%
animal equipment overview tab calculates now attributes in
Cheers!
Steam Achievements
[p]Hi everyone,
a new version (0.5.075) is finally published and contains 30 steam achievements, some updates in the picture menu + some smaller fixes.[/p][p][/p]
Steam Achievements
[p]This update includes 30 steam achievements + some steam stats, which I have setup for achieving a few of them. I have to say, there was already an ingame statistic in the game, but unfortunately it had not covered all required values. [/p][p][/p]
[p]The values for trees cut, plants harvested and creatures butchered will be automatically converted to your achievement requirements. [/p][p][/p]
[p]The value for eliminated creatures will also be converted to your achievement requirements, but only 25% of them, because the achievement counts "enemies" you have sent into the afterlife. (for example, stuff like hunting is here excluded, because non hostile animals don't fall under the term enemy).[/p][p][/p]
[p]Unfortunately, the values for mined blocks and built constructions were never counted before, so these values need to be increased / gained from 0.[/p]
[p][/p]
Updated Picture Menu
[p]The picture menu contains now all steam achievements & their images which can be selected and displayed in the ingame world. Like with the old system, these images are locked until you met the regarding achievements.[/p][p][/p][p][img src="https://clan.akamai.steamstatic.com/images/37462312/7759a6b55be51d21cc870569ea35f7f3aaa7107d.png"][TAG-40][/p][p][/p][p]In addition, I have also added a new checkbox which allows you to show an alternative image instead (so if you don't like to see the steam achievement icons in your rooms). [/p][p][/p][p][img src="https://clan.akamai.steamstatic.com/images/37462312/c5e41db1cd64378f4bc9a7427cb1975a67fafd55.png"][TAG-50][/p][p][/p][p]I have to say, to create all these images took pretty much time, because I had to setup many scenes to get some nice and cool screenshots.[/p][p][/p][p][img src="https://clan.akamai.steamstatic.com/images/37462312/3984b8ff4f1142bea2f0d29755eda6d548aebc6f.png"][TAG-60][/p][p][/p]
Achievements
[p]At the moment there are 18 basic tier achievements and 12 special ones in the game. [/p][p]The basic tier ones include: [/p]
[p]Lumberjack (1, 2, 3) with the goal of cutting trees (500, 1k, 5k)[/p]
[p]Miner (1, 2, 3) with the goal of mining blocks (1k, 5k, 10k)[/p]
[p]Farmer (1, 2, 3) with the goal of harvesting plants (500, 1k, 5k)[/p]
[p]Architect (1, 2, 3) with the goal of building constructions (1k, 5k, 10k)[/p]
[p]Butcher (1, 2, 3) with the goal of butcher animals or colonists (100, 500, 1k)[/p]
[p]Neutralizer (1, 2, 3) with the goal of eliminating enemies (100, 500, 1k)[/p]
[p][/p][p]The special ones include:[/p]
[p]Bees playing poker (lure some bees into a room with poker table)[/p]
[p]Prison love (have 2 prisoners fall in love [[i]not the kind of love you may have thought at first] )[/p]
[p]Omniscient (research all technologies)[/p]
[p]We can see the light (have 10 immobilized colonists at the same time)[/p]
[p]and 8 more[/p]
[p][Some of the ingame picture images][/p][p][img src="https://clan.akamai.steamstatic.com/images/37462312/ac7f17127a41aadaaf923cc918860a32a3612500.png"][/p]
Future Achievements:
[p]With the next updates I plan to add a few more achievements to the game, which should also fall under the special section. [/p][p][/p][p]If you have any ideas for some cool or crazy achievements (for certain actions) you want to see in the game - please let me know! :)[/p][p][/p]
Whats Next?
[p]While it took now a bit of time to finally add the achievements, I will focus now on some bugs which I still have to hunt and are not that easy to reproduce + I will continue with the update on the building system, which will probably contain some extensions of the colonists expectation systems with new rooms & constructions as next.[/p][p][/p]
Patch Notes:
[p]Last but not least, I have here a short list with all patch notes: [/p]
[p]added steam achievements[/p]
[p]updated menu for pictures and added new images[/p]
[p]you can switch in picture menu between achievement icons & alternative images now[/p]
[p]stats for cut trees will be converted[/p]
[p]stats for harvested plants will be converted[/p]
[p]stats for butchered creatures will be converted[/p]
[p]stats for killed creatures will be converted (only 25% because of only enemies counting)[/p]
[p]unfortunately, other stats need to be increased from 0 (were not existing before)[/p]
[p]added world statistics for mined blocks[/p]
[p]added world statistics for built constructions[/p]
[p]added world statistics for trading (only barter was seen before)[/p]
[p]fixed that colonists did not cleaned blueprint with no priority[/p]
[p]fixed error with empty chopping block existed during community event[/p]
[p]fixed all techs researched gives mood boost for special traits[/p]
[p]fixed some smaller things[/p][p][/p]
[p]I hope you all have an awesome day and will enjoy the update,[/p][p]Cheers![/p][p][/p]
Transferring Prisoners & Camera Tracking
Hi everyone,
A new version (v0.5.025) is published and contains the mechanic to transfer prisoners from one cell to another cell, a camera tracking functionality for colonists & animals + some smaller fixes.
Transferring Prisoners
With this update it's finally possible to transfer a prisoner from one cell to another cell. To do this, you only have to select an empty prison bed and click on the transfer button.
If a prisoner is marked for being transferred, you can select one of your colonists and command him to transfer / escort the prisoner to his new cell. (This job will also be done automatically if one of your colonists has the highest priority as prison guard)
If a cell where a prisoner should be transferred to becomes invalid (for example, that the path gets blocked), the prisoner will try to escape and run away. This also happens when the escorting colonist gets interrupted in his job. (for example by player command or immobilization)
Camera Tracking
It's also possible to enable camera tracking now and so to follow your colonists or any animals through their daily routines. To enable this mode, I have added a new small button to right upper corner of the colonist info menu.
In addition, the tracking function consists of 3 modes, which define if the buildings & terrain layers will get updated automatically while your are following a colonist.
I have to say, I was not really sure what should be the conditions which disable the camera tracking mode, because it is actually pretty fun to click on other components & use other menu functions while the tracking is active. Therefore you can simply disable it by pressing ESC or clicking the close button in the regarding menu.
Note 1: By selecting another colonist or animal when you are in the active tracking mode, the cam will automatically switch and follow it instead.
Note 2: You can still rotate and zoom while the camera tracking is enabled.
Additional Updates
I have also added 2 additional mechanics which were already since the last patch in the game, but only mentioned in the small patch notes updates.
Prioritize, Forbid & Take Over Items (Area Tool)
It's possible now to prioritize, forbid or take over items where you are not the owner of, by a new area tool which can be found in the menu for terrain jobs.
Prioritize Bed for Prisoner
In connection with the prison transferring mechanic I have also added a new button which allows you to prioritize 1 prison bed at the same time. If a prison bed is prioritized, you colonists will automatically transport the next colonist you want to imprison to this bed (if a path to the bed is valid)
Patch Notes
And last but not least, I have listed here all patch notes since the last regular update (including the notes of the smaller patches between):
prisoners can be transferred to other cells now
added new event (prisoner escapes(no escort))
added camera tracking for colonists & animals
fixed that squads got not saved for coop-partner (non host)
you can prioritize 1 prison bed at the time before imprison a colonist there now
items can be prioritized by new area tool now
items can be forbidden by new area tool now
items can be taken over by new area tool now
wood, stone, steel, ore, dirt & currency decays slower now
increased weapon upgrade attributes
increased some trait attributes
colonists can now mine block they are standing on in emergency
fixed some translation errors
some smaller fixes
What's Next?
I have still on my list to update the start menu, difficulty options & start scenarios, but have to decide here if it would not be better to make that in connection with the terrain generation update (because I plan here that you can also spawn with some pre-built huts or other constructions).
I addition I also have in mind (in connection with the ongoing update of the building system) to finally update the pictures & achievements system (which would also include steam achievements then, and not only the ingame ones).
I hope you all have an awesome day and will enjoy the update, Cheers!
v0.5.019
Hi everyone, a new patch (v0.5.019) is out with some smaller fixes:
fixed prison priority button sometimes shown on default components
fixed error when item got removed from zone in count mode
fixed very rare error on animal eat job
fixed destroyed colonists sometimes shown in grave select menu
disabled prioritize items which are already in a zone (area tool)
fixed some smaller things
Cheers!
v0.5.018
Hi everyone, a new patch (v0.5.018) is out with some fixes & addition:
items can be prioritized by new area tool now
items can be forbidden by new area tool now
items can be taken over by new area tool now
you can prioritize 1 prison bed at the time before imprison a colonist there now
fixed that marking certain rocks directly for mining can cause an error when loading the game
fixed that trait 'party king' got a runspeed boost instead of 'athletic'
fixed log message panel slider colors
fixed some smaller things
I have to say, this is also some kind of hotfix, because there was an error with selecting rocks directly, but the save files will automatically repair themself now. In addition I am also almost finished with the prisoner transfer mechanic, there is only the escort job missing. So the next regular update should come within the next days.
Cheers!
v0.5.016
Hi everyone, a new patch (v0.5.016) is out with some smaller fixes:
wood, stone, steel, ore, dirt & currency decays slower now
increased weapon upgrade attributes
increased trait 'wood enthusiast' values by 15%
increased trait 'weapon fanatic' and 'strong' values by 5%
increased trait 'architect' values by 5%
fixed tree planting progress stop (reset of speed controller)
colonists can now mine block they are standing on in emergency
fixed that forest defenders died from starving after a while
fixed carrion snail did not disappear after load
fixed transparent layers for tree transparent mode
fixed plants & trees on roof where still selectable when invisible