AColony cover
AColony screenshot
Genre: Simulator, Strategy, Indie

AColony

Updated Pathfinding & New Weapons

Hi everyone,

A small and new update (v0.4.078) is out which includes some new weapons, an upgrade of the pathfinding system, a question and some fixes & adjustments.

I have to say, we have some really hot days here now and I hope you have a nice and relaxing summer these weeks too.

New Weapons


To make the game a little more interesting, I have added a few new weapons beside, that have a similar functionality like the already existing weapons.

Baseball Bats (Barbed Wire & Metal)


At the suggestion of players, there are now 2 baseball bats in the game, which are the following:


  • Baseball Bat (Barbed Wire)
    Because of the barbed wire, this bat is also dealing bleeding damage and deals slightly more damage than the basic axe.
  • Baseball Bat (Metal)
    This bat is similar to the wooden bat and can be seen as a modern version of it, which also deals no bleeding damage. (perfect for beating colonists or animals immobilized)


Note:
The bats will be unlocked with the 'steel weapons' and 'modern weapons' technology




Modern Axe


The modern axe is a modern version of the basic axe and differs mainly in its look to the modern sword. It deals a little bit less damage than the modern sword, but is also cheaper to craft. Additionally, they can also be equipped by enemies, wanderers and traders, which adds some variety to these events.

Note:
The modern axe will be unlocked with the 'modern weapons' technology




Non-Lethal Shotgun


The non-lethal shotgun is the first firearm in the game, which deals no bleeding damage when the projectile hits a colonist or an animal. This weapon can be used to immobilize colonists in mental breakdowns or to immobilize animals which you want to lock in an animal cage. Even though the name says non-lethal, your colonists can still kill / execute immobilized beings through a direct command or through jobs like hunting.

Note:
The non-lethal shotgun will be unlocked with the 'machine guns' technology




Question about 2-Handed Weapons


A little bit ago I got the suggestion to add 2-handed melee weapons to the game - and because there are multiple ways to add that functionality I wanted to ask you what you think would be the best way.

1)
Adding new weapons like a 2-handed sword and similar stuff which can only be used 2-handed (so no way to equip a shield in addition)

2)
To upgrade the default melee weapon functionality so that when you have no shield equipped, the weapon is automatically used with both hands (and another combat animation).

To hold a weapon 2-handed will of course deal more damage and will probably also impact the 2 blocks beside the target, which means you can hit multiple enemies at once.

You can always write what you think in the discussion to this post or on my discord server.

Updated Pathfinding


A really noticeable problem in the game was a sometimes incorrect calculation of the pathfinding algorithm, which led to the situation that colonists have avoided doors. This should be fixed now and your colonists should choose a far more accurate path - also on larger distances.

To be a bit more technical here, the main problem was the higher navigation layer system (working on a 4x4 grid on 40 meter distance to target position) in connection with doors, because they are seen as separated chunks / nodes (that is required to forbid pets or neutral colonists to cross a door).

As can be seen in the image below, this let the algorithm (which goes from node to node) think, that the path around the doors (yellow) is shorter than the path through the doors (red).



While I experimented here a time around (to also find a performance friendly way), I came to the solution to no longer count directly by nodes, but by the 4x4 bounds (with a bit more complicated second search algorithm) which should fix that problem in a smooth way.



If you still find or see a very weird path, then please let me know :) Sometimes there can be a special case which I have not seen / encountered in my testing.

Updated Demo


In addition, I have finally updated the demo version of the game, because the last update was in November 2023 and still had some bugs in it which I have fixed only for the alpha version.

Patch Notes


Last but not least, I have here a short list with all relevant patch notes:


  • added missing fire update translations (ch, jp, fr)
  • upgraded and improved path finding algorithm
  • added new weapon (baseball bat (barbed wire))
  • added new weapon (baseball bat (metal))
  • added new weapon (modern axe)
  • added new weapon (non-lethal shotgun)
  • fixed that fires were not extinguished on client in online coop
  • decreased mine time of blocks by 15% (jobs need to be placed again)
  • insects nests produce more resources based on their level now
  • fixed basic axe blood effect not shown
  • increased check time for target behind obstacle slightly
  • updated demo
  • some smaller fixes


I hope you all have an awesome day and will enjoy the update,
Cheers!

Fire Update!

Hi everyone,

The new fire update (v0.4.075) is finally published and comes with a -30% discount.

It contains many new features like the new and almost everything affecting fire system, new weapons, new combat mechanics, new events and much more!

In addition, I have also created a new short trailer regarding the fire update:



Note:
The update translations for chinese, japanese & french will come in the next days.


Fire System



With the implementation of the fire system, a new and deep mechanic will now be part of the game. It can affect the vegetation, constructions, items, colonists, animals and more.

Fire On Vegetation



The fire system can set many objects in the default world on fire (or give it at least a burned effect) which includes the terrain, grass, trees, plants & rocks. While some objects will increase the fire power and with that its spread range, some can also decrease or even stop it. The following things have an impact on the fire and vice versa:


  • Terrain
    Fire usually spreads and extends over the blocks which define the terrain. Grass blocks have here the highest impact, while dirt has a far lower one - rock and ore stops the fire immediately. Fire can also spread upwards over blocks, but not downwards.
  • Trees
    If a tree is ignited by fire, it will start to burn and is during that phase no longer interactable by your colonists. If the tree is burned down a black trunk is left which can be cut by your colonists. Depending on the growth value, the fire will get more power on the tree block.
  • Plants
    If a plant stands in the way of fire, it gets immediately converted into a burned plant which gives no resources. Depending on the growth value, the fire will get a bit more power on the plant block.


The vegetation & environment system has also a self recover functionality, which works in the way that after ~2.5 days the burned ground will fade away and the burned trees & plants will decay. Since burned areas can be large, the respawn rate of trees and plants there is greatly increased.



Fire On Constructions



Beside the vegetation, constructions can also catch fire, which in most cases are those made of wood.
But even if some constructions cannot burn directly, they can still get some damage + a visual burned effect. If contact with fire happens, it is often necessary to clean the component in question (the blocks on which it is located) in order to be able to repair it again.

It's important to say here, that wooden main construction elements (like floors, walls, roofs, etc) will not be destroyed by fire if they have full health. For these elements, I have added a maximum fire damage limit of around ~90% to prevent a simple fire from collapsing buildings.



Fire On Items



The item and resource system is also affected by fire now and has like other burned components, updated visuals if some kind of contact occurs. There are 3 different ways how resources will react:


  • Burn
    Some resources can increase the power of the fire on its block and will simply burn away and despawn then. This is for example: wood, harvest, food, wooden weapons & more.
  • Nothing
    Some resources have no effect on the fire which are often those made of metal. This is for example: stone, steel, machine components, weapons out of metal & more.
  • Explode
    Some resources can not only burn, but even explode when they come in contact with fire or get in any other way damaged. This can also result in a chain reaction if there are other explosive objects nearby. These items are for example: ethanol, fuel, molotov cocktails & more


In addition, I have also added a new mechanic that allows you to aim your ranged weapons at explosive items to cause them to explode.



Fire On Colonists & Animals



This updates also brings a new functionality to the game, which can ignite any colonist or animal and force them into a burning job. If one of your colonists is set on fire, you will lose like with mental breakdown all control over him. The burn time depends on the causing weapon or source of fire.

While colonists or animals are burning, they will also lose constantly health in the form of burning wounds. I have to say here, when I tested around with the ignite mechanic, I often encountered that almost everyone was dead after a battle with fire, because immobilized colonists can catch fire too. Therefore I have added a modifier which deals only very low fire damage (from fire on blocks) to immobilized colonists.



Other Fire Related Mechanics



Extinguish Fire



Your colonists have the option to extinguish a block on fire, which usually takes 33% of the burning time. This can be done by a direct command (which should also force a colonist to extinguish nearby blocks) or is automatically done when a fire source is crossing the path of you colonists.

This functionality is also working for wanderers & traders, allowing them to put out fires near them.



Clean Ground & Constructions



In relation to the extinguish job, there is also a new job which allows you to clean burned constructions and ground blocks. This is not only practical to make your colony look after a fire good again, but also to be able to seed plants again, because they cannot grow on burned ground.

Important
At the moment, in the job section menu, the job for your colonists to automatically clean the area around your colony is located under the builder section. If prioritized, your colonists will automatically do the cleaning when there is no building or repair job left (or a repair job requires a cleaning at first).



New Weapons



This update also includes some new weapons and upgrades of existing ammo types to fit the new fire system.

Molotov Cocktail



What would be a fire system without molotov cocktails? Of course, these shouldn't be missing and so I have added 2 types of them which require ethanol (for the basic age) or fuel (for the modern age) as main resource.

The molotov cocktails are also introducing a new combat mechanic - the throw mechanic - which technically is a mix between the default colonist aiming and default artillery projectile mechanic.

Note:
At the moment, the molotov cocktail with ethanol gets unlocked with the crossbow technology, the one with fuel by the machine guns technology.




Flamethrower



This weapon gets unlocked by a new technology in the modern age and is located straight after the machine guns. A special functionality of the flamethrower is, that it can not only set the target on fire, but also (when longer hitting something at the same spot) the ground or floor.

It's the third heavy weapon in the game, which means that it requires resources as ammunition (in this case fuel) to be functional. At the moment, a colonist can hold 10 units of fuel with the flamethrower and 1 unit gives ~10 ingame minutes of fun.

Note:
It's also possible to aim with the flamethrower as well as with molotov cocktails at trees to set them on fire directly.




Updated Ammo Functionality



In connection with the fire system, I have also upgraded all existing ammo types which were already dealing fire damage (but that was only visible in the status menu). This includes the following items:


  • RPG fire ammo
  • Ballista fire ammo
  • Artillery fire ammo




New Events



This update also introduces a new event scheduler, which handles a new type of event for environment related stuff, consisting of the forest fire & volcanic eruption at the moment. Additionally, there is also one new enemy attack event.

Forest Fire



This event spawns a small fire at a random tree in the world.
But it is much more dangerous than it first seems, because the fire has a very high power value so that it can spread very heavily and burn a huge area in a short time.



Volcanic Eruption



This is probably the most interesting & influencing event of this update. If it spawns, you will get an event message like for any other event and shortly after you can hear a big explosion which is far away. Then the weather starts to get a hot and orange touch and fire chunks will rain over the whole map for a few hours. The following chunks will enrich the lives of your colonists:


  • Large Chunks
    If these chunks hit the ground, they will spawn a huge explosion which will set the area around the impact point on fire. In addition, they also spawn a new rock type (volcanic rock) which can be mined like normal rocks and give valuable ores (gold).
  • Medium Chunks
    If they hit the ground, they will spawn a smaller explosion than the large chunks and will set the area around the impact point on fire.
  • Small Chunks
    These are the most common chunks and they don't spawn fire on the ground at the moment. They only deal fire damage on animals, colonists, items & constructions.


Note:
At the moment the weather has no impact on animals or colonists, but it is planned to also give them later some kind of volcanic ash poisoning during this event. (If they are not in closed rooms)




Fire Fanatics Attack



The last event which I have added is the fire fanatics attack which is similar to the gatling gang attack and consists of enemies which are exclusively equipped with fire damage dealing weapons. This includes molotov cocktails, flamethrowers and rocket launchers with fire ammo.

Note:
It's recommended to target the members with rocket launchers at first in combat, because they have the longest range which make them especially dangerous.




Additional Updates



Updated Production Manager



I have finally updated the production manager so that it allows you to set a minimum and maximum limit now. That means, your colonists will now stop the production on the max limit and only start it again when the regarding resource count is under the min limit. In addition, you can also switch the mode when you are between the limits.

For example, in the following screenshot, you can see a yellow checkmark at meal (meat) which indicates that the production will be continued when the resource reaches the min limit. At meal (vegetable) you can see a green arrow which indicates that it will be produced until the max limit is reached. By clicking on the icon you can switch between these 2 modes. (The mode automatically switches when it reaches the regarding limit)



New Colonist Overview Menu Functions



In the colonist overview menu, I have separated the function to set your colonists into combat mode from the tools section in a new one so that you don't always have tool functionalities open too. In connection with that - and got often suggested - I have added the option that you can switch the positions of your colonists and pets in this menu now.



Predicted Enemy Position



With the implementation of the flamethrower and its slow moving fire particles, I really encountered the problem that colonists (which are simply aimed straight at their enemies) didn't hit their target when it was moving. This was also on the list of player suggestions and this functionality is now also finally in the game and affects all weapons.

Note:
This functionality works for enemies which aim at you too.




New Traits & Mental Breakdown



Of course, this updates also includes 2 new traits which are the athletic and pyrotechnician trait. In addition there is also a new mental breakdown event for colonists with the pyrotechnician trait which ... well ... can be dangerous when you store molotov cocktails in your colony.



Updated Start Resource Menu



Last but not least, I have updated the start resource menu which allows you now to use 2 buttons to change the count and informs you about the resource points of each slot.

If you hold Left Control you can change the count by 5 and if you hold Left Shift you can change the count by 10 + it automatically stops at the count where you would reach the max possible resource points.



Patch Notes



And here is the full patch list for v0.4.075:


  • added fire system!
  • added new weapon (flame thrower)
  • added new weapon (molotov cocktail (ethanol))
  • added new weapon (molotov cocktail (fuel))
  • animals can be set on fire now
  • colonists can be set on fire now
  • trees & plants can be set on fire now
  • buildings & constructions can be set on fire now
  • some items can burn now (especially wooden ones)
  • fuel, ethanol and other items can be focused and shot at now
  • fuel, ethanol & other items can explode now
  • production manager supports now a min and max production limit
  • order of colonists can be changed in overview menu now (tools section)
  • added new section to colonist overview menu (combat mode section)
  • added new event (forest fire)
  • added new event (volcanic eruption)
  • added new event (fire fanatics attack)
  • added new trait (pyrotechnician)
  • added new trait (athletic)
  • added new mask (gas mask)
  • colonists can aim at predicted position of moving enemies now
  • scenario start resources option 'gunslinger' has 5 molotov cocktails now
  • updated new game menu start resources panels
  • holding shift in start resource panel stops count on max limit now
  • gatling gun can be upgraded now
  • increased animal group respawn rate
  • fixed that aiming at fences & battlements ignored constructions in sight path
  • added new colonist breakdown (pyrotechnician)
  • increased shotgun range to 10
  • fixed bug that constructions to repair never got removed from hidden list
  • decreased power consumption of time switch from 8 to 5
  • decreased max fuel & ethanol per slot to 15 units
  • decreased price for fuel from 7.50 to 4.85
  • decreased price for ethanol from 4.00 to 3.50
  • terrain rocks have description now + info window now
  • lightning strikes can hit trees now
  • traits prison experience & short-sighted share relationship bonus now
  • fixed that barbed wire fence door slide mesh
  • loading screen is updating background images now
  • fixed pitch black background color on a few ui panels
  • fixed that in coop tree spawn rate was decreased instead of increased
  • fixed that cooking sound was not reacting to audio settings
  • fixed that immobilized talking partner can cause infinity talk events when reached
  • fixed bug when object pool max limit reached
  • fixed some particle effect bugs on load
  • fixed colonist breakdown melee attack switch bug
  • added a button to open ingame main menu to settings menu


What's Next?



Because the fire system was a major update which took more time to implement, I will focus now on patches and more frequent updates again, to fix and add some stuff which you have suggested in the last months.

This includes for example to finally add the functionality to switch the cells of prisoners, to upgrade the path finding algorithm and and many other things which can be quick and frequent published.


I hope you all have an awesome day and fun with the update,
Cheers!

News to Fire Update | Experimental Branch

Hi everyone,

after a long time of developing & also taking a bit of a break, the new fire update is finally available on the experimental branch.

I have to say, it has taken more time than expected to finish everything, because beside the visuals I had also to integrate the impact of the fire system in nearly every aspect of the game. Like the impact on all colonists, all animals, all constructions, all items, the nature and its recovering, the general combat system and far more.



Access



You can access the experimental branch in the following way:


  • Right click on AColony in your steam library
  • Select Properties
  • Select Betas
  • Type in: password1234




Info



The experimental branch has usually a version where the game can have some bugs and is relatively unbalanced. In addition, I still have a few points which I will add during that period (like for example that fuel generators with fuel in them are not exploding when on fire at the moment).

If you find any errors, bugs, weird behavior or have suggestions - you can always write it here in the comment section or join our discord to discuss them there.

Note:
If a public version is released and has a higher version number than a save file from the experimental branch, then you can also use that save file there.




What's Next?



While I have to make some fixes & rebalancing in the next days, I also plan to record a new short steam trailer regarding the fire update, making some new screenshots and prepare all for a major steam update (which will also have then all details of the main topics and a full list with all patch notes).

In addition, with the release of the public version of the fire update, AColony will be available with a -30% discount for ~2 weeks.

I hope you all have an awesome day,
Cheers!

Steam Spring Sale & News About Upcoming Fire System

Hi everyone,

I am happy to announce that AColony will join the the Steam Spring Sale with a -30% discount today. In addition, I have some short news about the upcoming fire system.



News About Upcoming Fire System Update



In the last weeks I have started to implement the new fire system and because I'm already pretty far in development - I have here a few screenshots and some brief descriptions to the main features of the upcoming update, which I want to share with you.

Flamethrower


The next update will include the flamethrower as a new heavy weapon - beside the rpg & the gatling gun - and will allow you to set colonists, animals, trees and many other things on fire.



Molotov Cocktails


What would a be fire system be without molotov cocktails? Of course, these shouldn't be missing, which is why I added them straight away. In addition, a new combat mechanic - throwable objects - will come with them.



Burning Vegetation


The upcoming update will also include a fire blocks & fire spreading system which can set grass, plants & trees on fire. While I still have here to make many adjustments, I can say that it is already pretty fun to play around with the current implementation.



Burning Buildings


In connection with the vegetation fire spreading system, there will also come a fire system for buildings, which will include new textures & effects for all core structure elements like floors, walls, roofs, battlements, fences, doors, windows & more!





Based on player suggestions, there will also come a lot of smaller fixes & upgrades - like that the production manager will support a min & max limit or that you can change the order of your colonists in the colonist overview menu.

The new version should be finished and ready for public in about the next 2 weeks - and will come with a large and far more detailed steam update, including all patch notes.

I hope you all have an awesome day,
Cheers!

Gatling Guns, New Event & More

Hi everyone,

it's time for a new update (v0.3.065) and this one includes the new gatling guns, updates in the sound system, a new event, fixes and some adjustments in a few systems.

Gatling Guns


With this update a new gun gets introduced into the game - the gatling gun. This is the second gun, beside the rocket launcher, which falls under the category of heavy weapons, which means that these guns require a special ammo item to can be fired.

The difference from other weapons is that it can fire 35 bullets in a row (and not only 3 like by default). Even if these shots are more inaccurate, the weapon is very effective at close range or against several enemies standing close together at a distance. Plus - it's really fun to fire them.



New Ammo Item


There is also a new item available - gatling ammo - which can be crafted on the modern or hightech workbench. At the moment, the required resources for 75 bullets are 1 fuel and 5 steel. In addition, you can also trade ammo with the weapon traders of both trader factions.



New Technology


In connection to the new gun, I have also added the related technology to the technology tree. It gets unlocked after you have researched "Weapons II" which unlocks the machine guns.



New Event: Gatling Gang


Of course, I couldn't resist to add a new event which is taking the new guns in count. Therefore I have created a new enemy attack event that spawns a gang of colonists which have heavy equipment. They have the following properties:


  • They can be equipped with gatling guns and 275 ammo (chance ~80%)
  • They can be equipped with modern sword and modern shield (chance ~20%)
  • They always wear protective vests against ranged attacks
  • They always wear face masks (but they are only decorative)


Note:
This event can only spawn in computer and nuclear age. So no worries, if you still have only bows and sticks, this crew will not visit your colony.




Updated Audio System


If you have already played the game, you have maybe noticed that is can rarely happen (for example, when firing machine guns in fast mode) that same sound effects can overlap which makes them pretty loud.

Therefore I have made some updates in the audio system which should handle such situations now and make the sound flow better. I have to say here, mostly when there are getting 4 or 5 gatling guns fired at same time, there I really noticed that problem.

What's Next


Since I'm currently working on finishing the combat system with all of its components, I will very probably implement the flamethrower and its fire system next.

In the meantime, I hope you will have a lot of fun with the the functionalities of this update!



All Patch Notes:


Last but not least, here I have a list with all patch notes which also contains some adjustments:


  • added new weapon type (gatling gun)
  • added new item (gatling ammo)
  • added new technology (gatling guns)
  • added new customization item to the game (mask)
  • updated audio manager to prevent that 2 same sounds get played at same time
  • decreased negative runspeed impact of all weapons and equipment
  • increased all quest rewards
  • fixed that single fence was not detected by battlement raycast system
  • increased max units per slot of meat, human meat and insect meat to 50
  • increased defence values of protective vests slightly
  • decreased sniper and machine gun damage very slightly
  • fixed that hats had not always the exact fitting scale in relation to colonist head
  • decreased intensive color of fuel canister
  • fixed that equipping body armor dropped rpg rockets
  • increased price of rpg by 30%
  • decreased max groups of pheasants by 1, increased chicken by 1
  • decreased attack values of foxes (for new players)
  • decreased attack chances of foxes
  • fixed that also pets could have been chosen as drunken wanderer quest target
  • fixed error shown in client when colonist to medicate can walk again
  • fixed that loading save file with active medicate on ground job failed


I hope you all have an awesome day,
Cheers!

v0.3.062

Hi everyone,
a new patch (v0.3.062) is out with some smaller fixes:


  • fixed bug which has not unlocked battlement materials
  • fixed that setting squad in combat mode with immobilized colonists locked combat mode on host
  • fixed very rare error in online-coop when player tries to medicate colonist on ground
  • fixed that destroy power cables vertical in walls showed that no path available
  • started with the work on new combat mechanics


I hope you all have an awesome day,
Cheers!

v0.3.058

Hi everyone,

I hope you all had some awesome winter holidays!
I have a new patch for you (v0.3.058), which includes some smaller updates and fixes for the bugs you have reported over the last days:


  • it's possible to take protective vests from immobilized colonists now
  • fixed that centipedes moving items on spawn were not correct removed from resource list
  • fixed error shown when explosion destroyed battlement and its floor at same time
  • fixed error when loading a game with a saved projectile flying against a construction
  • fixed that battlement colliders were blocking mouse interaction in transparent mode
  • fixed that it was possible to build battlements when terrain blocked it
  • fixed that battlements were not possible to build in corner-in formation
  • fixed that battlements materials were not locked behind related techs
  • fixed battlements color not shown in technology tree menu
  • fixed that crosshair of modern crossbow was not included in transparent mode
  • fixed that claw wolf sometimes suffer from overeat poisoning
  • fixed that claw wolfs did not start continue eating corpse after sleep
  • fixed that prisoners had trait related mood to your colony
  • fixed that fallen meal is owned by colonist traders when selling eating prisoners
  • fixed that error in online-coop shown when one player had not researched metal replace material


Cheers!

Battlements, New Fence Mechanic & Combat Cover System

Hi everyone,

shortly before the new year of 2024 I have a new update (v0.3.055) for you, which includes new defence constructions, updated fence mechanics, a new combat cover system & some smaller fixes.

Battlements


With this update some new defence constructions are introduced in the game - the battlements. They can be built around floors or foundations and offer your colonists some cover from incoming arrows and projectiles. The following types are available now:


  • Battlements (Wood)
    They come with a health of 45, a chance of blocking a projectile completely of 15% - 35% and a damage reduction of 15%.
  • Battlements (Stone)
    They come with a health of 85, a chance of blocking a projectile completely of 25% - 50% and a damage reduction of 20%.
  • Battlements (Metal)
    They come with a health of 125, a chance of blocking a projectile completely of 35% - 60% and a damage reduction of 25%.


Note:
The chance of blocking is calculated by the penetration force of the projectile & the defence value of the battlement (like in default combat), but is clamped to the related min & max value.




Updated Fence Mechanic


In connection with the battlements I have also updated all fences + fence doors and their values to fit the new combat cover system.


  • Fence & Fence Door (Wood)
    They have now a health of 45, a chance of blocking a projectile completely of 15% - 35% and a damage reduction of 15%.
  • Fence & Fence Door (Stone)
    They have now a health of 85, a chance of blocking a projectile completely of 25% - 50% and a damage reduction of 20%.
  • Fence & Fence Door (Barbed Wire)
    They have now a health of 85, a chance of blocking a projectile completely of 25% - 50% and a damage reduction of 20%.
  • Fence & Fence Door (Metal)
    They have now a health of 125, a chance of blocking a projectile completely of 35% - 60% and a damage reduction of 25%.


Note:
All existing fences & doors will be updated if you load a save file which was created before v0.3.055




Combat Cover System


One of the most interesting parts of this update is the new combat cover system, which allows your colonists to get some protection if they are standing directly behind a battlement, a fence or a fence door. If the distance to these cover constructions is larger, the system can also block the projectiles of your own colonists, which means that the system can also be used vice versa from enemies.

To avoid that the named constructions are blocking the line of sight (like fences before this update), I have added a new collision system which allows you (and also enemies) to shoot through them now.

In addition, the new combat range visualizer is showing the points now, where your ranged weapons will have a probability to hit fences or battlements. You can also see the chance for a hit in the command message now.

Note:
The detection colliders are higher than your real cover constructions, which leads to the effect that projectiles (if blocked) can get blocked in the air over them.




Patch Notes


Last but not least, I have here a list of all patch notes:


  • added new combat cover system (for fences, fence doors & battlements)
  • added new defence constructions (battlements - wood)
  • added new defence constructions (battlements - stone)
  • added new defence constructions (battlements - metal)
  • updated all fences & health
  • updated all doors & health
  • updated turret mesh and shoot point height
  • fixed special error when deleting stair beside certain rock combination
  • fixed coop bug where new enemy groups sometimes changed position on spawn
  • fixed that trees spawned wood in cave under them when cut
  • fixed colonist trader menu resets all items to 0 when pressing up
  • fixed some quest stuff was loaded sometimes for wrong player in 3 player coop


I hope you will enjoy this update and I wish you all a happy new year
Cheers!

v0.3.048

Hi everyone,
a new small patch is out with some fixes (v0.3.048):


  • added new hat (christmas hat)
  • fixed animals of traders didn't went to sleep when not reached target location
  • fixed animals of traders sometimes didn't woke up at correct time
  • fixed animals of traders sometimes stood up incorrectly after immobilized
  • sold prisoners getting a few supply bag units now
  • fixed currency count not always shown in info messages
  • fixed some translations
  • updated coop load world protocol (separated warmup shaders)


Cheers!

Steam Winter Sale!

Hi everyone,

I'm happy to announce that AColony joins the Steam Winter Sale with a -30% discount today!



A quick patch with some fixes and the new christmas hats should be available in the next hours!

I wish you all some awesome winter holidays,
Cheers!