AColony cover
AColony screenshot
Genre: Simulator, Strategy, Indie

AColony

v0.3.046

Hi everyone,
a new small patch is out with some fixes (v0.3.046):


  • modern weapontables and workbenches can be moved now
  • modern, computer & nuclear research tables can be moved now
  • fixed that colonist traders spawned as general traders in nuclear age
  • colony name at foundation stone can save and load special characters now
  • increased double click detect time on colonist & pet images
  • fixed that technology 'basic science' description was shown as locked with explorermode on
  • fixed that immobilized prison brother that joined but died was not assigned to player
  • removed combat mode button from immobilized colonists


Cheers!

Steam Cloud + Updated Save & Load Menu

Hi everyone,

a new update is out (v0.3.045) which includes the steam cloud support, a new structured save & load menu and some new functionalities in relation to it.

Steam Cloud


With this update it's finally possible to share save files and pattern files over the steam cloud functionality. In addition, I have added a small new panel to the settings menu (under the language selection) where you can enable or disable the cloud and clear all cloud files.

At the moment, the max allowed number of save files in the cloud is 25 and the same number also counts for save patterns per / for each type. A file will be automatically written to the cloud if you save a game now.

Note:
Save files which are found in the cloud are marked with a small cloud icon (if the cloud is enabled).




New Save & Load Menu Structure


If you have played the game for a longer time, you have maybe experienced that with many colonies the save & load menu got pretty quick a bit confusing. Also, because the auto generated saves (like OnExit, QuickSave, AutoSave & so on) had always the default world name on the beginning.

Therefore I have restructured the save and load mechanic and now all related saves to a certain world get shown under a new world name header panel which you can open and close.

In addition, it's also possible to change the world name now (which updates all related save & cloud files) and I've added the functionality that you can delete multiple save files by selecting them while holding left ctrl.

Note:
If you start the game with this new update, all your save files from the older versions will be converted to a new format. If 2 colonies shared the same world name, it can happen that they are shown under the same header.




New Save Files Location


In connection with the cloud and the new save & load menu, I have also changed the location of the save files. You can find your save and pattern files under the following path now:


  • /saves/savefiles
  • /saves/savepatterns


Updates In New Game Menu


I have made some updates in the new game menu which should make the start of a new game more comfortable.


  • All scenario options offer 65 start skill points for each colonist now
  • All scenario options offer more start resources now (except scenario with no start resources)
  • You can save and load patterns of single colonists now
  • You can save and load patterns of single pets now
  • All save patterns can load characters (like äöü & so on) correctly now




Patch Notes


And last but not least, I have here a list with all patch notes:


  • added steam cloud support
  • restructured save file system & menu
  • save files are located under exefolder/saves/savefiles now
  • save patterns are located under exefolder/saves/savepatterns now
  • added save and load patterns for single colonists & animals
  • save files can be multi selected by holding Ctrl now to delete them
  • added world names to new game menu
  • world names can be changed in load menu now
  • patterns can hold special characters now (like äöü & so on)
  • new game with any start colonists offers 65 skillpoints per colonist now
  • new game with any start resources offers an increased count now
  • fixed that protective vests were choosable in start new game menu
  • right click on talent stars in new game menu decreases talent now
  • fixed that bury colonists added an additional panel in colonist selection menu


I hope you enjoy this update,
Cheers!

v0.3.035

Hi everyone, had to make a quick hotfix (v0.3.035):


  • fixed that with the material replace update it was not always possible to delete power cables


Cheers!

v0.3.034

Hi everyone,
a new small patch is out with some fixes (v0.3.034):


  • fixed that darkflies couldn't build nest when plant was blocking it
  • fixed tier 3 animal special commands were not loaded correctly
  • fixed that prison brothers event could have pacifists
  • new game with 2 start colonists offers 50 skill points per colonist now
  • improved AI of colonist groups (including prison brothers)
  • refuel components on player command locks colonist now (from eat & sleep)
  • scenario option 'a little knowledge' offers 6 start technologies now
  • scenario option 'more than expected' offers 9 start technologies now
  • scenario option 'the future is near' offers 16 start technologies now
  • fixed some background functions regarding the players tech age level
  • fixed that plants which were loaded on chunk with 0 grass were not visible instantly


Cheers!

Material Replace Tool & More

Hi everyone,

A new update (v0.3.032) is out which includes the new material replace tool, some functional upgrades and fixes.

Material Replace Tool


Since a while there was one point on my list which I have finally implemented - the material replace tool. This tool allows you to replace the materials of elementary construction elements without being forced to destroy the old ones and placing blueprints.

In the building menu, I have added a new button which opens the material replace function. The connected menu is built in the same way like the default material menu and you can also choose a color here. The functionality is similar to that of the destroy mechanic, which means that you can mark all construction elements in a certain area at the same time.



The materials of the following elements can be replaced:


  • Floors
  • Roofs
  • Walls, Window Frames & Door Frames
  • Stairs
  • Chimneys


If you have marked everything, your colonists will start to collect the required resources (if you only change the color of a material they will need less) and will transport them to the replace jobs. The time to create the element is defined by the building time of the new element and half of the destroy time of the old one.



After the job is done, the materials are replaced without the danger of that the buildings could have collapsed. (This should be very practical for larger colonies in the mid or end game, but also to update rooms quickly to wood if one of your colonists have the forest friend trait)



Harvesting of plants which are blocking blueprints


I have also added the functionality, that your colonists will finally harvest plants, which are blocking the space of a blueprint. (In the past, the plants were simply deleted without getting any resources from them)



Patch Notes


And last but not least, I have here all patch notes which come with this update:


  • added construction material replacer (is on bottom of building menu)
  • colonists will harvest plants which are inside blueprints now
  • improved search function on farming zones
  • colonists are no longer repair constructions which are marked to get destroyed
  • colonists can access floors and walls easier now if they are blocked by furniture
  • moved buttons to switch destroy mode to construction info panel
  • fixed feed animals in animal cage priority was not highest
  • holding left ctrl will change count now in several menus by 25 and 100
  • fixed that corpses & quest items where visible in player to player trading menu
  • fixed taming animal in cage colonist's doing msg not shown
  • fixed marked floor color was not updated
  • fixed marked roof base color was not updated


I hope you enjoy this update,
Cheers!

v0.3.026

Hi everyone,
a new small patch is out with some fixes (v0.3.026):


  • increased wood from trees by ~20%
  • graves can be moved now
  • fixed error shown when opening player trading menu after animal trading menu
  • fixed transparent layer mode for protective vests
  • fixed transparent layer mode for simple power switch
  • research technology on player command locks colonist now (from eat & sleep)
  • fixed prisoner break will event go to location button was not working
  • fixed grass stayed invisible when exit construction move mode
  • added missing french translations


I'm working now on a new functionality which will allow you to replace / upgrade existing floors, walls, roofs & more with another material, so that you don't have to destroy them at first anymore :)

Cheers!

Protective Vests, New Hats & Steam Autumn Sale

Hi everyone,

in connection with the Steam Autumn Sale, I have a new update (v0.3.025) for you which adds some new content and functionalities to the game.

Protective Vests


With this update I have introduced some new items to the combat system - the protective vests.

Vests


Protective vests giving your colonists an additional layer of defense. They increase the chance that a melee or ranged attack can be completely blocked and they add a new damage reduction factor to the game.


  • Protective Vest (Universal)
    This vest protects the colonist from all damage, but the damage reduction values as well as the chance to block a melee or ranged attack are lower.
  • Protective Vest (Melee Combat)
    This vest protects the colonist more from melee damage and the damage reduction values as well as the chance to block a melee attack are higher. On the other hand, the defense values ​​against ranged weapons are worse.
  • Protective Vest (Ranged Combat)
    This vest protects the colonist more from ranged damage and the damage reduction values as well as the chance to block an arrow or projectile are higher. On the other hand, the defense values ​​against melee weapons are worse.


Note:
Protective vests are also seen as part of the weapon system, which allows you to upgrade them on the right tables




Updated Equipment Menu


In connection with the new vests, I have added a new body armor slot to the colonist's equipment menu. You can also click on the equipped items to see their values now and the overview contains the protection / damage reduction factors for melee and ranged attacks.

Note:
In addition I have removed the shield stats when your colonist is not equipped with a shield so that the menu looks more clean now.




New Technology


The modern section of the technology tree got a bit extended and contains a new technology which unlocks the protective vests now.

I have to say, because melee weapons, ranged weapons & shield are already available in the basic age, I have decided to make body armor available in the middle of the modern age to introduce it as new feature to the mid game.



New Hats


What would the world be without hats? With this update, and based on players suggestions, I have added 3 new & fun hats to the game to make the game & customization of your colonists more enjoyable.


  • Propeller Cap
  • Funky Hat
  • Jester Hat




Patch Notes


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


  • added new equipment (3 protective vests : melee combat, ranged combat, universal)
  • added new technology (protective vests)
  • added damage reduction to shields & vests
  • added new hat (propeller cap) (was already in v0.3.018 available)
  • added new hat (funky hat)
  • added new hat (jester hat)
  • added equipment slot to colonist menu
  • updated colonists equipment menu
  • fixed text length in craft job slot panels
  • extended modern age section of technology tree
  • updated language settings menu
  • updated equip / unequip job commend icons
  • added protective vests to trading system
  • fixed ui visual bug in colonist / animal choose menu when having colonist with breakdown
  • updated hat shader so that it allows multiple colors
  • increased costs of crafting steel shield slightly
  • increased costs of crafting modern shield slightly
  • increased costs of crafting modern sword slightly
  • turrets have now 8 access points to build
  • the first map when starting the game is now randomized
  • updated a few animal animations


Important:
Some of the few new text entries are still missing french, simplified chinese & japanese translations. This will be added with a patch in the next days.

I hope you enjoy this update,
Cheers!

v0.3.020

Hi everyone, had to make a quick hotfix (v0.3.020):


  • Fixed loading bug on certain save files


There was by accident a function active which is actually meant for the upcoming body armors,
Cheers!

v0.3.019

Hi everyone,
a new small patch is out with some fixes (v0.3.019):


  • fixed error on loading when saved during scavenger attack (saves will fix themself)
  • fixed fallen trees were not interactable in tree transparent mode
  • fixed colonists view range sometimes calculated wrong
  • fixed that scavenger group does not attack anymore when colonists are out of sight
  • transport item to constructions on player command locks colonist now (from eat & sleep)


Cheers!

v0.3.018

Hi everyone,
a new patch is out with some fixes (v0.3.018):


  • added new hat (propeller cap)
  • disabled joystick input (can be enabled in controls menu again)
  • fixed that large animal herd does not attack anymore when colonists are out of sight
  • increased cooking and turbine audio volume slightly
  • fixed mysterious hat model & icons
  • fixed trenchcoat icons
  • fixed japanese translations in animal cage tutorial


I've also already started with creating and texturing models for body armor / bulletproof vests. (they should be available in the game in the next week)

Cheers!