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 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)