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Update 0.12.4 released
Dear colonists, we’re glad to announce the update 0.12.4. We began a thorough redesign of combat profession system, and this update already has some of the new features.
List of changes:
Combat profession and abilities
In anticipation of the profession system changes we removed the ultimate slot from profession tree, and replaced it with the regular “rank 7” slot. This means the abilities placed in this slot don’t get special form but rather become stronger.
Former ultimates of Kick and Dodge became separate abilities - Shockwave and Onslaught respectively.
There are two new passive abilities in the game now - Heat and Traveler. Take notice that strength of passive abilities do not depend on the slot rank. Later we will make separate slots dedicated for passive abilities.
Recharge ability has been changed. Instead of instantly replenish the shield it will gradually regenerate it over time.
A new vendor arrived at Outpost Delta. You can retrieve any ability item from him for no cost.
Options menu
Options menu has appeared in the game. You can configure video and audio there. Other options are coming later.
Bug fixes and improvements
The problem with placing constructions near other constructions has been fixed.
The Incinerate effect has been slightly nerfed.
Colonies Online game is in Early Access state – a lot of things are yet to be developed, we’re working on improving the game every day. If you encounter some serious bugs or technical difficulties, then let us know about them on the forums of the game or via e-mail: support@colonies-online.com!
Update 0.12.3
List of changes:
Game mechanics
New influence effects: incineration, freeze, explosion. Effects are binded to particular types of influences, and apply to player's weapons as well as monsters;
New "Teleport" construction. Allows to teleport to it, provided the character is on the same planet.
Other
Shotgun damage increased;
Minigun durability increased;
Resources sell price is ten times lower;
Constructions purchase prices reduced;
Rank vendors gained missing xenodin types.
Good luck with conquering planets!
Colonies Online in Social Networks
Good news, colonists!
Colonies Online is now on Facebook! Follow us to find out all the latest news, suggestions and promotions. Visit our page today to view the video about new weapon type - minigun.
You can also follow the page on
VKontakt in Russian.
Update 0.12.2
List of changes:
Bug fixes and improvements
The 5th rank equipment is removed from the corresponding vendor items list;
Rank equipment sold by mastery vendors now requires the right level of xenoms;
The reduction of maximum durability caused by coma/death is reduced to 7 points;
The quality of resource deposits is reduced on the planets starting from 3 and up;
The refining waste rate is reduced;
The strong door (same durability and shield as the strongest walls) is added to the constructions vendor;
Added localized names of the new items;
Bug with repair station and surgical station fee is fixed;
Minigun crafting components now stack;
General crafting requirements were slightly changed.
Evacuation beacon
We had to remove the possibility to fast-travel to player’s base because of exploit which allowed players to get inside other players’ bases. We will reimplement this possibility after some improvements.
Performance
The jungle biome was further optimized.
Colonies Online game is in Early Access state – a lot of things are yet to be developed, we’re working on improving the game every day. If you encounter some serious bugs or technical difficulties, then let us know about them on the forums of the game or via e-mail: support@colonies-online.com!
UPDATE 0.12.1!
Big features
Character visual customization
We're glad to announce that we've implemented the ability to customize the character, which is available during the creation phase. You can choose gender, appearance and haircut. The possibility to change the appearance of the existing characters will follow in the next update.
Heavy weapon - Minigun
The first member of heavy weapons has appeared in the game. These weapons are bulky and reduce the character's movement speed, which is easily compensated by the weapon power. In order to get the minigun you will have to sweat quite a bit while gathering resources and rare components, but the result is totally worth it!
List of changes:
Visual and interface improvements
New and improved login, character choosing/creation and loading screens
Item tooltips now include general description (what the item is, how it is used)
Improved jungle biome
All biomes density and objects count are optimized
Item Pick Point container now has scrolling, which allows to pick up all the items without the need to re-login
Game mechanics
The abilities activation time is reduced to 1 minute for all profession slots
The refinement time is reduced to 5 seconds no matter the quality and quantity of the resource
The resources waste rate during refinement is considerably increased
Evac beacon available points now do not include mission point and outpost Delta. You should use shuttle instead of direct jumps
Beacon jump to your own base now available, provided the base has at least 3 active power generators
Energy shields are removed from indoor devices, such as extractors, crafting stations and such. Thus the devices now consume less energy
Other
Mastery vendors now sell ready-to-use sets of weapons and armor
Quality of resources in deposits is increased, which compensate the increased waste rate during refinement
Quantity of rare resource in deposit is decreased to 1
The random noise of resources quality in deposits is removed
Resources requirements for crafting are changed in accord with new deposits parameters
The chitinid lairs now have less health points
Mission rewards now include experience bonus
Constructions prices are increased
Equipment durability loss caused by character coma/death is reduced
Turrets power consumption is reduced
Good luck with conquering planets!
UPDATE 0.12!
Dear soldiers of extraterrestrial front, we're happy to announce that long-anticipated update 0.12.0 is complete, tested and ready to welcome guests in a renewed world of Colonies. Among the most prominent innovations are: game client performance optimization, completely redesigned main location - outpost Delta, refreshed landscape pattern on the planets, character career arc, better logistics and complete rebalancing of economy, combat system and resources generation. Let's get a closer look at some of these things.
Outpost Delta is now a real fort with infrastructure and functional zones:
weapon and armor parameters were changed to greatly amplify the role of critical damage. Players have to take care of critical ratings and defense as much as they care about base damage and armor. One can't progress to more challenging planets without it
equipment durability loss and repair costs are now an important part of game economy. The higher the quality of an item - the higher upkeep it will require. Keep extra coin for emergency repairs and craft some spare units of equipment
missions are now mainly used to earn money, but less effective in terms of experience and resources. When you have a solid financial situation - go to the wilderness to get drops from monsters and level up
Detailed list of changes:
-visual and interface improvements
fixed reward display when completing a mission
fixed shield battery indicator to display charge more accurately
roofs hide correctly after loading
fans hide correctly
items sell price displayed in tooltips now use the correct formula
vendor items now sort conveniently
item names reworked and improved
items tooltips cleaned of unnecessary information
Attack Rating added to weapons tooltip
hint about traveling via dropship added to easy missions description
added new decorative constructions
missions for different planets moved to different terminals
mission markers added to mission monsters
parameters of skills and bonuses are displayed correctly
-mechanics
added PvP coefficient for critical and base damage
added Neuronizer, item for reset skill points distribution
added price for selling resources
fixed bug when bonifications counter increased after item repair
character arrives at landing pad after teleporting to Delta
entities with shield now have full shield right after loading
added possibility to teleport to mission location
rebalanced the experience reward for tutorial missions
rebalanced combat level experience requirements
formulas of skills and bonuses reworked
basic weapons and armor now available at extremely low price at Delta
repair price formula reworked
added refineries with different quality limits
monsters HP reduced on the 3rd tutorial mission
monsters damage reduced on the 4th tutorial mission
constructions HP and defense rebalanced
added highlighting of monsters that were hit
monsters damage and defense reworked
added two small monster camps
rifle now shoot through targets dealing damage on the way
added hard mission to planet Leto (2nd planet)
combat experience reward removed from missions
repair formula reworked
turrets now consume a lot of energy and have low defense to prevent abuse
shield and energy consumption removed from simple walls
PvE balance configured for all planets
monster stats scaling added for all planets
monsters in the wilderness were organized as "families" which include soldiers, champions, elites and bosses
influences and mutagens reconfigured
planets reconfigured: landscape and resource deposits generation
monster loot rebalanced, they give monster remains for sale, xenodin, bonicores, biomass, spare parts
At this moment it is known that on some systems performance problems can appear when player is at the new outpost Delta. We made our best to minimize it, but it's not perfect yet. We can promise that each new update will have better performance to the point when the problems are gone.
Good luck with colonizing!
UPDATE 0.11.6
Colonists, all on board! This update is a small one, it is because right now we are hard at work creating a quite big amount of new and awesome content for you to play with in the next update, stay tuned for news. And right now you can try out our new system of interplanetary travel!
List of changes:
Transportation between planetary sectors
From now on ILUs won’t be your main way of travel between planetary sectors.
To travel from a sector to a sector, now you can use interplanetary shuttles – just approach the nearest landing glade and call a shuttle by clicking a special icon that will appear next to your minimap, it’s that easy. And of course, you can always respawn at yor landing glade or choose to return there by using the Emergency Beacon.
Miss your ILU? Don’t be afraid, in foreseeable future ILUs will make their return with a blast, packed with many new and much more useful features.
Bug fixes
Fixed some bugs
Colonies Online is in Early Access state – a lot of things are yet to be developed, we’re working on improving the game every day.
If you encounter some serious bugs or technical issues, let us know about them on the forums of the game or via e-mail: support@colonies-online.com!
UPDATE 0.11.5
Hello, colonists! Take a look at this list of changes in our new update.
List of changes:
Tutorial
First tutorial missions are almost complete! Create your new character and participate in trials that VTI had organised for you. And feel free to share you opinion with us!
Weapons
Now all pulse-rifles that you create have their own unique model that reflects their influence type – same as shotguns and scout rifles;
We’re continuing to improve the game balance. With this update we’re sligtly nerfing the long range scout rifles, but at the same time we’re buffing the pulse guns;
Resources
We are forbidding to sell all gathered resourses starting from this update – don’t be too worried, you will be able to craft constructions straight out of them quite soon;
Bug fixes and improvements
Slight improvements in functionality of missions;
Fixed some irritating bugs.
Colonies Online is in Early Access state – a lot of things are yet to be developed, we’re working on improving the game every day.
If you encounter some serious bugs or technical issues, let us know about them on the forums of the game or via e-mail: support@colonies-online.com!
UPDATE 0.11.4
Good news, colonists! With the release of this update we are continuing our hard work both on improving the gameplay diversity and polishing of mechanics in Colonies Online. We can’t wait to hear your opinions and suggestions on our forums!
List of changes:
Tutorial
We’re introducing the first version of tutorial missions for the new players – this part of the game will continue to improve, in next updates we will be adding many more new elements to it, which will describe more difficult mechanics to our newcomers.
Right now you can create a new character and try the first part of our tutorial by yourselves – and do not forget to share your opinion with us!
New constructions
We’ve added some new constructions for you to decorate your colony! You can examine and purchase them at the Outpost Delta;
Animation and movement
The pack of new animations for Civil and Combat Modes has been added to Colonies Online, and also we’re introducing the auto-run option, you can turn it on and off by pressing “~” or “Num Lock” key;
Resources
Deposits of resources are now marked on your minimap – it means that spotting them now is much easier then before!
We made some changes in a system that responds for the variety of distribution of resources across the game world, now all the resources that you encounter will vary more between each other;
Shield generator
Your GUI are now indicates the charge level of a battery that powers your personal shield generator – from now it will be much easier to track the level of your defence system during firefights. Remember to change batteries in time!
Colonies Online is in Early Access state – a lot of things are yet to be developed, we’re working on improving the game every day.
If you encounter some serious bugs or technical issues, let us know about them on the forums of the game or via e-mail: support@colonies-online.com!