The second post-launch update for Colony Siege is now available! This update adds the most requested feature: full barrier control!
Also included is a significant Pounder buff, major rebalancing of the final mission, better alert sounds, and other fixes and improvements.
Added option to toggle the Energy Barrier between two selected towers.
Increased Pounder blast radius and other balancing.
Improved "colony under attack" and "wave starting" alarm sounds.
Optimized game loading code to reduce initial startup time.
Darla: Reduced bonus requirement from 12 to 8 Spinner Traps.
Chaos: Increased transport health, added additional player units, repair towers prioritize virus transport, and other balancing.
Bosses will now only tolerate a certain amount of repathing.
Fixed case where screen was shaking in Second Chance on ultra wide screen monitors.
Switched to the latest Fmod sound library.
Switched to the latest Microsoft C++ library.
Other internal fixes to improve performance and stability, especially for large/complex missions.
Added new Founders (welcome!)
Thank you so much for your comments, suggestions, and support. We will continue to closely monitor your feedback!
Post-launch Update #1
We are happy to announce the first post-launch update for Colony Siege, and it's a big one! The changes, improvements, and fixes are detailed below:
GAMEPLAY:
Riven Faithful transport now ejects 2 Saviors when destroyed.
Increased Drone Trap range and reduced its cooldown.
Added Attack Move option. Hold Alt while issuing a Move command to attack enemies encountered while moving to the destination.
Fixed case where metal was not being restored properly when loading a checkpoint.
Fixed case where restarting a mission could cause a desync.
Fixed case where Survival and Endless missions were unlocking prematurely.
Fixed case where Endless mission was not resetting wave when loaded from checkpoint.
Fixed cases where towers were appearing over invalid positions.
Fixed place where an enemy unit could get stuck in Tranquility.
Fixed cases where shielded units were appearing too soon and/or in excessive numbers.
Fixed High Capacity housing perk to increase housing by the stated amount.
Added new Founders (welcome!)
UI:
Expanded Enemy Intel to include number of ground, shielded, and air units.
When multiple Portal Generators/Riven Dropship Pads are selected, the combined incoming forces are shown.
Added key to select all Portal Generators/Riven Landing Pads (default mapping Ctrl+E).
Added option for restarting from the last checkpoint in the Mission Briefing.
Added Improved store previews to help show which weapons can disrupt enemy shields.
Add option to preserve current game speed after each wave.
Added keyboard shortcut for medium game speed.
Added range indicator for Commander Abilities (fades in when you hover an ability button).
Added Area Damage and Housing unit stats to store item descriptions.
Fixed case where store items were appearing as new after replaying a previously-won mission.
Fixed case where screen edge panning was not working properly in windowed mode.
Fixed strike and Commander Ability buttons to dim during cooldown.
Fixed crash that could occur when tooltips are disabled.
Fixed cases where tooltips were appearing even when disabled.
Increased visual fx of Commander Abilities to match their range.
Other minor UI fixes and improvements.
MISSIONS:
Chaos: Increased transport speed, added additional checkpoints, and other balancing.
Norway: Increased starting metal and other balancing.
Thank you so much for your comments, suggestions, and support. We will continue to closely monitor your feedback!
Colony Siege has Launched! - Updated to 1.18
We are very excited to announce that COLONY SIEGE is now fully released! Additionally, a large new update is available.
Thank you to our dedicated testers and supporters. From the early days of closed beta to today, you have encouraged us and offered countless amazing suggestions. Colony Siege has exceeded our original hopes and we sincerely thank you for the help in getting here.
Colony Siege Release Version 1.18
COLONY SIEGE has left Early Access!
Added final mission - Chaos, the Xeno homeworld.
Units stunned by EMP weapons now show an arcing effect.
Increased the Power Surge EMP duration to 6 seconds.
Increased the Nullifier Missile's EMP duration to 12 seconds.
Nullifier and Power Surge EMP weapons now affect bosses and enemy gun towers.
Ice Strikes now affect bosses.
Mission objectives can now be hidden in Survival missions.
Survival missions now spawn raids more frequently.
Added Vehicle engine power to store stats.
When Robot Crew is enabled in co-op, fixed unit cap to read 999.
When "Allow view to rotate freely" option is enabled, view angle can now be adjusted by holding Shift and the middle mouse button while dragging.
Multiplayer chat is now available when Settings UI is is active.
Added option to keep multiplayer chat window open.
Added sound fx for multiplayer ping.
"Hard" difficulty level has been tweaked across all missions.
Improved UI transitions and blending/fading.
Added option to disable environmental effects (rain, snow, asteroids).
Added player and enemy shield expiration indicator.
Fixed Alpha colony to spawn boss during last wave of Survival mode.
Fixed cases where Alt+Enter was not properly switching between windowed mode and fullscreen.
Fixed sound code to recover from missing sound hardware or driver.
Fixed to save view angle in checkpoints when the "Allow view to rotate freely" option is enabled.
Fixed units to stop movement and gun animations when frozen.
Fixed slight jumping that occurred when game is paused.
Fixed 3D sound position to take into account view rotation.
Fixed misc. store preview animations.
Your comments, suggestions, and support are greatly appreciated. We will continue to closely monitor your feedback!