- Balance: In multi-biome maps, more of the enemy camps now demand goods from lower tiers. - Balance: Made huge maps a bit bigger. - Balance: Made need tier increase a bit slower. Also switched the order around a bit. - Balance: Moved the cacao tree to tier 2. - Balance: Reduced happiness speed gain to +30%. - Balance: Reduced ranch experience gain. - Balance: You can no longer import higher tier goods on the shipping port. - Campaign: Added dialogue to mission 2. - Campaign: Added story dialogue for mission 3. - Campaign: Rearranged some tutorial recommendations. - Expert mode: Move covering veins to the expert mode. - Expert mode: The combat system, fighting robots and the corresponding tutorial have been moved to the expert mode. I think buying out the enemy camps is the more interesting way of playing for several reasons. Of course, feel free to disagree and turn on the expert mode to have the robots back. :) - Fixed: "Error..." text on loading screen when playing a tutorial from the campaign. - Fixed: (Maybe) fixed colonists continuing their work animation after a task has been cancelled. - Fixed: Another attempt at the classic "click through confirmation dialog in world screen"-bug. - Fixed: Black spruce not growing on tiles where there was a mountain before. - Fixed: Decoration under construction not shown in overlay after last patch. - Fixed: Disabling signs in settings having no effect. - Fixed: Farm land model (dry/wet) after loading. - Fixed: Game freezing in the world map when you leave a map while paused. - Fixed: Garbage and deprecated items are no longer loaded onto your ship when you leave an island. :) - Fixed: Highlightable buttons in housing panel. - Fixed: House smoking starting as soon as a building is built. - Fixed: Incorrect height for some buildings when placed on a tile where an auto-foundation will be placed. - Fixed: Inserters getting stuck when two or more of them are trying to deliver items to automated workshops from the same conveyor belt. - Fixed: Items possibly warping to outer space when on certain conveyor belts while reloading. - Fixed: Items potentially getting stuck on conveyor when it is put in stop mode and then reversed. - Fixed: Items reserved by workshops will now get unreserved when displaced. - Fixed: Links from your ship sometimes not showing up after you place them. - Fixed: Look of recommendations on victory screen. - Fixed: Low tracks getting removed when building elevated conveyor belts. - Fixed: Priority of farm/grove zones lost on reload. - Fixed: Reservation bug that could leave conveyor belts in a reserved state after an inserter pick something up from them. - Fixed: Settings invisible in game scene after last patch. - Fixed: Shuffling the demands from a camp now updates the display in the top left as well. - Fixed: Situation where you can get "stuck" in the basic colony tutorial if you link the well to the first stockpile. - Fixed: Some items possibly staying invisible when on certain conveyor belts while reloading. - Fixed: Some smaller errors in the campaign. - Fixed: UI bug in trading hub panel. - Fixed: Visual glitch when unloading goods from a train. - Fixed: Weird mouse behavior on/close to mountains. - Fixed: When playing a tutorial from the campaign, money earned/spent will now be reset after the tutorial. - Fixed: When you have multiple conveyor belts stacked, items should no longer "phase" between the two belts. - Fixed: White signs after last patch. - Fixed: Wild animals out of vision should no longer despawn. - Fixed: You can no longer place conveyor belts on the same tile as track ramps. - Fixed: You can no longer place tracks on the same tile as conveyor belt ramps. - Fixed: You can no longer select colonists in houses while they are sleeping. - Fixed: You can now extend an existing conveyor belt by one tile using one belt part and so on. - Fixed: You should no longer receive recommendation money multiple times after reloading. - Gameplay: If you place a depot or something else with a type filter over a stockpile, it copies the accepted types of the stockpile. Useful for upgrading later on. (assist mode) - Gameplay: The overflow hopper now looks at the count of the stored items, not at the tiles. - Gameplay: When building a depot, zeppelin station etc., items on the ground will now be ignored. - Gameplay: You can now select a conveyor belt and set it to "stop". - Gameplay: You no longer need to set the automation mode for the shipping port. Instead, the game will automatically turn it on as soon as you build an exit hopper. - Gameplay: Zeppelins that are idle will now stockpile goods near stations, given they have "use as stockpile" enabled. - Misc: 2 colonists should no longer have the same name or model (whenever possible). - Misc: Fixed some bugs in the tutorials and simplified/clarified some of them. - Misc: Removed lightning effects from the game. - Misc: Removed the inventory screen in the world map scene. - Misc: The automated-import button is back, but only when expert mode is activated. In normal mode it remains automatic. - Misc: The enemy camp display no longer shows up on maps without enemies. - Misc: The trading hub depot no longer has a crane. - Misc: When in expert mode and you select an item, the item panel now shows what the item is reserved by. This should be helpful info for debugging the remaining reservation bugs. - Misc: You can now start with placing high conveyor belts. - Performance: Made a number of performance improvements for the late game. - Performance: Made zeppelin stockpile behavior faster - Performance: Removed duplicate material generation in some places. - Tutorial: Amended the logistics tutorial to cover the new zeppelin stockpiling function. - Tutorials: In the ore crushing tutorial, the solar cells (which you don't have at that point in the game) have been replaced by a power plant. I also simplified the scene a bit. - UI: Clicking on a upper/lower colonist limit objective now takes you to the colonist management screen. - UI: Hovering over the money display now shows how much you've spent/gained from import/export and how much you receive from your colonies per day. - UI: Hovering over the time display now gives you a preview of when your colonists' needs will increase. So that you can plan ahead. Because you care about your Kubis' needs. Right? It even shows you the required types of stuff you'll need, so you really have no excuse now. :) - UI: Hovering over the warning display now shows the problems there are and how often they occur. - UI: In type filters, the accept-all/nothing buttons are now highlighted when all/nothing is accepted. - UI: Made the custom map screen prettier. - UI: Made the load/save screen prettier. - UI: Made the settings screen prettier. - UI: Selecting a power generating building now suggests power poles. - UI: Some polishing and fixes for the main menu UI. - UI: Sorting the colonist panel now automatically scrolls to the top. - UI: Type filters and workshop jobs are no longer cloned when you clone a building. - UI: When toggling between high/low layer in the track/conv-builder, the overlay is now updated. - UI: You can now click on an empty tile to see what you can grow there. - UI: You can now shift-right-click and then shift-left-click to copy settings from one building or zone to another (like in Factorio). - Visual: Houses with no inhabitants now have no smoke emission. - Visual: Improved the look of conveyor belt rampe connecting with other belts.
Update notes 13.9.-15.9.2021
- Balance: Added 4 starting colonists to the all-the-biomes scenario. - Balance: Colonists now gain experience in construction and pasture work 4x faster. Mining exp is increased by 2x. - Balance: CopperBlank now only needs 1 CopperBlock. - Balance: Depot 3x3 now only needs 1 RefinedBuildingPart. - Balance: Electronics factory now needs RefinedBuildingPart. - Balance: Increased Joshua Tree growth time - Balance: Increased time for need level-ups to 15 days. - Balance: Made fabric production much faster. - Balance: Made horse stations a bit cheaper. - Balance: Plenty of resources has 50% more rocks. - Balance: Reduced the unhappy movement effect to -25%. - Balance: The all-the-biomes-map now has the plentiful-resources modifier, giving it around 2x the ores to mine. - Balance: The shipping port no longer requires bricks (otherwise you could get locked if you had no clay available). - Balance: The tiers of the goods required by enemy camps are now evenly distributed. In effect, more camps can be acquired more early. - Balance: Trains no longer cost money. - Balance: You now get 2 machine parts per cycle. - Campaign: Story colonists now have unique models. - Engine: Upgraded to Unity 2019.4.30. - Expert mode: Added a new expert mode which is disabled by default. Some mechanics and tutorials are now hidden unless activated. For now, this includes train pre-signals and the conveyor-logistics mode. - Expert mode: Assigning colonists is now restricted to the expert mode. - Fixed: "101%" growth. - Fixed: Charge target for portal in mission 8. - Fixed: Colonist minimum for campaign mission 5. - Fixed: Colonists no longer change their look in-between missions. - Fixed: Decoration under construction no longer counts towards the decoration-in-range check. - Fixed: Deleting a single foundation not working. - Fixed: Happiness having no effect on movement speed. - Fixed: House need not shown at beginning. - Fixed: Huge map not having random seed when started from main menu. - Fixed: Items that are exportable and brought to the cargo port via an inserter are now reserved by the cargo port and can no longer be stolen. - Fixed: Layout bug in encyclopaedia on some pages. - Fixed: Road layer blocking one tile when building multiple roads. - Fixed: When you select a train by clicking on a wagon, the UI now behaves as if you select the locomotive. - Fixed: You can now start high tracks from water or blocked tiles. - Gameplay: New needs now creep in slower. Instead of coming all at once, colonists will request new food, decoration etc. one at a time. - Gameplay: The all-the-biomes scenario now has the objective to build and charge a portal, as well as some objectives leading you there. - Gameplay: The forbid consumption function now also prevents colonists from equipping tools in a storage. - Misc: Colonists should now move into better houses when available. - Misc: Items should no longer get displaced to tiles with incoming items. - Misc: Removed the "too many goods accepted"-warning. - Misc: The little signs are now always in the same absolute corner of a building, regardless of its rotation. - Misc: The treadmill is now 2x2 big. - UI: Added a hint regarding the move speed effect to the status tooltip. - UI: Added little signs to zones, depots, workshops etc. to show what they accept, produce etc.. Can be turned off in the settings. Let me know what you think. - UI: Clarified the effect of work skills. - UI: Clicking on a task type now cycles between inactive, active and high-priority. - UI: Made the colors of the info text in the top uniform. - UI: Made the mini-buttons states easier to distinguish. - UI: Removed the "automation export" toggle from the shipping port. It had no actual function besides changing the warnings you get. Transporting to the port via inserters works regardless. - UI: The dialogue-layer is now below the layer of the load/save/inventory/colonist etc. windows. - UI: The required-tool-to-mine text is now orange if none of your colonists has the required tool. - UI: You can now manually track an enemy camp's buyout requirements. - Visual: Changed the look of train ramps and elevated tracks. - Visual: Fixed animation frames for domestic animals. - Visual: Made the ore smelter effect prettier.
Update notes 7.9.-11.9.2021
- Balance: Geodes now contain more ores. - Balance: Increased the amount of ores in mountains. - Balance: Increased the colonist limit in the later campaign. - Balance: Increased the time it takes for needs to advance by 50%. - Balance: Made trains faster. - Balance: Mushies can now also be grown in the tundra. Also, they now grow at night. - Balance: Oil pumps now have the same building recipe as quarries and require energy. - Balance: Quarries are now twice as fast. - Balance: Reduced the energy generation of the treadmill. - Balance: The monuments, portals and extractors in mission 8 now require electronic components. - Balance: You can now only import produced goods that are at least 2 tiers lower. - Campaign: Added the story dialogue for mission 1. - Campaign: Removed the social buildings part 4 from mission 7 as well as the carbonate resources. - Content: Added a 1x3 depot. Useful for feeding one ingredient to automated workshops. - Fixed: Arrows on conveyor distributor pointing in wrong directions when belt is rotated. - Fixed: Arrows on conveyor distributor with output priority not showing after loading. - Fixed: Automated farms etc. not disappearing after getting "deconstructed". - Fixed: Automated workshops no longer show a warning for missing output stockpiles if they produce nothing (e.g. monuments). - Fixed: Items being loaded on train stations should no longer get stuck mid-air when reloading. - Fixed: Maybe fixed stockpiles disappearing after reloading in some cases. - Fixed: When an item is displaced, corresponding logistics jobs are cancelled. - Misc: Border markers are now consistently in the enemy color when your territory clashes with an enemy camp. - Misc: Deprecated the ancient building parts. - Misc: Moved the input boxes for the monuments from the corners to the edges. - Misc: The monuments in the last mission now have 4 inputs each, so that you can easily connect them regardless of where they spawn on the map. - Misc: You can now place hoppers on tiles that are in water (for the cargo port). - Misc: You now get a message when trying to shuffle an enemy camp but have no money. - Performance: Made inserters and conveyor belts more efficient. - Performance: Made inserters more efficient. - Performance: Misc. smaller performance improvements. - Performance: Possibly fixed an issue causing regular lags after playing for some time. - Performance: Warning flags are now recalculated only once every 5 seconds. - UI: Building charge panel no longer shows while building is under construction. - UI: Changed the look of selected/unselected buttons a bit to make them easier to distinguish. - UI: In the objective panel there is now a new panel that helps you keep track of nearby enemy camps and their buy out requirements. - UI: Increased the opacity of the zone color overlay to make them easier to distinguish. - UI: Made the text in buttons a bit bigger. - UI: The fan-favorite "forbid consumption"-button is back! - UI: When placing an inserter, the arrows now appear in red or green if you are placing them in a correct/incorrect position. - UI: When using the delete tool, hoppers are now prioritized over depots. - UI: When you place an inserter the wrong way, there is now a warning. - UI: You can now set priorities to manual power generators (treadmills) and disable them that way. - UI: You can now sort the inventory by type, name, count and change. - Visual: Buildings like bonfires are no longer built on foundations. - Visual: Made the pickup animation of cranes smoother. - Visual: Power lines are now a bit thinner.
Update notes 31.8.-5.9.2021
- Balance/Gameplay: Auto-farms and auto-groves now require energy to function. - Balance: Copper coils now require only one copper block. - Balance: Reduced the energy value of all fuels. Also increased the time it takes a power plant to consume fuel. - Balance: The solar cell now requires ModernBuildingPart and ElectronicComponents. - Balance: Your colonists now level up faster. Also made the effect of higher levels a bit stronger and increased the base speed of executing tasks. - Content: Added the cargo train station. It has only one track and is slower but comes with 20 spots. - Fixed: "No good accepted"-warning when depot is under construction. - Fixed: Autofarms/groves not carrying away harvested stuff in some cases. - Fixed: Boat cargo limit set to 100 when resuming a save from an earlier version. - Fixed: Bug in conveyor/road layer that can block a nearby tile. - Fixed: Cargo on trains not reserved by the train. - Fixed: Construction should no longer get blocked by items that were moved to the construction site via inserters. - Fixed: Conveyor part consumption when you have a part of the parts on the ship, a part on the map. - Fixed: Depot crane sometimes refusing certain exit hoppers after reloading. For reasons. - Fixed: Depot hoppers not clickable after reloading. - Fixed: Displaced items still blocking conveyor belts in some cases. - Fixed: Encyclopaedia sometimes closing after opening it via right-click. - Fixed: Fixed the bug allowing you to click through the confirmation dialog on the world map even harder. :) - Fixed: Food&Drink tooltips no longer show disabled/deprecated items. - Fixed: Hopper heights on shipping ports. - Fixed: Items getting stuck mid-air when high conveyors ore ramps are destroyed. - Fixed: Items in logistics system not carried from train stations to depots. - Fixed: Items on auto-workshop input tiles are now reserved, preventing kubis from taking them away. - Fixed: Items that somehow "disappear" from a depot are no longer brought back by the crane going on an adventure. - Fixed: Maybe fixed items getting stuck mid-air in train stations after reloading. - Fixed: Possible reservation issue related to upgrading buildings. - Fixed: Removed premature duplicate building-complete-message when upgrading. - Fixed: Sitting position and size of arbor bench. - Fixed: Some tiles staying reserved after a shipping port is deconstructed while a ship is arriving. - Fixed: Stockpile status is now copied when cloning a depot. - Fixed: Trains losing their cargo after reloading. - Fixed: Trains potentially getting stuck after skipping a station. - Fixed: When an item is near to its destination while loading, it is now freed from the logistics job. Might fix some occasional weirdness after reloading. - Fixed: When the track to the next station is gone (e.g. when it was deconstructed), the train now searches for a new way. - Fixed: Wrong conveyor belt model chosen when a bridge crosses another belt. - Fixed: You can no longer build trains while the factory is under construction. - Gameplay: Auto-farms and groves now also propagate their output to connected depots [assist mode]. - Gameplay: Colonists now directly equip tools from the ship. - Gameplay: In assist mode, placing an inserter connected to a workshop will now propagate the required/provided goods to connected depots. - Gameplay: The colonists' housing needs are now either 100 or 0 fulfilled, depending on whether they have a house. This is more logical and causes them to look for available houses sooner. - Gameplay: The order in which items are stockpiled is now more balanced. - Gameplay: The order in which items are stockpiled should now be more balanced. - Gameplay: Train stations can now directly unload onto exit hoppers. - Misc: Clarified the tooltip for the happiness effect. - Misc: Deprecated the non-automated 3x3 horse station. Reduced the requirements for the automated version to match the lower version. - Misc: Removed the "wait until full"-option at the train station. It does not work well with the logistics system and can cause trains to wait indefinitely for no (player-)apparent reason. - Misc: Removed the mockup scenarios from the list. - Misc: Set the overflow hopper threshold to 50% which is more useful in most cases. Also, it no longer counts tiles with hoppers. - Misc: When auto-unloading tools, colonists unload high-quality ones first. This should prevent excess tools around the ship. - Misc: When you destroy a train, items it has loaded are now placed on the ground (instead of disappearing). - Misc: Wild animals that get stuck (usually because they run out of territory) now despawn after some time. - Misc: You can now place the blueprints of extraction buildings even if you don't have the necessary resources yet. - Performance: Many different performance optimizations. Should increase late-game FPS by about 15-20%. - UI: Added suggested buildings when selecting auto workshops and farms. - UI: Left-clicking on a construct-objective now puts you in the construct-mode (if possible). Right-clicking opens the encyclopeadia entry. - UI: Reduced the frequency of thought bubbles. - UI: Right-clicking on a production recipe now takes you to the ency-page of the first output. - UI: Self-destroying messages now disappear faster. - UI: The energy panel is no longer shown while a building is under construction. - UI: When selecting an exit hopper, you can now quickly turn it into an overflow hopper (and back). - UI: When the inventory/colonist management/message log are open, you can close them by pressing the respective key again. - UI: When you alt-cancel click on a thing marked to be mined, all objects of that type will now be un-marked. - Visual/Misc: Removed the weird first step of the building upgrade process. - Visual: Fixed the raft enemies use to escape. - Visual: Fog effects are no longer visible through the fog of war. - Visual: Redesigned the input/output boxes of auto-workshops. - Visual: Redesigned the train station. - Visual: Updated the models of the smelter and orecrusher.
Update notes 18.8.-30.8.2021
- Balance: All quarries are now tier 3 and can be built as soon as steel beams are available. - Balance: Clay patches in mountains now also appear in higher tier biomes. They are less frequent than the other veins but you should have at least one on every map. - Balance: Crushing bornite & carbonate only gives one crushed unit as a result. At the same time increased the crushing speed. - Balance: Dark geodes now require copper pickaxes to mine. - Balance: Harvesting higher tier crops now requires the corresponding shovels. - Balance: Increased the effect range of the decoration buildings by a lot. - Balance: Increased the speed of rock crushing. - Balance: Made the mining times a bit more uniform. Most things that give resources now take a base time of 20s. Scenery like branches or flowers is 10s. - Balance: More bornite from dark geodes. - Balance: Moved the auto mason, auto farm & auto grove to tier 3. - Balance: Moved the auto smelter to the end of tier 2 - you can now automate the whole ore smelting process before moving to tier 3. - Balance: On multi-biome maps, trade caravans can now also request items from the lower biome tier. - Balance: The malachite ingot now requires CrushedAzurite. - Balance: The modern building part now requires CrushedVanadium. - Balance: You can now also produce copper coils and machine parts in the metal workshop. The electronics factory now requires copper coils and machine parts. - Balance: You can now only execute a trade with the caravan once - afterwards it disappears. - Campaign: Adapted missions 4 and 5 to the new production tree. - Campaign: Island 10 is now 50% grassland. - Campaign: The lookout tower is now disabled in the campaign. It is still available in other game modes. - Fixed: A shipping port in automation mode should no longer export goods accepted by its exit hoppers. - Fixed: Arrow indication of track layer not rotating when pressing the rotate-key. - Fixed: Being able to "click through" the confirmation dialog backdrop on the world map. - Fixed: Bug in the distance calculation causing colonist to not bring items to the nearest depot/stockpile. - Fixed: Deconstructing a hopper while a depot is under construction no longer cancels the construction job. - Fixed: Enemies leaving getting stuck when reloading while they are on thier way to the raft. - Fixed: Enemies leaving getting stuck when reloading while they float away. - Fixed: Error loading tutorial maps with no ship. - Fixed: Export/import price info shown in encyclopaedia for buildings etc.. - Fixed: Fixed map seeds on world map changing after reloading. - Fixed: Heart cloud not disappearing when recruiting after loading a save. - Fixed: Height of hoppers placed on train stations. - Fixed: Invisible clone and follow buttons. - Fixed: Items are now rearranged when a depot entry/exit is removed. - Fixed: Items getting stacked oddly after an item is unloaded from a cargo ship. - Fixed: Items getting stuck in mid-air when unloaded from ships. - Fixed: Items in transfer to a belt that is deleted are now properly unreserved. - Fixed: Items loaded by inserters to auto workshops are now properly placed. - Fixed: Not being able to set priority on cargo port. - Fixed: Power pole colors not matching the energy state in some cases. - Fixed: Preview invisible in some cases. - Fixed: Some conveyor layer weirdness involving transitions from high→low (and reverse). - Fixed: Some weirdness connecting consecutive roads. - Fixed: Weirdness related to conveyor laying starting on the last tile, not the next tile. - Fixed: You can no longer clone the galleon in mission 5 and the monuments/portal in mission 8. - Fixed: Zooming no longer possible after toggling the ego camera. - Gameplay: Colonists should no longer take items from depot entries. - Gameplay: Inserters no longer put items on tiles with ongoing construction going on. - Gameplay: Instabuild-buildings can no longer be placed over minables. - Gameplay: Items brought to exit hoppers now stay reserved. This prevents colonists from taking the items away. - Gameplay: Power poles are now instabuild and require a copper coil. Also increased the range to 12. - Gameplay: Starting in mission 5, the cargo space of the ship is increased to 200. - Gameplay: The metal mixing furnace now consumes energy. - Gameplay: When an upgrade job is cancelled while a Kubi is already executing it, it will be stopped before it is finished. - Gameplay: When changing the recipe in an automatic workshop, the game automatically adds the corresponding types to input & exit depots as well as exit hoppers. [in assist mode] - Gameplay: You can no place buildings over items that are reserved. - Misc: After laying a road, you can immediately start a new road starting from the last tile. - Misc: Cargo ports in automation mode can now directly unload onto an exit hopper. - Misc: Colonists should now prioritise nearby stockpiles. - Misc: The auto-color assignment function will now make the colonist with the best hammers "global builders". - Misc: The high capacity depot is now disabled in the campaign. It is still available in other game modes. - Misc: When cloning a track, the game no longer tries to extend the current track but opens the lay track tool. Trying to extend an existing track is often ambiguous and confusing for the player when it goes wrong. - Misc: When placing an inserter an a depot is in range, the game automatically places entry or exit hoppers (when assist mode is enabled). - Misc: When unloading a ship, the crane now unloads piles fully before going to the next pile. - Tutorials: The tutorials will be adapted to assume that you have assist mode on and give you a warning if you do not. - UI/Gameplay: When selecting an item, there is now a "X"-button that allows you to displace the item. Useful to manually clear "wrong" items from conveyor belts or inserters. May cause bugs when used in certain situations, so use carefully. - UI: Cloning a depot, zeppelin depot etc. now clones the type filter as well. - UI: Fixed icon and text for custom recipe names (like "rubble sorting") in production UI. - UI: Removed the priority panel from the shipping port and re-added the price panels. - UI: Right-clicking a building in the build menu now opens the corresponding ency page. - UI: The depot type filter now prefers to show things delivered by inserters from connected workshops. - UI: The initial cursor for the road and conveyor layers is now a multi-directional arrow as the rotation does not really matter. - UI: The shipping port now shows a warning when you try to export a good that cannot be exported. - UI: The shipping port now shows a warning when you try to import a good that cannot be imported. - UI: When a energy network has no constructed producers, they now show a warning. - UI: You can no longer make conveyor distributors with the conveyor belt tool. Instead, you select an existing belt and toggle it to be a distributor or not. - Visual: Further improved the look of the conveyor ramps. - Visual: Improved the look of conveyor ramps. - Visual: Items unloaded from ships should now be rotated correctly by the crane.
Progress Report #15
Welcome to the latest Kubi progress report! [previewyoutube="AERTn6oaeuc;full"]
In this episode: 1) Top 10 new Kubi features 1.1) Progress on campaign 1.2) Mid-game balancing and gold exporting 1.3) Building without unloading 1.4) Integrating boat & cargo into logistics network 1.5) Improved trains 1.6) Late-game balancing, rubble processing & more 1.7) More & better sound effects 1.8) Tier 4 houses, decorations & more 1.9) New user interface skin 1.10) Unified & improved user interface, windows etc. 2) Coming soon 3) Update on planned release
Enjoy! :)
Updates Notes 9.8.-18.8.2021
- Balance: Expanded/rebalanced the goods that can be requested by enemy camps. - Balance: Fruit trees now give way more fruit and less wood. - Balance: Goods requested by enemy camps are now always one tier below the terrain tier. (or 1) Also reduced the requested amount by 50%. Removed tools from the things that can be requested but added a few others. - Balance: Increased cargo ship speed. - Balance: Iron, copper and gold now also spawn in ice mountains. - Balance: Made trains about 50% faster and increased their acceleration. - Balance: Reduced the frequency of enemy camps. - Balance: The construction of most buildings now requires the tools corresponding to that tier (stone→2, copper→3, steel→4) - Balance: Three plums from plum trees. Plum trees give three plums. "Three plum"-plum trees. - Balance: You can now import goods produced in the previous tier (-1). (before: tier -2) - Campaign: Added an objective to make steel tools to mission 6. - Campaign: The campaign now focuses on the peaceful play-style. Enemy camps appear later on, but you "defeat" them by buying them out. I'll elaborate a bit on the motivation of this change in the next progress report. - Campaign: The map seeds for the campaign are now hand-picked to ensure a smooth experience (vs e.g. starting next to a huge mountain). - Fixed: Accidentally selecting an island on the world map when closing the loading screen. - Fixed: Arrows on manual workshop after last patch. - Fixed: Buggy mission objectives in bonus missions 2+3. - Fixed: Camera not NE-aligned on start. - Fixed: Camera not moving / zooming while game is paused. - Fixed: Conveyor belt connectors (visual) disappearing when other connectors are created. - Fixed: Deprecated tools showing up in tooltip. - Fixed: Empty enemy camps staying on the map in peaceful mode. - Fixed: Environment particle colors on multi-biome maps. - Fixed: Glitchy zoomed out camera on some maps after last patch. - Fixed: Grassland foundations too high. - Fixed: Incorrect counting of substitute buildings, e.g. counting tier 1 houses for tier 2 house objective.c - Fixed: Island shape on world map not matching the actual island. - Fixed: Layout on world map exit confirmation dialog. - Fixed: Objectives not shown as optional when no intro text was provided. - Fixed: On the world map tooltips should no longer show while the loading screen is visible. - Fixed: Right clicking on type opening ency but immediately closing it. - Fixed: Some minor bug fixes. - Fixed: The auto-assign feature now assigns logistics and power to everyone. - Fixed: The game running too fast at framerates above 60. - Fixed: Track/Conveyor preview not visible when - Fixed: Trains set to stop now actually do so. - Fixed: Weird visual glitches when in map zoom mode. - Fixed: You can no longer assign train stations under construction to a train's schedule. - Gameplay/Modding: You can customize the amount of goods loaded in a train wagon and their position. So you can easily make super high capacity train wagons. - Gameplay: Colonists now avoid food/drinks that are linked to the logistics system. - Gameplay: Groves and farms are now treated with the same priority. I.e., a high priority grove will now get tended to before a low priority farm. - Gameplay: If a depot has a type set to accepted, added exits now take on that type as default. - Gameplay: Increased the road, track and conveyor layer ranges by a lot. - Gameplay: Items will no longer get automatically added to an exit's filter if the depot is receiving from the logistics network. - Gameplay: Train wagons now hold two items each! So a normal train now carries 8 items, making it essential for transporting large amounts of goods. - Gameplay: When you buy out an enemy camp the enemies now get on little rafts and drift away into the sunset. :) - Misc: Added an option to show & set production limits for all goods (and not just robot workshops). - Misc: General code cleanup. - Misc: You can now alt-click a track to start laying tracks. - Performance: Fixed lag when marking a big area to be mined. - Performance: Made several late game performance improvements. - Performance: Made the road, track and conveyor layers much faster. - Performance: Removed a number of expensive sorting operations. - Performance: Voxel models uvs are now buffered on load, not on first use during play time. - Streamdeck: I updated the StreamDeck support to work with the new icons. Have a look at - UI: Cleaned up the train UI. Also, clicking on a wagon should now show the train UI. - UI: Made the colonist management screen much prettier. There are now guiding lines and the explanation text is moved to the tooltips. The assist buttons have been moved to the top right. - UI: Many more tooltips from the info panel now appear at a fixed position. - UI: The enemy buy land UI now highlights the resources that are missing. Also, the buy-button is greyed out when you are missing something. - UI: The fighter-button in the top is now hidden on maps where combat is disabled (e.g. in the campaign).
Updates until 1.8.2021
- Balance: Electric components and water extract now require oil. - Balance: In the claim territory-objective you now only need 80% of the tiles. (before 90%) - Balance: Made drones a bit slower. - Balance: You now need MinedCarbonate to build an oil pump (oil wells only exist on tier 4+). - Campaign: Added a bonus objective to mission 5 encouraging the player to automate charcoal production. - Campaign: Added additional objectives to mission 5 to lead you to the required materials for the ship construction. - Campaign: Rebalanced mission 6 and made the combat robot production optional (you can now also buy the enemy territory). - Campaign: The objective asking you to gather/produce food now only require one item each. - Combat: The healing robots heal a random friendly injured unit in range with a higher amount. (before it was an aura effect) - Combat: When sending your robots into enemy territory, they will now stop and fight when an enemy comes into range. Especially relevant for things like the catapult. Clicking on friendly/neutral ground will result in a regular move-command. - Content: Added a cute 2x2 depot. - Content: Added music for tier 4. - Content: Added/replaced a bunch of new descriptions. - Fixed/Campaign: Removed the malachite block objective from main mission 6. - Fixed: Bug when depot tries to clear a tile but depot is full. - Fixed: Centrifuge and ore crusher now use energy. - Fixed: Colonists ignoring tile limit when unloading after last patch. - Fixed: Double arrows from ship/cargo port to stockpiles etc. - Fixed: Error in missing ingredient warning. - Fixed: Game adding (invisible) extra foundations to zones after saving/loading. - Fixed: Height of buildings placed on foundations. - Fixed: Height of shipping port. - Fixed: Logistics & Power not enabled for gorillas. - Fixed: Made sure that you can find enough ancient building parts in mission 8. - Fixed: Made the game a bit more lenient with certain errors in mods. - Fixed: Mouse clicks in the lower part of the screen sometimes not registering. - Fixed: Possibly fixed a bug that could lock the game when you clone a building that is being destroyed. - Fixed: Problem where inserters would not serve an automatic workshop when some of the ingredients are already served. - Fixed: Reservation issue with unloading from boat in the last patch. - Fixed: Robots counting towards colonist limit. - Fixed: Selecting your boat no longer gives you a type filter panel. - Fixed: Settlement text in colonist screen is now in orange when there is a problem. - Fixed: Workshops no longer get a warning for being under construction. - Fixed: You can no longer build disabled buildings via the encyclopaedia. Also added a temporary dialogue to mission 7 to tell you what's going on. - Fixed: Zone colors partially resetting when loading. - Gameplay: At the beginning of a map, when assisted mode is enabled, colonists will automatically unload and equip tools from the ship. - Gameplay: Colonists can now bring fuel to power generators. To do so, link an input stockpile (as you would do with an automated workshop). Also added a warning when the generator is neither served by an inserter, nor a stockpile. - Gameplay: Colonists now avoid food/drinks that are linked to a workshop, e.g. milk used to make chocolate milk. They will still consume it when there is nothing else though. (This replaces the former 'forbid consumption' feature.) - Gameplay: Depot exit hoppers now accept all goods by default. - Gameplay: When an item on an exit hopper is no longer accepted by that hopper, it is now brought back into the depot. - Gameplay: You can now "centrifuge" rubble to get iron, copper or gold. - Gameplay: You can now build train tracks and conveyor belts using cargo from your ship. - Gameplay: You can now crush rocks into rubble. - Gameplay: You can now instabuild things like inserters using cargo from your ship. - Gameplay: You can now unload goods from your ship to the logistics system! - Misc: Automated workshops don't start a new production job when the priority is set to pause. - Misc: Changed the bug report button icon. - Misc: Made the loading process with mods a bit more forgiving when expected types are missing. - Misc: Rearranged the workshops so that every building fits on the same page. Automated workshops now all have a "(a)". - Misc: Removed some recommendations from campaign missions. - Misc: Removed the lightning effects when playing at fast game speed. - Misc: The quarry now gives you rocks and clay with equal probability. - Misc: Tier 2-Sprinklers are now upgraded from tier 1-sprinklers. - Misc: When a type is added in a depot, depot exits of that depot will now accept that type as well, unless they are already set to accept something. - Misc: Wild animals are now more likely to stay outside of your area. - Misc: You can now place a shipping port over minables (like the other buildings). - Misc: You can now zoom out the camera further. - Misc: Zooming the camera now feels less 'floaty'. - UI: Added a hint message when you've reached maximum zoom. - UI: Added a toggle button to the encyclopaedia that hides/shows things like wild animals, rocks etc. that are not usually what you are looking for. - UI: Added inserters to the hopper-building panel. - UI: Added item prices to encyclopaedia. - UI: Added output arrows to auto farms/groves. - UI: Redesigned the cargo port ui panel. - UI: Right-clicking on an item in a type filter now takes you to the corresponding encyclopaedia entry. - UI: Some layout improvements for the encyclopaedia. - UI: The attack-enemy-camp button is now highlighted when an attack is in progress. - UI: When alt-clicking a combat robot, the game now selects all bots of the same type. - Visual: Depots now lift items to the correct target height. - Visual: Depots should now rotate items correctly in many cases. - Visual: Fixed items floating slightly in stockpiles built on foundations. - Visual: Foundations are no longer built under shipping ports. - Visual: Horse carriages now idle by going to random other stations, not the nearest one.
Cumulative Update 12.7.2021
- Balance: Harvesting lotus now gives you flowers. - Balance: Increased the prices for gold blocks. Crafting and exporting them is now a good source of income. - Balance: Increased the saturation Kubis get from eating/drinking processed food. - Balance: Reduced growing time for desert crops & trees. - Balance: Reduced spawn frequency for small/tiny maps by 20%. - Content/UI: Made a new UI theme! - Content: Added a number of new icons. - Content: Added enemies for tier 4. - Fixed: Construction jobs no longer show a warning when an ingredient can be fetched from the boat. - Fixed: Fixed UI for selected combat robots. - Fixed: Fixed some UI issues for charging buildings. - Fixed: Inactive text not visible with new UI. - Fixed: Input/Output arrows when building auto workshops pointing in the wrong direction in some cases. - Fixed: Numerous smaller issues and improvements. - Fixed: Objective panel size not updating when group is completed or victory message shown. - Fixed: Removed type filter UI on shipping ports. - Fixed: Removed victory message when playing a bonus mission. - Gameplay: Animals no longer count towards the colonist limit. You can take as many as you like on your boat. - Gameplay: Buildings that are buildable using the items on your ship are now automatically unlocked. - Gameplay: Colonists will now take items from the ship for construction when required. - Gameplay: Hoppers can now also be placed in a depot under construction. - Gameplay: Mission objectives of type "own" now count the cargo on your ship as well. - Gameplay: The trade caravan no longer spawns on every map. When it does, it comes with a small 3x3 depot in which the received goods are stored. (Until you run out of space). - Gameplay: When expanding your territory, the game now guesses the color for the new area (instead of just defaulting to red). - Gameplay: When laying consecutive conveyor belts, the following belts now start on the tile where the last belt ended (and not on the tile after that). - Gameplay: YOu can now upgrade buildings using materials from the boat. - Misc: Removed SteelBlock objective from bonus mission. - Misc: Removed several old assets that were deprecated in 04/21 or earlier. - Misc: Removed the "Unload tier x resources" recommendations. Now that colonists can just take building materials from the ship, they are not as needed any more. - Misc: The game no longer auto-saves on tutorial maps. - Performance: Combined the materials for several things, might improve GPU performance. - UI: A number of smaller UI improvements and fixes. - UI: Added a warning to automatic workshops which don't have all required inputs connected. - UI: Changed the message panel to have one background panel. - UI: Changed the objective panel to have one unified background panel. - UI: Clicking on a colonist limit objective now takes you to the colonist management screen where you can fix it. - UI: Fixed UI when selecting zones. - UI: Improved the look of the inventory panel. Cargo on the ship is now always included in the number. - UI: Made the UI info panels much more uniform and changed their general look. - UI: Made the tooltips one-column and tweaked their content. - UI: Redesigned the look of the buttons. - UI: Removed the "disable building" panel from buildings that also have a selectable priority (which can be set to pause). - UI: Removed the import/export buttons from the shipping port UI and made it more compact. Linking import/export stockpiles is now enough and you don't get a warning any more. - UI: Some panels are now hidden while a building is under construction. - UI: The "show all types" button is now right of the filter text field. - UI: The conveyor mode button is now integrated with the type filter panel. - UI: The idle colonist tooltip now shows how many colonists are active/idle in each zone. - UI: The place hopper panel is now also shown when selecting a depot under construction. - UI: Unified the look and feel of icon/text buttons.