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The Colonists screenshot
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Genre: Simulator, Strategy, Indie

The Colonists

V1.5.19

Hi everyone, V1.5.19 is a small interim update adding support for September's Frontier.

  • Support for September Frontier
  • Fixed random map generation occasionally putting a rock on top of surface deposits, causing it to disappear when a save game is loaded
  • Added option to carry over or disregard Steam Workshop Id when saving a custom map from an already published map
  • Fixed victory icons on custom map info panel


Back with more news soon!

V1.5.18


  • Added fish amount option to random map generation
  • Support for June Frontier

V1.5.17.2


  • Support for May Frontier
  • Fixed Mission Panel not updating when a victory building had finished construction
  • Fixed changing sandbox settings mid-game not affecting building availability correctly

Update V1.5.17

Hi everyone,

A small update including support for March's frontier, which offers something a little different this month.

Release Notes

  • Support for March Frontier
  • Fixed building connections not being recalculated when standalone road post placed
  • Fixed bug with not resetting track selection when destroying track
  • Fixed bug with loading a savegame where camera is out of range and can't be reset
  • Fixed bug when starting dismantle with building production panel option
  • If everything else is equal (priority, building type, stored/incoming resource count), resource routing now takes into account a building's production cycle progress
  • Boat and train will leave immediately if port or station has all resources on export blacklist
  • Printing Press tech production bonuses now show correctly
  • Production halted overlay icon shows for under construction building
  • Fixed incorrect rank messaging on challenge complete window
  • Under construction boats with custom names won't change name when they're constructed
  • Stop showing boat tutorial in challenge mode
  • (Belatedly) turned off festive decorations


Mod support is still the next feature to be added, it's just unfortunately been delayed. More updates on that soon. Once again I hugely appreciate all the feedback and bug reports please keep them coming.

Discord: https://discord.gg/thecolonists

๐ŸŽ„ V1.5.16 Update ๐ŸŽ„

Hi everyone,

This is a small update with a few fixes and some festive decorations! Also, if you haven't seen it yet, there is still time to take on December's Frontier!

Release Notes

  • Turned festive decorations on! ๐ŸŽ„
  • Fixed bug when harbour expedition was sourcing resources from directly connected building and resources weren't being delivered
  • Fixed tile highlights not showing when going between Info and Upgrade panels on the watchtower
  • Watchtower Upgrade highlights now includes tiles already in your territory
  • [Tab] will now scroll through building instance panel tabs
  • Hold [Alt] to delete path connections when clicking 'remove' on a road
  • Resource storage panel now includes space ports if resource in outgoing or has purchase order
  • Minor UX improvements to building import and export selection panels
  • Fixed en route beer being incorrectly counted towards the goals in the beer challenge
    V1.5.16.1
  • Fixed bug from V1.5.16 where cleared natural resource tiles on randomly generated maps (inc. Frontiers) would cause terrain issues and affect bot movement
  • Fixed bug with loading savegames before V1.5.16 which contained one way track signals


Thank you once again for all the feedback!

Discord: https://discord.gg/thecolonists

V1.5.15.1 Patch

Release Notes


  • Fixed map editor not loading correctly

๐ŸŽƒ V1.5.15 - Custom Views and Pumpkin Harvest! ๐ŸŽƒ

Hi everyone,

It's time to enjoy the annual pumpkin harvest along with a handy new custom views feature. Oh, and there's still to take part in October's pumpkin-selling frontier!

Custom Views


You can now save camera locations in your game and return to them instantly with a key press. You have nine slots to use with default hotkeys of [1]->[9] on the keyboard keypad. Hold to set the view and tap to go to it!


Release Notes

  • [NEW!] Custom views - default hotkeys are [1]-[9] on keypad. Tap to view, hold to set.
  • Enabled pumpkin harvest visuals! ๐ŸŽƒ
  • Added Dismantle button to bottom right of in-game UI
  • Added hotkey for Dismantle mode - default: [G]
  • Harbours now recalculate queueing locations when a nearby harbour is built in order to avoid conflicts
  • When placing a fixed entrance height building (usually shaft mine or train station), adjusted tiles should no longer go beyond steepness that prevents road or path placement
  • Fixed rubble getting being non-removable in non-saved proc-gen game
  • Fixed fuel consumption stat not being added when building is monument boosted
  • At the workshop, the second stackbot can now provide research resource as soon as energy resource is consumed instead of waiting for 1st stackbot to return
  • Fixed cursor locking if cursor was previously constrained when clicking 'Revert' on screen setting confirmation window
  • Resource icons in space port panels now have correct rollovers
  • Fixed edge case where upon tree growth, lumberjack bot stayed idle if the stackbot was busy
  • Adjusted trade ship interval to bypass rebuild hack during ship departure
  • Alert icon for road post connection now won't show if directly connected by a path to a bot printer building
  • AI now won't build L2 watchtowers, but will upgrade to them from L1 watchtowers
  • Map Editor - fixed issue with new proc gen custom map showing up with 'outside territory' lighting
  • Map Editor - cleaned up UX with 'set starting location' buttons


Thank you to all the players who submitted bug reports and suggestions!

Discord: https://discord.gg/thecolonists

V1.5.14 - September Frontier, Boats Panel, Improvements

Hi everyone,

This month's update has a new frontier, a new boats panel along with some improvements and fixes.

September Frontier


This month you get a small headstart in the desert where the race is to produce beer and bread as well as squeezing a medium monument in. Good luck!

Boats Overview Panel


There's a new panel available in the top left of the screen where you can view all of your boats and their current status.

Mod Support News


Mod support is nearly there and will be entering a beta this next month. Follow progress on Discord (https://discord.gg/thecolonists) or look out for more news on that soon.

Release Notes

  • [NEW] Boat list panel - lists all the boats in your colony
  • Added options to unlock all campaign missions and clear all campaign progress
  • Spruced up buildings list panel and building entries in resource production, demand and storage panels
  • Fixed military campaign savegames resetting difficulty to 'normal' when loading a savegame
  • Fixed data leak in AI players which could cause saving to fail in very long and very large games
  • Changed vegetable and wheat farmbots to prioritise seeding over harvesting
  • Fixed issue where upon construction, storage yards with rules already added would not necessarily source resources from the closest buildings
  • Fixed bug where storage yards could show up twice in the resource demands panel
  • Resource will no longer self-destruct when arriving at a road post which a newly created transport rule which would affect the resource's journey. If full ban, resource will attempt to turn around and find a destination. If ban except storage rule then resource will search in all directions for a valid storage yard
  • Fixed issue with water jumping when changing game speed
  • Fixed issue with harbour's import rules being ignored when sourcing expedition resources via boat routes
  • Fixed import rules of train station being ignored when direct connection to harbour which is sourcing expedition resources
  • Added difficulty info to in-game scenario panel
  • Disabled up/down arrows and added message in resource demand panel about building construction priority
  • Fixed issue where destroying a building which had en route resources whilst the building panel was up could cause resource en route highlight icons to incorrectly remain visible
  • Fixed issue with colony ship printing duplicate bots after placing/removing buildings at tick 0
  • Fixed potential rare issue where building height adjustment could get locked
  • Changed map editor water so it stays at maximum height to make easier to distinguish underwater tiles
  • Show challenge complete screen even if no trophy earned
  • Now only shows challenge complete screen when started as a challenge game (i.e. challenges won't register in campaign mode)
  • Fixed boat challenge victory condition goal not updating unless panel reopened
  • Updated Unity version to hopefully fix alt tab crash/freeze issue
  • Fixed hitting Return or Escape not advancing OK Alert Windows like 'New Version' available
  • Campaign screen now resizes and adds a scrollbar for squarer resolutions
  • Fixed an issue where custom maps wouldn't run if an AI player was first in the player list
  • Fixed up some progress bar alignment issues on construction, dismantling, expedition and military panels
  • Increased size of resource progress bars a little on construction and upgrade panels
  • Fixed surface miner bot appearing black when zoomed in very close
  • Fixed not returning to main menu when trying to load a savegame that couldn't be found
  • Fixed gold icon incorrectly showing against military times in campaign screen


Massive thanks to everyone who's posted or sent their feedback and bug reports, it helps a huge amount. See you next month!

Discord: https://discord.gg/thecolonists

V1.5.13 - July Frontier and Japanese Localization

Hi everyone,

A small update this month, unless you like to build your robot colonies in Japanese!

July Frontier


There's some water to be crossed in this month's frontier, or is it better to go over land? Play July's frontier and see where your best time ranks on the leaderboard.

Japanese Localization


Thanks to our amazing community translators you can now play The Colonists in Japanese!

(Also, keep your eyes out for the Japanese launch of the console version this month)

Release Notes

  • Wheat farmbots now head to the nearest corner of the wheat field to sow/harvest
  • Wheat farmbots can also now use the gap in the side of the building
  • Fixed wheat farm and vegetable farm showing incorrect lower production rate when monument boosted
  • Added Japanese option


Back with more updates and mod support news next month!

Discord: https://discord.gg/thecolonists

Thanks!

V1.5.12 - June Frontier, Balancing, Bug Fixes

Hi everyone,

V1.5.12 has just gone live, here's what's new:

June Frontier


The June frontier brings something a little different this month - all L1 and L2 techs are preresearched so it's a turbo-charged race to build the Large Monument!

Balancing


The production processes of buildings have been tweaked behind the scenes to more accurately match production and consumption rates between buildings. Most are small changes, the biggest change comes on the cocoa farm which was way too low!
  • Sawmills (+10.5%)
  • Blast furnaces (+12.9%)
  • Blacksmiths (+21.4%)
  • Brickyards (+19.9%)
  • Tanneries (+21.8%)
  • Paper mills (+18.2%)
  • Printing presses (+12.1%)
  • Steel mill (+18%)
  • Glassworks (+22%)
  • Fletcher (+22.6%)
  • Weaponsmith (+21.2%)
  • Wells (-7.1%)
  • Vegetable farms (+19.6%)
  • Cider presses (+10.5%)
  • Breweries (+21.4%)
  • Cocoa farms (+109.2%)
  • Chocolate factories (+27.7%)


Extra stackbots have been added to many of these buildings as well as to the medium and large storage yards. Also the speed boosts of stone roads/paths and brick roads/paths have been increased by 5 and 10% respectively.

Release Notes

  • Balancing tweaks for production buildings to more accurately match respective production rates, as well as extra stackbots.
  • Increased stone road and path boost speed by 5%, resulting in 50% speed boost over dirt
  • Increased brick road and path boost speed by 10%, resulting in 100% speed boost over dirt
  • Bots will now work in clearance mode when the outgoing resource stack is full
  • Fixed bug when placing roads and paths over broken terrain which could sometimes cause broken roads and building entrances
  • Significantly improved issue of being able to zoom through the terrain
  • Fixed invalid queuing locations being generated for harbours in tight spots which could cause problems when multiple ships using the harbour
  • Fixed bug from V1.5.10 where a resource might not head to a building for construction if the building's production incoming resource stack is full (e.g. flour mill full of wheat)
  • Fixed Orchard production rate displaying incorrectly in construction UI
  • Fixed hang when opening Info panel on Colony Ship in game with territory disabled
  • Fixed the game not applying saved UI text size option when opening the game
  • Fixed train station not creating track when placed on edge of map


Console News


In case you missed it, The Colonists is now available to play on console! Find all the info here: https://steamcommunity.com/games/677340/announcements/detail/3085505759883522690

Once again, a big thanks to everyone providing feedback, suggestions and bug reports, see you all next month!

Discord: https://discord.gg/thecolonists