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
๐ V1.5.16 Update ๐
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! ๐
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
๐ V1.5.15 - Custom Views and Pumpkin Harvest! ๐
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! ๐
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)
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!