This month we have two new buildings, new resources and November's Frontier!
Chocolate Factory & Cocoa Farm
You have a new way to feed your colonists - chocolate! Build a cocoa farm to harvest the cocoa beans, gather the milk from the cow farm and then combine them at the chocolate factory for a brand new level 3 luxury food!
November Frontier
November's Frontier is live and has a particularly chocolately flavour!
Release Notes
V1.5.5
NEW Chocolate Factory and Cocoa Farm! Supply your Level 3 Residences with chocolate
Fixed some issues with tooltips not showing up when hovering over farm fields
Fixed watchtower not resetting priority target after being captured
Added help section to research panel
Fixed tooltip staying open when right-clicking to close window whilst hovering over 'all resource' rule on a vehicle transport stop
Fixed right-clicking to close window whilst hovering over resource still opening the resource panel
Added tech icons to construction and upgrade panels
Better messages when farmbot is idle and waiting for something to grow
Steam achievements are reapplied on opening game, in case they didn't didn't register with Steam at time of achievement
Modding
Mod Support is still under development, find out more in the #modding channel on our Discord server.
Next Month
Deveolpment has started on one way roads and if you'd like to test this new feature out then head over to our Discord to try them on our development branch later on this month.
Thanks as ever to all the community members for their testing, bug reports and feedback!
Discord: https://discord.gg/thecolonists
Thanks!
V1.5.4 - Pumpkin Harvest & October's Frontier
Hi everyone,
The 1.5.4 update for The Colonists has gone live!
Pumpkin Farms
The leaves are falling and the temperature is dropping, it's that time of the year again - the pumpkin harvest! For the next month the pumpkin farm is available and your colonists can enjoy their mysteriously processed pumpkins.
October Frontier
In case you missed it, Frontiers are a recently added feature where every month a new map is created with different goals to try and complete. October's Frontier has just appeared and has a seasonal theme, check it out!
Release Notes
V1.5.4
It's Harvest Time - Pumpkins and the Pumpkin Farm are back!
Players now can replay old Frontiers but times won't be recorded
Added tracking information for Challenges in the mission info panel
Increased max train speed by 25%
Added skippable warning to deleting savegame in load game window
Added beer to alcohol category preset
Fixed saved SFX volume not being applied on opening the game
Fixed deconstructing workshops counting as idle
Fixed an instance of possible space port ship freeze
Fixed visual ui bug with resource rules overflowing on boat/station stops
Fixed bug with being able to place train tracks below sea level
Fixed import building selection sometimes including irrelevant building types
V1.5.3
Enabled deconstruction for buildings under construction
Added 'Tiny' option to random map generation options
Fixed shaft mines on random maps occasionally blocking each other
Additional tweaks to proc gen to reduce chances of getting inaccessible shaft mines
Fixed storage yard still demanding resources after dismantling has started
Added overlay to watchtowers under construction to indicate territory gain
Fixed surface mine construction storage only being 4 resources instead of usual 8
Fixed incorrect mission names showing for some campaign missions in info panel
Modding
Mod Support is currently under development, if you'd like to help test or make mods for the game then come and join us in #modding on our Discord channel.
Next Month
Next month we've got two brand new buildings arriving! If you can't wait, head over to our Discord to try them on our development branch later on this month.
As always, a huge thanks to everyone for their testing and feedback, it's really appreciated!
Discord: https://discord.gg/thecolonists
See you next month!
V1.5.2 - New Frontiers Mode and Dismantling Buildings!
Hi everyone,
The latest 1.5.2 update for The Colonists is available!
Frontiers
The new Frontiers mode allows everyone to compete on the same procedurally generated map each month. At the start of every month a new Frontier is released with a different goal and can be played for the duration of that month. August's Frontier is available now - good luck!
Dismantling Buildings
If you ever find yourself short of materials then you can now dismantle any building and recover the resources that were used to construct a building. You can find this option on the info panel for any fully constructed building. Any unusued resources for production can also be recovered.
Release Notes
NEW! Frontiers Mode - Compete against each players on a new map each month!
NEW! Dismantle Ability - Dismantle any building and recover construction resources
Adjusted market prices for resources to better reflect production costs
Added Continue Game option to main menu
Minor optimisations to rocks and carrybot animations - large colonies may see a small performance boost
Fixed new trains not have upgraded storage after Steam Engines II is researched
Added warning when upgrading a building with import rules
Fixed shaft mine deposits placed precisely at sea level not being usable
Fixed counts of adjacent natural resource surface deposits of different types displaying incorrectly on the map
Thanks to everyone for their continued testing and feedback!
Discord: https://discord.gg/thecolonists
Help And Bug Reporting: https://www.notion.so/The-Colonists-Help-0f8b20f71a96426490fbfbff5511e3bb
V1.5.1 Update
Hi everyone,
Thanks for all the support and feedback for the random map generator in the V1.5 update, all your comments and reviews really contribute to further development of the game!
Once again, initial testing of mod support will be opening soon so if you're interested please join the Discord server for all the info.
Today's update, V1.5.1, is now available and brings a few small improvements and fixes:
Release Notes
Improved Key Bindings window usability
Random map generation tweaks: a little more space around colony ship; fixed bug where mountain mine could be located in invalid position in the sea; a little more landing space on shorelines generally.
Fixed sandbox games not being recognised as sandbox games
Fixed not being able to create a road over a flat section of train track
Fixed monument boost not applying to workshops
Fixed bug where placing a building right next to a shaft mine could incorrectly adjust a tile on the mine track
Fixed expedition resources not showing on a harbour's 'en route' panels
Fixed bug related to destroying a road post at a expedition-created harbour and it not calculating path directions correctly
Fixed input resource rates for buildings not being displayed correctly when building has a monument boost
Fixed incorrect idle message for road layer when they're waiting for resources
Fixed bakery, flour mill and harbour not having correct destruction models and effects
Game no longer lets you draw paths over broken terrain that it can't autoadjust
Tweaked large harbour footprint so it can't be placed where there's no room for the queueing location
Source and destination buildings are now clickable on an individual resource's journey panel
Bots will now (mostly) return to a printer when their building or road is destroyed
Made some fish more accessible on campaign map 8
Tweaks to some steep shoreline in campaign map 5
Help And Bug Reporting: https://www.notion.so/The-Colonists-Help-0f8b20f71a96426490fbfbff5511e3bb
Discord: https://discord.gg/thecolonists
Thanks!
V1.5 - Random Map Generator!
Hi everyone,
That's right, it's the random map generator update!
Random Map Generator
You can now procedurally generate maps to play on! There's a core random game mode which includes optional victory conditions as well as the ability to create a map in sandbox mode. You also have the following customisation options when generating a map:
Map Size: Small (160), Normal (200), Large (240) or Huge (300)
Biome: Default, snow or desert
Water: Little, some or lots
Natural Resources: Few, some or lots
Please let me know how you get on - we have a dedicated #proc-gen-maps channel in our Discord server for feedback and further ideas.
Release Notes
Random Map Generator! Procedurally generate maps with various settings in either main random map mode or in sandbox mode
New mission info panel - better contextual information about the mission or map you're playing, including an option to edit sandbox settings mid-game
Fixed some instance of auto terrain adjustment not working correctly when placing road and paths over broken terrain
Fixed placing harbours over existing roads causing issues
Top left buttons now have a selected state
Few more localisation fixes
Once again, huge thanks to everyone providing feedback, bug reports, suggestions and reviews, it's massively appreciated and really helps support continued development of the game.
Next month will be the first phase of testing for mod support for the game, so if that's your thing please join in on the #mod-support channel on Discord!
Discord: https://discord.gg/thecolonists
Help And Bug Reporting: http://codebyfire.com/colonists/help
Thanks!
V1.4.3.6 Patch Notes
Hi everyone,
A patch has gone just out with some small tweaks and fixes as well as Czech language support!
Patch Notes
Added Czech localisation
Fixed en route counts (number in green circles) not always decreasing correctly when a resource arrives (from V1.4.3)
Tweaked bakery production numbers up slightly and added another stackbot
Fixed resource demand urgency not always being calculated correctly for boat construction
Fixed list of residences not being filtered by level on Energy storage panel
Fixed enemy AI bug when trying to upgrade road layer
Fixed being able to place a harbour outside your territory
Fixed constrained cursor setting not working correctly
Fixed a few missing localisations
Fixed rare instance of not being able to load a savegame on mission 4
Help And Bug Reporting: https://www.notion.so/The-Colonists-Help-0f8b20f71a96426490fbfbff5511e3bb
Discord: https://discord.gg/thecolonists
Thanks!
V1.4.3.4 Patch Notes
Hi everyone,
A small patch with the following fixes and improvements has just gone out:
Patch Notes
Fixed bug when loading a savegame with user-generated map which had territory turned off and it removing some territory from around your colony ship
You can now have a building's construction paused immediately if you place it while holding [Alt]
Building overlay construction icon now displays paused state
Priority layers at lumberjack hut, forestry and surface mine now auto clear if occupied by a road, path or building
Fixed bug where road/path placement would highlight an invalid route using tiles that were partially under water
Fixed small bug with priority tile settings where releasing Shift key and mouse button could set invalid tiles
Thanks for all the feedback!
Help And Bug Reporting: https://www.notion.so/The-Colonists-Help-0f8b20f71a96426490fbfbff5511e3bb
Discord: https://discord.gg/thecolonists
V1.4.3 May Update - New Campaign Map!
Hi everyone,
Here's a look at what's new and improved in this month's update:
Patch Notes
New military campaign map - The Three Hills
Game now auto-adjusts the land when you place roads and paths over steps in the terrain
Watchtower Ownership Overlay - when you select the info panel on watchtowers it now shows you an graphic overlay indicating which tiles would be lost if you destroyed that watchtower
Option for free resource creation at storage yards added to sandbox mode
Various small improvements to enemy AI
Fixed scores not being submitted for non-military custom maps from the Workshop
Fixed bug where boat could leave early if only resources to unload were using harbour as a transitory stop
Fixed resources sometimes going to storage yards that are under construction
Fixed potential bug when road posts are modified that are connected to expedition harbours that are under construction
Fixed shaft minerbot appearing out of the back of the mine
Fixed watchtower damage smoke effects not clearing when upgrade completes
Fixed a couple of inaccurate building descriptions
Fixed bug where enemy bots would not appear correctly if they went into then came back out of fog of war
Fixed leaderboard button incorrectly showing on military maps
Added warning message for adding an import rule to a building under construction
Thanks to you all for your continued feedback, it's massively appreciated. Remember to check out our Discord for the latest builds and chat, and we'll be back with another update soon!
Discord: https://discord.gg/thecolonists
Help And Bug Reporting: https://www.notion.so/The-Colonists-Help-0f8b20f71a96426490fbfbff5511e3bb
V1.4.2 Update!
Hi everyone,
Here's what's new in this month's update:
Patch Notes
Added challenges panel so you can keep track of your progress and a notification screen for when you complete a challenge
Added option for x8 speed (use at your discrection, your framerate may suffer a bit)
Added option to invert zoom
Added extra sub-panel on boats and trains resource panel to show which resources are being unloaded and added details to harbour's boats panel to show a boat's status with that harbour
Added visual to show upgrade range of a watchtower when on upgrade panel
Improved performance a bit when rendering wheat fields
Fixed bug when pressing Escape on the 'unsave progress' window
Fixed error when storage yard sourced resources beyond capacity, caused by having a combination of rules which exceeded capacity
Fixed bug where demand groups couldn't be reordered in resource category panels (e.g. fuel)
Fixed edge case where enemy colony ship would self-destruct if entrance tile was captured but none of the main tiles
Fixed an issue with very busy harbours where incoming resources could potentially get sent to the wrong storage pile and eventually bring everything to a halt
Fixed bug where if a boat's transport route is cleared whilst it's heading from the queueing location to the dock then the next queued boat wouldn't be triggered
Improved resource movement behaviour on very busy large harbours with multiple road posts
Added extra stackbot for harbour
Some small AI improvements
Turned default ambient occlusion setting for linux to off
Thanks to everyone for all their suggestions, bug reports and feedback. Look out for more updates next month, including some new maps.
Help And Bug Reporting: https://www.notion.so/The-Colonists-Help-0f8b20f71a96426490fbfbff5511e3bb
Discord: https://discord.gg/thecolonists
V1.4.1.2 Patch Notes
Hi everyone,
A small patch for The Colonists with the following fixes:
Patch Notes
Fixed bug where, when a boat is docked, changing its route whilst a stackbot was fetching a resource to load onto it could cause the boat to become stuck at the harbour.
Fixed bug where on a rare occasion resource might not be sent on from a storage yard
Fixed issue where resources at a storage yard were not always correctly being sent to another storage yard
Fixed rare instance when storage yards weren't requesting all the resources for their rules
Fixed final determining factor of resource exports judged to be equal (same 'prioritised' destination building and same resource type) to use oldest assignment instead of newest
Fixed bug where some tooltips, such as a boat status on the harbour panel, wouldn't clear if the panel was closed using right-click
Fixed VSync settings not being saved between sessions
Help And Bug Reporting: https://www.notion.so/The-Colonists-Help-0f8b20f71a96426490fbfbff5511e3bb