V1.4.1 - Achievements, Speed Run Challenges and New Storage Mechanics!
Hi everyone,
The Achievements update for The Colonists has just gone live! Here's all the info including new mechanics, fixes and tweaks:
Achievements
There are 27 achievements to collect including special speed-run challenges based on four of the campaign missions. Each challenge has a unique goal and each has three levels to achieve, Expert, Champion and Legendary, the last of which will require the smartest and most efficient colonies to complete!
Storage Yard Mechanics
Storage yards now creates 'demand' in the same way as other buildings. These demands are visible resource demands panel and can be moved up or down the priority list, again like demand types. The 'weight' of a storage demand is based on the fill percentage of the resource at the storage yard. For example, say you have a lumberjack hut and two storages yards ('A' and 'B') and 'A' has a rule for 5 Logs and 'B' for 10 Logs. The first Log will go to 'B' (wherever it is located), the second Log to 'A', the third to 'B', the fourth to 'B', the fifth to 'A' etc.
So in summary, the weight for each storage destination is determined by 1) fill percentage 2) total potential storage 3) distance. This new behaviour gives you a more even and controllable distribution of resources to multiple storage yards around your colony.
Storage Yard to Storage Yard
Utilising the new demand mechanic above, resources can now be sent from storage yard to storage yard. You can set this up by creating import or export rules on the relevant building.
Patch Notes
Hotkeys (default [C] & [V]) for copying and pasting settings of buildings (export & import) and road posts (blacklists and whitelists)
Small Storage Yard now only requires logs to build
Added multi-selection to resource selection panels
Added resource group presets to blacklist resource selection panels
Added expedition resources to demand panels
Changed idle port and station stackbots to prioritise load and unloads of vehicles first
Items waiting at harbour or train station are now rechecked for optimal routes when a new route is added
Adding an import rule now forces an resource export check at the targeted building if source building already had an import rule
Fixed issue with resources being incorrectly routed in and out of large harbours
Fixed salt being able to mined with L2 surface mine
Fixed bug which occurs when placing a watchtower when the logs demand panel is open
Fixed export from space port bug when selling rule is removed and resource are waiting to be loaded
Fixed bug when clearing a boat route and assigning to an expedition while boat is docked at harbour
Fixed bug with vegetables in vegetable plots displaying weirdly after a little while
Fixed bug with vegetables not showing up on game load
Fixed hit box on vegetable resource
Fixed issue where sometimes a train wasn't created due to miscalculation of train route limits
Fixed lumberjack pathfinding not being completely accurate in finding the nearest tree
Fixed bug where, when a building's panel is open, the green in-world highlight markers weren't being created when a new resource was assigned to the building
Fixed issue where multiple top left panels could be overlaid after entering and leaving the research or map screen
Fixed not being able to set fuel consumption buildings as export on storage yards
AI enemy can now cancel research if project has been idle for too long
AI enemy has smarter placement of fletchers
AI enemy has smarter upgrading of watchtowers
Fixed bug with en route resource highlighters not always showing up correctly
Fixed order of medals in mission goals panel
Fixed internal tree count when if lumberjack chops a tree which leaves your territory during the chopping process
For export and import building lists, disabled already existing options
Vegetable Farm construction time and resources now same as Sheep Farm
You can now sculpt tiles with trees on
You can now sell Logs at the Space Port for a small amount of money
Small storage yard and steel mill have an extra stackbot
Bots are now printed in the order of oldest first instead of most recent first
Improved accuracy of distance sorting for priority layer buildings (lumberjacks, foresters, miners)
Removed rogue underwater clay deposit on 'Island Hopping' mission
Added option to show the game tick alongside the day
Links
Help And Bug Reporting: https://www.notion.so/The-Colonists-Help-0f8b20f71a96426490fbfbff5511e3bb
Discord: https://discord.gg/thecolonists
Thanks to everyone for all the continued feedback, bug reports and suggestions!
๐ Holiday Update! ๐
Hi everyone,
A special Winter update of The Colonists is available! Here is all the info for V1.4.0:
Festive Decorations
Give your colony a festive feel with Christmas trees (plant them near monuments), snowbots (created by the Foresterbot) as well as presents and candy canes!
Enemy AI Updates
The enemy AI has been reworked and improved and now includes a new Hard mode which also gives enemies a 25% bot boost. There's also a new military mission in the campaign with more to come in the future.
Patch Notes
Fixed an issue in some instances with resources that are waiting at harbour not getting rerouted
Fixed storage yards not showing in storage panel for resource categories (food etc)
Fixed an error related to rerouting a boat that is currently queueing to same harbourissues not being able to set export whitelists from/to buildings under construction
Links
Help And Bug Reporting: https://www.notion.so/The-Colonists-Help-0f8b20f71a96426490fbfbff5511e3bb
Discord: https://discord.gg/thecolonists
Thanks for all the continued feedback and happy holidays!
V1.3.6.4 Patch Notes
Hi everyone,
A small update for the weekend, here what's new in 1.3.6.4 patch for The Colonists:
Patch Notes
Added VSync option
Linked mouse button 4 and mouse button 5 linked to rotate/flip
Improved height collision detection for rocks on steep slopes (principally affecting Mission 11)
F12 should now work again for directly capturing Steam screenshots. F10 is the hotkey for Postcard Mode.
Fixed bug with loading a game and if a train was queuing at a station it would not move
Fixed being able to incorrectly select small harbours for lugger routes
Fixed issue when losing territory tile with a path and it potentially not recalculating connections for affected buildings
Fixed incorrect message for when trying to place watchtower too close to other military buildings
Fixed bug allowing you to place watchtower anywhere in tutorial
Fixed quality settings panel not behaving correctly from V1.3.6.3
The AI updates are still available to preview on our development branch: https://www.notion.so/Development-Branch-d73d417d8c944d8c98a19be0a9d7d929
Help And Bug Reporting: https://www.notion.so/The-Colonists-Help-0f8b20f71a96426490fbfbff5511e3bb
Discord: https://discord.gg/thecolonists
Thanks for all the continued feedback!
V1.3.6.3 Patch Notes
Hi everyone,
The 1.3.6.3 patch for The Colonists is now available - here are the changes:
Patch Notes
Added ability to pause building upgrades
Added track buffers to indicate end of track
Added skippable warnings for cancelling upgrades and research
All resources waiting for assignment are now rechecked immediately when an export rule is added
Upgrading buildings can now be added to export whitelist
Fixed Printing Press II research not affecting Printing Press production time correctly and changed to 50% increase
Fixed mining rates on Shaft Mine construction panel not increasing with relevant research boosts
Fixed export whitelist filtering for buildings under construction or upgrading
Fixed incorrect storage counts for Food, Alcohol and Fuel
Fixed Residence upgrades not updating previous Energy storage count correctly
Fixed idle workshop check not being trigger when using 'free construction'
Fixed idle workshop check not being trigger when research was cancelled
Fixed resources bought at Space Port showing creation building as 'unknown building'
Fixed graph not clearing when switching from multiple output resource buildings
Fixed two random crash bugs
Tweaked Glassmaking, Scaffolding III and Construction III, Wheat Farming, Breadmaking and Brewing requirements
If you'd like to preview the AI updates that will be coming soon then head over to our development branch! https://www.notion.so/Development-Branch-d73d417d8c944d8c98a19be0a9d7d929
Help And Bug Reporting: https://www.notion.so/The-Colonists-Help-0f8b20f71a96426490fbfbff5511e3bb
Discord: https://discord.gg/thecolonists
V1.3.6 Update!
Hi everyone,
An update to The Colonists has just gone live! Here's what's new:
One Way Train Signals
Get more control over your train routes with the new one way signal. You can place this signal on any piece of track, making it easy to create circular train routes!
Unrestricted Elevated Rail Sandbox Option
Create enormous unsupported bridges, go over the top of mountains or build track spirals with the new option for Sandbox Mode!
Patch Notes
NEW - one way train signals allow you to create circular train routes
NEW - defy physics with the new unrestricted elevated rail option in the sandbox
Fixed train sometimes getting stuck if route was not found and then track was modified
Fixed upgrade costs not taking into account reused resources when starting an upgrade
Fixed occasional instance where an invalid transport connection was created when a watchtower was captured, causing further bugs
Fixed surface mines and shaft mines showing up in building lists on storage panels for resources they don't mine
Stopped auto setting building name if already set by player
Hotkey [H] in map editor now goes to centre of map
Fixed missing help text for road post transport connections panel
Fixed incorrect icon on road layer upgrade panel
The pumpkin harvest has finished, but The Colonists still like their vegetables!
Thanks for every suggestion, bug report and bit of feedback. Look out for more updates next month!
Help And Bug Reporting: https://www.notion.so/The-Colonists-Help-0f8b20f71a96426490fbfbff5511e3bb
Discord: https://discord.gg/thecolonists
V1.3.5.5
Hi everyone,
A small patch is out with the following fixes and improvements:
Fixed bug which caused an expedition boat to become stuck if it had to queue at the harbour it needed to load expedition resources from
Fixed tooltips for Orchard Plots and Cobbled Roads icons being the wrong way around
Boats now go over underwater rocks
Boats no longer sail through rocks
Tweaked rock height detection numbers to be more accurate when using elevated rail
Fixed crash bug caused by creating parallel roads between the same two road posts
Fixed boundaries of brewery and wheat farm footprints
Again, thanks for all the feedback, keep it coming!
Help And Bug Reporting: https://www.notion.so/The-Colonists-Help-0f8b20f71a96426490fbfbff5511e3bb
Discord: https://discord.gg/thecolonists
V1.3.5.4 Patch Notes
Hi everyone,
V1.3.5.4 is now available with a few improvements and bug fixes:
- Hold [Ctrl] when placing the end road post of a new road to continue building a new road from that tile
- Improved visuals and tooltip messages for setting road waypoints
- Added build mode hotkey to key bindings
- Tweaked brewery production numbers
- Fixed bug where changing the route or clearing a route of a boat whilst its queueing at a harbour could potentially cause it to behave unexpectedly or become stuck at a harbour
- Fixed resource exports not being checked immediately after a boat or train route is modified or added
- Fixed being able to create one tile length paths as destroying them sometimes created a resource routing bug
- Fixed bots printed at Large Harbour sometimes going to wrong flag and not going to their destination in certain circumstances
- Bots printed at Large Harbour no longer walk through bot printer
- Fixed resources being attempted to be routed through invalid buildings if both resource supplier building and invalid building were connected to a harbour or train station by path but supplier building's path was too long to be a direct connection (over 20 tiles).
- Fixed pumpkins resource not selectable
- Field placement mode is now automatically entered when clicking on the farm fields tab
- Fixed pumpkin farmer harvest animation sometimes not matching pumpkin field
- Fixed closing add vehicle stop side panel not adding add transport button
- Fixed incorrect value and overflow of cash victory graphic bar
- Fixed padlock icon not showing on level 1 tab for locked buildings
- Fixed trader reputation display sometimes stopping working on market panel
Thanks to everyone's suggestions and feedback and remember you can join us on Discord to hear about and test out the latest new features!
Help And Bug Reporting: https://www.notion.so/The-Colonists-Help-0f8b20f71a96426490fbfbff5511e3bb
Discord: https://discord.gg/thecolonists
Pumpkin Farms - Halloween Update! ๐
Hi everyone,
A special Halloween update of The Colonists is now available! Here is all the info for V1.3.5:
๐ Pumpkin Farm ๐
Give your colonists a seasonal treat with the new Pumpkin Farm! Providing another source of food for Level 1 Residences, Pumpkin Farms take up less space but have long pumpkin patches so you'll need to plan your layouts!
Patch Notes
Italian and Brazilian Portuguese localization
Space Port no longer needs any resources to construct
Harbours no longer require pier tiles to be inside territory
Building upgrade costs now take into account previous level
Added Boat Building II research which is needed to build Luggers
Luggers now a bit faster and have more capacity
Implemented acceleration on boats
Fixed 'all resources' on whitelists causing problems (also removed that option as it's the default behaviour)
Fixed workshop import whitelist not accepting all possible research resources
Fixed some issues not being able to set export whitelists from/to buildings under construction
Fixed destroying import building not auto removing it from another building's import whitelist
Fixed track breaking if placing a high train station
Reduced adjustable height a little of train stations to avoid some entrance issues
Fixed mislabelled resource categories on flag rules panel
Fixed rules tab count for boats and trains for item categories
Fixed close button on boat selection panel
Fixed notification icons on newly unlocked buildings not being reset on game load
F12 no longer trigger screenshot mode, now only dedicated hotkey does (default F10)
Two fixes for games erroring when trying to load
Links
Help And Bug Reporting: https://www.notion.so/The-Colonists-Help-0f8b20f71a96426490fbfbff5511e3bb
Discord: https://discord.gg/thecolonists
Thanks!
V1.3.4.6 Patch Notes
Hi everyone,
There's a new update available containing the following bug fixes and improvements:
Fixed trains getting stuck if meeting at a station at the same time
Fixed some instances where train and hopper sequence would get confused when reassigning a train route
Fixed road cost calculations not working correctly in a loaded game
Improved route recalculations for resources waiting at a road post of a blocked road
Captured Colony Ships are now connectable and functional buildings
Fixed bug where rubble of buildings could not always be removed
Fixed stutter caused by resources arriving at buildings which were directly connected to the harbour from where they'd been delivered
Fixed transport rules not always affecting resource demands correctly
Fixed potential stutter affecting large colonies with full storage yards
'Blacklist' and 'Whitelist' can now contain individual resources whilst 'Blacklist Except Storage' and 'Whitelist Storage Only' contain 'All Resources' respectively
Fixed import building selection list not showing Food producing buildings for residences
Fixed import buildings not always being taken into account when a building sources a resource
Sculpt modes now cycle when you press the Sculpt Mode hotkey
Fixed pipette mode where level of copied building was being overridden by last selected building level
Path drawing now lets you cross roads (path behaviour is the same but it's now more obvious when creating paths)
Fixed incorrect 'loading' label in boat storage panel
Made 'whitelist storage only' 'all resources' combined with individual 'whitelist' resources behave as expected
Fixed error message not being parsed correctly when track placement blocked
Fixed icon for train route selection and improved font spacing and resizing
Fixed incorrect count on the resource transport rule tab
Fixed and improved visuals on resource transport rules panel to show boats and trains
Fixed formatting on resource destroy warning message
Fixed mission complete camera angle
Improved some German localization
Thanks to all the players providing feedback and bug reports and to our community translators.
Stay tuned for more content updates soon!
Help And Bug Reporting: https://www.notion.so/The-Colonists-Help-0f8b20f71a96426490fbfbff5511e3bb
Discord: https://discord.gg/thecolonists
V1.3.4.4 Patch Notes
Hi everyone,
A new patch has just gone live with a few small improvements and bug fixes:
Change your colony colour at any time with a new panel on your Colony Ship!
Harbours can now be an export target for buildings holding or producing expedition resources.
Fixed one off selling rules not working.
Fixed issue with printed bots sometimes going cross-country to their destination.
Fixed game defaulting to languages still in development (Russian and Italian).
Fixed bug in tutorial if you close the Lumberjack Hut construction panel.
Fixed some font inconsistencies with accented characters.
Fixed a few localization entries.
Improved a couple of icons.
Thanks to everyone for their feedback! Follow the latest dev builds on our Discord: https://discord.gg/thecolonists