August Update | EventManager, LightningStrikes, Mental BreakDowns & More
Hi everyone,
it's time for a new update and this here is about the event manager which includes events like lightning strikes, the arrival of new colonist which want to join your colony and mental breakdowns.
But at first one thing:
I know that the last update here is a while ago and the main reason for this is that I'm usually recording one or more devlog videos and connect the steam update with them. But I have to say, this takes pretty much time and I am really focusing on my work on the game at the moment. Therefore I have decided to do more written updates now, not depending on any update videos.
In conclusion that means:
In the next weeks there will be a lot more steam updates in shorter time intervals, which will include the mood and expectation system, the cooking & eating mechanics, special traits for your colonists with nice effects on them, age weakness + other status effects and more (all that stuff is already implemented, so I will make a separate update about every topic) :)
[h2]Event Manager[/h2]
The event manager handles all incoming events and alerts the player when something important happens. Normally when an event starts, there is a small panel appearing in the upper left corner with a related icon. If the player clicks on it, a menu is opening where it is possible to react to it.

[h2]Lightning Strikes[/h2]
Lightning strikes are the first events that I have implemented and they can occur when the weather is rainy or stormy. At the moment there are 3 different types of them in the game:
[h3]On Machines[/h3]
If a lightning strike hits a machine or any other metal construction, it goes through the connected power cables and is effecting the first 12 components on its way. These effects can be the following:

[h3]On Colonists or Animals[/h3]
If a lightning strike hits an animal or a colonist, it has an impact on their status and immobilize them instantly for a certain amount of time. The added status effects are:

[h3]On The Ground[/h3]
When a lightning strike hits the ground then the effect is very simple at the moment. The only things which can be damaged are plants. If they are growing in one of your zones, you will be notified by the event manager.
[h3]Lightning Protectors[/h3]
To prevent that these events can damage your colony, you are able to build lightning protectors which have a magnetic influence on lightning strikes in a given radius & height.
In addition I have also added a second type of it so that you can build them on the roofs of buildings.
That saves space and looks pretty cool.

[h2]New Colonists[/h2]
The next event on the list is a very important one and it is that a new colonist can join your colony.
Would be very boring if that would not be possible.
It works in the way that a neutral colonist, which is not controllable by the player, appears at the border of the map and is requesting you if it is allowed to join your colony. The player has 3 options then, which are:
At the moment this event is triggered 1 second after the colonist appears. I am also thinking about the way that the colonist is walking to your base at first and when a certain range is achieved (to one of your colonists), only then the event will be triggered.

[h3]Additional note from me[/h3]
I have to say, there is a lot of work behind it that neutral colonists can appear in the world now - I had to completely restructure the owner system and some other stuff but it has a really cool side effect which is visible in the diplomacy at the moment.
It's possible to see all active players / AI players which are:
So the base for a real and functional diplomacy system after the Early Access release is already built :p

[h2]Mental Breakdown[/h2]
The last event is the mental breakdown of one of your colonists which leads to the loss of control and some other unexpected stuff. It gets usually triggered when the mood is 0 and the only way to avoid this event is to keep your colonists halfway happy.

At the moment there are 3 types of this event which can lead to the following behavior:
To end a mental breakdown the player can wait until the time has expired or it is possible to beat up the trouble causing colonist until the state of health is declared as immobilized.
But caution: they will fight back in melee fights and if you shoot at them, a few projectiles as answer are definitively on the table.

I hope you have enjoyed this update,
Cheers!
it's time for a new update and this here is about the event manager which includes events like lightning strikes, the arrival of new colonist which want to join your colony and mental breakdowns.
But at first one thing:
I know that the last update here is a while ago and the main reason for this is that I'm usually recording one or more devlog videos and connect the steam update with them. But I have to say, this takes pretty much time and I am really focusing on my work on the game at the moment. Therefore I have decided to do more written updates now, not depending on any update videos.
In conclusion that means:
In the next weeks there will be a lot more steam updates in shorter time intervals, which will include the mood and expectation system, the cooking & eating mechanics, special traits for your colonists with nice effects on them, age weakness + other status effects and more (all that stuff is already implemented, so I will make a separate update about every topic) :)
[h2]Event Manager[/h2]
The event manager handles all incoming events and alerts the player when something important happens. Normally when an event starts, there is a small panel appearing in the upper left corner with a related icon. If the player clicks on it, a menu is opening where it is possible to react to it.

[h2]Lightning Strikes[/h2]
Lightning strikes are the first events that I have implemented and they can occur when the weather is rainy or stormy. At the moment there are 3 different types of them in the game:
[h3]On Machines[/h3]
If a lightning strike hits a machine or any other metal construction, it goes through the connected power cables and is effecting the first 12 components on its way. These effects can be the following:
- Damaging the components
- Overpowering machines which makes them non functional for a while
- Charging batteries (but damaging them when they are fully charged)
- Causing machines to explode when they are filled with fuel

[h3]On Colonists or Animals[/h3]
If a lightning strike hits an animal or a colonist, it has an impact on their status and immobilize them instantly for a certain amount of time. The added status effects are:
- A direct injury from the lightning strike
- An additional burning injury

[h3]On The Ground[/h3]
When a lightning strike hits the ground then the effect is very simple at the moment. The only things which can be damaged are plants. If they are growing in one of your zones, you will be notified by the event manager.
[h3]Lightning Protectors[/h3]
To prevent that these events can damage your colony, you are able to build lightning protectors which have a magnetic influence on lightning strikes in a given radius & height.
In addition I have also added a second type of it so that you can build them on the roofs of buildings.
That saves space and looks pretty cool.

[h2]New Colonists[/h2]
The next event on the list is a very important one and it is that a new colonist can join your colony.
Would be very boring if that would not be possible.
It works in the way that a neutral colonist, which is not controllable by the player, appears at the border of the map and is requesting you if it is allowed to join your colony. The player has 3 options then, which are:
- Yes (you get a new colonist)
- Maybe (you can decide later)
- No (the colonist disappears)
At the moment this event is triggered 1 second after the colonist appears. I am also thinking about the way that the colonist is walking to your base at first and when a certain range is achieved (to one of your colonists), only then the event will be triggered.

[h3]Additional note from me[/h3]
I have to say, there is a lot of work behind it that neutral colonists can appear in the world now - I had to completely restructure the owner system and some other stuff but it has a really cool side effect which is visible in the diplomacy at the moment.
It's possible to see all active players / AI players which are:
- You
- Neutral (is not attacking)
- Hostile (2x for testing)
- Default (is the owner of the trees plants and animals)
So the base for a real and functional diplomacy system after the Early Access release is already built :p

[h2]Mental Breakdown[/h2]
The last event is the mental breakdown of one of your colonists which leads to the loss of control and some other unexpected stuff. It gets usually triggered when the mood is 0 and the only way to avoid this event is to keep your colonists halfway happy.

At the moment there are 3 types of this event which can lead to the following behavior:
- Running and standing angry around
- Damaging your constructions
- Attacking other colonists
To end a mental breakdown the player can wait until the time has expired or it is possible to beat up the trouble causing colonist until the state of health is declared as immobilized.
But caution: they will fight back in melee fights and if you shoot at them, a few projectiles as answer are definitively on the table.

I hope you have enjoyed this update,
Cheers!