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June Update | Release Plans, Trading System, Insect Nests & More

Hi everyone,

it's time for a new update and this one covers the release plans, the new trading system, the trading between players, a radio station & a radio antenna, insect nests, a demand for a community room & a medical clinic, nuclear technology and more.

[h2]Release Plans[/h2]
In the last weeks there was a lot of stuff going on with the closed alpha phase and the feedback & suggestions of the players were really helpful. With this new knowledge and insights, I can finally announce a more accurate date for the Early Access Release - and if all things run like expected - it should be in Winter 2022!

[h2]Trading System[/h2]
The latest update includes the new trading system, which also brings a new event to the game -
the trading caravan. When your community consists of at least 4 members, they will visit your colony from time to time and can have the following traders in their group:

  • Materials trader
  • Weapons trader
  • Food trader
  • Special trader
  • Colonists trader (is selling colonists :p)


The amount of members as well the count of different traders depends on the population of your colony.

In addition, I have added a basic market table, which allows the traders to put their trading goods on it and to give the colonists of the players a discount of around 5%.



[h3]Currency[/h3]
In connection with the trading system, I've added a new item called currency, which is.. well.. the currency in the game. At the moment it is visualized as $ in the menus, but you can also switch to or £. (I will maybe add a unique character in the future)



[h3]Radio Station & Radio Antenna[/h3]
Because trader caravans usually spawn with random traders, it can be a bit time consuming to wait until a trader comes which has the goods that you want. Therefore I have added a new technology called radio technology which can be found very early in the modern age section of the technology tree.

It includes a radio station and a radio antenna, which allow you to call for trader caravans and to select which traders you want to have in this group. But of course - that costs you some currency.



[h3]Trading between players[/h3]
In addition to the default trading mechanic, I have added a special trading table which allows you to trade with other players in online co-op. You can not only make, accept or withdraw offers here, but also make counteroffers when you are not happy with the offer you got.

The trading system brings also a new zone in the game - the trading zone - where acquired resources are automatically placed after a trade or a barter. (but it must be placed close enough to the trader or table: ~25m)



[h2]Insect Nests[/h2]
To make the world more interesting and entertaining, I have added 2 new and fresh types of entities - the carpenter bees and the darkflies.

[h3]Carpenter Bees[/h3]
Carpenter bees are part of the normal environment and located on the map like default animal groups. They are usually spending their time around their beehives and will only turn hostile when you attack them or try to steal their honey.

Note: You sometimes have to fight them, because their hive obstructs your colony expansion.



[h3]Darkflies[/h3]
Darkflies are a more dangerous type of insect and appear from time to time in your world.
They will build a nest, which is larger than a normal beehive, and will prepare to attack the colony of the player. Because their nest is always producing new units, you have to face multiple attacks from them until a final one is coming.

The count of members, but also the type of insects, depends on the technology level of the player.
The following types can appear:

  • Worker
  • Warrior
  • Shooter
  • Queen (max 1 per nest)


Note: Darkflies can force the players to go outside of their safe walls. Therefore it can be a bit challenging to defeat the nest.



[h2]Community Room & Medical Clinic[/h2]
In order to upgrade the expectation system, I have added 2 new demands which get activated when the population of your colony reaches a certain count.

[h3]Community Room[/h3]
When the number of your colonists reaches 6, they will request a community room. To define this, I have added a new technology called basic entertainment, which offers some new constructions:

  • Notice board (later you can plan events there)
  • Card table
  • Pool Billiard Table
  • Darts
  • Bar


Note: The entertainment tables can not only used by your colonists, but also by wanderers, traders and the colonists of another player.



[h3]Medical Clinic[/h3]
When the number of your colonists reaches 8, they will request a medical clinic. To define this, I have added a new technology called basic medicine and updated the modern medicine technology, which offer together some new constructions:

  • Medical planning board
  • Basic clinic bed
  • Modern clinic bed


With the medical planning board you get the functionality to create a medical care plan, which allows you to not only medicate and provide your own colonists, but also wanderers, traders and the colonists of another player. In addition, you can also assign doctors here, which allows you to coordinate the division of medication, ambulance transport and food provision better.



[h2]Nuclear Technology[/h2]
One new addition, which is already since a while in the game, is the nuclear technology section of the technology tree. It consist of 4 new technologies which are:

  • Nuclear technology
  • Nuclear reactor
  • Toxic Waste Disposal
  • Radioactive Ammunition


These new technologies also unlock a bunch of new items:

  • Nuclear science table
  • Reactor module (nuclear reactor)
  • Cooling module (nuclear reactor)
  • Console (nuclear reactor)
  • Toxic waste facility
  • Fuel rod
  • Fuel rod (radioactive)
  • Artillery Ammo (radioactive)


The nuclear reactor introduces a new building mechanic, where you have to build 3 modules together to get a working machine. It uses fuel rods as fuel (which can be crafted with uranium) and can leak radiation when it gets damaged. [A good visualization offers the start of the trailer]



[h2]Additional Updates[/h2]
Since the last update, I've added a lot more items to the game and the most important ones I have put in the following list:

  • Added a time switch
  • Added revenge events
  • Added gold sheet (is required to craft computer components now)
  • Added pump jacks to extract fuel
  • Added depth drills to extract uranium
  • Added a time switch
  • Added pictures + 6 ingame achievements (to unlock more images for them)
  • A lot of smaller additions and fixes


I hope you have enjoyed this update,
Cheers!


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