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March Update 2 | Weapon Upgrade System, Production Limit & More

Hi everyone,

it's time for a new update (v0.1.025) and this one is about the new weapon upgrade system, a new technology + working tables, the production limit manager and some other fixes.

[h2]Weapon Upgrade System[/h2]

This update introduces a new system to the game - the weapon upgrade and quality system. This system is now implemented for all mechanics including resource burners, storage zones, the trading functionality and more.

[h3]Weapon Quality[/h3]
All weapons have a quality level now, that increases certain stats of your weapons to make them more powerful. The maximum quality level is +5.



[h3]New Upgrade Mechanic[/h3]
In relation with the quality system, I updated all workbenches which are designed to craft weapons and added a new option to upgrade your weapons there.

In order to upgrade a weapon to a higher quality level, you need 2 weapons of the same kind with a lower quality level by 1. For example, to create a weapon +2, you need 2 weapons +1.

In addition, I've added a modifier to the different crafting tables that defines the maximum upgrade level allowed.

  • Basic workbench (max +2)
  • Modern weapontable (max +4)
  • Hightech weapontable (max +5)


Note:
At the moment, neutral and enemy colonists only spawn with weapons +0.




[h2]New Technology + Constructions[/h2]

In connection with the weapon upgrade system, I have also added a new technology - Hightech Machines - which unlocks 2 new constructions for the computer age.



[h3]Hightech Weapontable[/h3]
This new machine allows you to upgrade weapons to quality +5. It costs more machine & computer components and increases the work speed by +20%.



[h3]Hightech Workbench[/h3]
This new machine allows you to craft components and ammo of the computer & nuclear age (in the past this was possible on the modern workbench, but this has changed). It costs more machine & computer components and increases the work speed by +20%.

Note:
Looks currently very similar to the hightech weapontable.




[h2]Production Manager[/h2]

With the new update, the production manager is finally available, with which you can better control the production of your resources.

In the crafting menus I've also added a new icon to jobs that shows some information and automatically opens the production manager when clicked.



In the new menu you have an overview of all items that can be produced and can set the corresponding limits there. The limits apply to the number of items in all your storage zones.

For example, if you have the meal (meat) production limit set to 10 and you have a campfire (or more campfires) with a meal (meat) job with infinite, your colonists will discard that job if there are more than 10 Meals in your storage zones.



[h2]Steam Stuff[/h2]

I finally found the issue that was causing some players to experience very long loading times in the first splash screen (it could have froze for over 10 minutes). The issue occurred for players with a very large steam friends list - this is now fixed and the game should launch much faster.

[h2]General Patch Notes[/h2]

Important:
All missing translations of the new machines, techs & mechanics will come with the next patch.

  • added weapon quality and upgrade system
  • updated destroy, storage zone & trading functions for weapon qualities
  • added production limit manager
  • added new technology (hightech machines)
  • added new construction (hightech weapontable)
  • added new construction (hightech workbench)
  • resource burner can now auto switch jobs too
  • long steam init load times fixed when having a lot of steam friends
  • the game requires steam client to run now (offline or online)
  • fixed trading table bug (from colonist trader to player trading)
  • fixed coop bug when mining blocks causing floors to collapse
  • fixed coop bug that your own tech was shown in research table of other player
  • fuel rods and hightech age ammo only available on hightech tables now
  • added +10% work speed on modern workbench & weapon table
  • craft job select menu has a back button now
  • changed colors of some tables & some icons slightly
  • fixed craft menu didn't always close item info menu
  • balanced colonists spawn rate
  • reduced general mood change factor by 10%
  • reduced negative mood effect when colonist is hurt
  • reduced negative mood effect of small or not beautiful room
  • reduced negative mood effect of wood enthusiast & rainfriend trait
  • reduced negative mood effect of eating raw stuff
  • extended positive mood times for accepting new colonists
  • reduced negative mood impact for dead colonists
  • fixed coop error shown while exit game with tech tree panel open


Note:
Updated health of the metal door will come with the next patch. (is trickier to update that correctly with the savefiles than expected)


[h3]Postponed [Additional Coop Mode][/h3]

Unfortunately I have to say that I will add the implementation of the additional co-op mode later in the early access phase. While some tests worked well, some bigger issues occurred, like with the items & owner system (which will get a bigger update with the upcoming diplomacy system).

Therefore I have decided to postpone this functionality for the moment until more points of the roadmap list are fully implemented.

I hope you have enjoyed this update,
Cheers!