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AColony News

v0.1.002

Hi everyone,
a new patch is out with some fixes (v0.1.002):

- added wide screen support (is still in testing)
- fixed limited roof destroy & repair access points
- extended error log (shows full path + can open logfile location)
- fixed online coop relationship action bug
- fixed exit game with combined transparent mode error
- fixed build move manager not cleared which causes saving error in next games in same session
- removed unlock 'metal wall colors' from tech modern medicine (is always unlocked now)
- some smaller fixes

Cheers!

Early Access Release!

AColony finally launched in Early Access!

Cheers!


1 Week Until Release + Some New Updates

Hi everyone,
the time is running and the Early Access release is coming closer and closer - only 1 week left!

I have to say, there was pretty much of work to do in the last weeks (and there will be a lot in the next ones too), and so I have decided to put out an additional update before the release to keep you up to date :)

[h2]New Construction Material[/h2]
In the last weeks I have finally added a new construction material - metal. This is the strongest material in the game at the moment and is also fitting better with machines and other stuff from the higher tech ages. I have added it for all core construction elements which include:

  • Floors
  • Walls
  • Roofs
  • Stairs
  • Fences
  • Windows
  • Doors


These can be combined to form this structure, for example:



[h2]Forest Transparency Mode[/h2]

During the closed alpha phase, I was often recommended to implement a transparent mode for trees because they often covered animals or attacking enemies.

Therefore I have tested a bit around with the tree shader and found a solution to add a new forest transparency mode, which allows you to make trees near the camera invisible now. (so they are not fully invisible, but you can only see the trunks anymore)



[h2]Move Furniture Function[/h2]

In the past, there was no way to move furniture - the only way to 'move' a construction to another location was to destroy it at the current location (which don't give you all resources back) and build a new one at another location. This was especially annoying when you wanted to switch the rooms of 2 colonists, because they want to have different furniture.

Therefore I have added a new functionality which allows you to move furniture to another location now. You click at the construction, place a blueprint at another location, and if this blueprint is built (which costs no resources), the old construction gets simply deleted. Of course, this only works for certain constructions - so you cant move a launchpad + space ship to another location.



[h2]Material Colors[/h2]

In addition to the new metal material, I have also added a color option for all construction elements, which allows the player to customize the buildings in more various ways now.



[h2]Additional Updates[/h2]

  • Reworked the Tutorial
  • Extended room range (you can now build 8x8 rooms)
  • The visualization system (like for destroying) is now fitting with construction elements
  • LDCS is now showing data about a launched spaceship
  • A lot of polishing, small bug fixing and more


I hope you have enjoyed this update,
Cheers!

The Space Program (Endgame Event)

Hi everyone,

it's time for a new but short update and this one is about the space program (the endgame event).

[h3]First of all[/h3]
This will be the last steam update before the Early Access Release on January 19, 2023. The plans for the next weeks are to polish, check and prepare everything for the release!

[h2]Space Program[/h2]

In the last week I have finally finished the big endgame event - the space program. It consists of 10 separate phases which the player has to manage until the main event is completed.

In the following sections, I will give a short and general overview of this event.

[h3]Launch Pad[/h3]
The event starts when the player has researched and built the launch pad. The launch pad is the biggest construction in the game and also consumes the most power.



[h3]Spaceship[/h3]
In the next phases the player has to research and build the single modules of the spaceship. After this is done, it's time to refuel and load the spaceship with all essential resources, like fuel for the thrusters, fuel rods for the ship reactor and more.



[h3]Test Phases[/h3]
To guarantee a successful launch, the player has to perform some test phases to check the various systems. In these phases, attacks from animals, insects and colonists must be fended off.

[h3]Select Crew[/h3]
If the previous phases are managed, it's time to select some colonists and to let them enter your spaceship.



[h3]Launch[/h3]
When all stuff is done, the launch of the spaceship can be initiated. :)



[h2]Related Technologies[/h2]

In connection with the space program, I have also added 5 new technologies. They can be found at the end of the tech tree and consist of the following single techs:

  • Space Program
  • AC13 Thrusters
  • AC13 Supply Module
  • AC13 Cockpit
  • LDCS (Long distance communication station)




I hope you have enjoyed this short update,
Cheers!

December Update: Release Date, Relationship System & More

Hi everyone,

it's time for a new update and this one is about the Early Access Release date, the new relationship system, some new traits and more.

[h2]Release Date[/h2]

I'm happy to announce that we finally have a release date for the game:

[h3]19. January 2023![/h3]

In addition, the game will participate in the Steam Base Builder Fest which will start a few days after the release. :)

[h2]Relationship System[/h2]

In the last weeks I have finally finished the relationship system which allows your colonists to have opinions about other colonists. This also includes colonists of the other players.

It not only contains a lot of influences from different traits or specific actions your colonists do, but also a talking functionality which allows your colonists to have conversations. These can be good or bad with an additional chance for a compliment or an insult.

In connection with that, I have added 4 new events which can be triggered when the opinion values are reaching a certain threshold.



[h3]Love Relationship[/h3]
If the opinion about another colonist is high enough, there is a chance (depending on some factors) that these two colonists can get together in a love relationship. If that happens, your colonists want to share a double bed and will get a positive mood effect.

Note:
I have also added a new cuddling animation state for 2 colonists sharing a bed.




[h3]Marriage[/h3]
If 2 colonists are a couple and a certain amount of time has passed (and the opinion about each other is high enough), they can get into a marriage. At the moment, this only adds an additional positive mood effect, but it's planned that the player can create a wedding event in the community room in a future update.



[h3]Breakup[/h3]
Unfortunately, I also had to add an event for the breakup of 2 colonists in a love relationship, which can happen when the opinion about each other is very low :/



[h3]Fight between Colonists[/h3]
Of course, colonists can also have very negative opinions about each other and if enough insults have been thrown around, the situation can escalate.



[h2]New Traits[/h2]

The game contains 3 new traits now, which are the following:

[h3]Short-Sighted[/h3]
This trait decreases the view range (and weapon range) of a colonists by -50% if he is not wearing some glasses. If he is wearing glasses, the view range is increased by +15%.

[h3]Lovable[/h3]
This trait is connected to the relationship system and gives other colonists a positive opinion about the colonist with this trait. In addition it also increases the probability for a good conversation with others.

[h3]Argumentative[/h3]
This trait is the opposite of the lovable trait and gives other colonists a negative opinion about the colonist with this trait. In addition it also increases the probability for a bad conversation with others and the probability for triggering a fight.

[h2]Additional Updates[/h2]

At last I have listed a few other tasks which I have done since the last update:

  • finally added auto switch functions for jobs on crafting tables
  • enabled online coop for 4 players (but is still very experimental)
  • added online coop ping function (you can mark stuff on the world for other players now)
  • added mood indicator panels (they indicate impacts like wrong food, no bed found, rotting smell, etc)
  • added talk indicator panels
  • added new clothes (MC Jacket & headscarf)
  • added new mode which shows the room info to beds which are assigned to colonists (room size, room beauty, expected furniture, etc)
  • updated cannibal trait (wants at least all 4 days human meat now)
  • fixed a lot of smaller bugs


MC Jacket:

New bed menu mode:

[h2]End Game Event[/h2]
After the last update I have decided that I will add the relationship system before the end game event. Therefore I have only made here a little bit of progress and will show all related stuff (and more detailed things) in the next update.




I hope you have enjoyed this update,
Cheers!