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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!

Developer Livestream (Online Co-op)

Hi everyone,

Join the second livestream of AColony for the Steam Next Festival.

This time I will play with a good friend in online co-op to show how the game work and looks in this mode.

Cheers!

Developer Livestream (Tuesday)

Hi everyone,

Join the first livestream of AColony for the Steam Next Festival.
If don't have time today - that's no problem, there will be another livestream on Friday!

Cheers!

If you are interested to join our community, here is a link to our discord server.

October Update | Demo Release, Steam Next Fest, Updated Graphics & more

Hi everyone,

it's time for a new update and this one is about the release of the demo, updated graphics and effects, a new technology and the first preview of the space program.

[h2]Demo[/h2]
In connection with the Steam Next Fest, the demo is finally available and can be downloaded on the store page!

[h3]Includes:[/h3]
  • Online co-op
  • 6 technologies
  • Wanderers
  • Player-to-player trading
  • Attacks
  • The demo monument with its associated demo end event.


[h3]Restrictions:[/h3]
  • Maximum 3 colonists
  • No traders
  • No quests
  • Very limited events, technologies, constructions, resources, traits, expectations and functionalities.


Note:
Because the demo is a simplified form of the closed alpha version, it can still happen that maybe some bugs or errors may occur. We have tested the demo in single player and online coop without any problems, but if you run into one (or if you have feedback or suggestions), feel free to write it in the community hub or in the demo category on our discord server




[h3]Demo end event[/h3]
Because I had started with the implementation of the final end game event (and because I not wanted that the demo simply ends when you have researched all technologies), I have also added a shorter demo end event which will be triggered, when the player builds the demo monument.



[h2]Graphics, Colors and Post Processing Effects[/h2]
The game also got some visual updates and extended settings which include:
  • Updated textures
  • New colors and related settings
  • New brightness and related settings
  • Tonemapping
  • Depth of field effect
  • Updated tree models




[h2]Rocket Technology & RFS-1[/h2]
I have added a new type of "artillery" which is the RFS-1. It is the last long distance weapon which will be available in the tech tree, and it can fire tactical rockets with a good accuracy at the given target location.



[h2]Space Program [End game event][/h2]
While in the last weeks a lot of work went into preparing all stuff for the steam fest and the demo,
I have also started with the work on the final end game event which will be initiated with the space program. The models and many functionalities are already implemented, but there are still a few things missing for the different phases of this event - I will reveal more details about it in the next update.



[h3]New Short Trailer[/h3]
In addition, I have also created a new and short trailer with the new color and graphics updates:

[previewyoutube][/previewyoutube]

I hope you have enjoyed this update,
Cheers!

July Update | Steam Next Fest, Demo, Quests & Forest Centipedes

Hi everyone,

it's time for a new update and this one is about the Steam Next Fest, the planned release of a demo, the new quest system, the forest centipedes as a new insect type and much more.

[h2]Steam Next Fest & Demo[/h2]
I am happy to announce that I will participate in the Steam Next Festival which runs from 3rd to 10th October. To do this, I also need to create a demo version of the game which will be available for everyone at the start of the festival. I will work out the functionalities in the next weeks, but the following 3 points will definitely be included in the demo:

  • online-coop
  • no time limit
  • wanderers & traders


I will reveal more details in the next update.

[h2]Quest System[/h2]
In the last weeks I have worked on the new quest system which allows some travelers to offer random quests to the players. Usually, you will get a reward for completing them and some can also be done together in online coop. (then both players will get a reward)

At the moment there are 4 different quest types in the game:

  • Get Materials
    You must provide the quest giver some special resources (like honey or meals)
  • Stolen Item
    You must bring back a quest item to the quest giver, which is located in a insect nest (this is also a coop quest and the amount of enemies depends on the count of participating players)
  • Entertainment (Provoke Nest Defence)
    You must provoke a nest defence event by attacking an insect nest
  • This Look
    You have to kill a random animal which gave the quest giver a look as if it thought it was something better.


Note:
More different quests will be added over time.




[h2]Forest Centipedes[/h2]
The game also has a new type of insect now, which are the forest centipedes. Usually they appear in the world like carpenter bees and are not hostile. But that's not all, they can also appear as part of the new forest defender event and can be included in quests you get from neutral colonists.

They are divided into 4 subclasses:
  • Scout (low hp, no armor, can move underground & overground)
  • Fighter (more hp, light armor, can move underground & overground)
  • Guardian (high hp, big, medium armor, can only move underground, has a melee aoe attack, can shoot poisonous projectiles which explode)
  • King (very high hp, pretty big, thick armor, can only move underground, has a melee aoe attack, can shoot poisonous projectiles which explode)


[This images shows a centipede nest with scouts, fighters and one guardian]

[h2]Corrosion Poisoning & Acid Burns[/h2]
Because the bigger forest centipedes cannot walk overground, I have equipped them with a new and special ranged attack. They can shoot a poisonous projectile at their enemies, which explodes on impact. If that happens, it spreads corrosion poison in combination with some acid, which will have the following effects:

  • Decreases the defence values of your colonists drastically (shields become less effective)
  • Decreases the penetration power of melee and ranged weapons drastically (you get blocked easily)
  • Causes additional acid burns
  • Causes a short circuit in electrical devices (a nightmare for turrets)
  • Damages all constructions in range


Note:
If you defeat and butcher the bigger centipedes, you can get poison glands from them




In addition, creatures have the ability to be immune to certain poisonings now.



[h2]New Defence Structures[/h2]
In the past, the only way to protect the outer borders of your colony was to build a wooden fence. That wasn't really a large number of choices and therefore I have added 2 new types, which are the stone fence and the barbed wire fence.



[h2]Forbid & Priority State for Items[/h2]
I have updated the mechanics for the use and transport of items which allows the player to set them in the following states:

  • Forbid (your colonists cannot transport or use this item, except under certain circumstances)
  • Highest Priority (your colonists will prioritize this item which means that they get not interrupted by their sleeping, eating or free time schedule while transporting it)


Note:
Prioritized items will automatically lose their state, if they got picked up by a colonists or a storage zone is placed under them.




[h2]Additional Updates[/h2]
Since the last update, I've added a few more things which can be found in the following list:

  • Added an info menu when you click on trees
  • Added fire, explosion and poisoning defence values to shields
  • Added 2 new traits (wood enthusiast & rain friend)
  • A lot of smaller additions and fixes


I hope you have enjoyed this update,
Cheers!


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