Spring Sale, Community Events, Planting Trees & More!
Hi everyone,
The new update (v0.5.005) is finally published and includes the new community events system, the tree planting mechanic, calling raiders from radio stations and more!
I have to say, my actual plan was to release this update on 24th March in connection with the steam city builder and colony sim fest with a special discount of -50% . But as things are, I have completely overlooked that there is also the spring sale directly before the fest.
Therefore I have changed my plans a bit and decided to publish this update a little bit earlier and to publish another one in the next days. In addition, AColony will also join the steam spring sale with the special discount of -50% today :), because the sale ends only 4 days before the colony sim fest starts.
[h2]Community Events[/h2]
With this update the new community events function will be introduced. You are now able to plan a community event via the notice board if you meet the required conditions. If that is done, you have to prepare all points in order to start the event. During the event, your colonists can do some tasks / progress which defines how satisfied they are when the event ends. (so this has an impact on the rewards).
At the moment there are 4 different events (there are some more in planning with future updates) and these are the victory celebration, the lumberjack fest, the miner fest and the traders fest.
Note:
All community events also offer a relationship bonus to all of your colonists when the event is completed.

[h3]Victory Celebration[/h3]
This event can be prepared if you have defeated a certain amount of enemy attacks (excluding insect nests). The main party here goes about to drink at the bar and the rewards are targeted to combat related areas.
Conditions:

[h3]Lumberjack Fest[/h3]
That event can be prepared if you have cut a certain amount of trees. In addition you have to build a new construction (a chopping block) which can be filled with wood. The event also offers a contest between your colonists (can be seen in the event info menu when started) and gives the winner a special relationship boost of +35 from all other colonists. The rewards are targeted to forestry related areas.
Conditions:

[h3]Miner Fest[/h3]
The miner fest can be prepared if you have mined a certain amount of blocks of any kind. Similar to the lumberjack fest, you also need chopping blocks which you have to fill with stones, plus it also has the contest functionality with the mentioned relationship boost. The rewards are targeted to mining related areas.
Conditions:

[h3]Trader Fest[/h3]
This fest can be prepared if you have exchanged a certain amount of currency with traders (selling or buying). In addition you need 3 market tables and you have to put 5 extra drinks in the bar. During the fest, one of the satisfy tasks are that the traders need to consume these 5 extra drinks. The rewards are targeted to charisma & trading related areas.
Conditions:
Preparation:
Rewards: [5 days]

[h3]New Trait (Party King)[/h3]
In connection with the community events, I have also added a new trait - the party king.
This trait gives his owner a large impact on all community event rewards, but also removes the drinking limit completely, which can often end up in a situation where he is laying passed out on the ground (during a fest).

[h2]Planting Trees[/h2]
As already mentioned in the last news update, I have finally added the tree planting mechanic which allows the player to regrow the forest and trees anywhere on the map. I will give you a short summary + screenshots from the last news update with some small additions.
[h3]Planting Spots[/h3]
A a new button has been added to the zone creation menu, which enables a similar functionality like for default zones to place tree planting spots in the world. The difference to default zones is, that there is no visual zone with tiles created (instead it creates some signs) and that planting spots cannot be placed directly beside each other or beside a tree.

[h3]Saplings[/h3]
In order to plant a tree, the player needs a special item - a sapling. They can be gained from trading caravans (material trader) or via a barter with a wanderer community. In addition, there there is a chance of 10-30% if you cut a tree (and the colonist has a forestry skill level of minimum 10) to gain 1-3 saplings.

[h3]Forest Helpers[/h3]
In connection with the new tree planting mechanic, I have also added a new event - the forest helpers.
This event can be seen as the opposite of the already implemented forest defenders event and is triggered when you plant a certain amount of trees. The value which calculates if the event gets spawned is the same as for the forest defenders, which means if you cut trees the value goes in direction to spawn the forest defenders event, but if you seed trees it goes in the direction of spawning the forest helper event.
A special property of the forest helpers event is, that the centipedes will help you against several enemies including:
If you cut too much trees in their near the event can be cancelled and the group will disappear. If you attack the group and deal a certain amount of damage, the group will turn hostile against you and will act like the well known forest defenders group.
Event:
Fighting raiders:
Fighting animals:
Fighting insects:

[h2]Call Raiders From Radiostation[/h2]
And just for fun, I have extended the functionality of the radio station so that you can also call the raider faction now, which will send an attack group to you. This could be useful if you want to quicker get some ammo, weapons, armors, prisoners to sell & more.

[h2]Patch Notes.[/h2]
Last but not least, I have here a list with all patch notes:
[h2]What's Next?[/h2]
Since the steam city builder & colony sim fest is already in ~11 days, I have to decide between 2 tasks and which of them I will implement at first. On one hand, there was the suggestion for an updated start menu, scenario selection and more customizable difficulty system. On the other hand it would be great to finally add grass floors which will allow the players to seed plants on roofs or indoor.
If you would prefer one of these systems at first, just write it in the comments :)
I hope you all have an awesome day and will enjoy the update,
Cheers!
The new update (v0.5.005) is finally published and includes the new community events system, the tree planting mechanic, calling raiders from radio stations and more!
I have to say, my actual plan was to release this update on 24th March in connection with the steam city builder and colony sim fest with a special discount of -50% . But as things are, I have completely overlooked that there is also the spring sale directly before the fest.
Therefore I have changed my plans a bit and decided to publish this update a little bit earlier and to publish another one in the next days. In addition, AColony will also join the steam spring sale with the special discount of -50% today :), because the sale ends only 4 days before the colony sim fest starts.
[h2]Community Events[/h2]
With this update the new community events function will be introduced. You are now able to plan a community event via the notice board if you meet the required conditions. If that is done, you have to prepare all points in order to start the event. During the event, your colonists can do some tasks / progress which defines how satisfied they are when the event ends. (so this has an impact on the rewards).
At the moment there are 4 different events (there are some more in planning with future updates) and these are the victory celebration, the lumberjack fest, the miner fest and the traders fest.
Note:
All community events also offer a relationship bonus to all of your colonists when the event is completed.

[h3]Victory Celebration[/h3]
This event can be prepared if you have defeated a certain amount of enemy attacks (excluding insect nests). The main party here goes about to drink at the bar and the rewards are targeted to combat related areas.
Conditions:
- Defeat 3 raids
- Fill the bars with drinks (1.5x per colonist)
- +5 temporary mood
- +35% combat melee & combat ranged damage
- +100% learning skill in melee combat & ranged combat

[h3]Lumberjack Fest[/h3]
That event can be prepared if you have cut a certain amount of trees. In addition you have to build a new construction (a chopping block) which can be filled with wood. The event also offers a contest between your colonists (can be seen in the event info menu when started) and gives the winner a special relationship boost of +35 from all other colonists. The rewards are targeted to forestry related areas.
Conditions:
- Cut 45 trees
- Fill the bars with drinks (1x per colonist)
- Fill some chopping blocks with wood (5x per colonist)
- +5 temporary mood
- +35% tree cutting speed & +75% more resources from trees
- +100% learning skill in forestry

[h3]Miner Fest[/h3]
The miner fest can be prepared if you have mined a certain amount of blocks of any kind. Similar to the lumberjack fest, you also need chopping blocks which you have to fill with stones, plus it also has the contest functionality with the mentioned relationship boost. The rewards are targeted to mining related areas.
Conditions:
- Cut 60 blocks
- Fill the bars with drinks (1x per colonist)
- Fill some chopping blocks with stone (5x per colonist)
- +5 temporary mood
- +65% mining speed & +75% more resources from mining blocks
- +100% learning skill in miner

[h3]Trader Fest[/h3]
This fest can be prepared if you have exchanged a certain amount of currency with traders (selling or buying). In addition you need 3 market tables and you have to put 5 extra drinks in the bar. During the fest, one of the satisfy tasks are that the traders need to consume these 5 extra drinks. The rewards are targeted to charisma & trading related areas.
Conditions:
- Reach trade value of 125$
Preparation:
- Fill the bars with drinks (1x per colonist + 5 in addition)
- Own 3 market tables
- A trading caravan must be there
Rewards: [5 days]
- +7 temporary mood
- +5% charisma
- +115% learning skill in charisma
- +15% better trade prices

[h3]New Trait (Party King)[/h3]
In connection with the community events, I have also added a new trait - the party king.
This trait gives his owner a large impact on all community event rewards, but also removes the drinking limit completely, which can often end up in a situation where he is laying passed out on the ground (during a fest).

[h2]Planting Trees[/h2]
As already mentioned in the last news update, I have finally added the tree planting mechanic which allows the player to regrow the forest and trees anywhere on the map. I will give you a short summary + screenshots from the last news update with some small additions.
[h3]Planting Spots[/h3]
A a new button has been added to the zone creation menu, which enables a similar functionality like for default zones to place tree planting spots in the world. The difference to default zones is, that there is no visual zone with tiles created (instead it creates some signs) and that planting spots cannot be placed directly beside each other or beside a tree.

[h3]Saplings[/h3]
In order to plant a tree, the player needs a special item - a sapling. They can be gained from trading caravans (material trader) or via a barter with a wanderer community. In addition, there there is a chance of 10-30% if you cut a tree (and the colonist has a forestry skill level of minimum 10) to gain 1-3 saplings.

[h3]Forest Helpers[/h3]
In connection with the new tree planting mechanic, I have also added a new event - the forest helpers.
This event can be seen as the opposite of the already implemented forest defenders event and is triggered when you plant a certain amount of trees. The value which calculates if the event gets spawned is the same as for the forest defenders, which means if you cut trees the value goes in direction to spawn the forest defenders event, but if you seed trees it goes in the direction of spawning the forest helper event.
A special property of the forest helpers event is, that the centipedes will help you against several enemies including:
- Raider attacks
- Insect nest attacks
- Animal attacks
If you cut too much trees in their near the event can be cancelled and the group will disappear. If you attack the group and deal a certain amount of damage, the group will turn hostile against you and will act like the well known forest defenders group.
Event:




[h2]Call Raiders From Radiostation[/h2]
And just for fun, I have extended the functionality of the radio station so that you can also call the raider faction now, which will send an attack group to you. This could be useful if you want to quicker get some ammo, weapons, armors, prisoners to sell & more.

[h2]Patch Notes.[/h2]
Last but not least, I have here a list with all patch notes:
- added community room events!
- added community event (victory celebration)
- added community event (lumberjack fest)
- added community event (miner fest)
- added community event (trader fest)
- added new construction (chopping block)
- added new trait (party king)
- added that bar can be filled with whiskey & mead now
- added that raiders can be called by radiostation now
- added that carrion snails come with higher tier members now
- added tree plant mechanic!
- added new button to zone create menu to place tree plant spots
- added new event (forest helpers)
- added new item (saplings)
- saplings can be gained from traiders & wanderers
- added a chance of get saplings from cutting tees (min 10 skill needed)
- reduced wheat cost of whiskey from 20 to 12
- increased gained wood from cutting trees by 10%
- added tutorial page regarding training
- added tutorial page regarding community events
- squad select menu shift now when scroll in colonists overview menu
- difficulty mode 'easy' has less enemy & insect attacks now
- fixed that transport immobilized animals to animal cage was blocked by player
- fixed training on player command was interrupted by sleeping schedule
- fixed command message for transport corpses to testtargt was shown on non-player colonists
- fixed very rare error shown on animal herd update
- fixed wrong icon loaded for refuel jobs
- fixed some translation mistakes
- fixed many smaller things
[h2]What's Next?[/h2]
Since the steam city builder & colony sim fest is already in ~11 days, I have to decide between 2 tasks and which of them I will implement at first. On one hand, there was the suggestion for an updated start menu, scenario selection and more customizable difficulty system. On the other hand it would be great to finally add grass floors which will allow the players to seed plants on roofs or indoor.
If you would prefer one of these systems at first, just write it in the comments :)
I hope you all have an awesome day and will enjoy the update,
Cheers!