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v0.3.035

Hi everyone, had to make a quick hotfix (v0.3.035):

  • fixed that with the material replace update it was not always possible to delete power cables


Cheers!

v0.3.034

Hi everyone,
a new small patch is out with some fixes (v0.3.034):

  • fixed that darkflies couldn't build nest when plant was blocking it
  • fixed tier 3 animal special commands were not loaded correctly
  • fixed that prison brothers event could have pacifists
  • new game with 2 start colonists offers 50 skill points per colonist now
  • improved AI of colonist groups (including prison brothers)
  • refuel components on player command locks colonist now (from eat & sleep)
  • scenario option 'a little knowledge' offers 6 start technologies now
  • scenario option 'more than expected' offers 9 start technologies now
  • scenario option 'the future is near' offers 16 start technologies now
  • fixed some background functions regarding the players tech age level
  • fixed that plants which were loaded on chunk with 0 grass were not visible instantly


Cheers!

Material Replace Tool & More

Hi everyone,

A new update (v0.3.032) is out which includes the new material replace tool, some functional upgrades and fixes.

[h2]Material Replace Tool[/h2]
Since a while there was one point on my list which I have finally implemented - the material replace tool. This tool allows you to replace the materials of elementary construction elements without being forced to destroy the old ones and placing blueprints.

In the building menu, I have added a new button which opens the material replace function. The connected menu is built in the same way like the default material menu and you can also choose a color here. The functionality is similar to that of the destroy mechanic, which means that you can mark all construction elements in a certain area at the same time.



The materials of the following elements can be replaced:

  • Floors
  • Roofs
  • Walls, Window Frames & Door Frames
  • Stairs
  • Chimneys


If you have marked everything, your colonists will start to collect the required resources (if you only change the color of a material they will need less) and will transport them to the replace jobs. The time to create the element is defined by the building time of the new element and half of the destroy time of the old one.



After the job is done, the materials are replaced without the danger of that the buildings could have collapsed. (This should be very practical for larger colonies in the mid or end game, but also to update rooms quickly to wood if one of your colonists have the forest friend trait)



[h3]Harvesting of plants which are blocking blueprints[/h3]
I have also added the functionality, that your colonists will finally harvest plants, which are blocking the space of a blueprint. (In the past, the plants were simply deleted without getting any resources from them)



[h2]Patch Notes[/h2]
And last but not least, I have here all patch notes which come with this update:

  • added construction material replacer (is on bottom of building menu)
  • colonists will harvest plants which are inside blueprints now
  • improved search function on farming zones
  • colonists are no longer repair constructions which are marked to get destroyed
  • colonists can access floors and walls easier now if they are blocked by furniture
  • moved buttons to switch destroy mode to construction info panel
  • fixed feed animals in animal cage priority was not highest
  • holding left ctrl will change count now in several menus by 25 and 100
  • fixed that corpses & quest items where visible in player to player trading menu
  • fixed taming animal in cage colonist's doing msg not shown
  • fixed marked floor color was not updated
  • fixed marked roof base color was not updated


I hope you enjoy this update,
Cheers!

v0.3.026

Hi everyone,
a new small patch is out with some fixes (v0.3.026):

  • increased wood from trees by ~20%
  • graves can be moved now
  • fixed error shown when opening player trading menu after animal trading menu
  • fixed transparent layer mode for protective vests
  • fixed transparent layer mode for simple power switch
  • research technology on player command locks colonist now (from eat & sleep)
  • fixed prisoner break will event go to location button was not working
  • fixed grass stayed invisible when exit construction move mode
  • added missing french translations


I'm working now on a new functionality which will allow you to replace / upgrade existing floors, walls, roofs & more with another material, so that you don't have to destroy them at first anymore :)

Cheers!

Protective Vests, New Hats & Steam Autumn Sale

Hi everyone,

in connection with the Steam Autumn Sale, I have a new update (v0.3.025) for you which adds some new content and functionalities to the game.

[h2]Protective Vests[/h2]
With this update I have introduced some new items to the combat system - the protective vests.

[h3]Vests[/h3]
Protective vests giving your colonists an additional layer of defense. They increase the chance that a melee or ranged attack can be completely blocked and they add a new damage reduction factor to the game.

  • Protective Vest (Universal)
    This vest protects the colonist from all damage, but the damage reduction values as well as the chance to block a melee or ranged attack are lower.
  • Protective Vest (Melee Combat)
    This vest protects the colonist more from melee damage and the damage reduction values as well as the chance to block a melee attack are higher. On the other hand, the defense values ​​against ranged weapons are worse.
  • Protective Vest (Ranged Combat)
    This vest protects the colonist more from ranged damage and the damage reduction values as well as the chance to block an arrow or projectile are higher. On the other hand, the defense values ​​against melee weapons are worse.


Note:
Protective vests are also seen as part of the weapon system, which allows you to upgrade them on the right tables




[h3]Updated Equipment Menu[/h3]
In connection with the new vests, I have added a new body armor slot to the colonist's equipment menu. You can also click on the equipped items to see their values now and the overview contains the protection / damage reduction factors for melee and ranged attacks.

Note:
In addition I have removed the shield stats when your colonist is not equipped with a shield so that the menu looks more clean now.




[h3]New Technology[/h3]
The modern section of the technology tree got a bit extended and contains a new technology which unlocks the protective vests now.

I have to say, because melee weapons, ranged weapons & shield are already available in the basic age, I have decided to make body armor available in the middle of the modern age to introduce it as new feature to the mid game.



[h2]New Hats[/h2]
What would the world be without hats? With this update, and based on players suggestions, I have added 3 new & fun hats to the game to make the game & customization of your colonists more enjoyable.

  • Propeller Cap
  • Funky Hat
  • Jester Hat




[h2]Patch Notes[/h2]
Last but not least, I have here a list of all the patch notes & fixes:

  • added new equipment (3 protective vests : melee combat, ranged combat, universal)
  • added new technology (protective vests)
  • added damage reduction to shields & vests
  • added new hat (propeller cap) (was already in v0.3.018 available)
  • added new hat (funky hat)
  • added new hat (jester hat)
  • added equipment slot to colonist menu
  • updated colonists equipment menu
  • fixed text length in craft job slot panels
  • extended modern age section of technology tree
  • updated language settings menu
  • updated equip / unequip job commend icons
  • added protective vests to trading system
  • fixed ui visual bug in colonist / animal choose menu when having colonist with breakdown
  • updated hat shader so that it allows multiple colors
  • increased costs of crafting steel shield slightly
  • increased costs of crafting modern shield slightly
  • increased costs of crafting modern sword slightly
  • turrets have now 8 access points to build
  • the first map when starting the game is now randomized
  • updated a few animal animations


Important:
Some of the few new text entries are still missing french, simplified chinese & japanese translations. This will be added with a patch in the next days.

I hope you enjoy this update,
Cheers!