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AColony News

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!

v0.3.020

Hi everyone, had to make a quick hotfix (v0.3.020):

  • Fixed loading bug on certain save files


There was by accident a function active which is actually meant for the upcoming body armors,
Cheers!

v0.3.019

Hi everyone,
a new small patch is out with some fixes (v0.3.019):

  • fixed error on loading when saved during scavenger attack (saves will fix themself)
  • fixed fallen trees were not interactable in tree transparent mode
  • fixed colonists view range sometimes calculated wrong
  • fixed that scavenger group does not attack anymore when colonists are out of sight
  • transport item to constructions on player command locks colonist now (from eat & sleep)


Cheers!

v0.3.018

Hi everyone,
a new patch is out with some fixes (v0.3.018):

  • added new hat (propeller cap)
  • disabled joystick input (can be enabled in controls menu again)
  • fixed that large animal herd does not attack anymore when colonists are out of sight
  • increased cooking and turbine audio volume slightly
  • fixed mysterious hat model & icons
  • fixed trenchcoat icons
  • fixed japanese translations in animal cage tutorial


I've also already started with creating and texturing models for body armor / bulletproof vests. (they should be available in the game in the next week)

Cheers!