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Steam Autumn Sale & Some Smaller Updates

Hi everyone,

A new but small update (v0.5.092) is out which includes some smaller features like a light peaceful mode, 2 melee attack modes, defining your colonists rotation and some smaller fixes.

In addition, AColony joins the Steam Autumn sale with a discount of -40%.

I have to say, I've also started with the implementation of some other functionalities, but for this update I only have these smaller ones which are ready. (The autumn sale got me here a bit, because last year it was in end of november, when I remember right)

[h3]Peaceful Mode (Light Version)[/h3]

Based on player feedback, I have extended the functionality of the "no enemy attack" mode at the start of a new game. So it is now possible to also select a forever mode. In addition, this mode can also be changed at any time in any game you load under the ingame settings menu (found by clicking the gear icon on the upper right screen corner under general tab).

But there can be still some hostile or unpeaceful events which can be triggered by the player, like revenge attacks from wanderers or traders when you attack their groups.

Note:
A more detailed menu to customize the events, attacks and difficulty of the game is also on my todo list, but that requires a few more events types for the final design.




[h3]New Attack Modes[/h3]

In the past, your melee fighters had only the option that they attack an enemy when you gave them a direct command. That is mainly designed, so that your colonists are not running out of your defence to attack someone.

But I have extended the functionality of the colonist menu now, so that it supports 2 different melee combat modes:

The default mode which was already implemented (with the addition of attacking when directly block by block).



And the on sight mode, which forces your colonists to attack enemies at the moment they see them.



I have also added a new button to define different modes for ranged combat, but after some testing around I have decided to disable a second mode for this update, because a follow and hunt mode often forces your colonists to leave their positions when they are on roofs or behind battlements. (and that is actually only annoying, so I need here a better solution)



And here I have a question for you:
Which additional modes for melee and ranged combat you would like to see in the game?
The buttons are built to support a switch between any number of modes (and not only a toggle on / off) :)

[h3]Rotate Colonists before selecting Job[/h3]

What was also since a while asked for, was a function to define the end rotation of your colonists when you command them to a certain position.

That was a little bit tricky to implement, because the normal command selection menu had / has no support for defining the rotation directly. After thinking a bit, I have decided to add a new functionality, which allows you to hold the E key when the selection menu is open and so to define the end rotation with your cursor. This works only for the keep watch and go to job. So when you hold E, all other command options get invisible.




[h3]Patch Notes:[/h3]
Last but not least, here are a few patch notes of the new update:

  • added light peaceful mode (no enemy attacks - can now be enabled forever at any time)
  • added 2 melee combat modes (stand & attack on sight)
  • added 1 ranged attack mode (second one is in development)
  • colonist & pets can be rotated before job selection now (hold key: E)
  • fixed that lighting strike probabilities for colonist and animals
  • decreased probability for double lighting strike (on same colonist)
  • fixed very rare error on lighting strike calculation
  • fixed some missing hotkey infos
  • fixed some smaller things


I hope you all have an awesome day guys,
Cheers!



v0.5.086

Hi everyone,
a new patch (v0.5.086) is out with some smaller fixes:

  • fixed not reachable mine jobs caused job schedule to stop
  • fixed that job button was visible for trees / plants / rocks on map border
  • added info message for trees / plants / rocks on map border
  • fixed hotkey on rocks, plants, trees marked by other players made ui sound
  • fixed some smaller things


Cheers!

Steam Summer Sale, Zone Re-stacking & some QoL Features

Hi everyone,

A new version (v0.5.085) is finally out and includes a functionality for re-stacking items in zones and transport them in zones with higher priority, some QoL features and some smaller fixes.

In addition, AColony is joining the Steam Summer Sale today with a fency discount of -35%.



[h2]Zones[/h2]

[h3]Re-stack Items In Zone[/h3]

In the last days (and to also get some new features for the summer sale for you), I have finally added the functionality that colonists can re-stack items in the same zone for a better space management.

Because this function could maybe also annoy or lead to unnecessary jobs / waste of colonist time, you can enable and disable it by a new button in the zone menu when required. The re-stack jobs are usually called when the colonists find no item anymore (when having transporter priority as highest) which they can by default transport to zones.



In addition, you can call this job directly by clicking on the item by colonists command (but requires that the zone has re-stacking enabled)



[h3]Transport Items to higher priority Zones[/h3]

I have also added a second button to the zone menu, which allows you to enable that you colonists will transport items from this zone to zones which you have marked with a higher priority.



To make the management easier, the buttons are available in the priority overview menu too.



[h2]Hotkeys[/h2]

For some faster access and as quality of life feature, I have finally added some basic hotkeys for the most common actions. This includes for example to mark trees, plants, rocks & animals for hunt directly, but also stuff like forbit or prioritize items.

Note:
The forbid functionality has always the same key, which is "Q" at the moment. (F is unfortunately already used)






[h2]Patch notes[/h2]

Last but not least, here is a full list of the patch notes of v0.5.085:

  • storage zones have a re-stack button + functionality now
  • storage zones have an option to re-stack on higher priority zones now
  • added hotkey E for plants, trees, rocks & wild animal menu
  • added hotkey Q, E for items forbid and priority menus
  • added hotkey E for items take over menus
  • added hotkey Q for zone & construction forbid functions
  • added hotkey X to destroy blueprint from menu
  • added hotkey X to destroy zones from menu
  • added hotkey Q to set colonists in combat mode
  • added hotkey E & R to move construction from menu
  • craft menu shows item tooltips now
  • fixed error appeared on too quick switch between item forbid & priority button
  • fixed error appeared sometimes after trader fest for colonists with partyking trait
  • fixed that wrong upgrade level on colonist command was shown
  • fixed that upgraded weapons showed basic price in info menu
  • fixed that firefanatics & gatling attacks have not paused the game
  • fixed some smaller things


I hope you all have an awesome day, a hot summer and getting some nice deals on the summer sale,
Cheers!

v0.5.078

Hi everyone,
a new patch (v0.5.078) is out with some smaller fixes:

  • added new steam achievement (prison fight)
  • added new steam achievement (willbreaker)
  • added new steam achievement (perfectionist)
  • increased the speed boost for normal & large kitchen
  • increased the speed boost for modern & hightech weapon & work tables
  • fixed animal hunting mark panel sometimes appeared when colonist selected
  • increased lure range of modern & hightech animal cage
  • scroll speed of resource overview adjusts dynamically now
  • fixed that LCtrl + 4, 5, 6 was not selecting regarding squad


Cheers!

v0.5.077

Hi everyone,
a new patch (v0.5.077) is out with some smaller fixes:

  • fixed rare construction bug with invalid floating walls
  • fixed that steam stats got only uploaded to server on hit goal or exit game
  • producing animal feed also increasing animal related skill now
  • fixed that item area tools didn't worked on map border
  • fixed talent stars for animal taming not shown in overview
  • fixed mood of prisoners not updated when switching cell
  • decreased the penalty for taming / petting animals with a low skill level
  • increased taming skill multiplier taming actions by ~20%
  • increased skill multiplier for caring about pets by ~30%
  • animal equipment overview tab calculates now attributes in


Cheers!