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Battlements, New Fence Mechanic & Combat Cover System

Hi everyone,

shortly before the new year of 2024 I have a new update (v0.3.055) for you, which includes new defence constructions, updated fence mechanics, a new combat cover system & some smaller fixes.

[h2]Battlements[/h2]
With this update some new defence constructions are introduced in the game - the battlements. They can be built around floors or foundations and offer your colonists some cover from incoming arrows and projectiles. The following types are available now:

  • Battlements (Wood)
    They come with a health of 45, a chance of blocking a projectile completely of 15% - 35% and a damage reduction of 15%.
  • Battlements (Stone)
    They come with a health of 85, a chance of blocking a projectile completely of 25% - 50% and a damage reduction of 20%.
  • Battlements (Metal)
    They come with a health of 125, a chance of blocking a projectile completely of 35% - 60% and a damage reduction of 25%.


Note:
The chance of blocking is calculated by the penetration force of the projectile & the defence value of the battlement (like in default combat), but is clamped to the related min & max value.




[h2]Updated Fence Mechanic[/h2]
In connection with the battlements I have also updated all fences + fence doors and their values to fit the new combat cover system.

  • Fence & Fence Door (Wood)
    They have now a health of 45, a chance of blocking a projectile completely of 15% - 35% and a damage reduction of 15%.
  • Fence & Fence Door (Stone)
    They have now a health of 85, a chance of blocking a projectile completely of 25% - 50% and a damage reduction of 20%.
  • Fence & Fence Door (Barbed Wire)
    They have now a health of 85, a chance of blocking a projectile completely of 25% - 50% and a damage reduction of 20%.
  • Fence & Fence Door (Metal)
    They have now a health of 125, a chance of blocking a projectile completely of 35% - 60% and a damage reduction of 25%.


Note:
All existing fences & doors will be updated if you load a save file which was created before v0.3.055




[h2]Combat Cover System[/h2]
One of the most interesting parts of this update is the new combat cover system, which allows your colonists to get some protection if they are standing directly behind a battlement, a fence or a fence door. If the distance to these cover constructions is larger, the system can also block the projectiles of your own colonists, which means that the system can also be used vice versa from enemies.

To avoid that the named constructions are blocking the line of sight (like fences before this update), I have added a new collision system which allows you (and also enemies) to shoot through them now.

In addition, the new combat range visualizer is showing the points now, where your ranged weapons will have a probability to hit fences or battlements. You can also see the chance for a hit in the command message now.

Note:
The detection colliders are higher than your real cover constructions, which leads to the effect that projectiles (if blocked) can get blocked in the air over them.




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

  • added new combat cover system (for fences, fence doors & battlements)
  • added new defence constructions (battlements - wood)
  • added new defence constructions (battlements - stone)
  • added new defence constructions (battlements - metal)
  • updated all fences & health
  • updated all doors & health
  • updated turret mesh and shoot point height
  • fixed special error when deleting stair beside certain rock combination
  • fixed coop bug where new enemy groups sometimes changed position on spawn
  • fixed that trees spawned wood in cave under them when cut
  • fixed colonist trader menu resets all items to 0 when pressing up
  • fixed some quest stuff was loaded sometimes for wrong player in 3 player coop


I hope you will enjoy this update and I wish you all a happy new year
Cheers!

v0.3.048

Hi everyone,
a new small patch is out with some fixes (v0.3.048):

  • added new hat (christmas hat)
  • fixed animals of traders didn't went to sleep when not reached target location
  • fixed animals of traders sometimes didn't woke up at correct time
  • fixed animals of traders sometimes stood up incorrectly after immobilized
  • sold prisoners getting a few supply bag units now
  • fixed currency count not always shown in info messages
  • fixed some translations
  • updated coop load world protocol (separated warmup shaders)


Cheers!

Steam Winter Sale!

Hi everyone,

I'm happy to announce that AColony joins the Steam Winter Sale with a -30% discount today!



A quick patch with some fixes and the new christmas hats should be available in the next hours!

I wish you all some awesome winter holidays,
Cheers!


v0.3.046

Hi everyone,
a new small patch is out with some fixes (v0.3.046):

  • modern weapontables and workbenches can be moved now
  • modern, computer & nuclear research tables can be moved now
  • fixed that colonist traders spawned as general traders in nuclear age
  • colony name at foundation stone can save and load special characters now
  • increased double click detect time on colonist & pet images
  • fixed that technology 'basic science' description was shown as locked with explorermode on
  • fixed that immobilized prison brother that joined but died was not assigned to player
  • removed combat mode button from immobilized colonists


Cheers!

Steam Cloud + Updated Save & Load Menu

Hi everyone,

a new update is out (v0.3.045) which includes the steam cloud support, a new structured save & load menu and some new functionalities in relation to it.

[h2]Steam Cloud[/h2]
With this update it's finally possible to share save files and pattern files over the steam cloud functionality. In addition, I have added a small new panel to the settings menu (under the language selection) where you can enable or disable the cloud and clear all cloud files.

At the moment, the max allowed number of save files in the cloud is 25 and the same number also counts for save patterns per / for each type. A file will be automatically written to the cloud if you save a game now.

Note:
Save files which are found in the cloud are marked with a small cloud icon (if the cloud is enabled).




[h2]New Save & Load Menu Structure[/h2]
If you have played the game for a longer time, you have maybe experienced that with many colonies the save & load menu got pretty quick a bit confusing. Also, because the auto generated saves (like OnExit, QuickSave, AutoSave & so on) had always the default world name on the beginning.

Therefore I have restructured the save and load mechanic and now all related saves to a certain world get shown under a new world name header panel which you can open and close.

In addition, it's also possible to change the world name now (which updates all related save & cloud files) and I've added the functionality that you can delete multiple save files by selecting them while holding left ctrl.

Note:
If you start the game with this new update, all your save files from the older versions will be converted to a new format. If 2 colonies shared the same world name, it can happen that they are shown under the same header.




[h3]New Save Files Location[/h3]
In connection with the cloud and the new save & load menu, I have also changed the location of the save files. You can find your save and pattern files under the following path now:

  • /saves/savefiles
  • /saves/savepatterns


[h2]Updates In New Game Menu[/h2]
I have made some updates in the new game menu which should make the start of a new game more comfortable.

  • All scenario options offer 65 start skill points for each colonist now
  • All scenario options offer more start resources now (except scenario with no start resources)
  • You can save and load patterns of single colonists now
  • You can save and load patterns of single pets now
  • All save patterns can load characters (like äöü & so on) correctly now




[h2]Patch Notes[/h2]
And last but not least, I have here a list with all patch notes:

  • added steam cloud support
  • restructured save file system & menu
  • save files are located under exefolder/saves/savefiles now
  • save patterns are located under exefolder/saves/savepatterns now
  • added save and load patterns for single colonists & animals
  • save files can be multi selected by holding Ctrl now to delete them
  • added world names to new game menu
  • world names can be changed in load menu now
  • patterns can hold special characters now (like äöü & so on)
  • new game with any start colonists offers 65 skillpoints per colonist now
  • new game with any start resources offers an increased count now
  • fixed that protective vests were choosable in start new game menu
  • right click on talent stars in new game menu decreases talent now
  • fixed that bury colonists added an additional panel in colonist selection menu


I hope you enjoy this update,
Cheers!