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v0.3.058

Hi everyone,

I hope you all had some awesome winter holidays!
I have a new patch for you (v0.3.058), which includes some smaller updates and fixes for the bugs you have reported over the last days:

  • it's possible to take protective vests from immobilized colonists now
  • fixed that centipedes moving items on spawn were not correct removed from resource list
  • fixed error shown when explosion destroyed battlement and its floor at same time
  • fixed error when loading a game with a saved projectile flying against a construction
  • fixed that battlement colliders were blocking mouse interaction in transparent mode
  • fixed that it was possible to build battlements when terrain blocked it
  • fixed that battlements were not possible to build in corner-in formation
  • fixed that battlements materials were not locked behind related techs
  • fixed battlements color not shown in technology tree menu
  • fixed that crosshair of modern crossbow was not included in transparent mode
  • fixed that claw wolf sometimes suffer from overeat poisoning
  • fixed that claw wolfs did not start continue eating corpse after sleep
  • fixed that prisoners had trait related mood to your colony
  • fixed that fallen meal is owned by colonist traders when selling eating prisoners
  • fixed that error in online-coop shown when one player had not researched metal replace material


Cheers!

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!