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How to playtest Coloniser and invite friends

[p]Salutations, colonisers![/p][p][/p][p]Have you had a chance to try Coloniser? You can request the playtest via the game’s page. Once you do that, join our Discord and let us know that you want to play the game and the country your account is in so we can allow it (that's the only visibility Steam gives us).[/p][p][/p][p]Joining our Discord will allow you to provide the feedback directly to the team and allow you to shape Coloniser into something great.[/p][p][/p][p]If you have acess to the playtest, you can invite friends to join you![/p][p][/p][h3]STEAM FRIEND INVITES[/h3][p]Colonisers are able to invite three (3) friends through the Steam client! They must have been friends with you on Steam for at least 30 days to be eligible to receive an invite. Please note: Friend Invites may be disabled during the playtest based on server capacity, but for now no such restrictions are planned.[/p][p]To invite friends, simply go to Coloniser Community Preview in your library. When this option is available, you’ll see a notification that you can grant your friends access to the playtest.[/p][p][/p][p]The Invites Remaining button will redirect you to the Gated Access Games on your account page (you can also access it here).[/p][p]
[/p][p]Open the dropdown button to access the Invite Friends button.[/p][p]
[/p][p]Your friend will need to accept the invite from their Steam notifications. This friend invite system is currently in beta, and invitations could take some time to arrive.[/p][p][/p][p]If you are using Friend Invite, your friends will be able to instantly download the game and play it, avoiding the need to be on the waiting list.[/p][p][/p][p]If you want to explain them what Coloniser is about, send them this video:
[/p][previewyoutube][/previewyoutube][p] Let us know how it goes and share your impressions in the comments and join our Discord server for the additional feedback and a chance to talk to the devs.
[/p][p]We’ll have more improvements next week, so stay tuned[/p][p][/p][p]Cantos Games [/p][p][/p][p]Discord Youtube Reddit X/Twitter Bluesky Instagram Facebook
[/p]

Patch Notes (0.3.14.24.1.925)

[p]Salutations, Colonisers! The new patch is ready for playtesters. It has the reworked chat system, new server UI, some asset polishes and a lot of quality of life improvements. Read the log below for the full info:[/p][p][/p][h2]Chat System reworked [/h2][p][/p][p]The chat log provides real-time communication and system feedback to players. It is designed to be minimally invasive and fully customizable, allowing players to remain focused on gameplay while staying aware of key social and system events. It replaces previous toast and notification systems. [/p][p]With the Chat System Reworked: [/p]
  • [p]You can send messages - either public or private[/p]
  • [p]You’ll get in-game notifications.[/p][p][/p]
[h2]Quality of Life Improvements [/h2][p]Performance & Gameplay Improvements:[/p]
  • [p]Game initialization is further optimized for faster loading times.[/p]
  • [p]Units now stop gathering resources after you’ve logged off while the instance is still running. This is done for pacing and balancing purposes.[/p]
  • [p]Some trade and stat tweaks are implemented to impact the scenarios where you would build Marketplaces next to Bazaars and exploit trade that way.[/p]
  • [p]Cleric's description now clarifies that they can only heal your units and not anyone you allied with.[/p]
  • [p]Colonists' movement speed stat received some rebalancing. Now they are slower than cavalry.[/p]
  • [p]Fog of War edges should appear smoother now.[/p]
  • [p]A more appropriate popup text is displayed when you want to exit the match now.[/p]
  • [p]The lock icon (for buildings that can’t be used) is displayed above the building's HP bar now.[/p]
[p] Visual Improvements: [/p][p]Units:[/p]
  • [p]Death animation of units now lasts several seconds longer before they “decay” through the ground.[/p]
[p]Buildings:[/p]
  • [p]Wanderers Bazaar building received a redesign.[/p]
  • [p]We’ve removed some stray building elements from the map.[/p]
[p]Environment:[/p]
  • [p]All resources (ore, stone, food, trees) on the map are now 1x1 in size.[/p]
[p]UI :[/p]
  • [p]Mouse cursor has been replaced with a gauntlet.[/p]
  • [p]A new movement marker has been implemented (it appears when you select a unit and with right click direct it to a location).[/p]
  • [p]Speed stats of the unit will also be displayed upon that unit selection. [/p]
  • [p]Unit selection outline color has been improved.[/p]
[p][/p][p]The new server screen has been implemented (first iteration): [/p]
  • [p]Clearer navigation[/p]
  • [p]You can favorite servers[/p]
  • [p]You can see the people playing on certain servers[/p]
[p]Some things (like Ping) are placeholders. Many more things will be added in the future. [/p][p][/p][h3]Bug fixes[/h3]
  • [p]Fixed the issue that allowed you to see enemy siege units' VFX in the fog of war area.[/p]
  • [p]Fixed the issue where hovering mouse over units & resources would reveal their outlines.[/p]
  • [p]Fixed the issue where in some cases a spam of error messages would appear after you killed an animal.[/p]
  • [p]Fixed the issue where in some cases you had to press the ESC button multiple times to get the Leave Match menu.[/p]
  • [p]Fixed the issue that prevented you from placing building blueprints on the ground in some cases.[/p]
  • [p]Fixed the issue that prevented you from placing constructions after rejoining a persistent server in some scenarios. That usually occurred if you previously placed a couple of constructions on those spots before leaving the server.[/p]
  • [p]Fixed the issue where Buildings of the defeated player would still be visible to other players on the persistent server.[/p]
  • [p]Fixed the issue where buildings would be missing outline upon their selection.[/p]
  • [p]Fixed the issue where rejoining the server during a big fight would give 0HP to some units and those units couldn’t die nor be controlled.[/p]
  • [p]Fixed the issue where sometimes offensive units would not display attack animations during a fight.[/p]
  • [p]Fixed the issue that made some players stuck at the loading screen during the joining server phase.[/p]
  • [p]Fixed the issue that allowed your catapults to destroy neutral Wandering Bazaars with their area damage.[/p]
  • [p]Fixed the issue where if a ranged unit attacked an enemy target, sometimes their projectile would be displayed as flying across the whole map instead of going toward the target.[/p]
  • [p]Fixed the issue where all buildings would have their outline highlighted after rejoining the server.[/p]
  • [p]Fixed the issue where upon units death, they would clip with the ground, and parts of their models would be highlighted on their death animation.[/p]
  • [p]Fixed the issue where Supply Wagons would ignore the queued move orders.[/p]
  • [p]Fixed the issue where the map areas would appear as hidden after rejoining the server because those areas were previously revealed by ally's units and buildings.[/p]
  • [p]Fixed the issue where Supply Wagons were treated as the Civilian units for selection purposes. This would make them omitted during the click and drag selection of military units.[/p]
  • [p]Fixed the issue where resource gathering SXF would be missing from the game.[/p]
  • [p]Fixed the issue where units would keep Supply Wagon's buff even after leaving its range.[/p]
  • [p]Fixed the issue where in some cases resource tiles would remain visible after they are depleted.[/p]
  • [p]Fixed the issue where parts of spaceship wreckages allowed for building and walkability.[/p]
[p][/p][p]And that would be all for this round of updates and improvements! Let us know how it goes and share your impressions in the comments and join our Discord server for the additional feedback and a chance to talk to the devs. If you have any questions, be sure to check our previous post, where we answered some frequently asked questions. We’ll have more improvements next week, so stay tuned!

Cantos Games [/p][p][/p][p]Discord Youtube Reddit X/Twitter Bluesky Instagram Facebook [/p]

Patch Notes (0.3.12.225.1.869)

[p]Salutations, Colonisers!

The new patch is ready for playtesters. It has expansion of the valor system, balancing tweaks, some asset polishes and a lot of quality of life improvements. Read the log below for the full info:[/p][p][/p][h3]Bug fixes[/h3]
  • [p]Fixed the issue that caused some players to be stuck at the loading screen.[/p]
  • [p]Fixed the issue that prevented players from accessing USA servers.[/p]
[p]And that would be all for this round of updates and improvements! Let us know how it goes and share your impressions in the comments and join our Discord server for the additional feedback and a chance to talk to the devs. If you have any questions, be sure to check our previous post, where we answered some frequently asked questions. We’ll have more improvements next week, so stay tuned!

Cantos Games

Discord Youtube Reddit X/Twitter Bluesky Instagram Facebook [/p]

Patch Notes (0.3.12.225.1.869)

[p]Salutations, Colonisers!

The new patch is ready for playtesters. It has expansion of the valor system, balancing tweaks, some asset polishes and a lot of quality of life improvements. Read the log below for the full info:[/p][p][/p][h2]Valor System expanded[/h2][p][/p][p]In the previous patch, we introduced Valor System as a new combat-focused resource. We’ve made additional adjustments to it. Here is what you need to know:[/p]
  • [p]Valor can be used to speed up all units production.[/p]
  • [p]Valor is required to advance to the next era.[/p]
  • [p]Valor is gained by killing any hostile units, but also raiders and hostile animals.[/p]
[p]More Valor-related features planned for future updates, but more about that in the upcoming updates.[/p][p] [/p][h2]Quality of Life Improvements[/h2][p][/p][p]Performance & Gameplay Improvements:[/p]
  • [p]Game optimized for faster loading times.[/p]
  • [p]General performance and stability improvements implemented.[/p]
  • [p]Resource handling improved to support larger, more detailed maps.[/p]
  • [p]All Units and aggressive animals got balanced and added to the valor system.[/p]
  • [p]Your Scipio got balanced to feel less powerful, and make the need of an army to gain valor much more apparent.[/p]
  • [p]The Capitol building received some balancing, including changes to its cost and damage output.[/p]
  • [p]Colonist resource collection rates have been reduced by between 5-10%.[/p]
  • [p]Resource collection technologies have been reduced by around 5%.[/p]
  • [p]The supply wagon has been removed. Its functionality will be replaced by another new unit (still not announced).[/p]
[p] Visual Improvements:[/p]
  • [p]New loading screen.[/p]
[p]Units:[/p]
  • [p]Visual design of the colonist unit fully reworked (more unit redesigns are planned).[/p]
[p]Environment:[/p]
  • [p]Fog of war color and appearance adjusted to be/look smoother.[/p]
  • [p]The water color has been adjusted to look more realistic.[/p]
[p]UI :[/p]
  • [p]Selection outlines for buildings, characters and animals now take terrain elevation into consideration and will not clip through it.[/p]
  • [p]New healthbars are implemented. Better UI and indicator for special units. [/p]
[p]VFX:[/p]
  • [p]Trail vfx have been added on siege unit movement. Note: This will be changed in a patch soon to a dust vfx[/p]
  • [p]An outline flash will appear when interacting with resources and buildings (like sending colonists to harvest bushes).[/p]
[h3]Bug fixes[/h3]
  • [p]Fixed the issue where attacking animations wouldn’t be triggered or wouldn’t be properly synced in some cases.[/p]
  • [p]Fixed the issue where Capitol & Lorekeep would display a maximum of 3 technologies, even though more technologies are available.[/p]
  • [p]Fixed the issue where selection circles for artillery units and Light Cavalry would appear as too small and wouldn’t match the unit's size.[/p]
  • [p]Fixed the issue where selection circles wouldn’t appear when selecting Packwagon & Animals.[/p]
  • [p]Fixed the issue where a several non-attacking units and animals would have misleading attack stats[/p]
  • [p]Fixed the issue where an outline for buildings, resources and units would jitter in some cases during the camera movement/rotation.[/p]
  • [p]Fixed the issue where rejoining the server during a big fight would cause some units to have a 0HP and would be unable to die. These units were also not selectable.[/p]
  • [p]Fixed the issue where  Spam of error reports would appear after you tried to hover the mouse over a dying unit. [/p]
  • [p]Fixed the issue that caused colonists' death animation to play twice upon dying.[/p]
  • [p]Fixed the issue where idle indicators (zz letters) would be hard to notice depending on the direction of the Colonists.[/p]
  • [p]Fixed the issue where animal corpses (food) would have a 10x10 selection grid.[/p]
  • [p]Fixed the issue that prevented building on a terrain that previously had a resource on it (like stone and ore piles), but was depleted.[/p]
[p]And that would be all for this round of updates and improvements! Let us know how it goes and share your impressions in the comments and join our Discord server for the additional feedback and a chance to talk to the devs. If you have any questions, be sure to check our previous post, where we answered some frequently asked questions. We’ll have more improvements next week, so stay tuned!

Cantos Games

Discord Youtube Reddit X/Twitter Bluesky Instagram Facebook [/p]

Patch Notes (0.3.7.153.1.757)

Salutations, Colonisers!

The new patch is ready for playtesters. It has a new system, balancing tweaks, some asset polishes and a lot of quality of life improvements. Read the log below for the full info:

[h2]Valor System - New Feature[/h2]


Valor is a new system that we introduced in order to provide better flow to the gameplay progression and solve some balancing issues.

Valor is a unique resource that you will earn through proactive gameplay, while rewarding them for capitalizing on the unique facets of each tribe. It will serve as a crucial component for researching technologies, recruiting advanced or unique units, and progressing through different eras. Valor may also be used to speed up technology research time or building construction time.

Here is the current state of Valor in this build:
  • Valor is currently required to advance from Era 1 to Era 2.
  • Valor is gained by killing Raiders and hostile animals. We plan to evolve this over the course of the development.

There are plans for more Valor-related features, but more on that later - for now, let us know how the system functions and is it fun.

[h3]Quality of Life Improvements[/h3]

Performance & Gameplay Improvements:
  • Fixed several rotation issues affecting building placement.
  • Sizes of buildings' selection grids and gaps between buildings should be consistent now.
  • General performance and stability improvements implemented.
Resources:
  • New berry bush model implemented.
Environment:
  • Fog of war color and appearance adjusted. Before it was pure black, but now it’s more of a maroon color.
Animations & Design:
  • Animals now have correct attack animations.
  • Garrison (Era 1 & 2) received more details and better textures.
  • Archery Range (Era 1 & 2) received more details and better textures.
  • Stables (Era 1 & 2) received more details and better textures.
  • Lumbermill (Era 1 & 2) received more details and better textures.
UI:
  • The Main UI panel received a bit of change. Should be clearer to use now.
  • Toast UI notifications adjusted.
  • New selection highlights are implemented to work properly on sloped terrain with the new selection outline system.
Sounds:
  • Some sound effects were adjusted from 3D to 2D as they were too distracting when you hovered over them.

[h3]Bug fixes[/h3]
  • Fixed the issue where you would get stuck on joining an AWS server while four other servers were already running.
  • Fixed the issue where projectiles' path and attack animation of ranged units looked unnatural.
  • Fixed the issue where the ability to shoot arrows would be missing for existing defensive buildings after AWS server was stopped.
  • Fixed the issue that caused Supply Wagon units to have unaligned hitboxes.
  • Fixed the issue that caused Outpost to have a 3x3 selection grid.
  • Fixed the issue that caused Stronghold to have a 6x6 selection grid.
  • Fixed the issue where multiple buildings didn't fit the new selection grid.
  • Fixed the issue where units would lose idle animation after killing an enemy.
  • Fixed the issue that caused selection grids of buildings and resources to flicker. They were also hard to notice.
  • Fixed the issue where an incomplete defensive building would shoot arrows towards enemies.
  • Fixed the issue where Numpad 2 and Numpad 8 keys had unintended behaviour with Control Groups.
  • Fixed the issue that caused Gamphas' attack stat to be too low when compared with armour stat of some of the units.
  • Fixed the issue where moving the game screen to another monitor and entering Settings would change the resolution tab to the lowest one.
  • Fixed the issue where you could see resources depleted by other players which disappear upon entering their Line of Sight.
  • Fixed the issue where the appearance of building & resource selection squares were cut/partly hidden under the ground on an uneven terrain.
  • Fixed the issue that caused the appearance of red highlights on domestic animals.

And that would be all for this round of updates and improvements! Share your impressions in the comments and join our Discord server for the additional feedback and a chance to talk to the devs.

If you have any questions, be sure to check our previous post, where we answered some frequently asked questions.

We’ll have more improvements next week, so stay tuned!

Cantos Games

Discord Youtube Reddit X/Twitter Bluesky Instagram Facebook