1. Coloniser
  2. News

Coloniser News

Patch Notes (0.0.1.597.1.766)

[p]Salutations, Colonisers!
[/p][p]The new patch is ready for playtesters. We have some significant performance improvements and bug fixes. Please check it out:[/p][p][/p][h2]Quality of Life Improvements[/h2][p][/p][p][/p]
  • [p]Resources replenish after some time - After a certain time , every type of resource will appear scattered around the map in random-ish zones , thus replenishing the total amount of resources on the map . The only resource that reappears in the same location are trees.[/p]
  • [p]Full Decal System implemented - destruction of buildings received improvements and destroyed buildings will leave “destruction spots”.[/p]
  • [p]Idle colonists will show a Zzz sign and will be detected in the upper part of the screen.[/p]
  • [p]Ground textures now have smoother transitions.[/p]
  • [p]Settings screen updated to match the new UI design.[/p]
  • [p]New 4x1 Gates and Diagonal Walls have been added to the game.[/p]
  • [p]All unit icons now have improved graphics.[/p]
  • [p]Added new Stronghold, Lorekeep, and Sanctuary models..[/p]
  • [p]Removed Metal Working technology in the Armory building as it had no usable functionality.[/p]
  • [p]32-player map renamed to “Summit of Spears”[/p]
[h2]Balancing[/h2]
  • [p]Homestead cost increased from 300 Wood, 100 Stone → 400 Wood, 200 Stone, 100 Valor.[/p]
  • [p]Starting Resources increased by +100 Wood and +100 Stone.[/p]
  • [p]Players now start with 100 Valor (This starting amount is not shown on leaderboard and will show 0 Valor there).[/p]
  • [p]Colonist Build Speed reduced: 25 → 20.[/p]
  • [p]Justiciar Build Speed reduced: 60 → 54.[/p]
  • [p]Justiciar Collection Speed reduced: 0.95 → 0.85.[/p]
[h3]Bug fixes[/h3]
  • [p]Fixed the issue that prevented some players from joining the servers, despite servers themselves having open space.[/p]
  • [p]Fixed the issue where after a server stop you could not repair damaged buildings that were placed on depleted resources.[/p]
  • [p]Fixed the issue where after you’d deplete an animal meat tile, your units would not follow build/attack/gather orders and would be stuck in a walking animation.[/p]
  • [p]Fixed the issue where upon their selection, Stone and Food resource visuals would not be centered inside the outline.[/p]
  • [p]Fixed the issue that allowed Bladeguard unit to be recruited without researching its unlocking technology[/p]
  • [p]Fixed the issue where after rejoining the server, idling indicators would appear for Colonists that were actively working.[/p]
  • [p]Fixed various typos in the game.[/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]

Keepers: Era II Buildings

[p]Salutations, Colonisers!
[/p][p]Last time, we talked about the Keepers’ advanced units. Today, we’re focusing on the buildings that spawn them, the benefits they offer, and how to make the most of them.[/p][p]
Once you reach the Era of Abundance, you’ll immediately be able to construct an Armory. While its primary purpose is to produce siege units, you’ll also use it to research global military upgrades.[/p][p][/p][p][/p][p]Within the Armory, you’ll also unlock the option to build Towers. Similar to Outposts in that they expand line of sight, Towers also attack nearby enemies. When it comes down to it, a Tower provides reliable ranged defense against advancing foes. In-game functionality is there, but we just need to update the 3d model of it.[/p][p]
[/p][p]At the Garrison, you can research Cavalry Tactics, which unlocks the Stableyard. From the Stableyard, you’ll train cavalry units for flanking, scouting, and rapid assaults. In the Era of Abundance, the only cavalry available are Swift Raiders, who can receive a few early upgrades. It’s a humble start, but every great army begins somewhere.[/p][p][/p][p][/p][p]At the Homestead, you can research Weapons Broker, which unlocks the Exchange. Caravans from Exchange stations allow you to trade resources freely with allies and trade posts. In longer matches, resources will inevitably dwindle, making secure trade routes essential for survival.[/p][p]
[/p][p]Finally, within the Stonepit, you’ll find the option to research Stone Walls. While wooden walls offer basic protection, they’re far from ideal. Stone Walls and Stone Gates provide heavy fortifications that are much more durable and harder to breach.[/p][p]
[/p][p]And that wraps up the second Era for the Keepers tribe. Some of these features may be changed or evolve as development continues, but if they do, we’ll keep you informed. For now, your next step is to transition into a new Era, where even more buildings and units await - but that’s a story for our next blog.[/p][p][/p][p]In case you missed the start of the first Era, here is a nifty video that describes all the important buildings and necessary steps for establishing your colony:[/p][previewyoutube][/previewyoutube][p]And if you are curious about our deep dives into the game’s industry and RTS genre, we also have a few videos about those topics:[/p][previewyoutube][/previewyoutube][previewyoutube][/previewyoutube][p]Be sure to give us a like, share and subscribe. We appreciate it![/p][p][/p][p]Wishlist Coloniser on Steam to follow the development of the Keepers and the other factions.
[/p][p]Next time, we’ll be back with a look at the Era III Keeper units. If you want to join the playtest, request it on Steam and join our Discord so you can let us know that you want to play the game.[/p][p]
Cantos Games [/p][p][/p][p]Discord Youtube Reddit X/Twitter Bluesky Instagram Facebook
[/p]

Patch Notes (0.0.1.454.1.576)

[p]Salutations, Colonisers! [/p][p]The new patch is ready for playtesters. Beyond server reset, we have some significant performance improvements and bug fixes. Please check it out:[/p][p][/p][h2]Quality of Life Improvements[/h2]
  • [p]Updated Unity to the latest version to avoid exploits.[/p]
  • [p]Performance improvements.[/p]
  • [p]Added tutorial visuals on the game load.[/p]
  • [p]Added the first destruction effects to buildings.[/p]
  • [p]Increased tree scale by 20%.[/p]
  • [p]Reorganized spawn points for better balance.[/p]
  • [p]Improved ambient visual transitions between biomes.[/p]
  • [p]Merged new map updates for the central mountain area making it much more visually interesting.[/p]
  • [p]Improved building placement and walkable zones on the map.[/p]
  • [p]Military units will now retaliate if they are interrupted during their actions. Note: Colonists retaliation not working as intended, high priority bug for us to fix.[/p][p][/p]
[h3]Bug fixes[/h3]
  • [p]Fixed several issues related to server reconnections.[/p]
  • [p]Fixed the issue where buildings wouldn’t be detected if placed over active or inactive resources.[/p]
  • [p]Fixed the issue where building farms would sometimes incorrectly grant maximum population.[/p]
  • [p]Fixed the issue where building functionality would still work even after era regression and lock sign appearing above those buildings.[/p]
  • [p]Fixed the issue where Zzz signs would appear with colonists that were working. Note: Zzz signs will be reintroduced once working as intended.[/p]
  • [p]Fixed the issue where some technologies that were available would be greyed out when you rejoined the game.[/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

Discord Youtube Reddit X/Twitter Bluesky Instagram Facebook


[/p]

Keepers: Era II Units

[p]Salutations, colonisers!
[/p][p]Last time, we talked about the Keepers Era I buildings and units that accompany it. But, after a bit of playing and acquiring a lot of resources, you’ll be able to transition to the next era - the Era of Abundance. This unlocks new units along with upgrades for your existing forces. Some units will be available immediately, while others must be trained through newly unlocked buildings. Let's talk about the Keepers’ units in the second Era:
[/p][p]Bladeguard is a new unit that you’ll get with the era transition and he is basically an enhanced version of the Footman. He boasts higher defense and deals more damage, but you’ll need to invest ore in addition to food to recruit him.[/p][p]
[/p][p]Many players will recruit cavalry as they are fast units that are very effective against bowmen, but what is good against cavalry? Sentinel is an Era II unit that you’ll want in your army if you want to keep that cavalry under control.[/p][p]
The Keepers can also research even more ranged options. The Crossbowman is a heavily armored marksman who fires powerful bolts capable of punching through enemy lines.[/p][p]
[/p][p]If long-range dominance is your preference, look no further than the Longbowman - an expert marksman capable of delivering deadly shots from exceptional distances.[/p][p]
[/p][p]As the game progresses, resources may become harder to secure. That’s where Trade Posts and Caravan units come in, allowing you to deliver vital goods across dangerous terrain.[/p][p][/p][p]And what is a strategy game without siege weapons? Stone Throwers are brutal engines of war, perfect for scattering enemy ranks and smashing through walls with massive boulders. For those who prefer precision, the Bolt Launcher specializes in firing armor-piercing bolts that shred defenses.[/p][p]
[/p][p]Of course, all of this is subject to change, but we like to show our development process. If something gets changed, we’ll let you know.
[/p][p]Depending on the unit, additional upgrades for strength, speed, or defense can be researched in their dedicated buildings.[/p][p][/p][p]Wishlist Coloniser on Steam to follow the development of the Keepers and the other factions.
[/p][p]Next time, we’ll be back with a look at the advanced Keeper architecture. If you want to join the playtest, request it on Steam and join our Discord so you can let us know that you want to play the game.[/p][p]
Cantos Games [/p][p][/p][p]Discord Youtube Reddit X/Twitter Bluesky Instagram Facebook
[/p]

Patch Notes (0.0.1.358.1.465)

[p]Salutations, Colonisers!
[/p][p]The new patch is ready for playtesters. We have some significant performance improvements and bug fixes. Please check it out:[/p][p][/p][h2]Quality of Life Improvements[/h2][p][/p][p][/p]
  • [p]The current map is now split into biomes indicated mostly by different tree colors. Have fun finding them. This is still a work in progress, but we are building on these.[/p]
  • [p]Major improvements to loading times and overall in-game performance (higher FPS).[/p]
  • [p]The Chat system colors are updated to make messages easier to tell apart and text easier to read.[/p]
  • [p]Added new technologies with unique attributes for more variety.[/p]
  • [p]Tech tree has been rebalanced - costs and progression adjusted for smoother gameplay.[/p]
  • [p]The unit number selection UI has been realigned for a cleaner look.[/p]
  • [p]World map framing is now rotated for 45 degrees to simplify movement on the world map. This means North is actually “True North” now.[/p]
  • [p]You can now access settings in-game by pressing Esc while inside the match.[/p][p][/p]
[h3]Bug fixes[/h3]
  • [p]Fixed several crash occurrences.[/p]
  • [p]Fixed the issue where some players would be stuck in the loading screen if one player on the server managed to reach the building cap.[/p]
  • [p]Fixed the issue where some Era 3 buildings (like Archery Range, Garrison, Mine, Quarry, and Stableyard) were missing details when going from their Era 2 variant to the Era 3 version.[/p]
  • [p]Fixed the issue where units were stuck in recruitment without progressing[/p]
  • [p]Fixed the issue where previously discovered Wandering Bazaar's and enemy Capitols would be only visible on the World Map after interacting with the map.[/p]
  • [p]Fixed the issue where Decorations of the Homestead would appear stretched or duplicated in some cases.[/p]
  • [p]Fixed the issue where buildings placed on depleted resources would become invisible after you rejoined the session.[/p]
  • [p]Fixed the issue that caused the lack of Building repair SFX.[/p]
  • [p]Fixed the issue that prevented gates from stopping enemies after the server restart.[/p]
  • [p]Fixed the issue where your units were able to go through stone, ore and trees. Note: Still occurring on a few decorative items.[/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

Discord Youtube Reddit X/Twitter Bluesky Instagram Facebook


[/p]