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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!

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