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Coloniser News

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

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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

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Coloniser Reintroduction

Welcome, Colonisers!

The game is progressing well and with all of the things that are happening behind the scenes we’re making some adjustments. In particular we’ve decided to reformat how we post our patch notes and introduce proper dev blogs. These development blogs will show what we’re working on, the challenges the team is facing, and how we’re approaching these complications. Hopefully, this will give you and other players more insight into the game development process and allow you all to contribute observations and notes. We really value and appreciate your feedback and as much as possible try to consider it when we’re designing the game. But more about that in those updates.

If you are a new player that encountered our game by recommendation or accident, you probably have some questions. We’ll try to answer them below, so without further ado…

[h3]➤ What is Coloniser about?[/h3]
Coloniser is a massive persistent online RTS where survival is key. Progress through eras, forge alliances, and secure resources in an evolving alien world filled with danger, potential, and rich stories to uncover. Engage in large-scale warfare, leading epic battles for dominance!

[h3]➤ How would you explain the gameplay of Coloniser?[/h3]
Think RTS elements of Age of Empires 2, mixed with Rust survival elements and throw in multiplayer into that foundation and you get the jist of how the Coloniser will function.

[h3]➤ How will the online part function?[/h3]
Matches last up to 90-days and each server shows which day it is on and when the match will conclude. Players may join at any time if there is space available. If you are eliminated you may rejoin the server and start fresh.

[h3]➤ How many players does it support?[/h3]
Coloniser currently supports 16 players over 90 days in an RTS setting (with a higher number of controllable units), but we're working to increase this number to 90 players.

[h3]➤ 90 players over 90 days? Why so much and for so long?[/h3]
We believe that the PvP and team dynamics of very large servers, maps, and player counts will be a fun way to explore trade, diplomacy, and various tactics.

[h3]➤ Will new players be able to join mid game? How will that function when it comes to balancing?[/h3]
Players can join at any time after the server begins if there is room. You will start with the same basic level of resources each and every time you join. This can be tough if you start later on a server but there are spawn locations all over the maps, so if you are eliminated early you will respawn in another location. We also have a “Valor” mechanism we are introducing shortly and that will help players in older servers who are eliminated to rebuild a bit quicker.

[h3]➤ How will you prevent cheating and other potential explorations that some players may attempt?[/h3]
We prefer to leave the game experience as open-ended as possible and we will have only limited anti-cheat at release.

[h3]➤ Will it have a single player campaign?[/h3]
During the Early Access phase, we plan to have a small single player campaign that will function as an introduction to the game's systems and mechanics. We will introduce a full campaign for each of the tribes after Early Access.

[h3]➤ When is the game launching?[/h3]
We're still working on making a solid foundation for the game. That, along with the player's feedback, will influence the Early Access release. We'll update everyone once we have a date for it. Playtesting is available now and all the way through Early Access.

[h3]➤ For how long will the Coloniser be in Early Access for?[/h3]
Coloniser will be in Early Access for at least a year. During that time and depending on the features we implement, this will help us determine when the Early Access period will end.

[h3]➤ What languages will the game support upon its release?[/h3]
At launch, Coloniser will support English, Spanish, Portuguese, German, French, and Polish language. Additional languages will be added after Early Access.

[h3]➤ How much will Coloniser cost?[/h3]
We'll announce pricing once we get closer to the official release. Right now we are focused on making a good game.

And that would be all the important stuff for now. Did we miss anything important? Let us know in the comments.

Also, join our Discord as it is the fastest way to get all the necessary information and talk to the devs. We also have a Facebook, Reddit, X/Twitter, Bluesky, Instagram and Youtube account. It would help us a lot if you would follow us there and spread the word about Coloniser - we’re here to stay and create a wonderful community.

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Cantos Games

Battle and Visuals Patch

General Notes

The servers were full for nearly a week after this most recent patch. We tried to get more up, but "unfortunately" we had more people playing then we anticipated. We are working a massive update to our server system (waitlist, higher player counts, faster load times, servers with friends, etc) and will share more soon on when it will be available.

[h2]What's New in this Patch?[/h2]
Huge changes to our combat system and unit stats that more effectively balances the different unit classes and roughly "doubles" the length of battles. Walls are also more effective and much more difficult to destroy without siege.

Note: As part of the balancing unit stats including healthpoints are much higher then they will be long-term. We just have them at the higher numbers to expedite balance testing.

[h2]Feature / Balance Changes[/h2]
  • Minimum damage reduced from 5 to 1.
  • Attack and armor stats adjusted for several units—primarily Bladeguards and Sentinels—to reduce overpowering with the new damage formula.
  • Military buildings still retain higher resistance, addressing community feedback.
  • Catapult and Ballista: Adjusted attack, area damage, and attack speed to rebalance their effectiveness.
  • All units’ health doubled (+100%) to lengthen combat duration, encouraging more tactical engagements.
  • Visual reworks complete on most Era One buildings.
  • Arrow projectile visuals have been updated once more.


[h2]Bug Fixes[/h2]
  • Numerous projectile-related bugs have been resolved.
  • Health bars have been partially updated; more improvements coming soon.
  • Previews for new buildings have been fixed.
  • Stronghold material assignation corrected.
  • Line of sight corrected for several units.
  • Collider sizes updated for all animals.
  • Health bars realigned for all units.
  • UI tweaks: Multiple small interface updates and polish.
  • Attack animations that were previously cut short are now fully playing.
  • Projectile VFX tweaked for a more natural appearance.
  • Colonist’s first attack no longer gets cut short.