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The Colonists News

V1.8.0.12 Patch

  • Improved resource route calculations when boats and trains have routes covering several buildings
  • Fixed edge case bug when using braided roads and two carrybots would pick up the same resource
  • Fixed not being able to play military maps in sandbox mode without AI
  • Fixed military overlay icon not showing on floating watchtowers
  • Fix for loading a game which had had an error related to removing a sea transport route
  • Removed a couple of test maps from showing in sandbox selection
  • Fixed demand count on category icon in bottom left not including demands for resource categories (e.g. Food)
  • Tweaked DLC Mission 1 land to make bridge placement easier at location east of colony ship
  • Fixed construction yard bot idle reason message when no bridge assigned
  • Fixed construction yard show irrelevant number on input graph before bridge is assigned
  • Improved fishing station selection collider

V1.8.0.10 - Chocolate Monument in April Frontier, DLC Tweaks and Fixes

Hi everyone,

[h2]April Frontier[/h2]
If you're new to The Colonists or haven't been back for a while, every month there's a new customised map to challenge yourself against. Try and complete the goal as quickly as you can and see where your colony ranks on the leaderboard. (Or just chill and enjoy a new map!)

This month your bots have combined two of their favourite things - monuments and chocolate! Get harvesting those cocoa beans and see how fast you can construct a chocolate monument - good luck!



[h2]New Map Fishing Section[/h2]
A new addition in V1.8.0.9 is a fishing section to the in-game map. Seek out off-shore fishing spots for lobster or fish in the DLC or use to keep track of shoreline fish in the base game.



[h2]DLC Tweaks and Fixes[/h2]
Thanks to everyone for their feedback on the New Lands DLC, especially all the suggestions and bug reports to help improve the game and to round off the rough edges. There's a list of the changes and fixes in the patch notes below:

[h2]V1.8.0.10 Patch Notes[/h2]
  • Added sea fishing locations to DLC random maps
  • Enabled desert wells in DLC random maps
  • Fixed Desert Well range checking
  • Full sculpting enabled in random maps
  • Fixed instance where, when placing track after a curve, selecting a down slope would give you an up slope and vice versa
  • Improved terrain adjustments when placing track and should no longer break roads and paths
  • Fixed boats not going under bridges when there's enough room
  • Added tooltip to indicate whether boats can pass under a bridge that's over water
  • Fixed steel bridges visuals looking odd during placement
  • Fixed bridge placement niggle when mouse was colliding with bridge segments
  • If a boat has three or more stops and a stop is destroyed/lost, the routes are recalculated without that stop, rather than cleared entirely
  • Fixed UX issue where placing expedition harbour did not auto exit out of expedition harbour placement mode
  • Fixed priestbot not cycling between target buildings if two buildings targeted
  • Added bot printer section to relevant buildings' construction panels
  • Sandbox option Everything Researched now fully researches repeatable techs
  • Stopped Floating Watchtower showing in expedition panel in non-DLC games
  • Increased max allowable slope for roads and paths slightly
  • [Mods] Updated ui.json to better handle multiple mods
  • [Mods] In-game Reload Codex reload construction UI properties
  • [Mods] Default port expedition now correctly set for custom harbours


Full list of changes for previous patches can be found here: https://codebyfire.com/colonists/wiki/index.php/Patch_Notes


Back with more multiplayer and other news soon!

Thanks!

The Colonists: New Lands DLC is out now!

Hi everyone,

I'm super happy to announce that the first expansion pack for The Colonists is now live!

[h2]New Lands DLC[/h2]
New Lands brings new ways for your robots to move around the map and expand their colonies. Bridges can span gaps short and large, train tunnels let you access cut off areas and there are various new buildings as well as a priestbot to give your colonists a productivity boost!

https://store.steampowered.com/app/2784480/The_Colonists__New_Lands/

There's a new challenging campaign where your goal is to find and rescue the crashed colony ships of your anthrobotic cousins and unlock some snazzy new custom colours for your colonies along the way too.

All these new features can also be played with random maps, in sandbox mode as well as enabled in the custom maps you make in the map editor and that can be published to Steam Workshop. I'm looking to forward to seeing all the new maps and mods!

[h2]Multiplayer[/h2]
Multiplayer will be coming to The Colonists on May 9th! There'll be PvP and co-op modes as well as different game types for long or short games so stay tuned for more updates on that.

[h2]V1.8[/h2]
V1.8 brings a few updates to the base game, some QoL tweaks, UI improvements and gameplay tweaks. Also the details are listed in the Release note below.

Once again thank you to all the community members providing invaluable feedback and to everyone doing amazing work on the translations. If you're like to make a suggestion, or have spotted an issue, head over to the Discord server or email me at dev[at]codebyfire.com.

I hope you enjoy it and I'll be back with April's Frontier and more multiplayer news soon!

Thanks!




[h3]V1.8 Release Notes[/h3]

    New Lands DLC
  • Bridges - Allow your bots to traverse over small and large distances using wooden, iron and steel bridges
  • Train Tunnels - Reach previously inaccessible locations or create shortcuts by tunnelling through hills and mountains
  • Floating Watchtower - Claim territory on usually inaccessible shorelines and use to attack enemies from the sea
  • Church & Missionary Outpost - Generate Holy Energy which can be used by the priestbot to give blessings to buildings, increasing the worker bots' productivity
  • Fishing Station - Send a fishing boat out to fishing spots to harvest fish and lobster, a new luxury food for L3 residences
  • Mint - Produce gold coins to use at the workshop to research repeatable technologies
  • Repeatable Techs - Research the same tech multiple time for cumulative boosts
  • New 6 Map Campaign - Four peaceful and two military maps in new campaign
  • Unlockable Colony Colour Schemes - Unlock colourful new schemes for your colonies through the campaign

    Base Game Updates
  • Gameplay - Significantly boosted output of L2 & L3 lumberjacks huts and L2 & L3 surface mines
  • Gameplay - Added fadeout to trees when placing roads, paths or building nearby so you can now more easily see what you're doing
  • Gameplay - New terrain type: mud - allows road and path placement but not buildings
  • Gameplay - New terrain type: prairie - allows animal grazing but not crop placement
  • Gameplay - New victory condition type - locate crashed colony ship(s) that are placed somewhere on the map
  • Gameplay - Rewrote cost calculation system for roads to allow better spreading of resources over alternative routes
  • Gameplay - When calculating transport route for a resource to a building, it now searches all possibilities from solution road post, avoiding a potentially slightly longer route
  • Gameplay - Fixed particular instance where, when placing a road over a kink in the terrain, it would break an adjacent road tile connection
  • Trains - Rail track can now be placed outside your territory
  • Trains - Train stations can now be placed onto existing track
  • Trains - Train stations now show potential track when placing
  • Trains - [Ctrl] and click a track section to starting building from it
  • Trains - Improved track height overlay graphics when placing track
  • Trains - Fixed floor graphic of 'Slope In Out' section
  • Game UI - Split food buildings into two separate sections
  • Game UI - Added sub graphic for arrived resources to bar progress to boatyard panel
  • Map Editor - New market panel allowing custom settings for any resource
  • Map Editor - New map panel showing top down overview and list of all resources on the map, similar to the in-game version
  • Map Editor - Added sandbox options when testing a map
  • Map Editor - Significantly improved edges when terrain painting (still not 100% perfect but a lot better!)
  • Map Editor - Added a contour mode back in
  • Map Editor - Improvement visuals for player colony ship placement with option to show initial territory
  • Map Editor - Much improved victory condition panel
  • Map Editor - Much improved players panel
  • UI - New main menu layout
  • UI - New save/load game panel with thumbnails, metadata and improved performance
  • UI - Improved performance when loading local scenarios
  • UI - Improved placement of individual tech info panel on research panel
  • General - improved loading time when opening the game
  • General - improved loading time when loading a savegame

V1.6.9 - October Frontier & Sneak Peek

Hi everyone!

[h2]October Frontier[/h2]
It's that time of your again and this year the pumpkin harvest is plentiful! For this month's Frontier map your bots have landed on a planet without Iron Ore, but luckily there's a high demand for pumpkins at the Space Port. With some new larger farms at your disposal, grow pumpkins as far as the eye can see and trade your way to the goal of a Medium monument in this month's frontier - good luck!

[h2]Sneak Peek[/h2]
As well as the upcoming multiplayer feature, there's also some new content coming your way...
Here's a tiny sneak peek:


Stay tuned for more news soon!

[h2]Featured Workshop Map[/h2]
There's an extra special custom map this month from 7up, who has created a map to celebrate the fifth anniversary of The Colonists. It contains all sorts of cool custom buildings and resources, go and check it out!
https://steamcommunity.com/sharedfiles/filedetails/?id=3044110070

[h2]V1.6.7.3 Release Notes[/h2]
  • October Frontier
  • Pumpkin season has arrived 🎃
  • Fixed bug where if a resource was destroyed from using "Destroy All Resources" at a storage yard and it had a destination building, it wouldn't trigger the building to redemand it
  • Fixed a potential miscalculation on the space port resource demand count when adjusting a selling rule
  • Fixed dark blurriness effect when trying to scroll beyond the bounds of the game world
  • Fixed "hole" in sawmill footprint
  • Small visual tweak where bots will now turn faster at higher game speeds
  • [Mods] Fixed localisation not resetting after being modified from a mod
  • [Mods] Custom building icons (and other UI icons) no longer create mipmaps (which was making them blurry)
  • [Mods] Fixed a bug with loading a save game which was started with a mod which included a custom PlantableFieldInfo (edit: new games only)
  • [V1.6.9.1] Fixed bug when loading an October Frontier game
  • [V1.6.9.1] Fixed bug when opening the boats panel if a boat was on an active expedition and hadn't built a harbour yet
  • [V1.6.9.1] Fixed bug when trying to play Anniversary Workshop map


Big thanks for everyone's continued feedback and input! If you'd like to give some feedback on the game, discuss frontier strategies or experiment with mods then head over to our Discord Server! 🚀

V1.6.7 - Multiplayer Beta & August Frontier

Hi everyone!

[h2]Multiplayer Beta[/h2]
If you've always wanted to play The Colonists against your friends then good news, multiplayer is coming! There's a beta now available for anyone to try, just switch to the 'multiplayer' beta on Steam. The beta is still in development and is currently PvP only. Co-op modes along with further gameplay tweaks to be added soon. Please let me know any comments, feedback or bug reports in our Discord server or to [email protected] - thanks!

[h2]August Frontier[/h2]
This month the brewery bots have gotten creative and brewed up a special concoction - chocolate stout! This beer is so powerful it can power L3 miners and lumberjacks instead of L3 Energy. It's a race to mine and sell salt, quartz and gold - good luck!

[h2]Featured Workshop Maps[/h2]
Here are this month's five specially selected player-created maps - go check them out and let the creators know if you enjoyed them!

Impact Site by Stenny127 7Ups - 7 Golden Tickets by 7up Season 3 by Omodox Stranger Danger by giffen Geolocus by SeniorSpooky

[h2]V1.6.7.3 Release Notes[/h2]
  • Fixed a savegame not loading properly if a wheat field had previously burned due to territory loss and had not been removed
  • Keycodes Mouse2-Mouse6 (extra mouse buttons) now supported in custom hotkey window
  • Added custom upload image option added for custom maps as alternative to screenshotting the map
  • Fixed two field vegetables not matching farmbot visuals when returning to vegetable farm
  • [Modding] Now supports a higher number of custom textures (internal atlas sheet can now go beyond 4196x4196)
  • [Modding] Now supports custom expeditions
  • August Frontier
  • [V1.6.7.1] Fixed No Icon showing up on Storage Yard resource selection panel
  • [V1.6.7.1] Changed August frontier description to include Space Port limit change
  • [V1.6.7.2] Fixed frontier bug when a chocolate stout resource was produced and a L2/L3 residence had a demand waiting
  • [V1.6.7.2] Chocolate Stout now shows up as separate resource in bottom left resource list
  • [V1.6.7.3] Fixed fish icons in map editor


If you'd like to give some feedback on the game, discuss frontier strategies or experiment with mods then head over to our Discord Server. Thanks to everyone there for their continued testing and feedback! 🚀