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The Colonists News

V1.9.9 - Happy New Year!

Hi everyone,

Happy New Year! 2024 was a big year for The Colonists with the release of the New Lands DLC, multiplayer mode as well as 12 frontiers (we're now up to over 50!).

Frontiers will continue in 2025 bringing a different challenge each month. There will also be new maps, work on further improving multiplayer stability, random generated multiplayer maps as well as ongoing QoL improvements.

As always feedback and suggestions are hugely appreciated, either to dev[at]codebyfire.com or on our Discord server: https://discord.com/invite/thecolonists

[h2]January Frontier[/h2]
If you're new to The Colonists, every month there's a new map to play which has a custom set of rules and goals. Try and complete the goals as quickly as you can and see where your colony ranks on the leaderboard. (Or just chill and enjoy a new map!)

January's frontier will test your layouts and resource routing abilities by limiting you to just one, very productive, sheep farm. Good luck!

[h2]Recent Patch Notes[/h2]
[h3]V1.9.9[/h3]
  • January Frontier
  • Fixed random map generation allocating starting locations that were not near some stone (since V1.9.6)
  • Turned off festive decorations
  • Reverted pumpkin farms to vegetable farms

[h3]V1.9.8[/h3]
  • New multiplayer co-op campaign mission
  • Fixed newly placed or removed shaft mines not being updated in map in the map editor
  • Fixed situation where construction would be oversupplied if resource allocation was recalculated while a stackbot was dropping off a construction resource to the construction site

You can check out the full list of changes for all previous updates and patches here: https://codebyfire.com/colonists/wiki/index.php/Patch_Notes.

Thanks!

V1.9 - Multiplayer Co-op & PvP

Hi everyone,

Multiplayer is here! This is a bit of a soft launch so there are a selection of co-op and PvP maps to play while I iron out any issues, made any further refinements made from player feedback and do a further AI pass. I'll add more maps based on the favourite modes and map types.

Co-op Campaign

There are currently two peaceful missions and two military co-op missions where you'll need to work together with a friend towards the shared goals co-ordinating your exploration and tactics while sharing resources using the new shared storage yard.

[h3]Shared Storage Yard[/h3]
This is a new building available in multiplayer mode. Once both players construct the matching parts of the building over the territory border you'll be able to share resources by simply setting rules as normal and then the other player's buildings will be able to source resources from your storage as if it was any other building in their colony.



If you'd like more co-op campaign maps let me know!

PvP

There are three initial PvP maps of differing lengths to play:
  1. Duel - Compete against another player on a single island to see who can make the most money in 9 months. Sell early, rush for territory or sneak about the back of the island?
  2. The Eye - Battle for ownership of runestones - a small one will earn you 1 point per day, while a large one will earn you 2 points each day. Make sure your supply lines to the frontline are good as you fight to see who collect the most points by the end of the 12 month timer.
  3. Five Islands - Starting on each side of the map, get your boats up and running and decide where to land your expeditions or harass the enemies' colonies while selling what resources you can spare. It's a race to $2000!

If you'd like more PvP maps let me know!


[h3]Live Score Widget[/h3]
A new feature for multiplayer games is the live score widget on the left hand side of the screen. This allows you to keep track of how each player is progressing on the victory conditions without having to open the mission info panel. You can toggle it on and off using the arrow.

[h3]Network Players Panel[/h3]
You can view player's network info on a new panel in the top left of the screen. A slow ping should not make much difference to the gameplay but if a player is consistently below 60fps other players' games will have to pause sometimes to allow the player to catch up.

[h3]Game Speed[/h3]
A multiplayer game will default to 2x speed but the speed can be changed if all players agree using the game speed request system in the top right of the screen.

[h3]Desyncs[/h3]
If a game does desync it should automatically recover after 20-30 seconds. If anything else goes wrong try saving and reloading the game. Please report any issues to me at [email protected] or on Discord (https://discord.gg/thecolonists).

So find a friend and work together in the co-op campaign or battle it out for supremacy - good luck!

Release Notes


[h3]V1.9.0.5[/h3]
  • New road/path placement functionality - hold [Alt] to continue a new road/path from completed road/path
  • [Multiplayer] Private games now use the host's region for improved ping
  • [Multiplayer] Fixed AI going storage yard crazy
  • [Multiplayer] Fixed client getting stuck on 'waiting for host to submit' at end of co-op military game
  • [Multiplayer] Fixed potential region-based issue with joining games
  • [Multiplayer] Fixed co-op military games getting stuck on waiting screen for clients after victory screen
  • [DLC] Fixed bug where game complete would not trigger if only one tile of crashed colony ship was inside territory
  • Fixed territory overlay being offset by one tile when placing a harbour
  • Fixed graphical issue in military/multiplayer game where you'd sometimes get black corners in tiles when expanding territory
  • Fixed errant line on transport section of technology overview screen

[h3]V1.9.0.4[/h3]
  • [Multiplayer] Fixed issue with some players joining a game by temporarily hard-coding region selection

[h3]V1.9.0.3[/h3]
  • [Multiplayer] Smoothed out some game complete issues for clients in co-op campaign maps
  • [Multiplayer] Added client-save message when host is saving game

[h3]V1.9.0.2[/h3]
  • [Multiplayer] Fixed Duel PvP map's time limit being 1 month instead of 9 months
  • [Multiplayer] Fixed repeatedly trying to join a game with the wrong password sometimes getting stuck

[h3]V1.9.0.1[/h3]
  • [Multiplayer] Fixed first co-op campaign loading the wrong map
  • [Multiplayer] Fixed instance of hosting a game, leaving, then trying to load a multiplayer game generating an error
  • [Multiplayer] Fixed close button not working on multiplayer scenario selection
  • [Multiplayer] Fixed text and icon on runestone capture notification
  • [Multiplayer] Fixed text on shared storage yard notification

[h3]V1.9.0[/h3]
  • [Multiplayer] Multiplayer soft launch! 4 co-op campaign maps, 3 PvP maps available
  • Fixed incorrect fishing station production rate display

V1.8.0.19 & Multiplayer News

Multiplayer Beta Week

Firstly, huge apologies, I've had to push back the release of multiplayer for a week to May 16, sorry to everyone looking forward to it. The good news though is that one of the reasons is the new multiplayer features being added which I think make both Co-op and PvP modes a bunch more fun and they just need a little bit more testing and refinement. Here's a quick overview:

[h3]Co-op Campaign[/h3]
Grab a friend and play a short new campaign which includes both economic and military maps. Use the new Shared Storage Yard building to share resources and work together to achieve the mission goals. Compete on the leaderboards for the best shared colony strategies.

[h3]Time Limited Games[/h3]
If you want to play a definitively shorter game or a longer game then set a in-game time limit and see who comes out on top by the end, with the winner having made either the most money or the points from...

[h3]Point Games[/h3]
A new mode where points are gained for capturing runestones within your territory. Capture large runestones to double your points!

[h3]Public Beta Week[/h3]
You can now playtest all these features on the new multiplayer beta on the development branch on Steam. All feedback is appreciated!


Patch Notes

[h3]V1.8.0.19[/h3]
  • Fixed instance where bridge connection could be broken by placing a building between first tile of bridge and entrance of another building
  • Fixed floating watchtowers sometimes not unloading all construction resources when a boat docks
  • Fixed floating watchtower territory overlay graphics being a tile off sometimes

[h3]V1.8.0.18[/h3]
  • Fixed display issue on DLC panel if all scenarios have been completed
  • Fixed colour unlock showing in game complete panel for main campaign missions

[h3]V1.8.0.17[/h3]
  • Fixed potential display issue on DLC panel if all economic scenarios had been completed
  • Fixed it not showing your rank on the game complete screen after completing a campaign or DLC mission
  • Tweaked wheat farm numbers so that three fields are significantly more productive than two fields
  • DLC Mission 4 changes - tweaked end section with more rocks

[h3]V1.8.0.15[/h3]
  • Fixed no audio on Linux
  • Fixed well animation
  • Fixed medals not showing on mission panel inside DLC games
  • Fixed issue of frontiers possibly not loading due to SSL certificate issue

[h3]V1.8.0.14[/h3]
  • May Frontier
  • Fixed fish not appearing on random maps
  • Fixed challenge win screen showing bandaged bot
  • Fixed road and paths being able to placed underneath elevated track when there isn't room
  • Fixed bridge connection potentially breaking when removing adjacent building
  • Fixed rail bridges being allowed to be placed too low over roads, potentially causing printed bot routing issues
  • Fixed money graphs and income rates not working for random map games
  • Fixed bug with fishing spot if a queueing fishing boat was redirected by a change in priority locations
  • Fixed edge case where a resource would incorrectly by assigned to an expedition collection at Harbour B via a direct boat route from Harbour A and Harbour A had a storage only export rule for that resource
  • Fixed issue with very steep roads causing an issue with carrybots
  • Fixed walls being visible outside fog of war
  • Fixed numbers on input section of production graph for bridge construction yards
  • Fixed being able to select construction yard which is already assigned
  • Fixed clicking on assigned construction yard in bridge UI not jumping to location
  • Fixed clicking on assigned bridge in construction yard UI not jumping to location
  • Fixed tooltip incorrectly showing on elevated track sections
  • Performance improvement with large colonies with lots of full storage yards
  • DLC Mission 1 changes - moved crashed colony ship location so it's not so far away
  • DLC Mission 2 changes - added a little extra stone to starting island
  • DLC Mission 3 changes - tweaked small island shape and access
  • DLC Mission 4 changes - added more coastal rocks to end area, changed gold medal time

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!