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The Colonists News

🎄 Holiday Update! 🎄

Hi everyone,

A special Winter update of The Colonists is available! Here is all the info for V1.4.0:

Festive Decorations

Give your colony a festive feel with Christmas trees (plant them near monuments), snowbots (created by the Foresterbot) as well as presents and candy canes!

Enemy AI Updates

The enemy AI has been reworked and improved and now includes a new Hard mode which also gives enemies a 25% bot boost. There's also a new military mission in the campaign with more to come in the future.

Patch Notes
  • Fixed an issue in some instances with resources that are waiting at harbour not getting rerouted
  • Fixed storage yards not showing in storage panel for resource categories (food etc)
  • Fixed an error related to rerouting a boat that is currently queueing to same harbourissues not being able to set export whitelists from/to buildings under construction


Links

Help And Bug Reporting: https://www.notion.so/The-Colonists-Help-0f8b20f71a96426490fbfbff5511e3bb

Discord: https://discord.gg/thecolonists

Thanks for all the continued feedback and happy holidays!

V1.3.6.4 Patch Notes

Hi everyone,

A small update for the weekend, here what's new in 1.3.6.4 patch for The Colonists:

Patch Notes
  • Added VSync option
  • Linked mouse button 4 and mouse button 5 linked to rotate/flip
  • Improved height collision detection for rocks on steep slopes (principally affecting Mission 11)
  • F12 should now work again for directly capturing Steam screenshots. F10 is the hotkey for Postcard Mode.
  • Fixed bug with loading a game and if a train was queuing at a station it would not move
  • Fixed being able to incorrectly select small harbours for lugger routes
  • Fixed issue when losing territory tile with a path and it potentially not recalculating connections for affected buildings
  • Fixed incorrect message for when trying to place watchtower too close to other military buildings
  • Fixed bug allowing you to place watchtower anywhere in tutorial
  • Fixed quality settings panel not behaving correctly from V1.3.6.3


The AI updates are still available to preview on our development branch: https://www.notion.so/Development-Branch-d73d417d8c944d8c98a19be0a9d7d929

Help And Bug Reporting: https://www.notion.so/The-Colonists-Help-0f8b20f71a96426490fbfbff5511e3bb

Discord: https://discord.gg/thecolonists

Thanks for all the continued feedback!

V1.3.6.3 Patch Notes

Hi everyone,

The 1.3.6.3 patch for The Colonists is now available - here are the changes:

Patch Notes
  • Added ability to pause building upgrades
  • Added track buffers to indicate end of track
  • Added skippable warnings for cancelling upgrades and research
  • All resources waiting for assignment are now rechecked immediately when an export rule is added
  • Upgrading buildings can now be added to export whitelist
  • Fixed Printing Press II research not affecting Printing Press production time correctly and changed to 50% increase
  • Fixed mining rates on Shaft Mine construction panel not increasing with relevant research boosts
  • Fixed export whitelist filtering for buildings under construction or upgrading
  • Fixed incorrect storage counts for Food, Alcohol and Fuel
  • Fixed Residence upgrades not updating previous Energy storage count correctly
  • Fixed idle workshop check not being trigger when using 'free construction'
  • Fixed idle workshop check not being trigger when research was cancelled
  • Fixed resources bought at Space Port showing creation building as 'unknown building'
  • Fixed graph not clearing when switching from multiple output resource buildings
  • Fixed two random crash bugs
  • Tweaked Glassmaking, Scaffolding III and Construction III, Wheat Farming, Breadmaking and Brewing requirements


If you'd like to preview the AI updates that will be coming soon then head over to our development branch! https://www.notion.so/Development-Branch-d73d417d8c944d8c98a19be0a9d7d929

Help And Bug Reporting: https://www.notion.so/The-Colonists-Help-0f8b20f71a96426490fbfbff5511e3bb

Discord: https://discord.gg/thecolonists

V1.3.6 Update!

Hi everyone,

An update to The Colonists has just gone live! Here's what's new:

One Way Train Signals

Get more control over your train routes with the new one way signal. You can place this signal on any piece of track, making it easy to create circular train routes!

Unrestricted Elevated Rail Sandbox Option

Create enormous unsupported bridges, go over the top of mountains or build track spirals with the new option for Sandbox Mode!

Patch Notes
  • NEW - one way train signals allow you to create circular train routes
  • NEW - defy physics with the new unrestricted elevated rail option in the sandbox
  • Fixed train sometimes getting stuck if route was not found and then track was modified
  • Fixed upgrade costs not taking into account reused resources when starting an upgrade
  • Fixed occasional instance where an invalid transport connection was created when a watchtower was captured, causing further bugs
  • Fixed surface mines and shaft mines showing up in building lists on storage panels for resources they don't mine
  • Stopped auto setting building name if already set by player
  • Hotkey [H] in map editor now goes to centre of map
  • Fixed missing help text for road post transport connections panel
  • Fixed incorrect icon on road layer upgrade panel
  • The pumpkin harvest has finished, but The Colonists still like their vegetables!


Thanks for every suggestion, bug report and bit of feedback. Look out for more updates next month!

Help And Bug Reporting: https://www.notion.so/The-Colonists-Help-0f8b20f71a96426490fbfbff5511e3bb

Discord: https://discord.gg/thecolonists

V1.3.5.5

Hi everyone,

A small patch is out with the following fixes and improvements:

  • Fixed bug which caused an expedition boat to become stuck if it had to queue at the harbour it needed to load expedition resources from
  • Fixed tooltips for Orchard Plots and Cobbled Roads icons being the wrong way around
  • Boats now go over underwater rocks
  • Boats no longer sail through rocks
  • Tweaked rock height detection numbers to be more accurate when using elevated rail
  • Fixed crash bug caused by creating parallel roads between the same two road posts
  • Fixed boundaries of brewery and wheat farm footprints


Again, thanks for all the feedback, keep it coming!

Help And Bug Reporting: https://www.notion.so/The-Colonists-Help-0f8b20f71a96426490fbfbff5511e3bb

Discord: https://discord.gg/thecolonists