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The Colonists News

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

V1.3.5.4 Patch Notes

Hi everyone,

V1.3.5.4 is now available with a few improvements and bug fixes:

  • - Hold [Ctrl] when placing the end road post of a new road to continue building a new road from that tile
  • - Improved visuals and tooltip messages for setting road waypoints
  • - Added build mode hotkey to key bindings
  • - Tweaked brewery production numbers
  • - Fixed bug where changing the route or clearing a route of a boat whilst its queueing at a harbour could potentially cause it to behave unexpectedly or become stuck at a harbour
  • - Fixed resource exports not being checked immediately after a boat or train route is modified or added
  • - Fixed being able to create one tile length paths as destroying them sometimes created a resource routing bug
  • - Fixed bots printed at Large Harbour sometimes going to wrong flag and not going to their destination in certain circumstances
  • - Bots printed at Large Harbour no longer walk through bot printer
  • - Fixed resources being attempted to be routed through invalid buildings if both resource supplier building and invalid building were connected to a harbour or train station by path but supplier building's path was too long to be a direct connection (over 20 tiles).
  • - Fixed pumpkins resource not selectable
  • - Field placement mode is now automatically entered when clicking on the farm fields tab
  • - Fixed pumpkin farmer harvest animation sometimes not matching pumpkin field
  • - Fixed closing add vehicle stop side panel not adding add transport button
  • - Fixed incorrect value and overflow of cash victory graphic bar
  • - Fixed padlock icon not showing on level 1 tab for locked buildings
  • - Fixed trader reputation display sometimes stopping working on market panel


Thanks to everyone's suggestions and feedback and remember you can join us on Discord to hear about and test out the latest new features!

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

Discord: https://discord.gg/thecolonists




Pumpkin Farms - Halloween Update! 🎃

Hi everyone,

A special Halloween update of The Colonists is now available! Here is all the info for V1.3.5:

🎃 Pumpkin Farm 🎃

Give your colonists a seasonal treat with the new Pumpkin Farm! Providing another source of food for Level 1 Residences, Pumpkin Farms take up less space but have long pumpkin patches so you'll need to plan your layouts!

Patch Notes
  • Italian and Brazilian Portuguese localization
  • Space Port no longer needs any resources to construct
  • Harbours no longer require pier tiles to be inside territory
  • Building upgrade costs now take into account previous level
  • Added Boat Building II research which is needed to build Luggers
  • Luggers now a bit faster and have more capacity
  • Implemented acceleration on boats
  • Fixed 'all resources' on whitelists causing problems (also removed that option as it's the default behaviour)
  • Fixed workshop import whitelist not accepting all possible research resources
  • Fixed some issues not being able to set export whitelists from/to buildings under construction
  • Fixed destroying import building not auto removing it from another building's import whitelist
  • Fixed track breaking if placing a high train station
  • Reduced adjustable height a little of train stations to avoid some entrance issues
  • Fixed mislabelled resource categories on flag rules panel
  • Fixed rules tab count for boats and trains for item categories
  • Fixed close button on boat selection panel
  • Fixed notification icons on newly unlocked buildings not being reset on game load
  • F12 no longer trigger screenshot mode, now only dedicated hotkey does (default F10)
  • Two fixes for games erroring when trying to load


Links

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

Discord: https://discord.gg/thecolonists

Thanks!