Patch 1.5.20.3 (November 10th, 2022)
- Fixed game freezing when starting a frontier and then going back to the main menu
Patch 1.5.20.2 (November 5th, 2022)
- Added a separate import list for construction resources
- Added icon overlay to building if any import or export rules exist
- Fixed changing export rules on buildings not necessarily calling all the correct triggers for resource recalculations
- Fixed space port not resetting demand count on ship departure
- Fixed a particular situation where game wouldn't accept adjacent building placement
- Fixed layer height reset upon clearing natural resources not confirming which could have lead to potential weirdness when loading a save game
- Fixed on military gain process not taking into account final tiles causing low stone/tree notification messages not to count properly
- Fixed stackbots moving to the wrong locations when loading and unloading resources from boats and trains (this was only a visual issue)
- Added two more stackbots to the train station building
- Made all building construction incoming stacks to 12 instead 8
- Fixed [Escape] while text editing triggering in-game menu
- [V1.5.20.1] Fixed boat-related error in V.5.20 causing the game to freeze
- [V1.5.20.2] Fixed being unable to save a loaded game in V.5.20
Patch 1.5.18 (June 1st, 2022)
- Added fish amount option to random map generation
- Support for June Frontier
Patch 1.5.17.2 (May 1st, 2022)
- Support for May Frontier
- Fixed Mission Panel not updating when a victory building had finished construction
- Fixed changing sandbox settings mid-game not affecting building availability correctly
Patch 1.5.17 (March 3rd, 2022)
- Support for March Frontier
- Fixed building connections not being recalculated when standalone road post placed
- Fixed bug with not resetting track selection when destroying track
- Fixed bug with loading a savegame where camera is out of range and can't be reset
- Fixed bug when starting dismantle with building production panel option
- If everything else is equal (priority, building type, stored/incoming resource count), resource routing now takes into account a building's production cycle progress
- Boat and train will leave immediately if port or station has all resources on export blacklist
- Printing Press tech production bonuses now show correctly
- Production halted overlay icon shows for under construction building
- Fixed incorrect rank messaging on challenge complete window
- Under construction boats with custom names won't change name when they're constructed
- Stop showing boat tutorial in challenge mode
- (Belatedly) turned off festive decorations
Patch 1.5.16 (04 December 2021)
- Turned festive decorations on!
- Fixed bug when harbour expedition was sourcing resources from directly connected building and resources weren't being delivered
- Fixed tile highlights not showing when going between Info and Upgrade panels on the watchtower
- Watchtower Upgrade highlights now includes tiles already in your territory
- [Tab] will now scroll through building instance panel tabs
- Hold [Alt] to delete path connections when clicking 'remove' on a road
- Resource storage panel now includes space ports if resource in outgoing or has purchase order
- Minor UX improvements to building import and export selection panels
- Fixed en route beer being incorrectly counted towards the goals in the beer challenge
V1.5.16.1
- Fixed bug from V1.5.16 where cleared natural resource tiles on randomly generated maps (inc. Frontiers) would cause terrain issues and affect bot movement
- Fixed bug with loading savegames before V1.5.16 which contained one way track signals
Patch 1.5.15.1 (26 October 2021)
- Fixed map editor not loading correctly
Patch 1.5.15 (18 October 2021)
- NEW: Custom views - default hotkeys are [1]-[9] on keypad. Tap to view, hold to set.
- Enabled pumpkin harvest visuals!
- Added Dismantle button to bottom right of in-game UI
- Added hotkey for Dismantle mode - default: [G]
- Harbours now recalculate queueing locations when a nearby harbour is built in order to avoid conflicts
- When placing a fixed entrance height building (usually shaft mine or train station), adjusted tiles should no longer go beyond steepness that prevents road or path placement
- Fixed rubble getting being non-removable in non-saved proc-gen game
- Fixed fuel consumption stat not being added when building is monument boosted
- At the workshop, the second stackbot can now provide research resource as soon as energy resource is consumed instead of waiting for 1st stackbot to return
- Fixed cursor locking if cursor was previously constrained when clicking 'Revert' on screen setting confirmation window
- Resource icons in space port panels now have correct rollovers
- Fixed edge case where upon tree growth, lumberjack bot stayed idle if the stackbot was busy
- Adjusted trade ship interval to bypass rebuild hack during ship departure
- Alert icon for road post connection now won't show if directly connected by a path to a bot printer building
- AI now won't build L2 watchtowers, but will upgrade to them from L1 watchtowers
- Map Editor - fixed issue with new proc gen custom map showing up with 'outside territory' lighting
- Map Editor - cleaned up UX with 'set starting location' buttons
Patch 1.5.14 (01 September 2021)
- NEW: Boat list panel - lists all the boats in your colony
- Added options to unlock all campaign missions and clear all campaign progress
- Spruced up buildings list panel and building entries in resource production, demand and storage panels
- Fixed military campaign savegames resetting difficulty to 'normal' when loading a savegame
- Fixed data leak in AI players which could cause saving to fail in very long and very large games
- Changed vegetable and wheat farmbots to prioritise seeding over harvesting
- Fixed issue where upon construction, storage yards with rules already added would not necessarily source resources from the closest buildings
- Fixed bug where storage yards could show up twice in the resource demands panel
- Resource will no longer self-destruct when arriving at a road post which a newly created transport rule which would affect the resource's journey. If full ban, resource will attempt to turn around and find a destination. If ban except storage rule then resource will search in all directions for a valid storage yard
- Fixed issue with water jumping when changing game speed
- Fixed issue with harbour's import rules being ignored when sourcing expedition resources via boat routes
- Fixed import rules of train station being ignored when direct connection to harbour which is sourcing expedition resources
- Added difficulty info to in-game scenario panel
- Disabled up/down arrows and added message in resource demand panel about building construction priority
- Fixed issue where destroying a building which had en route resources whilst the building panel was up could cause resource en route highlight icons to incorrectly remain visible
- Fixed issue with colony ship printing duplicate bots after placing/removing buildings at tick 0
- Fixed potential rare issue where building height adjustment could get locked
- Changed map editor water so it stays at maximum height to make easier to distinguish underwater tiles
- Show challenge complete screen even if no trophy earned
- Now only shows challenge complete screen when started as a challenge game (i.e. challenges won't register in campaign mode)
- Fixed boat challenge victory condition goal not updating unless panel reopened
- Updated Unity version to hopefully fix alt tab crash/freeze issue
- Fixed hitting Return or Escape not advancing OK Alert Windows like 'New Version' available
- Campaign screen now resizes and adds a scrollbar for squarer resolutions
- Fixed an issue where custom maps wouldn't run if an AI player was first in the player list
- Fixed up some progress bar alignment issues on construction, dismantling, expedition and military panels
- Increased size of resource progress bars a little on construction and upgrade panels
- Fixed surface miner bot appearing black when zoomed in very close
- Fixed not returning to main menu when trying to load a savegame that couldn't be found
- Fixed gold icon incorrectly showing against military times in campaign screen
Patch 1.5.13 (01 July 2021)
- Wheat farmbots now head to the nearest corner of the wheat field to sow/harvest
- Wheat farmbots can also now use the gap in the side of the building
- Fixed wheat farm and vegetable farm showing incorrect lower production rate when monument boosted
- Added Japanese option
Patch 1.5.12 (01 June 2021)
- Balancing tweaks for production buildings to more accurately match respective production rates, as well as extra stackbots.
- Increased stone road and path boost speed by 5%, resulting in 50% speed boost over dirt
- Increased brick road and path boost speed by 10%, resulting in 100% speed boost over dirt
- Bots will now work in clearance mode when the outgoing resource stack is full
- Fixed bug when placing roads and paths over broken terrain which could sometimes cause broken roads and building entrances
- Significantly improved issue of being able to zoom through the terrain
- Fixed invalid queuing locations being generated for harbours in tight spots which could cause problems when multiple ships using the harbour
- Fixed bug from V1.5.10 where a resource might not head to a building for construction if the building's production incoming resource stack is full (e.g. flour mill full of wheat)
- Fixed Orchard production rate displaying incorrectly in construction UI
- Fixed hang when opening Info panel on Colony Ship in game with territory disabled
- Fixed the game not applying saved UI text size option when opening the game
- Fixed train station not creating track when placed on edge of map
Patch 1.5.11 (01 April 2021)
- Added clearance mode for lumberjack huts and surface mines
- Added tree amount setting for random map generation
- Added option to destroy all resources at a storage yard
- Increased maximum edge panning speed
- Fixed shaft mine not stopping demand for Energy when production halted
- Fixed occasional crash on random map generation
- Fixed roads not get monument boost when placed after monument is complete
- Fixed bug with watchtowers firing on destroyed or lost watchtowers
- Fixed dismantling of watchtower not recalculating available watchtower tiles
- Fixed edge case with roads somehow having negative traffic costs
- Fixed water displaying slightly wrong after destroying boatyard
- Fixed boat captain bot sometimes disappearing if origin boatyard is destroyed
- Fixed guardbot not animating when reloading
- Fixed camera hotkeys not updating if changed mid-game
Patch 1.5.10 (01 March 2021)
- Fixed bugs with dismantling train stations and harbours esp. mid construction
- Made export rules available for all buildings when dismantling and takes into account construction materials
- Expedition resources can now be recovered from dismantling harbour
- Dismantling harbours and boatyards now don't disappear when dismantling complete
- Added cocoa beans to resources in bottom left
- Added fade to palm tree in lumberjack priority selection mode
- Improved map fit when at minimum zoom
- On map, added ability to click visibility header icon to toggle all resources on or off
- Can now place standalone road post with [Alt]
- Fixed bug where occasionally at workshops resources would be allocated when there wasn't room, causing an error
- Fixed issue with trade ship departure if space port rules removed and resources destroyed whilst a bot is fetching a resource for sale
- Fixed cow farm field contiguous verification not always working correctly
- Fixed bug with loading game at exactly one game tick
- Fixed some pathing issues related to flat tiles that are the exact same height as sea level
- Fixed issue when pressing return on name editing not immediately focusing back to game
- Added construction job progress percentage to builder bot tooltips
Update 1.4.0 (25 December 2019)
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
Patch 1.3.5.2 (28 October 2019)
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
Patch 1.3.4.4 (03 October 2019)
- Change your colony colour at any time with a new panel on your Colony Ship!
- Harbours can now be an export target for buildings holding or producing expedition resources.
- Fixed one off selling rules not working.
- Fixed issue with printed bots sometimes going cross-country to their destination.
- Fixed game defaulting to languages still in development (Russian and Italian).
- Fixed bug in tutorial if you close the Lumberjack Hut construction panel.
- Fixed some font inconsistencies with accented characters.
- Fixed a few localization entries.
- Improved a couple of icons.
Patch 1.3.4.3 (20 September 2019)
- Fixed "Resource Export Rules" and "Resource Import Rules" panel headers being the wrong way round
- Fixed some German typos
Patch 1.3.4.3 (14 September 2019)
- Fixed Planks being incorrectly labelled as Vegetables and Sawmill as Vegetable Farm. (These are in development)
Patch 1.3.4 (13 September 2019)
- Localized game into German, French, Chinese and Korean. Massive thanks to all the translators!
- Monument Bonuses - a monument will now give a speed boost to all nearby bots increasing building productivity and road throughput. Monuments are limited to one each (unless victory conditions state otherwise) so use them wisely!
- Added Resource Statistics panel - click on any incoming or recently arrival resource to show its route through your colony. Panel also allows you to individually destroy incoming resources.
- Improved Destroy mode - you can now destroy resources in this mode and there are better highlights to indicate what you're hovering over.
- New Sandbox options - unlimited monuments and unlimited space ports.
- Resource demands are now rechecked upon harbour and train station completion.
- Fixed occasional bug where building may not request as many resources at one time as it should.
- Fixed bug where boats wouldn't sail under railway bridges in game that had been reloaded.
- Fixed bug when clearing a docked boat's route and then assigning to an expedition at the docked harbour.
- Fixed occasional issue where carry bot printed at large harbour or large storage yard would go the wrong road post and not be able to make it to their assigned road.
- Added different message for when trying to assigning a clipper to an expedition at a large harbour.
- Fixed being able to use Full Sculpt in elevated water (lakes)
- Added error highlighting and tooltip when using Full Sculpt
- Brewery now has an extra utility bot to help out.
Patch 1.3.3.3 (23 August 2019)
- Stopped resources trying to be transported through under construction harbours and train stations
- Fixed Import filtering for storage yards, workshops and space ports
- Fixed Export filtering for fuel resources
- Fixed back button on import whitelist lists
- Buildbots now recycle when upgrade cancelled
- Improved error messaging when entrance layer invalid
Patch 1.3.3.2 (09 August 2019)
- Fixed expedition boat not sailing off after dropping off resources at expedition harbour
- Fixed 'en route' resources section not showing up in resources panel for buildings
- Fixed Shaft Mine SFX hanging around when a Shaft Mine is destroyed
Patch 1.3.3.1 (02 August 2019)
- Fixed storage yard not showing correct buildings for export options
- Building overlay icons no longer interrupt mouse wheel zooming
Patch 1.3.3 (31 July 2019)
- Selecting an import or export building now shows the route between the buildings
- Filtered buildings that are available to set for import & export
- Added building categories to import and export selection list
- Fixed bug with changing transport route when boat or train is docked and some affected resources weren't tidied up correctly
- Fixed rare timing issue where resource would get stuck at a destination building's road post if path to building was destroyed and resource was not yet being collected and no other path available
- Fixed bug where more resources were sent to space port than could be handled potentially leading to stuck bots
- Fixed consumption stats not being removed when cancelling upgrade
- Consumption stats now update when construction is paused and resumed
- Fixed issue when setting new route for train would create detached train hoppers
- Fixed trader reputation boundaries not always displaying correctly
- Fixed campaign names in sandbox screen
- Fixed rare bug where campaign screen could potentially not load correctly
- Fixed being able to set same resource on both whitelist sections of a rules panel
- Harbour's water layers now count as occupied to avoid conflicts between harbours
- Tooltip messaging now indicates which obstacle is obstructing if build placement is invalid
- If train station has no additional track attached it'll destroy the track sections when train station is destroyed
- Fixed recalculation every frame when height-adjusting placement of train station
- On boat/train panels 'Clear Route' button now only visible when there is an existing route
- Improved custom height validation in build state
- Increased minimum size of load game window scrollbar
- Fixed scrollbar dragging in Map panel
- Fixed long-standing graphical glitch with walls
- Added snow fringe on walls
Patch 1.3.2.2 (01 July 2019)
- Fixed issue when trying to destroy sheep farms
Patch 1.3.2.1 (29 June 019)
- Fixed bug where sometimes pausing and then resuming construction would result in the production resources not being sourced
- Minor tweaks to new missions (8 & 11)
- Fixed bug when capturing enemy Colony Ship entrance tile but not any of its building tiles
- Fixed cash victory condition bar graphic overflowing
- Fixed initial sheep farm tile not showing correctly
- Improved loading time if offline
- Fixed camera tracking trains when going over bridges
- Fixed order and numbering of campaign missions in sandbox map selection screen
- Added tips for transporting construction resources to train station and using unsupported bridges
Patch 1.3.2 (25 June 2019)
- Added two new single player missions to campaign
- Added leaderboard section to map victory screen
- Added territory toggle setting for custom maps
- Map editor: shaft mine usability checks
- Map editor: trees and resources auto destroy when underwater
- Map editor: added option to clear all fish
Patch 1.3.1.1 (16 June 2019)
- Fixed issue with constructing fishing huts on steep slopes from previous build
- Lumberbots and Minerbots take more sensible routes home
- Fixed idle train notification not disappearing when destroying train
Patch 1.3.1 (14 June 2019)
- Fixed journey time costs for boats and trains, improving resource route calculations
- Journey times for each vehicle stop now display on boat and train panels
- Fixed potential stuck station stackbot if train hoppers weren't lined up
- Fixed sandbox panel not resetting fog of war toggle when territory toggle changed
- Added whitelist exporting to space port
- Fixed bug where resources which were rerouted to a different destination could potentially cause original destination buildings not to request a new resource and construction/production processes could stall
- Fixed bug which causes a train to become stuck when destroying a train station the train has a stop at
- Fixed Space Port ship getting stuck if game was reloaded whilst a stackbot was loading a resource to sell
- Fixed terrain weirdness when destroying track
- Fixed idle train notification not showing up correctly
- Added ability to pause and resume construction
- Builder bot now returns to printer when they complete construction
- You can now destroy a single road post outside a harbour if 'free road post placement' is turned on
- Added maximum tile adjustments when placing building (no more extreme walls)
- Added maximum slopes for farm fields
- Added warning if you try to upgrade Workshop L2 without yet researching Bread Making
- When destroying farm fields terrain is no longer auto-adjusted
Patch 1.3.0.11 (04 June 2019)
- added the Mac & Linux versions of game
Patch 1.3.0.8 (29 April 2019)
Map Editor
- Create, share and play custom maps
- Sculpt land and sea, place trees, rocks and resources, and set your own victory conditions.
Elevated Trains
- Free your train network with the new elevated railway system!
- Build tracks that carry your trains through and over buildings and across shallow bodies of water.
- New Large Harbour and new Lugger Boat
- The large harbour can load and unload three boats simultaneously and has many more stackbots to help with the extra jobs. It also has two separate entrances to filter traffic more easily. The new lugger boat is made of iron and can hold more resources than the clipper.
Transport Improvements
- You can now apply rules to individual stops for boats and trains, harbours and stations now have separate rule lists for importing and exporting. Trains now block each other and stations can support multiple train stops. Trains can now also transport construction materials to stations under construction.
Other Updates
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New Large Storage Yard - can store more resources, has two entrances and has a bot printer.
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Postcard Mode - create snappy screenshots of your colony.
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Map Improvements - fixed black lines, added double-click to go to location, more accurate panning and zoom uses mouse position.
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Each research technology now has its own icon.
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Road posts now have a darker colour if a rule is applied.
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Added notification icons when a new building or a new level of a building is unlocked.
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Many other small improvements.
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Thanks to everyone who has been playing the game so far, all your feedback, suggestions and bug reports have been incredibly useful!
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Please get in touch if you have any issues with the latest features, we'll be continuing to improve them as well as work on more updates including new campaign maps and AI/military improvements. Vote for features you’d most like to see on our roadmap and remember you can follow development progress as well as play the very latest builds on our Discord server.
Links
Patch 1.2.0.1 (06 December 2018)
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[NEW] Endless Sandbox Mode - Buy and sell resources at the Space Port building, increase your Trader Reputation and create ongoing colonies in Sandbox Mode
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[NEW] Charcoal Burner - Convert Logs into Fuel as an alternative to Coal for all Coal-fired buildings
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[NEW] Additional landscaping tools which allow you to tweak the terrain to your own aesthetics
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[NEW] Custom Colour - In Sandbox Mode you can choose a custom colour for your colony
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Removed slope restrictions for building placement
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Construction and Research processes now consume resources by their delivery date resulting in more balanced resource demands
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Fixed Export building not being removed when it's destroyed
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Fixed Road Layer bot getting stuck sometimes
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Fixed landscaping bug when removing Harbour
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Fixed natural resources sometimes appearing dark
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Fixed not being able to set individual storage rule to 'any'
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Fixed a couple of incorrect L3 road/path junction tiles
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Improved notification UI
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Improved storage rule icon UI
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[V1.2.0.1] Fixed loading a sandbox market-enabled game not showing Space Port as in the construction options
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[V1.2.0.1] Fixed not being able to re-order Fuel building priorities
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[V1.2.0.1] Fixed being able to navigate expedition boat before expedition resources had been fully loaded, leading to incomplete harbours
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[V1.2.0.1] Fixed destroying a harbour with a single unconnected road post not resetting tile properly which could lead to future issues with building roads
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[V1.2.0.1] Fixed Cow Farm production rates (now maxes correctly at 6/day) and fixed location of initial field when flipped
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Up next I'm going to be looking at improvements to ports and train stations among other features and we're also in the final stages of a Mac version. If you'd like to check these out as they're being developed please drop into the development branch of the game and let me know your feedback on Discord!
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Help And Bug Reporting: https://trello.com/c/2uryGdlJ
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Feature Vote/Roadmap: https://thecolonists.featureupvote.com/
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Discord: https://discord.gg/thecolonists
Patch 1.1.2.1 (12 November 2018)
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[NEW] Added ability to prioritise tiles for Surface Miners
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Fixed expedition boat being allowed to leave before all expedition resources had been fully loaded
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Fixed potential issues when destroying a building led to resources rerouting back to same building
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Fixed bug where Stackbot would become stuck if resource it was picking up was manually destroyed
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Fixed bug with Road Layer bots upgrading the same road tile and sometimes becoming stuck
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Fixed transport rules being ignored in rerouting when harbour was initial transport node
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Fixed bug where Orchard Field and Wheat Field couldn't be removed in certain situations
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Fixed incorrect boat construction notification icon
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Fixed high level mine buildings not showing up in resource production panel
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Fixed maximum field tooltip showing incorrect text sometimes
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Prevented farm fields from being rotated which led to incorrect field graphics
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Wheat fields now burn properly
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Making a new path now triggers idle Road Layers
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Changed in-game time display to past tense to match time displayed elsewhere
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Cow Farm's initial field now aligned to left edge of building
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Sandbox - AI difficulty level can now be set or turned off complete on military maps
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Mission 6 - tweaked fishing locations
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Mission 4 - added underground Clay mine
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[V1.1.2.1] Fixed bug with start military map without AI in sandbox mode
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I'm still continuing to look at any issues that are reported but I'm also starting to look more at improvements and new features. Currently in development is the Endless Sandbox Mode, if you'd like to test it out head over to our development branch or ask in Discord.
Links
Patch 1.1.1.2 (08 November 2018)
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Fixed resources waiting at harbour not rerouting properly if their next sea route is removed
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Fixed bug where loading a game which had a new colony harbour with no watchtower would not let you build a watchtower
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Fixed bug where carrybot would get stuck if resource it was carrying was manually destroyed during drop off phase
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Fixed bug where harbours on steep slopes could have their entrance land connection to the road post broken causing stackbot routes to break
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Fixed error caused by loading a game in which a expedition boat had had its original harbour destroyed
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Fixed cancelling and restarting upgrade potentially causing overflow in the progress bar
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Fixed error caused by destroying storage yard
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Fixed best time display on scenario screen
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Halved Bakery coal consumption
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Added ability to set import whitelists for storage yards
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Added hotkey for skipping destroy warning (default is Left Alt)
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Fixed Engineering showing negative number
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Adjusted Cow Farm so it only needs one starting field and is indicated more clearly in placement footprint
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Road Posts can now be placed at harbour entrances if the original is accidentally removed
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Mission 3 - added more stone to starting island
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Mission 5 - added more stone, more gold, removed green terrain which was not fertile
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Mission 6 - added Casual mode
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Mission 7 - added more coal
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Mission 9 - added more fertile land and more resources
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Mission 10 - added Casual mode and infinite stone resource for AI
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[V1.1.1.2] Fixed issue with placing fishing huts next to other fishing huts sometimes
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[V1.1.1.2] Fixed destroying a boatyard not resetting tiles properly
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Thanks to everyone who has been in touch providing feedback, suggestions and bug reports, they all really help.
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We've got some exciting things entering testing tomorrow, please head over to Discord if you'd like to try them out!
Links
Patch 1.1.0.2 (06 November 2018)
- [NEW] Sandbox Phase 1 - Explore layouts and experiment with your Colonists on any current map with customisable options including auto-research, optional fog of war, optional territory and free construction mode
- [NEW] Harbour/Station Rules - Apply blacklisting and whitelisting rules to harbours and train stations in the same way you can with road posts
- Improved resource routing along roads - routing now takes better into account blocked carrybots and busyness of road posts
- Implemented 'collapsing' watchtower state - once captured, watchtower repairs must start within a certain time or the building will be lost
- Fixed weaponry and repair demands not being flagged as urgent on occasion
- Fixed repair demands not showing up on resource demand list
- Increased watchtower projectile range
- Fixed bug where destroying a road without affecting road posts was not clearing formerly attached building's routes to road posts
- Increased stackbot path delivery distance, preventing issue where resources were assigned along long paths but not delivered
- Fixed error where savegame would not load
- Fixed edge case where stackbot fetching a resource from a building when the destination building is destroyed
- Fixed issue where you could end up with an unremovable solitary flag if it was connected to a harbour on the starting island
- Fixed bug where direct delivery of expedition resources from storage yard were not being delivered
- Fixed boat and train names force-including worker bot name
- Fixed bug where road tile would not be removed correctly if sharing a track tile leading to prevention of building placement
- Fixed error with orchard field being lost leading to watchtower capture failing
- Fixed Weaponsmith sometimes causing a game freeze
- Fixed error when placing wheat field on edge of map
- Removing track now longer has the possibility of deforming roads
- Fixed burning VFX on residences
- When placing buildings, switching level of building remembers rotation and flippedness
- Added underground Coal Mine to Mission 2
- Enabled unusual aspect ratios
- Enabled Sandbox button
- Fixed incorrect mission links in sandbox map selection
Patch 1.0.2.3 (27 October 2018)
- Fixed bug where boats could leave a harbour while a stackbot was still interacting with it, causing the bot to get stuck
- Fixed cancelling colony expedition resource collection potentially causing an error
Patch 1.0.2.1 (27 October 2018)
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Fixed issue with listing savegames with PCs running certain regional calendar systems
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Fixed bug with storage yard being placed with shared path to harbour and then expedition resources being sourced from there
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Fixed bug when Residence completes upgrade and the stackbot happened to be delivering a resource into the residence, creating a chance it could stall later on
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Fixed harbour construction resources being incorrectly delivered to outgoing storage if delivered directly from another building
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Fixed edge case where boat would leave whilst harbour bot was on way to unload a resource, which could lead to issues
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Fixed Road Layer bot getting stuck sometimes when conflicting with another Road Layer bot
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Fixed Road Layer bot idle pose so it resets correctly after worker animation
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Fixed Salt description which had incorrect mine levels
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Fixed savegame not loading for people with unusual calendars
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Development continues apace on the sandbox mode, you can head over into the Discord server to be able to try it out when it's first available -> https://discord.gg/3xD3BCe