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AColony News

News Update: Tree Planting & Forest Helper Event

Hi everyone,

I have a new short news update for you and this one is about the new tree planting mechanic (finally) :)

At first I have to say - the community events update is nearly finished, but I have delayed the release of the new version a little bit again, because I saw that on 24 March there is the steam city builder & colony sim fest. Therefore I have decided to release the community events functionality in connection with the tree planting and other features in a combined major update shortly before the fest.

[h2]Planting Trees[/h2]

This was since a while on my list and these days I have finally added it - the tree planting mechanic - which allows the player to regrow the forest and trees anywhere on the map.

[h3]Planting Spots[/h3]
I have added a new button to the zone creation menu, which enables a similar functionality like for default zones to place tree planting spots in the world. But the difference to default zones is, that there is no visual zone created (instead it creates some signs) and that planting spots cannot be placed directly beside each other or beside a tree.



[h3]Saplings[/h3]
In order to plant a tree, the player needs a special item - a sapling. At the moment, they can only be bought from traders or wanderers, but I was also thinking about that there is a small chance that when you cut a tree, that some saplings can spawn.



[h2]Forest Helpers[/h2]

In connection with the new tree planting mechanic, I have also added a new event - the forest helpers.

This event can be seen as the opposite of the already implemented forest defenders event and is triggered when you plant a certain amount of trees. The value which calculates if the event gets spawned is the same as for the forest defenders, which means if you cut trees the value goes in direction to spawn the forest defenders event, but if you seed trees it goes in the direction of spawning the forest helper event.

A special property of the forest helpers event is, that the centipedes will help you against enemies, which also introduces the first case that an insect group can be allied with the player.





I hope you all have an awesome day and I'm looking forward to see you at the steam colony & city builder fest, Cheers!

Happy New Year & News About Upcoming Community Events!

Hi everyone,

Since the earth has orbited the sun one more time again, I wish you all a Happy New Year!

In connection with this event, I have written this short news post to keep you updated on the progress of the new features in the upcoming update.

While the mechanics and network functions are already implemented, I have decided to delay the release of the new version by a few days. The reason for this is, that there is only 1 community event existing at the moment and I think it would be better and also more fun for you, if the next version will include far more and diverse events.

[h2]Updated Bar[/h2]
Since the bar has served in the past only as a community room furniture with no special mechanic, I have finally upgraded it with the functionality to store alcoholic items in it. To avoid that these items get consumed too quickly (a few colonists can relax at the same time at the bar) I have split them up into drinks which only remove 1 item unit at the bar when 3 drinks are consumed.

Note:
I have also added the options to define who can drink at the bar in order to prevent colonists to drink the bar dry before you can start a community event.




[h2]Community Events[/h2]

With the next update, the notice board will finally get the functionality to prepare and start community events. These events are meant for every member of your colony and will have some impacts on their behavior, social interactions, mood and more.

[h3]Conditions[/h3]
To start a community event, you must first meet all the conditions to be able to select it. For example, for the victory celebration, you need to defeat at least 1 enemy attack.



[h3]Preparation[/h3]
When a community event is selected and linked to the notice board, you need to prepare everything to start the event. This can be to fill the bar with a certain amount of drinks (depending on your colonists count), to build special constructions which will be used during an event, or some other points.



[h3]Running[/h3]
While the event is running, all colonists will automatically meet in the community room and spend their time there (the normal jobschedule is disabled). In Addition there are also progress goals which define the amount of rewards you will get.



[h3]Rewards[/h3]
When the community event is over, your colonists will get some rewards depending on the event type.
These can be for example:
  • Temporary mood boost
  • Temporary increased skill points for certain work
  • Temporary attributes impact for specific jobs
  • Some other impacts




[h2]Additional Stuff[/h2]
I have also already made some smaller fixes, like making the easier mode more easy, added 2 more tutorial pages, fixed some reported bugs and more. I will post a more detailed description with all patch notes & changes with the next (and release of the community events) update!

If you have some suggestions or ideas for community events, conditions & rewards - please let me know! One of my ideas for a new community event is some kind of a lumberjack event which will take place outdoors and gives your colonists a +50 or +75% more resources from cutting trees as reward (for like 5 days or so).

I hope you all have a great day and happy new year again,
Cheers!


Steam Winter Sale & Some Smaller Fixes!

Hi everyone,

AColony has joined the Steam Winter Sale with a -30% discount today!

In addition I have also published a new version (v.0.4.095) with some smaller fixes.

[h2]Patch Notes:[/h2]

  • pets can be buried now
  • dead colonists & pets can be kicked off graves now
  • added positive mood effect for burying pets
  • corpses will the thrown of training targets now if normal mode is selected
  • fixed that medicate prisoners took default and not prisoners settings
  • fixed that colonists of other players have also used host pc training dummies as target
  • removed mood impact on killer & cannibal from use own colonists as targets
  • started implementation of custom events (via community room event panel)


[h2]Plans for next Update[/h2]

At the moment I'm working on the implementation of a custom event system for the community room which will include fests, parties, celebrations & other activities (So that the event panel gets finally its functionality). If all will run like expected, this update should be released before the new year!

I hope you all have an awesome day and some happy upcoming holidays,
Cheers!

v0.4.093

Hi everyone,
a new patch (v0.4.093) is out with some smaller fixes:

- fixed loading error if active projectiles where loaded for training purposes

Cheers!

Training Targets & More

Hi everyone,

The new update (v0.4.092) is finally released and introduces a new mechanic to increase the combat skill levels of you colonists.

[h2]Training Targets[/h2]

I have added 2 new constructions to the game which are a training dummy for melee combat and a training target for ranged combat.



[h2]Training[/h2]

If your colonists have the right weapons equipped, they can train on a related training target. Depending on the weapon, your colonists can exercise every ~24 hours for a certain period of time.
Every hit on the target will increase the skill of your colonist.



[h2]New Schedule Section[/h2]

In connection with the training mechanic I have also added a new section to the schedule which allows you to define a time for your colonists, where they will automatically train if a valid test target is reachable.



[h2]New Technology[/h2]

There is also a new technology to unlock the new constructions, which can be found directly after the basic decorations field.



[h2]Corpses in Zones[/h2]

Additionally, I have updated the functionality of the storage zone, which allows you to sort the corpses of colonists by "yours", "neutral" and "others / enemies" now.

[h2]Use Corpses As Targets[/h2]

The menu of the test targets also contains an additional bloody option, which allows you to use corpses as targets. This option will multiply the gained skill points by x2.5, but will also have a negative impact on your colonist's mood, relations & impacts on factions.



[h2]Fixed Network Bug[/h2]

There was also a network bug which has not registered floors correctly on client side in the new structure system. The problem was that this led to errors later in the game when these floors got destroyed by the collapse system. This should be fixed now!

[h2]Patch Notes[/h2]

Last but not least, I have here a short list with all relevant patch notes:

  • added new constructions (training dummies - to train skill melee weapons)
  • added new constructions (training targets - to train skill ranged weapons)
  • colonists as items are split in 'others', 'yours' and 'neutral' now
  • added training section to colonist's schedule options
  • added new technology (basic training)
  • fixed building floors wrong registered in online-coop
  • fixed metal fence blueprint were shown as built one
  • added a few new mood, relationship & faction impacts regarding training
  • decreased probability of fire fanatic attacks
  • decreased probability of volcano eruption event
  • fixed some wrong ui colors
  • some smaller fixes


I hope you all have an awesome day and will enjoy the update,
Cheers!