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:

[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!
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!