What changed
0 fixes2 additions5 changes0 removals
- Gameplay
- Maps
- Server
- UI and audio
- Balance
changed0.7.5 is available on Steam right now! The update contains a bunch of much requested features and improvements:
changedMajor pathfinding improvements. Previously, colonists looking for a destination (a job, a bed, a crate, etc.) chose the closest object in a straight line - completely ignoring terrain, walls, floors and stairs. In small and easy-to-navigate colonies, this didn't matter much. But for complex colonies, with large underground sections and big buildings with many rooms and floors, this could lead to some really bad decisions that resulted in unnecessarily long paths for colonists. Often, this caused cascading problems, with beds intended for one group of colonists being claimed by the "wrong" colonists, resulting in problems for both groups. The colonists are making their decisions a lot more intelligently now!
changedA compass. The compass will display the location of colony banners, making it a lot easier to explore, travel and find back your colonies, and the colonies you share with friends in multiplayer.
changed"Limit groups" for crafting jobs. Previously, changing the production limits of a job at a job block changed the limits for all job blocks of that type. Change the amount of bronze arrows produced at one anvil, and the crafting limits of all other anvils will change as well. That's still the default functionality, but you're now able to create custom "limit groups" and you're free to change which limit group is used by every single job block. For example, you can now have one anvil set to produce bronze arrows, while another only crafts crossbow bolts.
addedPausing. The game now pauses when you press escape. The new system that allows us to adjust the "simulation speed" of all the game's systems to 0, also allows us to change the simulation speed to other numbers - both slow-motion and fast-forwarding. You can experiment with this by enabling developer buttons in the settings menu and then using the numpad-buttons. Alternatively, with developer buttons and cheats enabled, use "/debug setsimspeed #", with # being less than 1 for slow-motion and more than 1 for fast-forwarding.
addedAs always, the update might contain hidden bugs. If new problems appear, please let us know and we'll try to fix them as soon as possible! Have fun with 0.7.5 :)
Colony Survival changes
changed0.7.5 is available on Steam right now! The update contains a bunch of much requested features and improvements:
changedMajor pathfinding improvements. Previously, colonists looking for a destination (a job, a bed, a crate, etc.) chose the closest object in a straight line - completely ignoring terrain, walls, floors and stairs. In small and easy-to-navigate colonies, this didn't matter much. But for complex colonies, with large underground sections and big buildings with many rooms and floors, this could lead to some really bad decisions that resulted in unnecessarily long paths for colonists. Often, this caused cascading problems, with beds intended for one group of colonists being claimed by the "wrong" colonists, resulting in problems for both groups. The colonists are making their decisions a lot more intelligently now!
changedA compass. The compass will display the location of colony banners, making it a lot easier to explore, travel and find back your colonies, and the colonies you share with friends in multiplayer.
changed"Limit groups" for crafting jobs. Previously, changing the production limits of a job at a job block changed the limits for all job blocks of that type. Change the amount of bronze arrows produced at one anvil, and the crafting limits of all other anvils will change as well. That's still the default functionality, but you're now able to create custom "limit groups" and you're free to change which limit group is used by every single job block. For example, you can now have one anvil set to produce bronze arrows, while another only crafts crossbow bolts.
addedPausing. The game now pauses when you press escape. The new system that allows us to adjust the "simulation speed" of all the game's systems to 0, also allows us to change the simulation speed to other numbers - both slow-motion and fast-forwarding. You can experiment with this by enabling developer buttons in the settings menu and then using the numpad-buttons. Alternatively, with developer buttons and cheats enabled, use "/debug setsimspeed #", with # being less than 1 for slow-motion and more than 1 for fast-forwarding.
0.7.5 is available on Steam right now! The update contains a bunch of much requested features and improvements:
Major pathfinding improvements. Previously, colonists looking for a destination (a job, a bed, a crate, etc.) chose the closest object in a straight line - completely ignoring terrain, walls, floors and stairs. In small and easy-to-navigate colonies, this didn't matter much. But for complex colonies, with large underground sections and big buildings with many rooms and floors, this could lead to some really bad decisions that resulted in unnecessarily long paths for colonists. Often, this caused cascading problems, with beds intended for one group of colonists being claimed by the "wrong" colonists, resulting in problems for both groups. The colonists are making their decisions a lot more intelligently now!
A compass. The compass will display the location of colony banners, making it a lot easier to explore, travel and find back your colonies, and the colonies you share with friends in multiplayer.
"Limit groups" for crafting jobs. Previously, changing the production limits of a job at a job block changed the limits for all job blocks of that type. Change the amount of bronze arrows produced at one anvil, and the crafting limits of all other anvils will change as well. That's still the default functionality, but you're now able to create custom "limit groups" and you're free to change which limit group is used by every single job block. For example, you can now have one anvil set to produce bronze arrows, while another only crafts crossbow bolts.
Pausing. The game now pauses when you press escape. The new system that allows us to adjust the "simulation speed" of all the game's systems to 0, also allows us to change the simulation speed to other numbers - both slow-motion and fast-forwarding. You can experiment with this by enabling developer buttons in the settings menu and then using the numpad-buttons. Alternatively, with developer buttons and cheats enabled, use "/debug setsimspeed #", with # being less than 1 for slow-motion and more than 1 for fast-forwarding.
As always, the update might contain hidden bugs. If new problems appear, please let us know and we'll try to fix them as soon as possible! Have fun with 0.7.5 :)
Survey Results
Previous blog explaining some biases present in survey data
Last week, we asked you to participate in a survey. More than 500 of you did so! Thanks a lot, the results are very useful, and we'll discuss the most prominent ones here. First of all - how are you doing?
A vast majority of you are doing well, which is great to hear! We hope that those of you who didn't feel well feel a lot better this week.
Next up: what things have you done surrounding Colony Survival?
A large majority has played more than 50 hours, which is pretty amazing! Despite that, a smaller proportion has reached the glider and the colonization of distant areas. Only a small minority has left a Steam Review or a comment here or on the other channels. Which makes sense - I've completed plenty of surveys on places where I've never left a comment myself. Thanks, silent majority :) (Lots of thanks to the reviewers and commenters as well, of course!)
Next question: what's a fair price for Colony Survival?
$20 is seen as reasonable by the majority but is skewed a bit to "cheap" - $25 is seen as reasonable as well but is skewed