Full notes
Full Ironlaw update
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Repeated intro
Hey everyone!
What changed
- Gameplay
- Balance
- Maps
- Performance
Ironlaw changes
This update brings some significant changes to the colony mode of the game.
Constructions and items now have a value, which is used to influence the number of migrants and invaders. Invaders value items at twice the rate and constructions at half the rate, so you are encouraged to build as many structures as possible to get a beneficial ratio of migrants/invaders.
Colonists will now also get a mood based on their living conditions. So for example humans (which are the only playable race right now) like living in private rooms that are 2 blocks+ tall with a bed, some furniture and a light source. You can see the mood effects in a colonist's mood menu and adapt their living conditions accordingly
Here you can see someone who is not happy about sleeping in a dormitory :
The average mood of your colony will also affect the number of migrants you get, using a very simple equation : (100 + avgMood)% of the amount of possible colonists. So for example if the average mood of your colony is 30, your capacity for migrants would be 130% that of what it would normally be.
This is the happiness tab where you can see the value of your colony and its mood :
I've also added some new workshops and skills. Tailoring is used to make mattresses, and leatherworking is necessary for armor. Jewelry uses gems, and is used to make high value items quickly. This can be used to increase the value of your colony, but comes at the risk of getting more invaders considering that, like I mentioned, items are valued at twice the rate for calculating the amount of invaders.
Terrain generation was changed a bit (notably the world is 384x384x160 as opposed to 256x256x128). Parameters for terrain generation are now randomized, meaning that you now get some variety within the same biomes. I've added some probabilty of getting ridiculous numbers aswell, so you can get some really crazy stuff.
Finally here's a screenshot of a colony I'm building so you can get an idea
Early colony :
Day 231 :
You can see that I made taller rooms here to get some mood bonus for some colonists :
Even at this late stage, I only have about ~70 colonists. This is not however a limitation due to performance, but more for gameplay reasons. I made it much harder to gain new colonists so that colonies grow more organically. You can however still get to 300 colonists but it'll require hard work (and a big military)
I've been experimenting a lot with Vulkan and I got some pretty amazing performance gains from it, so I might include it in the game in future updates. I'm finishing my internship soon (which is why I wasn't updating the game as much) so I'll get back to more regular updates in 2-3 weeks!
Changelog
Added item values
Value of colony is determined by value of all items / 2 + value of all buildings
Migrants and invader are now influenced by item values
Added containers for stockpiles
Added moods
Living space quality now influence the mood of inhabitants
Migrants are influenced by the average mood of a colony
Added a maximum workshop capacity
Added tailoring
Added tailor and loom workshops
Added jewelry
Added gemcutter and jeweler workshops
Added leatherworking
Added tannery and leatherworker workshops
Separated the wood and stone workshops into different workshops
Added stone weapons
Added silver, gold and platinum metals
Added straw beds
Improved variety of terrain generation
Source
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