In this update4
Full notes
Full The Colonists update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Maps
- Gameplay
- Fixes
- UI and audio
The Colonists changes
Hi everyone,
April Frontier
If you're new to The Colonists or haven't been back for a while, every month there's a new customised map to challenge yourself against. Try and complete the goal as quickly as you can and see where your colony ranks on the leaderboard. (Or just chill and enjoy a new map!)
This month your bots have combined two of their favourite things - monuments and chocolate! Get harvesting those cocoa beans and see how fast you can construct a chocolate monument - good luck!
New Map Fishing Section
A new addition in V1.8.0.9 is a fishing section to the in-game map. Seek out off-shore fishing spots for lobster or fish in the DLC or use to keep track of shoreline fish in the base game.
DLC Tweaks and Fixes
Thanks to everyone for their feedback on the New Lands DLC, especially all the suggestions and bug reports to help improve the game and to round off the rough edges. There's a list of the changes and fixes in the patch notes below:
V1.8.0.10 Patch Notes
Added sea fishing locations to DLC random maps
Enabled desert wells in DLC random maps
Fixed Desert Well range checking
Full sculpting enabled in random maps
Fixed instance where, when placing track after a curve, selecting a down slope would give you an up slope and vice versa
Improved terrain adjustments when placing track and should no longer break roads and paths
Fixed boats not going under bridges when there's enough room
Added tooltip to indicate whether boats can pass under a bridge that's over water
Fixed steel bridges visuals looking odd during placement
Fixed bridge placement niggle when mouse was colliding with bridge segments
If a boat has three or more stops and a stop is destroyed/lost, the routes are recalculated without that stop, rather than cleared entirely
Fixed UX issue where placing expedition harbour did not auto exit out of expedition harbour placement mode
Fixed priestbot not cycling between target buildings if two buildings targeted
Added bot printer section to relevant buildings' construction panels
Sandbox option Everything Researched now fully researches repeatable techs
Stopped Floating Watchtower showing in expedition panel in non-DLC games
Increased max allowable slope for roads and paths slightly
[Mods] Updated ui.json to better handle multiple mods
[Mods] In-game Reload Codex reload construction UI properties
[Mods] Default port expedition now correctly set for custom harbours
Full list of changes for previous patches can be found here: https://codebyfire.com/colonists/wiki/index.php/Patch_Notes
Back with more multiplayer and other news soon!
Thanks!
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