This week, we've started working on the next big update: 0.6.0! We've updated the command tool by adding a 'construction' button next to it. The construction submenu will contain both the digger and builder. We've been testing the 'selection tool' necessary for the digger as well. There's one screenshot later in this blog and we hope to be able to show you more next week!
We receive multiple crash logs and reports of problems every week, either in the #bugreports channel on Discord or in our mailbox (contact [at] colonysurvival.nl). Last week, since releasing 0.5.3, we're received significantly more reports. We immediately suspected a problem with the update, but investigating the individual problems didn't lead to any bug related to 0.5.3. Now we suspect the increased amount of reports to be caused by recently updated antivirus software or graphics drivers, or something similar.
Here are some steps that can resolve 90%+ of the problems in launching and playing Colony Survival:
- Reloading the world, rebooting the game, rebooting Steam and/or rebooting your PC
- Verify integrity of game files
- Disabling antivirus software or making an exception for Colony Survival
- Updating graphics drivers
- Deinstalling the game, deleting all folders except for screenshots & savegames, reinstalling the game
Testing the new selection tool for diggers Updated monster spawning Currently, recruiting extra colonists raises the limit of how many monsters can be spawned concurrently. Until halfway during the night, killing one monster just means another one will respawn instantly. This means that the optimal strategy still involves funneling monsters into a maze, letting them travel for a long while and only then killing them. We don't think this is fair, intuitive or logical. We want to change the amount of monsters that spawns every night to a fixed amount (that increases when the amount of colonists increases, obviously). We don't want to upset the current balance too much - we're pretty happy with it and we don't want to break lots of colonies with an update. This does require lots and lots of testing, to make sure the new numbers work for both 5, 50, 100, 200, 500 and 1000 colonists. We've received multiple reports of people recruiting large amounts of colonists and being overwhelmed by the amount of monsters that attack them during the subsequent night. We do agree that increasing monster threat might not be obvious to players. We've thought of an idea to improve it and we're very happy with it: an updating "monster threat level" that's visible just like the amount of beds and colonists. Imagine a colony with 10 colonists currently faces monster threat level 10, and a colony with 50 colonists faces monster threat level 50. We could limit the amount of levels the monster threat level is allowed to increase in a day. We'd also like to set the initial difficulty slightly slower, but have it increase as long as you keep the same amount of colonists. So.. Day 1, 10 colonists: Monster threat level 8 (slightly lower than the current 10) Day 2: Level 9 Day 3: Level 10 Day 4: Level 11 Day 5: Level 12 (Slightly higher than the current difficulty) We believe this new system would encourage expansion more and punish players less for recruiting new colonists, while still keeping the game challenging. An added benefit to visualizing the monster threat level is that we could add ways to decrease the monster threat level. An example would be burghers that require end-game materials (like the "importanium") to perform some kind of half-magical/half-technological "ritual" to "repel" monsters! What do you think of the current difficulty level? At what amount of colonists do you feel the game becomes noticeably easier or more difficulty? Bedankt voor het lezen! Reddit // Twitter // YouTube // Website // Discord
[ 2018-02-02 18:48:24 CET ] [ Original post ]
- Linux 32-bit [97.57 M]
- Linux 64-bit [96.17 M]
- Multiplayer support: play with friends and strangers!
- Advanced pathfinding: colonists and zombies will find their way in the world you've build. They will dynamically navigate stairs, bridges and tunnels.
- Explore a world with realistically placed biomes. A giant jungle in the center of the world, surrounded by savannas, deserts and temperate biomes. Two polar regions in the far north and south.
- Support for textures and language packs created by players
- Dynamic lighting and eye adaptation
- Voice your suggestions and be part of the development of Colony Survival!
- OS: Ubuntu 12.04+. SteamOS+; 64-bit
- Processor: Intel Pentium G620 (2.5 Ghz dual core) or equivalentMemory: 2 GB RAM
- Memory: 2 GB RAM
- Graphics: Intel HD Graphics 5000. 1280x720 display
- Storage: 300 MB available spaceAdditional Notes: Work in progress: new features may raise the bar. optimizations may lower the bar
- OS: Ubuntu 12.04+. SteamOS+; 64-bit
- Processor: Intel i5-2300 (2.8 GHz quad core) or equivalentMemory: 4 GB RAM
- Memory: 4 GB RAM
- Graphics: Nvidia GTX 750 or equivalent. 1920x1080 display. supporting openGL 4.2+Network: Broadband Internet connection
- Storage: 1 GB available spaceAdditional Notes: Work in progress: new features may raise the bar. optimizations may lower the bar
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