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Friday Blog 208 - A Network of Outposts


As promised last week, the dev build now has a functional Iron Age! Playtesting it has legitimately been a lot of fun. Currently, the Iron Age is also the first time players are able to unlock and use traps. Were seriously considering introducing this new feature earlier in the game. The Iron Age is now the most advanced age in 0.9.0. Its the hardest to unlock, and producing enough iron to unlock traps and to craft a bunch of them is relatively difficult. I was surprised by the amount of miners and smelters I had to unlock. At first, I wanted to fix that, to reduce the costs of the crafting recipes. But then I realized that this is exactly what we want to encourage. We want players to build big colonies and to recruit a large number of colonists, and these accomplishments should be meaningful.

Outposts


With the Iron Age unlocked and many dozens of colonists working on trap-production, I now had an overcrowded fort with many beds crammed into underground rooms. I barely had space left above ground to place new jobs. But while looking at the surrounding area from the walls of my fort, I felt a strong desire to make it habitable. Why should I build such a crowded place for the colonists when there is so much empty space around me? ...because thats how the game works. Youve got one banner, and you stick with it until youre pretty much at the endgame, and then you can start over in a very distant location. But then I remembered the server that I shared with Vobbert and Zun many years ago, in a certain other voxel game. We did explore that world and we spread out our buildings, but our settlements were all connected by roads and bridges and pretty much within viewing distance of other settlements. We didnt concentrate everything in a 200x200 area (the current core CS gameplay), nor did we go 10 miles in a random direction and build a new settlement in a fully isolated area (what 0.7.0 adds to CS).
At the start of this year, we did consider making CS more like that, with multiple settlements relatively nearby. We considered semi-realistic logistics to be a core part of that, and we couldnt think of a system that we could both A.) develop in an acceptable timescale, and B.) make fun and intuitive to use for players. But is semi-realistic logistics actually a core requirement for outposts gameplay? Imagine youre able to build outposts with their own secondary banners, their own jobs, their own colonists and their own beds, in viewing range of your first and main colony. A small village focused on mining next to the mountain, a fishing town next to the sea, a farming outpost in the middle of a plain. But the tech tree and stockpile are completely, automatically connected to your main colony. The iron ingots of the mining village are instantly usable at your main colony, and the same is true for the wheat harvest of the farming outpost. Sure, it wouldnt be very realistic, but wouldnt it be a lot more fun than being forced to stay within a small safe zone in a nearly infinite world, or to be forced to use complex, tedious trading/logistics UIs to connect multiple colonies? Weve discussed it and were highly enthusiastic about the outpost-plan. Weve already got support for multiple colonies, so it wouldnt require enormous amounts of development time. But we do expect the results of it to be pretty enormous. Using the resources of your main colony to transform an empty patch of nature into a new settlement seems like very fun and satisfying gameplay. Weve noticed that a lot of longtime players already used mods or cheats to achieve something like this; they dislike being constrained to a relatively small area, and want to spread their mini-civilization over a larger area.
But were not instantly going to develop this feature, so this is your chance to give us your feedback! Are you highly enthusiastic about this, and do you totally not mind us expanding 0.9.0 a bit further with this? Do you believe this new feature wont be very helpful? Or are you sick and tired of us constantly moving the goalposts and do you just want 0.9.0 to be released yesterday? Let us know and well consider your input! During the next week, we're probably busy working on refining the content that was recently added. The traps are still work-in-progress, and a part of the new 0.9.0 content is still lacking icons, models and balance. Bedankt voor het lezen :D Reddit // Twitter // YouTube // Website // Discord


[ 2021-11-12 14:57:54 CET ] [ Original post ]

Colony Survival
Pipliz Developer
Pipliz Publisher
2017-06-16 Release
Game News Posts: 259
🎹🖱️Keyboard + Mouse
Very Positive (7274 reviews)
The Game includes VR Support
Public Linux Depots:
  • Linux 32-bit [97.57 M]
  • Linux 64-bit [96.17 M]
Build your own village, castle or city and populate it with colonists! Let guards, farmers, miners, foresters, bakers, smelters and artisans work for you. After the sun has set, most colonists will go to bed, but the enemy awakens. A horde of monsters will assault your colony and try to slaughter you and your villagers. Defend your colony with walls, moats and guards!
  • 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!

MINIMAL SETUP
  • 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
RECOMMENDED SETUP
  • 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
GAMEBILLET

[ 6089 ]

12.87$ (8%)
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3.31$ (78%)
13.19$ (34%)
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12.59$ (16%)
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4.24$ (15%)
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10.19$ (15%)
7.64$ (15%)
25.49$ (15%)
1.00$ (90%)
16.97$ (15%)
4.25$ (57%)
15.99$ (20%)
6.59$ (40%)
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16.97$ (15%)
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4.19$ (16%)
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11.04$ (15%)
GAMERSGATE

[ 3241 ]

15.0$ (70%)
4.0$ (80%)
3.0$ (80%)
1.0$ (80%)
0.75$ (85%)
4.0$ (80%)
0.9$ (91%)
7.49$ (25%)
0.85$ (83%)
9.6$ (84%)
5.0$ (80%)
13.99$ (30%)
11.69$ (35%)
2.5$ (50%)
17.49$ (30%)
5.31$ (79%)
21.75$ (56%)
0.45$ (85%)
10.0$ (75%)
9.74$ (25%)
0.45$ (85%)
2.63$ (62%)
2.98$ (57%)
3.05$ (69%)
0.86$ (57%)
3.52$ (65%)
1.87$ (83%)
3.75$ (85%)
2.0$ (80%)
12.74$ (58%)

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