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Gameplay - Gameplay: Replaced the combat system. - Colonists can no longer fight. Instead you can now build combat robots which can get destroyed (model & animation will be replaced in the future). More robot types and tiers will be added in the future. - You can select multiple combat robots by drag-selecting them. Then, you can send them somewhere close to your territory by right-clicking. If you enter an enemy area, your robots will fight the enemies. - You can now build combat robots in the robot workshop, which has been moved to tier 1. - Health is no longer a need. Also, things no longer heal over time. - Swords and training dummies are deprecated. - Combat robots and enemies have little health bars on top of them. - Updated the combat tutorial. - Gameplay: Redesigned the recommendation system. It is now much more like the system in Prison Architect. You get tasks, like "setup a well and produce water" and receive a small cash reward on completion. These tasks guide you along your way in the tech tree. Modders: Have a look at RecommendationInfo to add this functionality to your own mods. - Gameplay: Attacking an enemy camp now reveals the tiles covered by it. - Gameplay: When sending robots outside of your territory's range, they now go to the nearest tile where they can go. - Gameplay: Readded the "Attack" button to the enemy claim panel. Note that using using it is not always optimal as positioning/rallying your robots before the fight might be advantageous. - Gameplay: Deprecated the middle-tier-house. You now have the basic house with low quality and capacity 4 and can upgrade it to a high quality capacity 2 house. - Gameplay: When you link an output stockpile, it no longer sets it to accept products that are already accepted by existing stockpiles. - Gameplay: The inventory targets are no longer the only objective. As such, they have been simplified. Modders: If you want to have your own products show up as targets, set an amount in ItemInfoProductionTargetAmount. - Gameplay: New objective: Clear all enemy camps. - Gameplay: New objective: Earn money (via exporting). - Gameplay: New objective: Claim land. - Gameplay: In order to move on to the next tier on the world map it is now sufficient to visit half the islands of the previous tier. - Gameplay: Carriages can now operate in automatic mode. It's active by default and eliminates the need to set a schedule for simple setups. (Note: Does not work with saves from older versions) - Gameplay: The available trade opportunities at the trading hub now change every day at 6:00. - Gameplay: Foundations are now unified. Placing a foundation will select the model appropriate for the type of the tile. User Interface - UI: Added a hint text to some of the actions, e.g. that you can cycle between objects while deconstructing. - UI: Added your current money amount to the top info panel and removed it from the cargo port. - UI: When selecting multiple combat robots, there is now an info panel showing all of them. - UI: Hovering over the smily in the colonist management screen now shows a tooltip. - UI: When searching for a type by typing, the relevance filter is disabled when no type would be shown with it. - UI: The game version number is now shown on the menu screen. - UI: Colonist happiness is now next to the needs in the panel. - UI: Added a happiness column to the colonist management screen. Also removed swords from the colonist panels as they are deprecated. - UI: You can now disable inserters. - UI: When making a logistics connection, hold ctrl, alt or shift to create a two-way-connection. - UI: When placing decorations, the construction overlay now also highlights tiles for which decorations currently under construction will have an effect. - UI: The decoration overlay now also considers decorations currently under construction. Balance / Misc - Balance: Reduced the money required for the money-goal. - Balance: Reduced the cost of the auto-grove and the auto-kiln and moved them to tier 2. - Balance: Made the combat robot stronger. - Balance: A stone block now only requires one rock. - Misc: You can now grow wheat on regular grass tiles, not just on dry grass. - Misc: Added SpawnerInfoExactSpawnNumber. - Audio: You can now change the volume of work-related sounds relative to the rest of the audio. - Visual: Zeppelins now rotate to match an item's rotation on pickup. - Visual: Zeppelins now rotate to match the rotation an item will have when dropping. - Visual: Changed the icons for mined clay/iron and iron blocks to make them more distinguishable. - Misc: Having no zone selected no longer counts as "all zones". Bug fixes - Fixed: Goto-Timeout not getting serialized correctly. - Fixed: Recommendations are now deleted when a required object is deleted (e.g. through a mod). - Fixed: Being able to build shipping ports over trees etc.. - Fixed: Changing a bonfire's color executing a claim while still under construction. - Fixed: Objectives like earn money should no longer get duplicated when reloading a game. - Fixed: Deconstructing a belt should no longer keep outgoing items reserved. - Fixed: You can no longer place buildings on tiles where reserved items lie. - Fixed: Added goals to the mockup-scenarios. - Fixed: Layout bug with cover vein panel. - Fixed: When multiple enemy claims overlap, you now only pull enemies from the closest camp. - Fixed: Enemies now only follow you for a maximum of 30 seconds. - Fixed: Possible incompatibility with previous save games. - Fixed: The save screen now shows file write times, not creation times. - Fixed: Swords can no longer be produced. - Fixed: Deprecated houses are no longer shown in the list. - Fixed: Setting up a carriage station before it is built will trigger the schedule generation when complete. - Fixed: Wheat not growing on tiles where a mountain was mined. - Fixed: Minor bug when leaving maps related to thought bubbles. - Fixed: Deconstructing a nice house now yields the correct ingredients. - Fixed: Multiple text issues on the custom map screen. - Fixed: Several smaller fixes. - Fixed: Layout bug when opening/closing the recommendation window. - Fixed: Combat robots are no longer counted as idle colonists. - Fixed: You can no longer build shipping ports outside of your territory. - Fixed: Production status string in UI. - Fixed: The date in the save game view not always matching the actual save time. - Fixed: You can now prevent certain enemy camp spawns by using DeleteObjectsInfo. - Fixed: Error loading save games using the earn money objective. - Fixed: Roads are no longer covered by the oasis. - Fixed: Playing on a map without objectives no longer opens a victory screen. - Fixed: Colonists with only "Construction" assigned will now pick up hammers. - Fixed: Transparent objects becoming opaque when animated. - Fixed: Objectives not saved/loaded correctly (e.g. when saving during a tutorial). - Fixed: Colonists drinking/eating too much after being recruited. - Fixed: Even-sized buildings like wells getting placed in a different spot than their blueprint indicates when rotated. - Fixed: Ingredients brought to semi-automatic workshops should no longer get stolen. - Fixed: In-game date/time not correctly loaded. - Fixed: Added a final (wait) step to the logistics and carriage tutorials. - Fixed: Having no house now counts as poor housing quality as well. (Has no effect, just makes more sense.) - Fixed: Some smaller fixes. - Fixed: When upgrading depots, the contained items are no longer cleared before construction. - Fixed: When upgrading depots, existing entry/exit hoppers are now correctly registered to the depot. - Fixed: Conveyor model not updated when a neighboring belt is built. - Fixed: Conveyors built on top of each other are now "joined". - Fixed: Hyperactive animations. - Fixed: Trees moving in different directions when the wind blows. - Fixed: Groves/farms should now get harvested correctly if they are in multiple zones at the same time. - Fixed: Colonists no longer execute logistics jobs which would lead them out of their designated zones. - Fixed: In the train tutorial, gold blocks should no longer get stockpiled to sp5. - Fixed: Recruiting colonists should no longer cause your existing colonists' preferences to change. - Fixed: Removing zones should no longer remove foundations underneath. - Performance: The camera is no longer rendering while the map is loaded/generated. - Performance: Fixed lags caused by dynamic font generation. - Performance: Improved performance of health bar UI rendering. - Performance: Improved performance of thought bubble UI rendering. - Performance: Improved performance on maps with many enemies.
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