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Early Access 22.3.2021 - Gameplay: Horse carriages no longer have schedules. They work like the zeppelins now. You only need to build and link the horse stations and the carriages will automatically go where needed. (Or randomly wander around when not needed.) - Content: Added a bunch of content for the ice biome. - UI: When selecting a depot/stockpile that is the input to a workshop, the UI now suggests types that fit the selected recipes. - UI: Made the objective & recommendation panels 20% smaller. - Balance: Extended claim and vision range of starting ship and bonfire. - Balance: Planting and harvesting crops is now faster. Also, date and cacao trees grow faster. - Balance: The recruit colonist objective now has 6 colonists (instead of 4). - Balance: Added a minimum spawn amount for cows. - Balance: Charcoal now only requires one wooden board. - Balance: Made zeppelins faster. Also removed the zeppelin station (without crane). Instead, you can now build the zeppelin depot station earlier. - Balance: Moved zeppelins to tier 2 (they now require copper blocks) and trains to tier 3 (they now require steel beams). - Balance: Moved the oil well and pump to tier 3. - Balance: Reduced the amount of money you get from recommendations by around 50%. - Balance: Reduced the size of small and normal maps a bit. - Misc: Carriages without a home station (spawned by the horse barn) are now set to manual mode. - Fixed: All mountains looking like they contain ore after last patch. - Fixed: The shape of roads is now correctly updated when a building is placed or removed nearby. Early Access 22.3.2021 - Balance: Increased horse speed by another 50%. - Balance: Tweaked the spawning rate/clusters of many resources. - Balance: You ship's cargo is now limited to construction materials and tools. - Balance: Tier 1 crops now grow faster. - Balance: Mining soil now gives a rock. - UI: When placing a power pole, the area covered by other poles under construction is now also highlighted. - UI: Added a loading screen to the campaign. Modding: The image and text can be changed via LoadingScreenInfo and CampaignInfoLoadingScreenText. - Tutorial: Changed the basic colony tutorial to teach you to link your starting ship to a stockpile to unload it. The old way of clicking on things to unload them may become deprecated in the future as it leads to a micromanagement-intensive and clunky mess later on. - Misc/Modding: Added the possibility to make campaign islands invisible until you can reach them (IslandInfoHidden). - Misc/Modding: Added the possibility to add hidden objective groups, e.g. if you want to add in-between dialogue (ObjectiveGroupInfoHidden). - Misc: The auto-assign option now assigns the top 60% colonists to each task (previously it was the top 30%). - Misc: When cloning a building, its rotation is now preserved. - Misc: Reduced the size of the tiny map to 64. - Misc: You can now build elevated tracks and conveyor belts over water and other non-buildable terrain. - Fixed: When cloning a belt or track, the UI should now be in the "correct mode". - Fixed: Dialog text fade-in also paused when the game is paused. - Fixed: Plants in their early stage being unclickable. - Fixed: Added missing recipe for rail crossing.
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