In our last blog, we suggested traps as the solution to a myriad of problems. The general response was enthusiastic, so we’ve been working on implementing it. Zun worked on the technical side of things, and things went very well there.
I had to work on integrating the new jobs and recipes properly in the 0.9.0 tech tree. And I struggled quite a bit with that. It felt like the keystone that completes an arch. We stacked up features on the left, we stacked up features on the right, and traps were the last feature needed to complete the system. And that last step is the most difficult one, because it has to make sure everything is properly ‘balanced’. An issue comparable to this one, 140 blogs ago. It took a while, but we’ve figured it out and things are moving forward again!
In the meanwhile, Zun tested prototype-traps. Here’s an image of such a trap defeating monsters!
Loaded traps are temporarily using the stove mesh, empty traps use the writer's desk mesh
We ran into a new technical problem that had some interesting visualizations. Blocks like crates and jobblocks have “access points”. These are places right next to the crate where colonists can stand to use these blocks. In 0.8.0, that’s only right next to the block.
...crates like here are visualized as… ....green = crate, red = “access point”
This is problematic for certain new traps. Some traps can only be aimed upwards, others can only be aimed downwards. It makes sense to reload these traps when standing on top of them, or below them. It also makes sense to integrate traps in walls at the height of the torso instead of on the floor - these should also be able to be reloaded by colonists standing next to them. So Zun improved the “access points system” to be able to deal with these new situations.
So we’ve now got an internal dev build with functional prototype traps, and a detailed path on how to integrate them in the tech tree. We expect to have pretty functional 0.9.0 gameplay, from the Stone Age to the Iron Age, by this time next week!
We’ve been having a lot of debates about how to implement monster&guards in 0.9.0. We wanted more options, more variety and more challenge. We made some significant steps, for example by connecting the size of the monster threat to the tech tree as well, instead of solely to the amount of colonists. But now we had to turn our general ideas into specific guards/monsters/weapons/ammo, and that turned out to be pretty hard to do right.
We kept running into some problems:
How do guards select which monsters they attack / prioritize? Do players have control over this?
How do we prevent the gameplay from becoming repetitive “unlock stronger guard”-cycles?
How do we give players a fail-safe system that saves the colony if guards can’t handle a new, stronger wave?
How to differentiate heavy damage early game weapons from middle game medium damage weapons?
If we provide more guard-options, how do we prevent the guard-menu from becoming too cluttered?
Just today, Zun suggested an idea that I had rejected in the past, but which does seem to solve quite a lot of the problems we encountered. Traps! Disclaimers: we’re not 100% sure about this, it’s a very new idea. We’re going to think about it during the weekend, and we’ll read your responses here under the blog, and we’re open to discuss it on Discord. No guarantees it'll get implemented! But it does seem rather promising at the moment.
Early game traps could be placeable items that get triggered when monsters pass over them. These could be "damage-weapons" like bombs, but also things like caltrops or poison devices, to slow monsters down or to damage them over time. We're considering a dedicated "trapman"-job - a colonist who maintains and re-arms the traps.
Later in the game, the trigger could be a separate item from the weapon, something like a pressure plate. You would be able to configure the pressure plate to only be sensitive towards certain enemies, and you'd have to connect it to a specific weapon.
Traps enable a lot of new strategies. For example, at the very start of your monster funnel, you could have traps that poison and slow down the strongest monsters. At the end of your funnel, right before your banner, you could place a bunch of explosives. If your guards fail to kill any monsters, they’ll be defeated by the bombs and you will be clearly notified that you’ll need to upgrade your defenses!
It solves the player-control-over-prioritization problem in a relatively intuitive way, it prevents the guard menu from becoming too cluttered - it would be helpful in a myriad of ways! But is it the right solution? Should we keep exploring alternatives? Should we release 0.9.0 without traps and without trying to find an elegant solution for the problems mentioned above? We’re probably going to make a definitive decision at the start of next week, so this is the right moment to give us some input. Let us know your opinion, it’s sincerely appreciated!
After last week's blog, we received some PMs with some feedback. It was becoming quite confusing to follow what plans we're actually working on and what exactly is going to be in 0.9.0 and what not. Those same PMs were also curious about our plans after 0.9.0. If there’s broader interest, we’ll discuss that in next week’s blog. But in this blog: our plans for 0.9.0!
Disclaimer: to a degree, the development of CS remains a flexible process. While testplaying, unexpected issues pop up, and we’d rather fix that than release a problematic version earlier.
Implemented: Tools
Our current dev build contains a new feature that supports tools. Tools are used by workers when producing items. Tools break after having been used for a while. Different tools have different effects on productivity and different durabilities. Examples are stone, copper, bronze, iron and steel tools.
Jobs have a “Tool Usage Percentage” (TUP) that determines how important tools are for them. Jobs like blacksmiths are more reliant on tools than berry gatherers. The productivity of jobs with a high TUP are more affected by different tool types. It takes longer for a tool to break at low TUP jobs.
Implemented: Monsters linked to Science
In all previous versions, the spawned amount of monsters in the night was linked to the amount of colonists in your colony. This incentives people to play very efficiently and to recruit as few colonists as possible. To further stimulate growth and expansion, we wanted to decouple this ‘punishment’ from colony growth. Monsters are now coupled to major milestones in the tech tree.
Implemented: Better Crafting Times
We had little room to vary crafting times in previous builds. Crafting times varied per job, not per recipe: all recipes at one job shared the same crafting time. The crafting time was also limited to about 15 seconds maximum. Both have changed. One job can now simultaneously have long and short crafting times, and the crafting times can be minutes long. We’ve been using this to fix “workaround recipes”, recipes that include things like 15 copper nails and 20 linen to artificially boost crafting time.
Implemented: ”UI Science”
In the past, players needed to recruit an actual scientist who worked “cycles” to unlock new things in the tech tree. The idea was to eventually have dozens of scientists working on Manhattan Projects. In practice, this didn’t happen. Quite often, there were significant delays between unlocks, where it makes sense to delete your Science Lab and the scientist-job, just to re-recruit 1 or 2 when needed. This isn’t fun gameplay.
In our dev build, science can be unlocked in the UI without a Science Lab or a scientist, provided that the right ingredients are present and all requirements are met. There are new jobs like the writer, who take quite some time to produce parchment scrolls. They partially replace the scientist.
Implemented: ”Real” Currency and “Real” Traders
From the beginning, we’ve had coins, but these coins were items like all others. They had to be crafted at a job, and the merchant job worked like any other job, while using coins as ingredients.
In our current dev build, this has changed significantly. The Colony Points from 0.8.0 are now ‘Colony Currency’. Instead of automatically distributing luxury goods to colonists for points, they now have to be sold at the trader. The trader has its own unique interface, where things can be sold and purchased instantly, in large quantities if so desired.
Implemented: Stone Age to Bronze Age Content
To make the best use of all of these new features, we’re seriously refactoring the content of the game. Colonies grow bigger, quicker and we’ve added more jobs and items to make earlier ages feel worthwhile. This includes items like the tools and leather.
Not Yet Implemented: Iron Age to Gunpowder/Machine Age Content
We haven’t moved past the Bronze Age, so things like iron smelting, crossbows and muskets are not in the game yet. We’d rather not release 0.9.0 while having removed such significant content. We’re planning to add more ages, which will include a lot of the content from previous versions.
Not Yet Implemented: Models and Icons for all Content
Most of the Stone Age to Bronze Age content has icons, but the models for new job blocks have not been made yet. Content in ‘coming ages’ lacks both icons and models.
Not Yet Implemented: New Guards and Monsters
We’re planning to add new guards and monsters. Not merely variations on current features, but new mechanics like area of effect damage and ranged monsters as well. We’re still debating if and how we should implement armored guards. We’re also considering adding new 3D models for the colonists, guards and monsters.
Not Yet Implemented: UI Overhaul
New features like the traders and the tools have a rudimentary UI so we can test them, but not yet a ‘decent’ UI that is ready for release. Of course, we want to change that.
Not Yet Implemented: Colony Recover Mode
With monsters not being linked to colonists anymore, a successful monster attack that wipes out half of your colony doesn’t proportionally diminish monster attacks in the next night. We’re planning a mode that costs a lot of Colony Currency and that removes your ability to unlock new tech which allows you to rebuild your colony while monster attacks are seriously diminished.
Not Yet Implemented: New Terrain Generation, and other Fundamental Changes that Require New Worlds
Update 0.9.0 is the largest overhaul in years, and completely restructures a lot of content. We’ve already refactored savegame structure for this update. Old worlds will not be compatible with 0.9.0. Disclaimer: We use the Steam Beta Branches to make major previous versions available, allowing you to replay older worlds! Nothing is lost.
There are things we can’t improve, fix or refactor without breaking savegames, but of course, we want to do that as rarely as possible. Now that we’ve made this choice, we want to combine this with other world-breaking changes, like new terrain generation.
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These are the main features we have implemented or are planning to implement for 0.9.0. There’ll probably be some minor changes, and we always encounter small unexpected issues, but the main structure of 0.9.0 is clear to us. We hope it’s clear for all of you as well now! We’d love to hear your opinion. If you want to hear what happened to earlier plans unmentioned now (like logistics), or what our other plans are post 0.9.0, or our opinion on specific proposals - let us know in the comments or on Discord!
The overhaul of the tech tree is going well. The internal dev build is continuously getting new jobs and content. The past weeks saw the addition of new things like leather, animal carcasses, parchment scrolls, cooked meat and bronze tools. Testing these things is a lot of fun! It generally works as intended and requires only minor amounts of refinement.
But this week, we did discover that the early game does require a significant amount of reworking. We scaled down the monster threat at the beginning, and slowed down quite a lot of jobs. This works really well when you’ve reached 30+ colonists, but the start can be pretty annoying. This has multiple causes:
Science progress relies on things like wheat and flax - requiring you to wait on your newly unlocked jobs for 48 or 24 hours
Expansion of your colony requires items like beds, stone tools and crates, which all take longer to craft than they did in 0.8.0
Your crafters still use stone tools, which seriously slows down your crafting
You’re not attacked by any, or by barely any, monsters, making the nights pretty pointless
There’s a serious lack of building materials, so you can’t start working on walls, towers and buildings
We’re working to fix this. Some essential items can be crafted quicker now. We’re working on new building blocks that can be produced on a large scale at the start of the game. Some other content and unlocks are being moved to the early game as well. The monster system is getting an overhaul, and there’ll be a significant amount of them at the start.
There’s something else that might be a bit repetitive to those who’ve read all previous blogs, but it was really noticeable to me this week. The biggest thing I personally was missing in Colony Survival was something I could really put my teeth into. I would hop from a relatively minor project to another relatively minor project - and then I had finished the tech tree. I would’ve built a big fort, I would have 350 colonists, I would’ve 50 builders & diggers available who could terraform the world into any shape I desired - but no grand purpose to put all of that to use.
0.7.0 was supposed to fix that with the New-Colonies-In-Other-Biomes idea. It works, but not in the satisfying way we hoped for. Your old colony makes a glider and a Colony Starter Kit, and that’s it. Then you pretty much start over from scratch, with slightly different content. It’s not a grand purpose for your original colony.
While playing the 0.9.0 dev build, I've gotten convinced that we’ll finally manage to implement that purpose successfully. Things feel more “weighty”. Items like leather and linen take a decent amount of time to craft, making them feel more valuable and incentivizing you to expand and put more workers in these jobs. I was at 50 colonists when I unlocked copper! Simultaneously, reaching 50 colonists is a lot less punishing, because colonists attract a lot less monsters in 0.9.0 (with ‘monster attraction’ being partially shifted to tech unlocks) and them not requiring luxury items anymore. You’re also not forced to work through production chains that require a lot of random items any longer.
I’m really looking forward to building out the tech tree, right into the early modern period. It would be amazing to be able to properly reward players for building a city with 1000 colonists. Not just with an achievement, but with the gameplay actually requiring it and continuously rewarding you with new tech, new weapons and new jobs. That would truly be the grand purpose I’ve been looking for for years now!
This week, we’ve added more items, jobs and science to our internal dev build. Apart from that, we’ve also added the fundamentals of a pretty radical overhaul to gameplay: in 0.9.0, the monster threat will be mostly connected to your scientific/technological progress!
In all previous versions, the monster threat was solely connected to the amount of colonists you had recruited. Of course, this is a strong incentive to minimize the amount of colonists. In 0.9.0, we deliberately want to encourage rapid and sustained colony growth. To achieve this, increases in monster threat level will be mostly connected to scientific unlocks. There will be a number of key milestones like ushering in the bronze age or the iron age. In the science menu, these milestones display how much “monster threat” they add. In the top-right corner of the UI, the currently accumulated monster threat level is shown.
We’ve been testing this system this week, and are happy with the results! It encourages a different style of gameplay. Instead of doing small improvements to your defenses every couple of nights, you’re now really preparing for a big event. Another benefit is that it allows us to “determine the pace” better. In previous versions, inefficient players were punished pretty harshly. They needed more colonists, which attracted more monsters, which required more defenses and guards and ammo. Vice versa, very efficient players could reach the endgame with a pretty small number of colonists.
In 0.9.0, we can easily finetune the threat. If we want to add an end game milestone that attracts extreme numbers of monsters, requiring extensive defensive preparations, we can do so. Things like that weren’t possible before, and we’re looking forward to using these new abilities to their fullest amount.
The Previous Blog
In last week’s blog, we wrote that we were starting from the ground up and totally reworking the tech tree, items and jobs. That resulted in some very concerned comments - you’ve already been working on this game for 4+ years and now you’re going to start over?!
As soon as I read these comments, I realized that I hadn’t properly explained the situation. It’s not very intuitive. Technically, Colony Survival is a complex mixture of homemade systems and predefined standards. It’s not always obvious how much effort it costs to change something. It’s like replacing the same spelling error you’ve made 150 times in a 300 page text. That takes forever when you’re dealing with handwritten notes, but it happens with the press of a button in the case of a digital text.
In some aspects, Colony Survival is a lot easier to change, adjust and improve than people think. In other aspects, changes are a lot harder to pull off. Our systems have been designed in a way that allows us (and modders!) to easily change things like crafting recipes (per job) and the tech tree. The main difficulty there is not weeks or months of difficult programming, but having a good idea for improved gameplay.
Those are the kind of things that are getting reworked from the ground up now. It should result in an entirely new and improved gameplay experience, but the “development cost” is relatively minimal. Most technical systems are working fine and we’re leaving them intact. A lot of old items and jobs are coming back in 0.9.0 as well - often with a twist. Problems like cooked fish not being a meal anymore will be fixed. We understand the concerns, but nobody has to worry that we’re pointlessly redoing all the systems in the game :)
In the past weeks, we've built the first prototype with actual 0.9.0 content. In the past, we did alter some systems, but we kept 0.8.0 content. The new prototype has lost pretty much all 0.8.0 jobs, items and science. We're starting from the ground up! The tech tree is getting completely reworked, and so are the jobs and items. Of course, a decent chunk of 0.8.0 items are coming back, but often in different places, with different recipes.
For four years, we've been building on the foundation of 0.1.0. Now, we're completely restructuring the game while taking into account all the lessons we've learned since the first release. We've listened to your comments, we've played and tested and experimented, we've thought and debated, and now we're implementing those new ideas.
Playing the prototype has been a genuinely exciting experience. In our opinion, things work a lot better than they did. The most noticeable change at the moment is the longer crafting time. Combined with the new tech tree, it really changes the way the game feels.
In the past, crafting an item often took only a handful of seconds. Beds, weapons, new jobblocks: most were done in 3-7 seconds. Fifteen seconds at the maximum. Crafting times were the same for all items at one job. Core items like planks could be made instantly by the player. This was a fundamental restraint, and we tried to work around it by requiring a bunch of random ingredients for many items. Beeswax, olive oil, copper nails, iron rivets. A lot of time was spent figuring out which random item was missing and setting up the production chain required for it.
This has been dramatically streamlined. Recipes are clearer and more straightforward, but require significantly more crafting time. Instead of random items being the bottleneck, you’re now facing “labor constraints” way more often. You want more crafters, more miners, etcetera. Players themselves can craft barely any items. You’ve got to expand your colony faster now, and we’ve made that a bit more fast-paced to counter the more punishing crafting times.
Of course, there’s an alternative to boost your production! Tools have also been implemented. You start out without tools, and gradually work your way up, from stone tools through copper tools to bronze tools. Each comes with a significant boost in production speed, but unlocking them is gradually more challenging.
We’ve discussed plans for more public betas as well. We’re hoping to be able to open up 0.9.0 to those who’ve tested previous updates in roughly one to three months. New testers will be able to sign up one to two months later!
This month, we've been working on implementing the plans described in the previous Friday Blogs. We've now got an internal dev-build with a system for consumable tools, used by jobs.
Colony Survival 0.9.0 is going to be bigger and deeper than ever before. It will change how you were used to playing the game. There will be new systems that will hopefully be interesting and engaging for many dozens of hours of playtime. But how are we going to introduce all these changes and new mechanics, in a way that is both clear and exciting, for new players and long time fans alike?
We tried to accomplish this by refactoring the tech tree and by changing which items are fundamental and how they are produced. But while trying to do that, we noticed that we couldn’t accomplish it in a way that felt successful. With “successful” meaning that it will smoothly lead players towards the midgame and further. We’ve often seen examples of players getting stuck in the early game, and we want to prevent that as much as possible. Without dumbing the game down, of course :)
So we’ve made a decision. 0.9.0 will include The Mission System. That means there will be a set of Missions that encourage you to, and reward you for, accomplishing certain goals. These goals will vary from setting up a self-sustaining colony, advancing to the bronze/iron age, reaching a 1000 colonists and other important stepping stones / milestones.
Experienced players can ignore the Missions if they want to. They shouldn’t interfere with your plans, you won’t be forced to repeat the same boring, artificial procedures every time. But they’ll give new players some direction, and instructions on how to accomplish the most important steps. We really believe this will make the game a lot more accessible and fun.
While discussing the details of the Mission System, we ran into a new problem. Should Missions auto-complete when requirements are met? Or should players have to press “Complete” themselves, like Science currently requires? Whatever we choose, it’s important to notify players when requirements are met. Currently, we’ve got a system that feeds one-line warning messages to the chatbox, but that’s not very sophisticated.
For loads of purposes, it would be useful to have a better Message System. Better, more detailed messages that are more easily seen and retrieved. Messages about Missions and Sciences that are ready to complete. Messages about harmed and killed colonists, messages about food and ammo running out, perhaps even Daily Reports. With bigger and more complex colonies, getting proper feedback of its functioning is crucial.
So, we’ve decided to implement a seriously improved Message System into 0.9.0 as well. Zun has been making good progress there! Lots of it doesn’t have a nice UI yet, but we’ll show more in future Friday Blogs.
Mask of Agamemnon, Greece, 1600BC. All images in this blog are sourced from Wikipedia.
It is Blog 200 :D Since the previous blog at the start of June, we've passed June 16th, marking the "4th birthday" of Colony Survival's release on Steam. Coincidentally, we’ve also achieved a high amount of consensus on the details of 0.9.0 and are ready to work them out into an actual overhaul, into new crafting recipes, new jobs, new items, new guards, new monsters and a new tech tree.
Let’s start by returning to a core problem of ours: how do we create satisfying gameplay for Colony Survival? We all want to build a colony that “does something”, that improves, that overcomes obstacles, that solves a problem. At its core, our mechanics support that very well. Start with 10 colonists with primitive items, jobs and tools, expand to 100 colonists with advanced items, jobs and tools, and your colony is much more capable of doing whatever it does.
That cycle can repeat again to 250 colonists, and 500 colonists, etcetera. But what challenge stays interesting that entire time? A problem that is solved by going from 10 to 100 colonists does not motivate you to expand to 250 colonists.
We tried to solve that by creating “persistent challenges”. The amount of monsters attracted by your colony grows as you expand your colony. The requirements to keep your colonists happy got higher and higher as you recruited more colonists
But instead of motivating people to keep growing, these challenges actually punished people for growing, and they heavily incentivized efficiency and min-maxing. That’s why 0.8.0 replaced Happiness with Colony Points. Instead of pushing people to keep up with the daily demands of solving “persistent challenges”, we’d like to reward people for building something, for growing their colony and becoming more and more capable and effective.
For the last months, we’ve been pondering and debating how we can realistically implement this shift in philosophy into the game in a practical manner, in a way that makes the game more fun for beginners and more engaging for long-term players, in a way that refreshes the game for people who have gotten tired of it, without alienating those who have gotten used to the way the game works. Satisfying all these demands is hard, but we think we have found a solution.
We will extend the timeline of the game, deep into human prehistory. We’ll start in the Stone Age, and gradually evolve towards the Industrial Revolution. During the last month, we’ve investigated this historical development, looking for crucial technologies and interesting jobs and items.
The “luxury items” for the Happiness feature were mostly meant to be “daily items” like food and candles. They were crafted quickly, but relied on a combination of many different items. The new “luxury items'' will mostly be meant for export. They don’t have to be consumed daily, and with the support for extended crafting times per recipe in 0.9.0, their production can take longer. They will rely significantly less on a complex mix of ingredients. We’ve searched through history for interesting “luxury items” according to these new guidelines, and we were surprised to find many interesting artifacts that demonstrated the existence of complex technologies and high artistic ability deep into prehistoric times.
Trundholm sun chariot, Denmark, 1400BC
So, the products themselves should be more satisfying to craft. The reason to craft them too: instead of ‘having’ to satisfy the happiness demands of your colonists, you’re earning Colony Currency, which can be used in many different ways between which you, the player, can choose. And the tech tree itself will be significantly longer, and require a significantly more developed colony to complete.
We’ve also talked about the monster threat. We’re committed to adding more types of weapons and monsters. We’d like to see stronger monsters, monsters that can fight back with ranged attacks, monsters that, on death, explode into poison clouds that make monsters stronger while they harms colonists. And we’d like to see guards that can do area-of-effect damage, guards with highly powerful but short range equipment, “sniper guards”, guards with projectiles that do damage over time.
But we have decided on a change that is perhaps more impactful. We’re now pretty much certain that we want to mostly decouple the amount of monsters that assaults your colony from the amount of colonists in that colony, and recouple it to your progress in the tech tree. That should be another strong incentive in favor of rapidly growing your colony, instead of an incentive that hinders growth and favors carefully min-maxing your way forward. Of course, careful gameplay should stay important and success there ought to be rewarded! There will be new vital choices that players will have to make, and where carefulness is fundamental.
Strettweg Cult Wagon, Austria, 600BC
We’ve received some disappointed replies asking about our plans for realistic logistics. We’re sad to say they’ve been postponed/cancelled. We were very serious about them at the start of 2021, but when working out these plans we ran into trouble. It required lots of new features and adjustments, which would cost a lot of development time, and the benefits started to pale, compared to the costs. We believe the new plans are easier to implement, but with improvements to the gameplay through the entire game, instead of only during the endgame.
We hope to start implementing new items and jobs in the next couple of weeks, and hope we’ll be able to show progress there in the next blog!
A month ago, in the most recent Friday Blog, we wrote about new, rough plans for 0.9.0. Since then, we’ve been trying to turn these outlines into specific new crafting recipes and tech trees. While doing that, we ran into multiple problems - and we think we’ve solved them.
Tool Usage Percentage - TUP
We’d like to implement Tool Usage for nearly all jobs - because IRL, nearly all jobs use tools. These generic (as in, all jobs use ‘tools’ but not specific pickaxes/axes/needles/hammers/screwdrivers etc) tools should come in multiple materials with different costs and benefits. Players would start with Stone Tools and would later develop Copper Tools, which are more complicated to make but yield higher productivity for jobs that use them. Bronze Tools require rare and expensive tin, but exceed Copper Tools in both productivity and durability. Iron Tools require more advanced tech to produce, but less expensive resources. The productivity would be near those of Bronze Tools, but without the durability. Last but not least, there are Steel Tools, an endgame achievement.
The difference in productivity should be significant to make developing these tools worthwhile. When you’re completely out of tools and workers have to work with their bare hands, productivity should decline dramatically. But how do we make this work at the start of the game? You don’t want to immediately starve to death a new player who doesn’t understand the tool mechanic yet. Nor should food be something that is very difficult to balance properly at the start of the game with low productivity, while it’s easy to create massive abundances a bit later on with more advanced tech.
Zun suggested a variable that is related to how important the tools are for the job. A miner or a blacksmith relies hard on their tools, but they’re much less significant for a berry gatherer. This should be reflected in the Tool Usage Percentage for that job. Let’s turn this into a specific example: (numbers aren’t definitive yet, just a hypothetical example)
No tools: 400% crafting time Stone tools: 200% Copper tools: 100% Bronze tools: 50% Iron tools: 55% Steel tools: 33%
For a regular job with 100% TUP, this would be the full impact of using different tools. But a job with 50% TUP would see only half the impact of different tools, resulting in the following crafting times:
No tools: 250% crafting time Stone tools: 150% Copper tools: 100% Bronze tools: 75% Iron tools: 77.5% Steel tools: 66%
TUP would also impact the durability of the tools. If tools are only "half as necessary", they'll last twice as long. Mainly early game jobs, and jobs that are crucial to survival of the colony like food jobs, will have a lower TUP. Other jobs might even have TUPs above 100%.
Of course, these numbers shouldn’t have to be calculated by players themselves: the UI should make this very clear. This does require some changes to the interface. For example, we've got to make it clear to players that they can investigate their miners by clicking on the jobs.
How to achieve progress?
So we’d like to see a progression from primitive tools to advanced tools, through different eras and materials. What effort do players have to do to receive these new tools? Do they have to recruit lots of scientists, gather lots of different ingredients, earn large amounts of Colony Points? What is interesting gameplay, what is moderately historically realistic, what can we build in a reasonable amount of time?
Currently, a large part of the early to mid game relies on gathering a wide variety of ingredients. People need olive oil, wax, cabbages, buckets, fish, copper parts, iron rivets, and need to set up lots of different jobs, to unlock new jobs, which can be used to unlock other jobs. It can become quite confusing.
Another core pillar of Colony Survival until now has been the idea that you’re an isolated community on a deserted world. Everything you want to produce has to be made with resources and ingredients that you’ve gathered and crafted yourself.
We’re strongly considering changing both. The game should start earlier: in the Stone Age. Players should be able to set up a self-sustaining colony, but to progress, they have to trade with the wider (offscreen, probably) world. There’ll be a trader who is able to both buy and sell items. Instead of having to craft large amounts of diverse luxury goods for your own colonists, they’ll be exported. Instead of the luxury goods being “daily consumables” like candles and meals, they’ll be more durable and significant, like extensively decorated pottery, fancy textiles, artistic objects and expensive jewelry.
Exporting these items should earn you currency, which can be spent in many ways. The currency will probably replace Colony Points, allowing you to do all the Colony-Points-upgrades with currency. They could also be required in the tech tree, with certain unlocks requiring significant amounts of money. Last but not least, you can spend the currency at the trader to purchase rare items and resources like tin.
Currently, the game doesn’t actually require you to recruit a lot of colonists and build a large colony, it just requires you to gather a bunch of diverse ingredients. Most players reach the musket-era-endgame somewhere between 80 and 150 colonists. We’d like to change that. You ought to need more colonists, but recruiting these colonists should be easier. The focus of the game should be more on the expansion and the actual colonists (building places to sleep, walls, new farms, managing new monster types) and less on balancing a whole bunch of different ingredients from different jobs at the cook.
With these changes, I believe we’ve got all the requirements to do a successful overhaul of the crafting recipes and the tech tree, resulting in a much more interesting and longer progression throughout the game. It’ll be quite different from what you’re used to though. Do you believe it’ll be a good thing? Let us know, in the comments here on Steam or on Discord!
In December, we released 0.8.0, which tried to improve some fundamental systems and fix some flaws. In January and February, we were making huge plans for 0.9.0. We wanted to take our time, add a lot of new content, and introduce awesome new features. We were considering to implement realistic logistics.
This would be a huge change and impact a lot of other systems. We were trying to think through the entire plan. For example: with realistic logistics between colonies, it’s important to spread out resources. It doesn’t make sense for all ores to be present at every location. So resources like iron ore should only appear in certain specific places.
But that means players need multiple colonies when they get into the Iron Age! That’s a lot earlier than currently is the case. So we’ll need to add a lot of pre-Iron Age gameplay to balance things out.
We also added things like support for longer crafting times, which requires a full overhaul of all the crafting recipes. Zun optimized the savegames, which also leads to the requirement for new worlds in 0.9.0 (Disclaimer: Old worlds will always be accessible in old branches / 0.9.0 is a long way out / a converter might appear!). The need for savegame continuity is pretty restricting, and without that need, we have a lot of extra possibilities. We want to use as many as possible of them, to make sure future updates don’t require another continuity-break.
At the end of March, I started moving. It was quite a lot of work, and due to some unforeseen problems I spent nearly two weeks without proper access to the internet. But things are working now :D Things are still a bit Early Access but I don’t mind that too much.
I’ve had a lot of time to think, and things seemed a bit… overwhelming. Update 0.9.0 had become a gigantic overhaul with loads of uncertain but interdependent features, and a three year workload. The plans certainly sounded awesome, but doing it all in one gigantic step started to seem impractical.
So we had a long discussion and decided to change our plans for 0.9.0. It’s still not 100% certain, there are plenty of details to work out, and we’re open to your input! But here are our rough plans.
Update 0.4.0 added a nice progression system. From inventing bronze to smelting iron to producing steel, slings > bows > crossbows > muskets, from slow weak monsters to fast strong monsters. It works very well, and it’s still the core of the game. 0.5.0 and 0.6.0 added ‘branches’ to this framework, and 0.7.0 added multiple colonies to the end of this system. But the ‘spine’ of the game is still the bronze/iron/steel thing (with the related monsters and weapons), added after a couple of months of development in 2017.
We’re considering to refactor that spine. To improve it and to extend it. To make it work with all the other features we’ve added since 2017, and the features we’re planning to add in 0.9.0 (and keeping in mind the features we’re hoping to add afterwards!).
We want to increase the timespan. We’d love to start in the Stone Age and have players invent and use copper tools as a serious improvement above stone tools. Tin should become a rare resource, and to start the Bronze Age, players would have to export luxury goods and import tin.
To decrease their dependence on expensive imports, players should have the ability to start using iron. We’ve done quite a bit of extra research into iron, and apparently, producing it is hard. Iron loves to bind with oxygen, so you’ve got to remove it from your iron ore and prevent the oxygen from returning again too soon (which is known as ‘rust’). To do so, you’ve got to mix it with carbon while heated, but heating the ore up increases iron’s susceptibility to binding with oxygen. Leave too much carbon in your iron and it’ll become brittle; leave too little carbon in your iron and it’ll become soft.
Correctly executing this process requires a lot of knowledge, the right tools, and a lot of good fuel. We’d love to implement this into the game more realistically. We’re considering having multiple ‘levels’ of iron and multiple methods of smelting iron. There could be simple but lengthy processes that result in weak, brittle tools and weapons, and more complicated methods that result in better tools and weapons.
The final step could be steel - which requires very high temperatures or huge amounts of labor to achieve. Add some chromium to get stainless steel. The mass production of steel only became possible at the start of the Industrial Revolution.
Of course, each of these steps should have a purpose and not just be a messy crafting chain required to get to the endgame as soon as possible. We’re considering to add “Tools” as a crucial component of the game. Instead of just foresters and miners requiring a one-time specific tool, most jobs should use them. Instead of each job having their own specific requirement, the Tools would be more general. But Tools will have a trait ‘Durability’, and when it’s depleted, the tool breaks and the worker will require new tools. The tools should also impact productivity. That way, each tool can have their own unique set of benefits and drawbacks. Copper Tools could be cheap but with low durability. Bronze Tools could have high durability, a large boost to productivity, but cost a lot to produce. Primitive Iron Tools could have the same boost to productivity at a lower cost, but also with lower durability.
Now, we don’t just want to make the game more convoluted, with more steps and more requirements. The new crafting chain and the new tech tree should also lead to more possibilities! An underdeveloped aspect of the game, which players have often requested to be expanded, is the combat-side of the game. We’d love to add more monsters and more guards, with new abilities. How about ranged monsters? Guards with area-of-effect damage, and others with the ability to poison or slow down enemies? How about monsters that strengthen nearby monsters, and monsters that get harder to defeat the longer they live? That would make mazes less overpowered and allow for a more diverse array of strategies to be useful. We're also considering options to make some monsters more intelligent. They're harder to implement properly, but monsters that fill moats or scale walls would be very interesting.
Just as in 0.4.0, these things should be connected. Unlocking new materials requires expansion of the colony, new materials lead to new weapons, expansion of the colony leads to more and stronger monsters.
Compared to realistic logistics, these plans are a lot more achievable in less time, while we’re still very enthusiastic about the outcome. We think it would be a huge improvement above the current situation. Let us know your opinion and it’ll help us make a final decision!
The plans for realistic logistics aren’t completely scrapped. We do keep them in mind while working on 0.9.0 and make our choices appropriately. We’re pretty certain we want to make ores like tin scarce, requiring multiple colonies if you want to play without importing and exporting from (offscreen) ‘NPC colonies’. But logistics between multiple colonies were always intended as some kind of endgame, and we’d like to put a lot of effort into the early and midgame first.
TL;DR: I moved successfully, plans for 0.9.0 got extremely huge, considering a new plan for a refactored, improved and lengthened early-to-mid-game with more realistic metals and tools, and new weapons and monsters. Let us know what you think!