An update to The Colonists has just gone live! Here's what's new:
One Way Train Signals
Get more control over your train routes with the new one way signal. You can place this signal on any piece of track, making it easy to create circular train routes!
Unrestricted Elevated Rail Sandbox Option
Create enormous unsupported bridges, go over the top of mountains or build track spirals with the new option for Sandbox Mode!
Patch Notes
NEW - one way train signals allow you to create circular train routes
NEW - defy physics with the new unrestricted elevated rail option in the sandbox
Fixed train sometimes getting stuck if route was not found and then track was modified
Fixed upgrade costs not taking into account reused resources when starting an upgrade
Fixed occasional instance where an invalid transport connection was created when a watchtower was captured, causing further bugs
Fixed surface mines and shaft mines showing up in building lists on storage panels for resources they don't mine
Stopped auto setting building name if already set by player
Hotkey [H] in map editor now goes to centre of map
Fixed missing help text for road post transport connections panel
Fixed incorrect icon on road layer upgrade panel
The pumpkin harvest has finished, but The Colonists still like their vegetables!
Thanks for every suggestion, bug report and bit of feedback. Look out for more updates next month!
V1.3.5.4 is now available with a few improvements and bug fixes:
- Hold [Ctrl] when placing the end road post of a new road to continue building a new road from that tile
- Improved visuals and tooltip messages for setting road waypoints
- Added build mode hotkey to key bindings
- Tweaked brewery production numbers
- Fixed bug where changing the route or clearing a route of a boat whilst its queueing at a harbour could potentially cause it to behave unexpectedly or become stuck at a harbour
- Fixed resource exports not being checked immediately after a boat or train route is modified or added
- Fixed being able to create one tile length paths as destroying them sometimes created a resource routing bug
- Fixed bots printed at Large Harbour sometimes going to wrong flag and not going to their destination in certain circumstances
- Bots printed at Large Harbour no longer walk through bot printer
- Fixed resources being attempted to be routed through invalid buildings if both resource supplier building and invalid building were connected to a harbour or train station by path but supplier building's path was too long to be a direct connection (over 20 tiles).
- Fixed pumpkins resource not selectable
- Field placement mode is now automatically entered when clicking on the farm fields tab
- Fixed pumpkin farmer harvest animation sometimes not matching pumpkin field
- Fixed closing add vehicle stop side panel not adding add transport button
- Fixed incorrect value and overflow of cash victory graphic bar
- Fixed padlock icon not showing on level 1 tab for locked buildings
- Fixed trader reputation display sometimes stopping working on market panel
Thanks to everyone's suggestions and feedback and remember you can join us on Discord to hear about and test out the latest new features!
A special Halloween update of The Colonists is now available! Here is all the info for V1.3.5:
๐ Pumpkin Farm ๐
Give your colonists a seasonal treat with the new Pumpkin Farm! Providing another source of food for Level 1 Residences, Pumpkin Farms take up less space but have long pumpkin patches so you'll need to plan your layouts!
Patch Notes
Italian and Brazilian Portuguese localization
Space Port no longer needs any resources to construct
Harbours no longer require pier tiles to be inside territory
Building upgrade costs now take into account previous level
Added Boat Building II research which is needed to build Luggers
Luggers now a bit faster and have more capacity
Implemented acceleration on boats
Fixed 'all resources' on whitelists causing problems (also removed that option as it's the default behaviour)
Fixed workshop import whitelist not accepting all possible research resources
Fixed some issues not being able to set export whitelists from/to buildings under construction
Fixed destroying import building not auto removing it from another building's import whitelist
Fixed track breaking if placing a high train station
Reduced adjustable height a little of train stations to avoid some entrance issues
Fixed mislabelled resource categories on flag rules panel
Fixed rules tab count for boats and trains for item categories
Fixed close button on boat selection panel
Fixed notification icons on newly unlocked buildings not being reset on game load
F12 no longer trigger screenshot mode, now only dedicated hotkey does (default F10)
There's a new update available containing the following bug fixes and improvements:
Fixed trains getting stuck if meeting at a station at the same time
Fixed some instances where train and hopper sequence would get confused when reassigning a train route
Fixed road cost calculations not working correctly in a loaded game
Improved route recalculations for resources waiting at a road post of a blocked road
Captured Colony Ships are now connectable and functional buildings
Fixed bug where rubble of buildings could not always be removed
Fixed stutter caused by resources arriving at buildings which were directly connected to the harbour from where they'd been delivered
Fixed transport rules not always affecting resource demands correctly
Fixed potential stutter affecting large colonies with full storage yards
'Blacklist' and 'Whitelist' can now contain individual resources whilst 'Blacklist Except Storage' and 'Whitelist Storage Only' contain 'All Resources' respectively
Fixed import building selection list not showing Food producing buildings for residences
Fixed import buildings not always being taken into account when a building sources a resource
Sculpt modes now cycle when you press the Sculpt Mode hotkey
Fixed pipette mode where level of copied building was being overridden by last selected building level
Path drawing now lets you cross roads (path behaviour is the same but it's now more obvious when creating paths)
Fixed incorrect 'loading' label in boat storage panel
Made 'whitelist storage only' 'all resources' combined with individual 'whitelist' resources behave as expected
Fixed error message not being parsed correctly when track placement blocked
Fixed icon for train route selection and improved font spacing and resizing
Fixed incorrect count on the resource transport rule tab
Fixed and improved visuals on resource transport rules panel to show boats and trains
Fixed formatting on resource destroy warning message
Fixed mission complete camera angle
Improved some German localization
Thanks to all the players providing feedback and bug reports and to our community translators.
Monuments now give a speed boost to all nearby bots increasing building productivity and road throughput, the power of the boost increasing with the size of the monument. Monuments are limited to one each (unless victory conditions state otherwise) so use them wisely!
Resource Statistics Panel
Each building now lists all incoming and recently arrived resources and where they came from. You can select any of the resources and it will display the route to the building, their estimated arrival/journey times as well as the option to destroy that resource.
Our next update is adding a new AI Hard mode, some new campaign maps as well as some new buildings and resources. If you'd like to test these new features out whilst they're in development then head over to our Discord: https://discord.gg/thecolonists
V1.3.2 of The Colonists has gone live! Here's what new:
New Campaign Missions
There are two new single player campaign missions where your goal is to earn money by buying and selling resources in the market as well as managing construction of your grand monuments.
Custom Map Leaderboards
Each custom map in Steam Workshop now has its own leaderboard where players can compete for the best time!
Follow on Discord for the latest on the next updates which will include a brand new AI Hard mode as well as new AI campaign missions to challenge yourself against.
Support for Mac and Linux platforms has gone live! If you're on recent OSX version or Steam-compatible distro then you should now have access to the game in your library.
The Colonists are back with some big updates! Hereโs what new in V1.3:
Map Editor
Create, share and play custom maps using Steam Workshop. Sculpt land and sea, place trees, rocks and resources, and set your own victory conditions.
Elevated Trains
Free your train network with the new elevated railway system! Build tracks that carry your trains through and over buildings and across shallow bodies of water.
New Large Harbour and new Lugger Boat
The large harbour can load and unload three boats simultaneously and has many more stackbots to help with the extra jobs. It also has two separate entrances to filter traffic more easily. The new lugger boat is made of iron and can hold more resources than the clipper.
Transport Improvements
You can now apply rules to individual stops for boats and trains, harbours and stations now have separate rule lists for importing and exporting. Trains now block each other and stations can support multiple train stops. Trains can now also transport construction materials to stations under construction.
Other Updates
New Large Storage Yard - can store more resources, has two entrances and has a bot printer.
Postcard Mode - create snappy screenshots of your colony.
Map Improvements - fixed black lines, added double-click to go to location, more accurate panning and zoom uses mouse position.
Each research technology now has its own icon.
Road posts now have a darker colour if a rule is applied.
Added notification icons when a new building or a new level of a building is unlocked.
Many other small improvements.
Thanks to everyone who has been playing the game so far, all your feedback, suggestions and bug reports have been incredibly useful!
Please get in touch if you have any issues with the latest features, we'll be continuing to improve them as well as work on more updates including new campaign maps and AI/military improvements. Vote for features youโd most like to see on our roadmap and remember you can follow development progress as well as play the very latest builds on our Discord server.