That's right, it's the random map generator update!
Random Map Generator
You can now procedurally generate maps to play on! There's a core random game mode which includes optional victory conditions as well as the ability to create a map in sandbox mode. You also have the following customisation options when generating a map:
Map Size: Small (160), Normal (200), Large (240) or Huge (300)
Biome: Default, snow or desert
Water: Little, some or lots
Natural Resources: Few, some or lots
Please let me know how you get on - we have a dedicated #proc-gen-maps channel in our Discord server for feedback and further ideas.
Release Notes
Random Map Generator! Procedurally generate maps with various settings in either main random map mode or in sandbox mode
New mission info panel - better contextual information about the mission or map you're playing, including an option to edit sandbox settings mid-game
Fixed some instance of auto terrain adjustment not working correctly when placing road and paths over broken terrain
Fixed placing harbours over existing roads causing issues
Top left buttons now have a selected state
Few more localisation fixes
Once again, huge thanks to everyone providing feedback, bug reports, suggestions and reviews, it's massively appreciated and really helps support continued development of the game.
Next month will be the first phase of testing for mod support for the game, so if that's your thing please join in on the #mod-support channel on Discord!
Here's a look at what's new and improved in this month's update:
Patch Notes
New military campaign map - The Three Hills
Game now auto-adjusts the land when you place roads and paths over steps in the terrain
Watchtower Ownership Overlay - when you select the info panel on watchtowers it now shows you an graphic overlay indicating which tiles would be lost if you destroyed that watchtower
Option for free resource creation at storage yards added to sandbox mode
Various small improvements to enemy AI
Fixed scores not being submitted for non-military custom maps from the Workshop
Fixed bug where boat could leave early if only resources to unload were using harbour as a transitory stop
Fixed resources sometimes going to storage yards that are under construction
Fixed potential bug when road posts are modified that are connected to expedition harbours that are under construction
Fixed shaft minerbot appearing out of the back of the mine
Fixed watchtower damage smoke effects not clearing when upgrade completes
Fixed a couple of inaccurate building descriptions
Fixed bug where enemy bots would not appear correctly if they went into then came back out of fog of war
Fixed leaderboard button incorrectly showing on military maps
Added warning message for adding an import rule to a building under construction
Thanks to you all for your continued feedback, it's massively appreciated. Remember to check out our Discord for the latest builds and chat, and we'll be back with another update soon!
Added challenges panel so you can keep track of your progress and a notification screen for when you complete a challenge
Added option for x8 speed (use at your discrection, your framerate may suffer a bit)
Added option to invert zoom
Added extra sub-panel on boats and trains resource panel to show which resources are being unloaded and added details to harbour's boats panel to show a boat's status with that harbour
Added visual to show upgrade range of a watchtower when on upgrade panel
Improved performance a bit when rendering wheat fields
Fixed bug when pressing Escape on the 'unsave progress' window
Fixed error when storage yard sourced resources beyond capacity, caused by having a combination of rules which exceeded capacity
Fixed bug where demand groups couldn't be reordered in resource category panels (e.g. fuel)
Fixed edge case where enemy colony ship would self-destruct if entrance tile was captured but none of the main tiles
Fixed an issue with very busy harbours where incoming resources could potentially get sent to the wrong storage pile and eventually bring everything to a halt
Fixed bug where if a boat's transport route is cleared whilst it's heading from the queueing location to the dock then the next queued boat wouldn't be triggered
Improved resource movement behaviour on very busy large harbours with multiple road posts
Added extra stackbot for harbour
Some small AI improvements
Turned default ambient occlusion setting for linux to off
Thanks to everyone for all their suggestions, bug reports and feedback. Look out for more updates next month, including some new maps.
A small patch for The Colonists with the following fixes:
Patch Notes
Fixed bug where, when a boat is docked, changing its route whilst a stackbot was fetching a resource to load onto it could cause the boat to become stuck at the harbour.
Fixed bug where on a rare occasion resource might not be sent on from a storage yard
Fixed issue where resources at a storage yard were not always correctly being sent to another storage yard
Fixed rare instance when storage yards weren't requesting all the resources for their rules
Fixed final determining factor of resource exports judged to be equal (same 'prioritised' destination building and same resource type) to use oldest assignment instead of newest
Fixed bug where some tooltips, such as a boat status on the harbour panel, wouldn't clear if the panel was closed using right-click
Fixed VSync settings not being saved between sessions
The Achievements update for The Colonists has just gone live! Here's all the info including new mechanics, fixes and tweaks:
Achievements
There are 27 achievements to collect including special speed-run challenges based on four of the campaign missions. Each challenge has a unique goal and each has three levels to achieve, Expert, Champion and Legendary, the last of which will require the smartest and most efficient colonies to complete!
Storage Yard Mechanics
Storage yards now creates 'demand' in the same way as other buildings. These demands are visible resource demands panel and can be moved up or down the priority list, again like demand types. The 'weight' of a storage demand is based on the fill percentage of the resource at the storage yard. For example, say you have a lumberjack hut and two storages yards ('A' and 'B') and 'A' has a rule for 5 Logs and 'B' for 10 Logs. The first Log will go to 'B' (wherever it is located), the second Log to 'A', the third to 'B', the fourth to 'B', the fifth to 'A' etc.
So in summary, the weight for each storage destination is determined by 1) fill percentage 2) total potential storage 3) distance. This new behaviour gives you a more even and controllable distribution of resources to multiple storage yards around your colony.
Storage Yard to Storage Yard
Utilising the new demand mechanic above, resources can now be sent from storage yard to storage yard. You can set this up by creating import or export rules on the relevant building.
Patch Notes
Hotkeys (default [C] & [V]) for copying and pasting settings of buildings (export & import) and road posts (blacklists and whitelists)
Small Storage Yard now only requires logs to build
Added multi-selection to resource selection panels
Added resource group presets to blacklist resource selection panels
Added expedition resources to demand panels
Changed idle port and station stackbots to prioritise load and unloads of vehicles first
Items waiting at harbour or train station are now rechecked for optimal routes when a new route is added
Adding an import rule now forces an resource export check at the targeted building if source building already had an import rule
Fixed issue with resources being incorrectly routed in and out of large harbours
Fixed salt being able to mined with L2 surface mine
Fixed bug which occurs when placing a watchtower when the logs demand panel is open
Fixed export from space port bug when selling rule is removed and resource are waiting to be loaded
Fixed bug when clearing a boat route and assigning to an expedition while boat is docked at harbour
Fixed bug with vegetables in vegetable plots displaying weirdly after a little while
Fixed bug with vegetables not showing up on game load
Fixed hit box on vegetable resource
Fixed issue where sometimes a train wasn't created due to miscalculation of train route limits
Fixed lumberjack pathfinding not being completely accurate in finding the nearest tree
Fixed bug where, when a building's panel is open, the green in-world highlight markers weren't being created when a new resource was assigned to the building
Fixed issue where multiple top left panels could be overlaid after entering and leaving the research or map screen
Fixed not being able to set fuel consumption buildings as export on storage yards
AI enemy can now cancel research if project has been idle for too long
AI enemy has smarter placement of fletchers
AI enemy has smarter upgrading of watchtowers
Fixed bug with en route resource highlighters not always showing up correctly
Fixed order of medals in mission goals panel
Fixed internal tree count when if lumberjack chops a tree which leaves your territory during the chopping process
For export and import building lists, disabled already existing options
Vegetable Farm construction time and resources now same as Sheep Farm
You can now sculpt tiles with trees on
You can now sell Logs at the Space Port for a small amount of money
Small storage yard and steel mill have an extra stackbot
Bots are now printed in the order of oldest first instead of most recent first
Improved accuracy of distance sorting for priority layer buildings (lumberjacks, foresters, miners)
Removed rogue underwater clay deposit on 'Island Hopping' mission
Added option to show the game tick alongside the day
A special Winter update of The Colonists is available! Here is all the info for V1.4.0:
Festive Decorations
Give your colony a festive feel with Christmas trees (plant them near monuments), snowbots (created by the Foresterbot) as well as presents and candy canes!
Enemy AI Updates
The enemy AI has been reworked and improved and now includes a new Hard mode which also gives enemies a 25% bot boost. There's also a new military mission in the campaign with more to come in the future.
Patch Notes
Fixed an issue in some instances with resources that are waiting at harbour not getting rerouted
Fixed storage yards not showing in storage panel for resource categories (food etc)
Fixed an error related to rerouting a boat that is currently queueing to same harbourissues not being able to set export whitelists from/to buildings under construction