If you're interested in getting Daraney - Guardian's Rise, then now is the time to go and grab it while it's on discount! (Discount will last until the 12th of August at 10am PST)
I did several tests to correct the error of the save file disappearing, but I knew that the save file of the entire user could be damaged. So I worked on dividing the save file into several pieces.
For about a month or so, I went through a many R&D to support user mod. But... I've never made scripting system for user mod in a game, so I still don't know what to do :s I will study more about scripting system for user mod.
Instead, I'm trying to produce another sub-content. I've only managed to organize my ideas now, so I think it's still too short to tell you.
The latest 1.5.2 update for The Colonists is available!
Frontiers
The new Frontiers mode allows everyone to compete on the same procedurally generated map each month. At the start of every month a new Frontier is released with a different goal and can be played for the duration of that month. August's Frontier is available now - good luck!
Dismantling Buildings
If you ever find yourself short of materials then you can now dismantle any building and recover the resources that were used to construct a building. You can find this option on the info panel for any fully constructed building. Any unusued resources for production can also be recovered.
Release Notes
NEW! Frontiers Mode - Compete against each players on a new map each month!
NEW! Dismantle Ability - Dismantle any building and recover construction resources
Adjusted market prices for resources to better reflect production costs
Added Continue Game option to main menu
Minor optimisations to rocks and carrybot animations - large colonies may see a small performance boost
Fixed new trains not have upgraded storage after Steam Engines II is researched
Added warning when upgrading a building with import rules
Fixed shaft mine deposits placed precisely at sea level not being usable
Fixed counts of adjacent natural resource surface deposits of different types displaying incorrectly on the map
Thanks to everyone for their continued testing and feedback!
For the past month, I've been working on the background story, creating the quests system, writing characters and interactive dialogues. The story is divided into multiple parts and in this update you will find the first one. I'm starting to work on character customization and coop multiplayer. Thank you for your feedbacks, it helps me a lot.
Additions:
New area inside the base: bunker New intro inside the bunker New buildings to repair NPC with quests and interactive dialogues: Siren & Bachibouzouk Scan of map area with the Scanner pad Day night cycle (1 day in game = 20 minutes in real time)
Changes:
Save system to save the map scanner files Map around quest area
You can now view your level and gold amount on your waist belt.
Changed:
Spellcasting throwing has been adjusted so that the angle of a thrown spell is slightly higher to make it more accurate.
Reduced the amount of gold received from coin bags by 40% to counteract the increased rate of their spawns.
You can no longer deal damage to golems while they are in the middle of constructing themselves after being aggroed. You can still deal damage during construction when they revive.
There is now a 10 second cooldown between decapitations via the Dismantler and 3rd tier strength passive bonuses.
The Focused Spellblade energize ability now has a 5 second cooldown and the proc chance has increased from 5% to 7%.
Enemies now have slightly more health scaling applied when you level up.
Damage from all enemies except golems has been increased a little bit.
Damage from Fire Skeletons has been increased a little bit.
Damage from all enemies is increased by 5% for every Dungeon Soul you have up to a maximum of 20%, making each new dungeon run more challenging.
The Circuit Renewal Healing Spell can now only work during combat.
Hovering a potion over a belt slot will now cause the controller to vibrate giving a better indication that you can safely release.
Fixed:
It's no longer possible for the game to get into a stuck state where sometimes frozen enemies that became shattered would still be considered part of the active enemy count.
The health bar of golems that succesfully revive now correctly shows full health upon reviving.
Knights now ragdoll upon death and collide properly with the environment.
Another batch of fixes is coming tomorrow, so stay tuned!
Due to players feedback, some changes were made to the game:
- Returned to the old shader version, but with better visuals; - Optimized overall textures; - At beginning of each episode, theres a dialogue that will drive you deeper into the story; - Overall FPS should be greater for everybody due to rework on each level.
Also, the game is close to its final version - only bugs and players feedback will be considered to change game again.
We heard from a some players that Bosses are a bit hard, what do you think? Thats important to decide if we Nerf or keep them at the same state.
Thanks for all people thats taking a look into this project.
A friend said that the archive disappeared after being saved. I don't know whether it is the reason why the archive is not in the front after saving. Therefore, the sorting order of archives is changed to sort according to the saving time, so as to find out the latest saved archives as soon as possible.