Update time is best time! Version 2.13.0 comes with more content (i.e., a whole new galaxy), more QoL features, more bugfixes, and last but not least, Guilds!
Did we just skip a whole version number, v2.12? Yes, we did. I just realized that, but it's too late now. I hope you don't mind as much.
Changelog - New galaxy! - New areas - New leaf type - New Crafted Leaf tier and properties - New shops - New supporter perks - New game mechanic: damage types (explained below) - Enemy stats - D-Pad added - New converter - New skins - Salvage notification can be toggled - Dialog crash fix - The Cursed Cheese pet fixed
#pyramid➕ - New upgrade - Less Pyramid Enemies (Ancient and Gem shops, and Supporter Perks) - Transforming sharded properties will lose all shards from the selected property - Warning text added when trying to transform a sharded property
#sacred-nebula➕ - New shop - Electric Energy - New craftable perks: Max resource storage and max resource storage%, Damage Types. - Damage Types: an enemy or boss may have a special damage type that is more resistant or vulnerable to other damage types. Damage types can be crafted with crafted leaves. Some types are not craftable (yet). See stats for more info. - New Areas and Boss
#Energy Belt+ - An electrifying new adventure awaits! A separate channel will be created soon (tm). - New Leaf type and shop: Plasma Leaf - These leaves have different physics and require a certain speed to be blown out of bounds. - New converter: Plasma Leaves to Energy. - New Gem Upgrade: Safe Energy Converter - New fusible leaf - Available after fulfilling the Energy Shrine Prophecy - Targeted transformation of properties - Available after fulfilling the Energy Shrine Prophecy
Guilds Guilds are exclusive to online seasons only. More info about the next season will be posted in a separate announcement. To get you more excited about guilds, here's how they will work: - Guild resource: Honor. Honor can be earned by claiming daily rewards or by defeating area bosses. Claiming supporter packs will reward some honor, too. - Everyone can create or join guilds which cost some Honor. Guild owners can kick members but they won't be able to leave their guild. - Guilds can be upgraded by investing Honor. The investment count is capped depending on the season settings, for example, 20 investments per day, 400 total guild investments per day. - The higher the guild level, the better the upgrades. - Guild upgrades are applied automatically. - Certain upgrades are unlocked after reaching a higher guild level, for example, +1 max pet at guild level 10. - Honor can also be converted into season gems.
Thank you for being an awesome community! Thanks to the beta testers for doing an awesome job once again!
Since forever, designing content for Colony Survival has had a major issue.
If you’re designing a regular first-person shooter, puzzle game or story-driven experience, you can just add more. Another level, a new map, a new puzzle to solve. This is a pretty straightforward way to add content.
But in Colony Survival, your colony occupies a static location. And your colonists automatically execute your orders, 24/7. The goal is expansion, and you use expansion to solve your problems.
We can’t just add another level. And every difficulty we add will be taken care of automatically once you’ve added the appropriate jobs. Of course, every new project should exceed previous ones. New food ought to be more nutritious, new luxury items ought to be more valuable, new weapons ought to be more powerful. This results in the following hypothetical graph.
A challenge for a 100 man colony is easy solved by a 200 man colony, whose problems are easily outproduced by a 300 man colony, etcetera. And this means that relatively quickly, players arrive at an unsatisfying point, where all in-game goals are beaten thoroughly. All science has been unlocked, all upgrades have been purchased, all monsters are beaten.
At that point, expansion is still possible. You can try to go for 1000 colonists, and there is a decent amount of fun in that goal, but it doesn’t have an in-game purpose anymore.
A trapfixer/sapper reloading multiple dropper traps
The entire structure of 0.9.0 has been set up to fight that. Crafting has been slowed down, monsters are tied to scientific unlocks and will overwhelm small colonies, you’ll need lots of colonists to produce items for export, outposts need to be built, etcetera.
Previously, we’ve rearranged the tech tree and added new content to our dev-build so that we could test the new features. That worked well for smaller tests, but we still reached the end relatively quickly. In the past month, we’ve been expanding the content in our internal dev-build. We’ve added new unlocks, new jobs and new items.
A hemp farmer
We’ve expanded on a new type of job. We had already added the trapfixer, which might be renamed to ‘sapper’ thanks to Melker500’s suggestion. You place a ‘jobspot’ for this type of job, and the colonist will move to nearby traps to load and reload them with ammo.
We decided we could reuse this for other new jobs. So we’ve added a researcher who requires nearby bookcases, allowing players to build custom libraries. We’ve also added a poison farmer who harvests nearby poison plants. These types of jobs allow players much more flexibility in their designs, and are more interesting than standard jobblock-type jobs.
A library and one researcher
The new content takes place between the Iron Age and the arrival of gunpowder in Europe, roughly 1AD and 1300AD. This era contains a period commonly called the “Dark Ages”. How do we fit high productivity, expansion and growth into the Dark Ages?
Well, writing and studying texts seems to have been a common and extremely labour-intensive practice in the ‘Dark Ages’. Having to build a large scriptorium, allowing many colonists to dedicate themselves to these practices, seems to be a historically realistic feature. We can also fit it neatly into the requirements for in-game scientific unlocks - like the alchemist and the poison guard. Also, scientific notes and books aren’t one-time items, they can sensibly stay relevant in the rest of the game.
Of course, items like paper for books require their own production chains. We’ve added papermaker jobs, and hemp farmers. The hemp gets used in items like ropes as well.
Don’t worry, we’re not constraining ourselves by striving to be perfectly historically accurate :) Wherever we need to be unrealistic to improve gameplay, we do so. But we feel that keeping an eye on reality makes things both more fun, easier to play and easier to design. Keeping track of production chains is a lot more intuitive when they’re sensible. Things just ‘fit’ better when there is an underlying realness to them.
Alchemist at work
After spending the past weeks making new recipes, icons and meshes, this week I could finally test the new content in-game. It has been a lot of fun! It's fitting together really well. In a very intuitive manner, I expanded to nearly 400 colonists before I even started mining iron. This makes the game feel completely different. Everything happens on a larger scale now, and you really need to plan your buildings and pathways very well, if you want to keep a clear overview of your production.
The content that was added in recent weeks is roughly 70% of the content we'd like to add before the beta is ready for release. The other main feature that needs to be finished before beta release is the enhanced terrain generation. This still needs multiple weeks of work. We're getting very close!
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Gunlocked has come a long way since version 0.1 released, and as we head toward the halfway point, I thought it was time to update everyone on what my plans are, and the path toward completing them.
If you look at the Early Access FAQ on the store page, you'll see I've already met or exceeded a number of the goals I originally set out to complete. From enemy and pilot variety, to upgrade and augment quantities, Gunlocked is racing ahead of my original, modest goals. And I have no intention of slowing down!
So let's dive in to what will be in the game at launch, and then talk about what's coming next!
1.0 Launch Content ⦁ 3 Unique Zones and Bosses ⦁ Endless Mode ⦁ Trials: A customizable difficulty system with its own score system ⦁ The Codex: An in-game database of content and statistics ⦁ Tutorial System ⦁ 8 Pilots ⦁ 17 Weapons ⦁ 21 Utilities ⦁ 9 Symbionic Super Weapons ⦁ 30 Augments ⦁ 50 Achievements ⦁ 4 Ship Skins with multiple color options
My musician is also hard at work on both refining the current tracks and adding new ones. This is the one thing I can't do as a solo dev, so the final track list will be determined by sales and what I can afford, but more is coming!
So what's up next?
I hope you've all been enjoying the steady pace of content updates, and that won't stop in July. 3 more pilots will be coming this month including: Ram, Ace, and Tempest. And each brings with them all kinds of new upgrades. Here's a sneak peak at those:
The big new feature of July, however, will be the Trials system. This is a fully customizable difficulty system combined with a whole new way to score your games. Trials are a lot like the augment system, but instead of equipping bonuses for yourself, you equip them for the enemies.
Trials range from simple things like enemies no longer dropping powerups, to more advanced challenges that can change the battlefield, enemy compositions, and even how many upgrades you can get. At launch there will be 20 trials, and unlike augments, there is no limit to how many you can equip at a given time. To unlock the trials system, you simply need to beat 1 zone.
Each Trial has a specific challenge rating, and the more you equip the higher your total challenge score will be. The game will record your highest successful challenge score for each zone. And yes, there will be more achievements to go along with this for you hunters out there.
That about does it for this roadmap update. There's a bit more to talk about in the future, and a few potential features I've left out, but this is what I am 100% certain will be in the game by launch. Let me know your thoughts in the comments below!