Patch Notes

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Note: This page lists changes for PC version of the game available on Steam, Epic Games Store and GOG. Date and time is in the order of YYYY-MM-DD.

Contents

1.8.0.12[edit]

2024-04-14 12:00 UTC+0

  • Improved resource route calculations when boats and trains have routes covering several buildings
  • Fixed edge case bug when using braided roads and two carrybots would pick up the same resource
  • Fixed not being able to play military maps in sandbox mode without AI
  • Fixed military overlay icon not showing on floating watchtowers
  • Fix for loading a game which had had an error related to removing a sea transport route
  • Removed a couple of test maps from showing in sandbox selection
  • Fixed demand count on category icon in bottom left not including demands for resource categories (e.g. Food)
  • Tweaked DLC Mission 1 land to make bridge placement easier at location east of colony ship
  • Fixed construction yard bot idle reason message when no bridge assigned
  • Fixed construction yard show irrelevant number on input graph before bridge is assigned
  • Improved fishing station collider

1.8.0.11[edit]

2024-04-06 11:00 UTC+0

  • Fixed edge case bug with carrybots on very steep slopes
  • Fixed Holy Energy not showing in resource panel in DLC Mission 4
  • Speed changes for bots going up or down slopes now more consistent
  • Fixed 'Watchtowers' showing as 'Floating Watchtowers' in certain places in the UI
  • Fixed small niggles when customising bridge height during placement
  • Fixed missing SFX for bridge placement

1.8.0.10[edit]

2024-04-06 11:00 UTC+0

  • Added sea fishing locations to DLC random maps
  • Enabled desert wells in DLC random maps
  • Fixed Desert Well range checking
  • Full sculpting enabled in random maps
  • Fixed instance where, when placing track after a curve, selecting a down slope would give you an up slope and vice versa
  • Improved terrain adjustments when placing track and should no longer break roads and paths
  • Fixed boats not going under bridges when there's enough room
  • Added tooltip to indicate whether boats can pass under a bridge that's over water
  • Fixed steel bridges visuals looking odd during placement
  • Fixed bridge placement niggle when mouse was colliding with bridge segments
  • If a boat has three or more stops and a stop is destroyed/lost, the routes are recalculated without that stop, rather than cleared entirely
  • Fixed UX issue where placing expedition harbour did not auto exit out of expedition harbour placement mode
  • Fixed priestbot not cycling between target buildings if two buildings targeted
  • Added bot printer section to relevant buildings' construction panels
  • Sandbox option Everything Researched now fully researches repeatable techs
  • Stopped Floating Watchtower showing in expedition panel in non-DLC games
  • Increased max allowable slope for roads and paths slightly
  • [Mods] Updated ui.json to better handle multiple mods
  • [Mods] In-game Reload Codex reload construction UI properties
  • [Mods] Default port expedition now correctly set for custom harbours

1.8.0.9[edit]

2024-04-03 01:30 UTC+0

  • Added new fishing section to the map panel
  • Added notifications when fishing locations uncovered
  • Improved fishing boat queueing system
  • Fixed certain bridge placements where the end tile wasn't being fully raised out of the water to allow road and path placement
  • Fixed tile fringe colours being wrong and stopped them appearing underwater
  • Fixed rocks being able to being placed over too much of a shaft mine's footprint in the map editor
  • Fixed resource routing edge case where target building shared a road post with two harbours and the resource came in through one of the harbours
  • Fixed large text setting not working
  • Fixed construction state of Missionary Outpost being offset

1.8.0.8[edit]

2024-04-01 00:30 UTC+0

  • Added April Frontier
  • Added alert icon above bridges that don't have a construction yard assigned
  • Added construction progress overlay icon on bridges under construction
  • [Ctrl] + click on a bridge now jumps you to bridge mode
  • Fixed incorrect icon on construction yard selection panel and added ability for you to click on the yard in the world to select it
  • Fixed some inconsistency in bridge validation error messaging
  • Fixed Holy Energy being treated as Luxury Food
  • Fixed Lobster resource not having a collider
  • Fixed issue with floating watchtower being captured and not being destroyed
  • Fixed some weird behaviour on the shadow settings in the quality settings panel
  • Added missing arrow graphic for production and research buildings with five inputs
  • Updated luxury food icon and description to include lobster
  • Large Harbour expeditions now default to Large Harbour instead of regular Harbour
  • Updated DLC Mission 3 to fix inaccessible gold mine near crashed colony ship

1.8.0.7[edit]

2024-03-30 00:30 UTC+0

  • Fixed all shaft mines being validated in inaccessible in the map editor
  • Fixed being able to break bridge connections by side snapping the entrance tile
  • Fixed close button on map editor menu panel
  • Fixed "Back to Scenarios" button doing the wrong thing on mission complete screen

1.8.0.6[edit]

2024-03-29 18:30 UTC+0

  • Fixed not being able to manually change natural resource type for higher level surface mines
  • Fixed fishing station not removing boat when being dismantled
  • Increased Floating Watchtower construction time
  • Fixed error when opening workshop researching a four input tech
  • Fixed tooltips not appearing on shaft mine locations

1.8.0.5[edit]

2024-03-29 03:30 UTC+0

  • Fixed boats sometimes not going to floating watchtowers after loading a game
  • Fixed not being able to remove a fishing station that was under construction
  • Fixed not being able to navigate a boat outside your territory on a random map

1.8.0.4[edit]

2024-03-28 20:30 UTC+0

  • Fixed L1 Surface Mine not stopping when outgoing storage is full
  • Fixed being able to place a bridge outside your territory
  • Fixed Fishing Station UI not showing resource production rates and not showing worker bot status correctly
  • Fixed error when loading a savegame and the fishing boat was queued to unload with a full catch
  • Set missing building limit on Missionary Outpost and tweaked Church production rates
  • Decreased fishing spot output a little

1.8.0.3[edit]

2024-03-28 12:30 UTC+0

  • Fixed market resources not being available for main campaign missions 8 & 11
  • Fixed not being able to load random games with DLC features on

1.8.0.2[edit]

2024-03-28 03:30 UTC+0

  • Fixed not being able to play Workshop maps
  • Fixed issue when drawing a bridge from a building's entrance and it not recognising that the tile can't be adjusted
  • Removed mouse rollover for environment rocks

1.8.0.1[edit]

2024-03-27 23:00 UTC+0

  • Fixed bug with bridges where placing a building's entrance over the bridge's entrance could result in the tile disconnecting from the bridge
  • Fixed tooltip for fishing station production input

1.8[edit]

2024-03-27 18:00 UTC+0

New Lands DLC live! (Steam only. GOG and Epic coming soon)

  • Bridges - Allow your bots to traverse over small and large distances using wooden, iron and steel bridges
  • Train Tunnels - Reach previously inaccessible locations or create shortcuts by tunnelling through hills and mountains
  • Floating Watchtower - Claim territory on usually inaccessible shorelines and use to attack enemies from the sea
  • Church & Missionary Outpost - Generate Holy Energy which can be used by the priestbot to give blessings to buildings, increasing the worker bots' productivity
  • Fishing Station - Send a fishing boat out to fishing spots to harvest fish and lobster, a new luxury food for L3 residences
  • Mint - Produce gold coins to use at the workshop to research repeatable technologies
  • Repeatable Techs - Research the same tech multiple time for cumulative boosts
  • New 6 Map Campaign - Four peaceful and two military maps in new campaign
  • Unlockable Colony Colour Schemes - Unlock colourful new schemes for your colonies through the campaign

Base Game Updates

  • Gameplay - Significantly boosted output of L2 & L3 lumberjacks huts and L2 & L3 surface mines
  • Gameplay - Added fadeout to trees when placing roads, paths or building nearby so you can now more easily see what you're doin*
  • Gameplay - New terrain type: mud - allows road and path placement but not buildings
  • Gameplay - New terrain type: prairie - allows animal grazing but not crop placement
  • Gameplay - Military rebalancing of damage and repair amounts and timings
  • Gameplay - New victory condition type - locate crashed colony ship(s) that are placed somewhere on the map
  • Gameplay - Rewrote cost calculation system for roads to allow better spreading of resources over alternative routes
  • Gameplay - When calculating transport route for a resource to a building, it now searches all possibilities from solution road post, avoiding a potentially slightly longer route
  • Gameplay - Fixed particular instance where, when placing a road over a kink in the terrain, it would break an adjacent road tile connection
  • Trains - Rail track can now be placed outside your territory
  • Trains - Train stations can now be placed onto existing track
  • Trains - Train stations now show potential track when placing
  • Trains - [Ctrl] and click a track section to starting building from it
  • Trains - Improved track height overlay graphics when placing track
  • Trains - Fixed floor graphic of 'Slope In Out' section
  • AI - Various improvements to enemy behaviour in early to mid game
  • Game UI - Split food buildings into two separate sections
  • Game UI - Added sub graphic for arrived resources to bar progress to boatyard panel
  • Map Editor - New market panel allowing custom settings for any resource
  • Map Editor - New map panel showing top down overview and list of all resources on the map, similar to the in-game version
  • Map Editor - Added sandbox options when testing a map
  • Map Editor - Significantly improved edges when terrain painting (still not 100% perfect but a lot better!)
  • Map Editor - Added a contour mode back in
  • Map Editor - Improvement visuals for player colony ship placement with option to show initial territory
  • Map Editor - Much improved victory condition panel
  • Map Editor - Much improved players panel
  • UI - New main menu layout
  • UI - New save/load game panel with thumbnails, metadata and improved performance
  • UI - Overhauled victory condition icons and panels
  • UI - Improved performance when loading local scenarios
  • UI - Improved placement of individual tech info panel on research panel
  • General - improved loading time when opening the game
  • General - improved loading time when loading a savegame

1.6.14[edit]

2024-03-01 00:00 UTC+0

  • March Frontier
  • Fixed bug where if a boat was docked at a harbour, and its route was changed but still included the current harbour and a bot was in the middle of picking up a resource to load onto the boat, it could lead to the boat never leaving the harbour
  • Fixed issue with right-clicking not working to exit boat navigation mode
  • Fixed not being able to plant on valid split terrain tiles
  • [Mods] Fixed issue if attached structure to a modded building was offset from the centre and the building was flipped
  • [Mods] Added default handling for custom production data components in Building
  • [Mods] Fixed issue with custom production data component and tooltip
  • [Mods] Added overridable BuildingProductionData.IsValidPriorityLayer
  • [Mods] Added default mode for InputBuildingLayerPriorityState

1.6.12.2[edit]

2024-02-07 14:00 UTC+0

  • Fixed Forestry not defaulting to planting cypress trees (from V1.6.12.1)
  • Fixed load game instance if game was paused, watchtower was dismantled and then game was saved
  • Fixed autosave files sometimes being bigger than they should be
  • Fixed collapsing watchtower alert not updating if watchtower burned out

1.6.12.1[edit]

2024-02-01 01:00 UTC+0

  • February Frontier
  • Added warning message if expedition harbour is placed in inaccessible location
  • Added ability to cancel placed expedition harbour
  • Increased maximum range of boats when searching for routes
  • Boats now show queue number if queuing for harbour
  • [Mods] Added variables for custom water texture, custom foam colour and terrain detail lightness modifier
  • [Mods] Made some changes to allow custom harvest resources for lumberjacks and flora

1.6.11.1[edit]

2024-01-14 12:00 UTC+0

  • You can now zoom whilst moving the camera using WASD
  • Fixed bug in a particular instance of carrybot fetching a resource after previously fetching a rerouted resource
  • Fixed instance of an idle carrybot not being triggered if any resources waiting at a roadpost had been dynamically rerouted along its road
  • Fixed some old frontiers not loading properly
  • Scores are now saved when playing archived frontiers, but not submitted to the leaderboard

1.6.11[edit]

2024-01-01 01:00 UTC+0

  • January Frontier
  • Added building import list for harbour expeditions
  • Buildings in Clearance Mode now continue to produce resources until the outgoing storage is full
  • Some AI improvements to early AI colony behaviour
  • Fixed stackbots not always being triggered when a resources arrives for sale at the space port
  • Fixed bug when placing fishing hut on tiles adjacent to the map edge
  • Dealt with a couple of instances where manually destroying a resource being carried by a carrybot would not result in the carrybot immediately checking for a new resource to transport
  • Fixed bug with route overlays being inconsistent on harbour panels depending on which tabs you open
  • Fixed bug on game load where a repairing watchtower could end up with negative hit points
  • Fixed watchtower potentially overdemanding repair resources
  • Final watchtower repair process now adjusts process time in regards to amount needed to reach 100%
  • Fixed luggers being able to be assigned to normal harbour expeditions
  • Fixed error caused by a full storage yard sourcing resources from another storage yard
  • Fixed error when storage yard's resource panel is open and you've just added rules and an export rule
  • Fixed incorrect text on 'Change Expedition Type' button in expedition panel
  • Added Clearance Mode icon to in-game building overlay if clearance mode activated
  • Fixed AI not recognising starting natural resources in sandbox games
  • When selecting a farm building, selecting the info panel will highlight all the fields attached to the building
  • Some visual improvements for water visuals at the edge of the map
  • Added additional stats panel listing completed research. And if 'show ticks' is enabled in game settings, you will get a tick information when rolling over 'took' and the completed icon
  • Clicking to follow a boat or bot using the eye icon will now also jump closer to the target first
  • AI Casual mode now more casual - leaves more between watchtower construction
  • [Mods] Build menu categories can now be dynamic

1.6.10.3[edit]

2023-12-11 20:30 UTC+0

  • Fixed issue since V1.6.10 where a faint grid would potentially show on the terrain

1.6.10.2[edit]

2023-12-09 20:30 UTC+0

  • Fixed not being able to place farm fields or wells over tiles sharing different types of grass
  • Fixed top left panels not closing if map opened and closed on top of them using the map hotkey

1.6.10.1[edit]

2023-12-07 12:00 UTC+0

  • Fixed clay and charcoal bags being not the correct colour
  • Farm field placement now a little more generous on nearly full green tiles

1.6.10[edit]

2023-12-01 01:00 UTC+0

  • December Frontier 🍪
  • Turned on festive decorations 🎄
  • Fixed manual field placement allowed on invalid (non-green/underwater) tiles
  • Fixed error thrown on wheat farm bot if recycled before being able to harvest anything
  • Improved tooltips for some situations where a player can't destroy a building or object

1.6.9.3[edit]

2023-11-01 01:00 UTC+0

  • Fixed not being able to play November Frontier if first game in session

1.6.9.2[edit]

2023-11-01 00:00 UTC+0

  • Fixed being able to destroy road post of expedition harbour under construction
  • [Mods] Fixed bug when adding a local mod into an existing custom map and it wasn't being recognised as embedded when published to Steam Workshop
  • [Mods] Fixed being able to play Workshop maps with embedded mods in sandbox mode
  • [Mods] Fixed some UI settings not resetting when unloading mod game

1.6.9.1[edit]

2023-10-04 13:00 UTC+0

  • Fixed bug when loading an October frontier game
  • Fixed bug when opening the boats panel if a boat was on an active expedition and hadn't built a harbour yet
  • Fixed bug when trying to play Anniversary Workshop map

1.6.9[edit]

2023-10-01 01:00 UTC+0

  • October Frontier
  • Pumpkin season has arrived 🎃
  • Fixed bug where if a resource was destroyed from using "Destroy All Resources" at a storage yard and it had a destination building, it wouldn't trigger the building to redemand it
  • Fixed a potential miscalculation on the space port resource demand count when adjusting a selling rule
  • Fixed dark blurriness effect when trying to scroll beyond the bounds of the game world
  • Fixed "hole" in sawmill footprint
  • Small visual tweak where bots will now turn faster at higher game speeds
  • [Mods] Fixed localisation not resetting after being modified from a mod
  • [Mods] Custom building icons (and other UI icons) no longer create mipmaps (which was making them blurry)
  • [Mods] Fixed a bug with loading a save game which was started with a mod which included a custom PlantableFieldInfo (edit: new games only)

1.6.8.1[edit]

2023-09-01 11:00 UTC+0

  • Fixed September Frontier residence bug

1.6.8[edit]

2023-09-01 01:00 UTC+0

  • September Frontier
  • [Mods] Fixed production building not being able to produce two different resources of the same category
  • [Mods] Fixed error when researching all techs from the in-game sandbox settings when mod techs included
  • [Mods] Fixed bug when using individual json files to overwrite existing tech research and it was not removing the original

1.6.7.4[edit]

2023-08-10 12:00 UTC+0

  • Fixed a savegame not loading properly if a wheat field had previously burned due to territory loss and had not been removed

1.6.7.3[edit]

2023-08-07 12:00 UTC+0

  • Fixed fish options and icons in map editor

1.6.7.2[edit]

2023-08-05 13:00 UTC+0

  • Fixed frontier bug when a chocolate stout resource was produced and a L2/L3 residence had a demand waiting
  • Chocolate Stout now shows up as separate resource in bottom left resource list

1.6.7.1[edit]

2023-08-02 12:00 UTC+0

  • Fixed No Icon showing up on Storage Yard resource selection panel
  • Changed August frontier description to include Space Port limit change

1.6.7[edit]

2023-08-01 00:30 UTC+0

  • Fixed a savegame not loading properly if a wheat field had previously burned due to territory loss and had not been removed
  • Keycodes Mouse2-Mouse6 (extra mouse buttons) now supported in custom hotkey window
  • Added custom upload image option added for custom maps as alternative to screenshotting the map
  • Fixed two field vegetables not matching farmbot visuals when returning to vegetable farm
  • [Modding] Now supports a higher number of custom textures (internal atlas sheet can now go beyond 4196x4196)
  • [Modding] Now supports custom expeditions
  • Support for August Frontier

1.6.6[edit]

2023-07-01 00:00 UTC+0

  • Fixed a few recent Workshop maps not playing correctly
  • Fixed custom plot growth tooltips
  • Added filter for available mod selection
  • [Modding] Custom space port ships now supported
  • Support for July Frontier

1.6.5[edit]

2023-06-01 00:00 UTC+0

  • Fixed fog of war not applying to fixed scenario games where it should (custom maps)
  • Fixed proximity boost UI panel bug
  • Fixed [Tab]bing through building levels
  • Fixed selected map panel disappearing when subscribing to a Featured map
  • [Modding] Special storage component now supports startingItems going beyond outgoing storage limit
  • Support for June Frontier

1.6.4.3[edit]

2023-05-09 00:00 UTC+0

  • Fixed specific version-related load game issue
  • Fixed close button on expedition selection panel

1.6.4.2[edit]

2023-05-08 11:30 UTC+0

  • Fixed occasional issue with construction button not responding when starting level

1.6.4.1[edit]

2023-05-01 02:00 UTC+0

  • Fixed shaft mine setup in May Frontier

1.6.4[edit]

2023-05-01 01:00 UTC+0

  • May Frontier
  • Local mods are now embedded in custom maps and will upload along with the map when published to Steam Workshop
  • Fixed AI building excessive storage yards
  • Added ability to set a market resource to be sell only or purchase only in market.json
  • Added ability to set players starting money with players.json
  • Added ability to easily set preresearched tech in techs.json
  • Rebuilt terrain overlay graphic system for modability and improved performance
  • Reworked boat expedition code for future updates

1.6.3.1[edit]

2023-04-01 13:00 UTC+0

  • Fixed incorrect Sheep Farm production for April frontier

1.6.3[edit]

2023-04-01 00:00 UTC+0

  • Added support for April frontier
  • Added Cancel Expedition button for boats assigned to an expedition
  • Fixed Cursor Constrained not being remembered properly between sessions
  • Fixed techs not preresearching when testing custom maps with mods
  • Terrain graphic overlay system rebuilt for modability
  • SetTerrain now sets terrain categories
  • On tech tree panel, a researched technology icon no longer shows padlock if completed but doesn't have required techs researched (only relevant when using preresearched techs)

1.6.2[edit]

2023-03-01 00:00 UTC+0

  • Added support for March frontier
  • Fixed DLLs not loading for workshop mods
  • Fixed deleted files not being removed from updated mods
  • Enabled Turkish language

1.6.1.10[edit]

2023-02-01 23:30 UTC+0

  • Fixed scores not being submitted for February's Frontier
  • Fixed trains not being automatically selected after being created at train stations

1.6.1.9[edit]

2023-02-01 00:30 UTC+0

  • Fixed boat not being built correctly at flipped boatyards
  • Support for February's Frontier

1.6.1.8[edit]

2023-01-29 16:00 UTC+0

  • Fixed boats not docking correctly at flipped harbours
  • Fixed bots auto-destructing after printing if there was a terrain kink in a road on the route to their building
  • Fixed resources disappearing in certain situations where a 'Banned Except Storage' rule was on the road post of the target storage yard

1.6.1.7[edit]

2023-01-20 00:00 UTC+0

  • Fixed loading savegames of campaign missions 2 and 3
  • Made Korean text smaller

1.6.1.6[edit]

2023-01-18 19:00 UTC+0

  • [Modding] New terrain types can now be added in a terrain.json file
  • [Modding] Added ability to customise categories in the global storage section in the bottom left of the UI
  • [Modding] Now handles invalid meta.json more gracefully
  • [Modding] Added directory name as ID to local mod info panel
  • [Modding] Custom victory conditions in maps with mods can now show correctly
  • [Modding] When creating a custom map, it now remembers mods you select to a different list than the mod list used for playing random or sandbox games
  • [Modding] Fixed fog causing blackout issue with mod prefabs using the standard shader in map view
  • Fixed scaffolding not showing for upgrading buildings
  • Fixed captainbots not appearing on clippers
  • Fixed Road Layer L2 floor not showing
  • Fixed "Infinity" showing occasionally in resource rate production stats
  • Fixed production rate values not showing correctly for a few buildings
  • Fixed text rendering of building limit section in construction panel
  • Fixed error when monument boost is off map
  • Fixed Korean font issue
  • Stackbot pick up and put down animations now take into account road and path speed multipliers
  • Added rating buttons to game complete screen for workshop maps
  • Added water and wheat to 'Alcohol' resource preset

1.6.1.5[edit]

2023-01-04 12:30 UTC+0

  • Fixed bug with destroying train stations
  • Fixed bug with elevated sbends
  • Fixed no buildings showing for space port production import list

1.6.1.4[edit]

2023-01-03 00:30 UTC+0

  • Added Featured tab for workshop maps panel, showing a selection of the best old and new player created maps
  • Fixed train engine being offset when created at train station with certain orientations

1.6.1.3[edit]

2023-01-02 01:00 UTC+0

  • Maps with mod dependencies now auto download the mods when starting a game
  • Fixed error when returning to main menu after playing a custom map with victory conditions

1.6.1.2[edit]

2022-12-31 23:00 UTC+0

  • Added support for January frontier

1.6.0.3[edit]

2022-12-29 12:00 UTC+0

  • Fixed issue with placing paths on tiles that had previously contained buildings

1.6.0.2[edit]

2022-12-27 20:00 UTC+0

  • Fixed bug when removing existing sheep and cow fields from farms in savegames before V1.6

1.6.0.1[edit]

2022-12-27 12:30 UTC+0

  • Fixed watchtowers sometimes not firing arrows (Disable/Enable to fix any existing watchtowers that are stuck)
  • Fixed clicking Main Menu on challenge complete screen not going back to main menu
  • Fixed [Alt] removing path from road also removing road visuals
  • Updated German and Brazilian Portuguese translations

1.6.0[edit]

2022-12-24 13:00 UTC+0

  • Added Steam Workshop Mod Support! Add new buildings, resources, ores, flora, research and more! Check out the [Community Wiki](http://codebyfire.com/colonists/wiki/index.php/Mods) for information on how to get started making mods or join the #modding channel on our [Discord](https://discord.gg/thecolonists) server. You can activate subscribed mods from the Workshop when starting random maps, custom maps or sandbox games.
  • Fixed victory conditions UI not updating when building is dismantled or destroyed
  • [Shift] +10/-10 functionality added to changing trade rule amounts
  • Space port "this visit" resources info now doesn't clears until the ship has fully departed
  • Stackbots no longer load Energy fuel to worker bots if building production is paused
  • Added construction import settings to settings copy and paste [C] & [V]
  • Added construction import whitelist functionality to building upgrades

1.5.20.3[edit]

2022-11-10 13:00 UTC+0

  • Fixed game freezing when starting a frontier and then going back to the main menu

1.5.20.2[edit]

2022-11-04 23:00 UTC+0

  • Fixed being unable to save a loaded game in V.5.20

1.5.20.1[edit]

2022-11-04 19:00 UTC+0

  • Fixed boat-related error in V.5.20 causing the game to freeze

1.5.20[edit]

2022-11-04 10:00 UTC+0

  • Added a separate import list for construction resources
  • Added icon overlay to building if any import or export rules exist
  • Fixed changing export rules on buildings not necessarily calling all the correct triggers for resource recalculations
  • Fixed space port not resetting demand count on ship departure
  • Fixed a particular situation where game wouldn't accept adjacent building placement
  • Fixed layer height reset upon clearing natural resources not confirming which could have lead to potential weirdness when loading a save game
  • Fixed on military gain process not taking into account final tiles causing low stone/tree notification messages not to count properly
  • Fixed stackbots moving to the wrong locations when loading and unloading resources from boats and trains (this was only a visual issue)
  • Added two more stackbots to the train station building
  • Made all building construction incoming stacks to 12 instead 8
  • Fixed [Escape] while text editing triggering in-game menu

1.5.19.1[edit]

2022-09-01 00:00 UTC+0

  • Support for September Frontier
  • Fixed random map generation occasionally putting a rock on top of surface deposits, causing it to disappear when a save game is loaded
  • Added option to carry over or disregard Steam Workshop Id when saving a custom map from an already published map
  • Fixed victory icons on custom map info panel

1.5.18[edit]

2022-06-01 00:00 UTC+0

  • Support for June Frontier
  • Added fish amount option to random map generation

1.5.17.2[edit]

2022-05-01 01:00 UTC+0

  • Support for May Frontier
  • Fixed Mission Panel not updating when a victory building had finished construction
  • Fixed changing sandbox settings mid-game not affecting building availability correctly

1.5.17.1[edit]

2022-03-01 02:00 UTC+0

  • Fixed bug in V1.5.17 where a game couldn't be started after starting the March Frontier

1.5.17[edit]

2022-02-28 23:00 UTC+0

  • Support for March Frontier
  • Fixed building connections not being recalculated when standalone road post placed
  • Fixed bug with not resetting track selection when destroying track
  • Fixed bug with loading a savegame where camera is out of range and can't be reset
  • Fixed bug when starting dismantle with building production panel option
  • If everything else is equal (priority, building type, stored/incoming resource count), resource routing now takes into account a building's production cycle progress
  • Boat and train will leave immediately if port or station has all resources on export blacklist
  • Printing Press tech production bonuses now show correctly
  • Production halted overlay icon shows for under construction building
  • Fixed incorrect rank messaging on challenge complete window
  • Under construction boats with custom names won't change name when they're constructed
  • Stop showing boat tutorial in challenge mode
  • Turned off Christmas

1.5.16.1[edit]

2021-12-10 14:30 UTC+0

  • Fixed bug from V1.5.16 where cleared natural resource tiles on randomly generated maps (inc. Frontiers) would cause terrain issues and affect bot movement
  • Fixed bug with loading savegames before V1.5.16 which contained one way track signals
  • 🎄🎄🎄Turned festive decorations on!

1.5.16[edit]

2021-12-04 18:15 UTC+0

  • Fixed bug when harbour expedition was sourcing resources from directly connected building and resources weren't being delivered
  • Fixed tile highlights not showing when going between Info and Upgrade panels on the watchtower
  • Watchtower Upgrade highlights now includes tiles already in your territory
  • [Tab] will now scroll through building instance panel tabs
  • Hold [Alt] to delete path connections when clicking 'remove' on a road
  • Resource storage panel now includes space ports if resource in outgoing or has purchase order
  • Minor UX improvements to building import and export selection panels
  • Fixed en route beer being incorrectly counted towards the goals in the beer challenge

1.5.15[edit]

2021-10-18 23:00 UTC+0

  • [NEW!] Custom views - default hotkeys are 1-9 on keypad. Tap to view, hold to set.
  • Enabled pumpkin harvest! 🎃
  • Added Dismantle button to bottom right of in-game UI
  • Added hotkey for Dismantle mode - default: [G]
  • Harbours now recalculate queueing locations when a nearby harbour is built in order to avoid conflicts
  • When placing a fixed entrance height building (usually shaft mine or train station), adjusted tiles should no longer go beyond steepness that prevents road or path placemen*
  • Fixed rubble getting being non-removable in non-saved proc-gen game
  • Fixed fuel consumption stat not being added when building is monument boosted
  • At the workshop, the second stackbot can now provide research resource as soon as energy resource is consumed instead of waiting for 1st stackbot to return
  • Fixed cursor locking if cursor was previously constrained when clicking 'Revert' on screen setting confirmation window
  • Resource icons in space port panels now have correct rollovers
  • Fixed edge case where upon tree growth, lumberjack bot stayed idle if the stackbot was busy
  • Adjusted trade ship interval to bypass rebuild hack during ship departure
  • Alert icon for road post connection now won't show if directly connected by a path to a bot printer building
  • AI now won't build L2 watchtowers, but will upgrade to them from L1 watchtowers
  • Map Editor - fixed issue with new proc gen custom map showing up with 'outside territory' lighting
  • Map Editor - cleaned up UX with 'set starting location' buttons

1.5.14.2[edit]

2021-09-01 23:00 UTC+0

  • Fixed boats panel not listing boats correctly

1.5.14.1[edit]

2021-09-01 13:30 UTC+0

  • Fixed leaderboard server calls not working in V1.5.14
  • Fixed issue where outstanding demands for resources or bots loaded in a game saved before V.1.5.14 could go unfulfilled
  • Fixed gold icon incorrectly showing against military times in campaign screen

1.5.14[edit]

2021-08-31 23:30 UTC+0

  • Added options to unlock all campaign missions and clear all campaign progress
  • Fixed military campaign savegames resetting difficulty to 'normal' on game load
  • Fixed issue where upon construction, storage yards with rules already added would not necessarily source resources from the closest buildings
  • Fixed data leak in AI players which could cause saving to fail in very long and very large games
  • Changed vegetable and wheat farmbots to prioritise seeding over harvesting
  • Spruced up buildings list panel and building entries in resource production, demand and storage panels
  • Fixed bug where storage yards could show up twice in the resource demands panel
  • Resource will no longer self-destruct when arriving at a road post which a newly created transport rule which would affect the resource's journey. If full ban, resource will attempt to turn around and find a destination. If ban except storage rule then resource will search in all directions for a valid storage yard
  • Fixed issue with water jumping when changing game speed
  • Fixed issue with harbour's import rules being ignored when sourcing expedition resources via boat routes
  • Fixed import rules of train station being ignored when direct connection to harbour which is sourcing expedition resources
  • Added difficulty info to in-game scenario panel
  • Disabled up/down arrows and added message in resource demand panel about building construction priority
  • Fixed issue where destroying a building which had en route resources whilst the building panel was up could cause resource en route highlight icons to incorrectly remain visible
  • Fixed issue with colony ship printing duplicate bots after placing/removing buildings at tick 0
  • Fixed potential rare issue where building height adjustment could get locked
  • Changed map editor water so it stays at maximum height to make easier to distinguish underwater tiles
  • Show challenge complete screen even if no trophy earned
  • Now only shows challenge complete screen when started as a challenge game (i.e. challenges won't register in campaign mode)
  • Fixed boat challenge victory condition goal not updating unless panel reopened
  • Updated Unity version to hopefully fix alt tab crash/freeze issue
  • Fixed hitting Return or Escape not advancing OK Alert Windows like 'New Version' available
  • Campaign screen now resizes and adds a scrollbar for squarer resolutions
  • Fixed an issue where custom maps wouldn't run if an AI player was first in the player list
  • Fixed up some progress bar alignment issues on construction, dismantling, expedition and military panels
  • Increased size of resource progress bars a little on construction and upgrade panels
  • Fixed surface miner bot appearing black when zoomed in very close
  • Fixed not returning to main menu when trying to load a savegame that couldn't be found

1.5.13[edit]

2021-06-30 23:53 UTC+0

  • Wheat farmbots now head to the nearest corner of the Wheat field to sow/harvest
  • Wheat farmbots can also now use the gap in the side of the building
  • Fixed Wheat Farm and Vegetable Farm showing incorrect lower production rate when monument boosted
  • Added Japanese

1.5.12.1[edit]

2021-06-01, 18:51 UTC+0

  • Fixed bug from V.1.5.12 causing construction to fail at the tannery.

1.5.12[edit]

2021-06-01, 01:06 UTC+0

  • Balancing tweaks for production buildings to more accurately match respective production rates. (sawmills (+10.5%), blast furnaces (+12.9%), blacksmiths (+21.4%), brickyards (+19.9%), tanneries (+21.8%), paper mills (+18.2%), printing presses (+12.1%), steel mill (+18%), glassworks (+22%), fletcher (+22.6%), weaponsmith (+21.2%), wells (-7.1%), vegetable farms (+19.6%), cider presses (+10.5%), breweries (+21.4%), cocoa farms (+109.2%), chocolate factories (+27.7%)).
  • Increased stone road and path boost speed by 5%, resulting in 50% speed boost over dirt
  • Increased brick road and path boost speed by 10%, resulting in 100% speed boost over dirt
  • Bots will now work in clearance mode when the outgoing resource stack is full
  • Fixed bug when placing roads and paths over broken terrain which could sometimes cause broken roads and building entrances
  • Significantly improved issue of being able to zoom through the terrain
  • Fixed invalid queuing locations being generated for harbours in tight spots which could cause problems when multiple ships using the harbour
  • Fixed bug from V1.5.10 where a resource might not head to a building for construction if the building's production incoming resource stack is full (e.g. flour mill full of Wheat)
  • Fixed Orchard production rate displaying incorrectly in construction UI
  • Fixed hang when opening Info panel on Colony Ship in game with territory disabled
  • Fixed the game not applying saved UI text size option when opening the game
  • Fixed train station not creating track when placed on edge of map

1.5.11[edit]

2021-04-01, 00:00 UTC+0

  • Added clearance mode for lumberjack huts and surface mines
  • Added tree amount setting for random map generation
  • Added option to destroy all resources at a storage yard
  • Increased max edge pan speed
  • Fixed shaft mine not stopping demand for Energy when production halted
  • Fixed occasional crash on random map generation
  • Fixed roads not get monument boost when placed after monument is complete
  • Fixed bug with watchtowers firing on destroyed or lost watchtowers
  • Fixed dismantling of watchtower not recalculating available watchtower tiles
  • Fixed edged case with roads somehow having negative traffic costs
  • Fixed water displaying slightly wrong after destroying Boatyard
  • Fixed boat captain bot sometimes disappearing if origin Boatyard is destroyed
  • Fixed guardbot not animating when reloading
  • Fixed camera hotkeys not updating if changed mid-game

1.5.10.1[edit]

2021-03-02, 16:00 UTC+0

  • Fixed issue from V1.5.10.1 with being able to place standalone roadposts on roads.

1.5.10[edit]

2021-03-01, 23:00 UTC+0

  • Fixed bugs with dismantling train stations and harbours esp. mid construction
  • Made export rules available for all buildings when dismantling and takes into account construction materials
  • Expedition resources can now be recovered from dismantling harbour
  • Dismantling harbours and boatyards now don't disappear when dismantling complete
  • Added cocoa beans to resources in bottom left
  • Added fade to palm tree in lumberjack priority selection mode
  • Improved map fit when at minimum zoom
  • On map, added ability to click visibility header icon to toggle all resources on or off
  • Can now place standalone road post with [Alt]
  • Fixed bug where occasionally at workshops resources would be allocated when there wasn't room, causing an error
  • Fixed issue with trade ship departure if space port rules removed and resources destroyed whilst a bot is fetching a resource for sale
  • Fixed cow farm field contiguous verification not always working correctly
  • Fixed bug with loading game at exactly one game tick
  • Fixed some pathing issues related to flat tiles that are the exact same height as sea level
  • Fixed issue when pressing return on name editing not immediately focusing back to game
  • Added construction job progress percentage to builder bot tooltips

1.5.9.3[edit]

2021-02-19, 11:30 UTC+0

  • Fixed lumberbots getting stuck and when trying to chop down a tree on a very steep slope (including one on the very edge of the February Frontier map)
  • Fixed game freezing when loading a savegame in which the lumberbot had gotten stuck

1.5.9.2[edit]

2021-02-11, 20:00 UTC+0

  • Fixed leaderboards not working in previous build

1.5.9.1[edit]

2021-02-10, 18:00 UTC+0

  • Fixed starting height not being set correctly when creating flat custom maps
  • Changed printing order of bots for watchtowers

1.5.9[edit]

2021-02-01, 00:00 UTC+0

  • Added the option to use procedural generation when creating a custom map
  • Added in-game leaderboard button for campaign and custom maps
  • Added warning about existing export rules when dismantling a building
  • Export rules can now be changed during dismantling
  • Export rules now apply to resources reclaimed from dismantling
  • Fixed error and potential freeze when loading savegames where a bot printing queue contains a bot for a non-existent building
  • Fixed surface deposits not being see through when in priority selection mode on a surface mine
  • Fixed the game placing an initial field tile when clicking on the no farm fields icon
  • Fixed monument boosts not being removed during dismantling
  • Fixed incorrect messaging on subpanel when placing non contiguous farm fields
  • Fixed Flora_42_Name showing up places
  • Fixed game time using plurals of month and day incorrectly
  • Printer now doesn't go through animation for bots that no longer need to exist

1.5.8.1[edit]

2021-01-01, 01:00 UTC+0

  • Fixed previous Frontiers not showing

1.5.8[edit]

2020-12-31, 22:20 UTC+0

  • Fixed bug when stackbot direct building delivery was interrupted by road post placement
  • When setting lumberjack priority tiles different graphics are shown depending on whether the tile is occupied by a tree or not
  • Tweaked tree opacity values when setting priority tiles so it's easier to see tiles
  • Fixed bug on Screen Settings window with setting and saving 'Cursor Constrained'
  • Fixed Screen Settings window 'applyable' state not always initiating correctly
  • Fixed edge panning in Windowed mode
  • Fixed being able to click through an alert window (e.g. closing game menu when showing save game warning)
  • Fixed warning icon not showing up on fields tab for vegetable farm and Wheat farm

1.5.7[edit]

2020-12-18, 16:30 UTC+0

  • It's that time of year again! Christmas trees, snowbots and presents are back!
  • Added option to hold [Shift] when adding Whitelist/Blacklist buildings to keep panel open
  • You can now remove the Colony Ship road post if you have 'free road post placement' setting active
  • Fixed workshops being dismantled showing up as idle
  • Fixed water-breaking bug when destroying a harbour or Boatyard on water above sea level and game loading issue after that

1.5.6[edit]

2020-11-26, 12:10 UTC+0

  • Game is now available in Spanish! :flag_es:
  • Fixed some UI overlapping on blacklist/whitelist rules panels
  • Fixed offset of Chocolate Factory rollover info
  • Fixed one island entry not displaying beer count correctly on Beer Challenge
  • Fixed medal times not showing for challenges

1.5.5[edit]

2020-10-31, 23:50 UTC+0

  • NEW Chocolate Factory and Cocoa Farm! Supply your Level 3 Residences with chocolate
  • Fixed some issues with tooltips not showing up when hovering over farm fields
  • Fixed watchtower not resetting priority target after being captured
  • Added help section to research panel
  • Fixed tooltip staying open when right-clicking to close window whilst hovering over 'all resource' rule on a vehicle transport stop
  • Fixed right-clicking to close window whilst hovering over resource still opening the resource panel
  • Added tech icons to construction and upgrade panels
  • Better messages when farmbot is idle and waiting for something to grow
  • Steam achievements are reapplied on opening game, in case they didn't didn't register with Steam at time of achievement

1.5.4.2[edit]

2020-10-02, 15:50 UTC+0

  • Fixed resource tracking count in mission info panel for October's Frontier incorrectly including resources en route
  • Tweaked pumpkin create LODs

1.5.4.1[edit]

2020-10-01, 08:50 UTC+0

  • Fixed bug with loading a savegame of the new Frontier
  • Fixed an edge case where it'd trigger a game loss after capturing a second colony ship

1.5.4[edit]

2020-09-30, 13:30 UTC+0

  • It's Harvest Time - Pumpkins and the Pumpkin Farm are back!
  • Players now can replay old Frontiers but their times won't be recorded
  • Added tracking information for Challenges in the mission info panel
  • Increased max train speed by 25%
  • Added skippable warning to deleting savegame in load game window
  • Added beer to alcohol category preset
  • Fixed stored SFX volume not being applied on game open
  • Fixed deconstructing workshops counting as idle
  • Fixed an instance of possible space port ship freeze
  • Fixed visual ui bug with resource rules overflowing on boat/station stops
  • Fixed bug with being able to place train tracks below sea level
  • Fixed import building selection sometimes including irrelevant building types

1.5.3[edit]

2020-08-31, 10:20 UTC+0

  • Enabled deconstruction for buildings under construction
  • Added 'Tiny' option to random map generation options
  • Fixed shaft mines on random maps occasionally blocking each other
  • Additional tweaks to proc gen to reduce chances of getting inaccessible shaft mines
  • Fixed storage yard still demanding resources after dismantling has started
  • Added overlay to watchtowers under construction to indicate territory gain
  • Fixed surface mine construction storage only being 4 resources instead of usual 8
  • Fixed incorrect mission names showing for some campaign missions in info panel

1.5.2.1[edit]

2020-08-04, 16:20 UTC+0

  • Fixed dismantling workshop and production buildings not stopping resource demand sometimes
  • Fixed workshops being dismantled showing up in research panel

1.5.2[edit]

2020-08-02, 12:50 UTC+0

  • NEW! Frontiers Mode - Compete against each players on a new map each month!
  • NEW! Dismantle Ability - Dismantle 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

1.5.1.1[edit]

2020-07-12, 21:30 UTC+0

  • Fixed bug where completing construction of a large harbour created by an expedition wasn't granting you territory

1.5.1[edit]

2020-07-11, 10:20 UTC+0

  • Improved Key Bindings window usability
  • Random map generation tweaks: a little more space around colony ship; fixed bug where mountain mine could be located in invalid position in the sea; a little more landing space on shorelines generally.
  • Fixed sandbox games not being recognised as sandbox games
  • Fixed not being able to create a road over a flat section of train track
  • Fixed monument boost not applying to workshops
  • Fixed bug where placing a building right next to a shaft mine could incorrectly adjust a tile on the mine track
  • Fixed expedition resources not showing on a harbour's 'en route' panels
  • Fixed bug related to destroying a road post at a expedition-created harbour and it not calculating path directions correctly
  • Fixed input resource rates for buildings not being displayed correctly when building has a monument boost
  • Fixed incorrect idle message for road layer when they're waiting for resources
  • Fixed bakery, flour mill and harbour not having correct destruction models and effects
  • Game no longer lets you draw paths over broken terrain that it can't autoadjust
  • Tweaked large harbour footprint so it can't be placed where there's no room for the queueing location
  • Source and destination buildings are now clickable on an individual resource's journey panel
  • Bots will now (mostly) return to a printer when their building or road is destroyed
  • Made some fish more accessible on campaign map 8
  • Tweaks to some steep shoreline in campaign map 5

1.5.0.1[edit]

2020-06-26, 21:10 UTC+0

  • Fixed loading a random map savegame which had a non-standard size map

1.5.0[edit]

2020-06-26, 10:40 UTC+0

  • 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

1.4.3.6[edit]

2020-05-21, 11:10 UTC+0

  • Added Czech localisation
  • Fixed en route counts (in green circles) not always decreasing correctly when a resource arrives (from==1.4.3)
  • Tweaked bakery production numbers up slightly and added another stackbot
  • Fixed resource demand urgency not always being calculated correctly for boat construction
  • Fixed list of residences not being filtered by level on Energy storage panel
  • Fixed enemy AI bug when trying to upgrade road layer
  • Fixed being able to place a harbour outside your territory
  • Fixed constrained cursor setting not working correctly
  • Fixed a few missing localisations
  • Fixed rare instance of not being able to load a savegame on mission 4

1.4.3.5[edit]

2020-05-15, 18:10 UTC+0

  • Fixed bug from V1.4.3 where roads and paths could be incorrectly created through railways bridge supports leading to bots not being able to find their route
  • Fixed issue where a specific route of 'storage yard->harbour->harbour expedition resources' would fail
  • Priority/designation layer auto-removal (for lumberjacks and forestries) now also happens when invalidation occurs by placing farm fields
  • In map editor, fixed changing brush sizes via hotkey going beyond allowed values
  • In map editor clear mode, 'natural resources' now includes shaft mines

1.4.3.4[edit]

2020-05-13, 22:10 UTC+0

  • Fixed enemy AI behaving a bit strangely at start of games (from V1.4.3.2)

1.4.3.3[edit]

2020-05-13, 21:40 UTC+0

  • Fixed bug from previous version with displaying the campaign window correctly

1.4.3.2[edit]

2020-05-13, 10:50 UTC+0

  • Fixed bug with loading a savegame with user-generated map which had territory turned off and it removing some territory from around your colony ship
  • You can now have a building's construction paused immediately if you place it while holding [Alt]
  • Building overlay construction icon now displays paused state
  • Priority layers at lumberjack hut, forestry and surface mine now auto clear if occupied by a road, path or building
  • Fixed bug where road/path placement would highlight an invalid route using tiles that were partially under water
  • Fixed small bug with priority tile settings where releasing Shift key and mouse button could set invalid tiles

1.4.3.1[edit]

2020-05-09, 21:30 UTC+0

1.4.3[edit]

2020-05-09, 20:20 UTC+0

  • 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

1.4.2.1[edit]

2020-04-06, 17:40 UTC+0

  • Fixed issue with playing and editing custom maps saved in v1.4.2

1.4.2[edit]

2020-04-05, 17:20 UTC+0

  • 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 (warning: 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

1.4.1.3[edit]

2020-03-07, 12:30 UTC+0

  • Fixed bug where if the boat or train dock timer runs out while the 'edit route' panel is open then the boat or train won't leave the harbour/station when the panel is closed
  • Fixed rare game saving issue to do with strangely placed harbours
  • Fixed issue where a single path tile could be left after destroying track
  • Fixed some small issues with German localisation

1.4.1.2[edit]

2020-03-04, 10:30 UTC+0

  • 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

1.4.1[edit]

2020-02-27, 15:00 UTC+0

  • NEW Steam 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!
  • NEW Storage Yard Behaviour - storage yards now creates 'demand' in the same way as other buildings. These demands are visible and can be moved in the resource demands panel, 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 various storage yards around your colony.
  • NEW 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.
  • NEW 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

1.4.0.1[edit]

2019-12-28, 18:20 UTC+0

  • Fixed mission goals not loading correctly for Casual and Hard military games
  • Fixed Casual and Hard incorrectly showing for non-military campaign missions

1.4.0[edit]

2019-12-24, 20:40 UTC+0

  • NEW! Reworked and improved enemy AI in military campaigns, including a new Hard mode
  • New military campaign map
  • Added Christmas decorations! Spruce up your colony with some seasonal christmas trees, presents, candy canes and snowbots!
  • 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 harbour

1.3.6.4[edit]

2019-12-14, 16:40 UTC+0

  • Linked mouse button 4 and mouse button 5 linked to rotate/flip
  • Improved height collision detection for rocks on steep slopes (principally affecting Mission 11)
  • F12 should now work again for directly capturing Steam screenshots. F10 is the hotkey for Postcard Mode.
  • Fixed bug with loading a game and if a train was queuing at a station it would not move
  • Fixed being able to incorrectly select small harbours for lugger routes
  • Fixed issue when losing territory tile with a path and it potentially not recalculating connections for affected buildings
  • Fixed incorrect message for when trying to place watchtower too close to other military buildings
  • Fixed bug allowing you to place watchtower anywhere in tutorial
  • Fixed quality settings panel not behaving correctly from V1.3.6.3
  • Added VSync option

1.3.6.3[edit]

2019-12-10, 10:50 UTC+0

  • Added ability to pause building upgrades
  • Added track buffers to indicate end of track
  • Added skippable warnings for cancelling upgrades and research
  • All resources waiting for assignment are now rechecked immediately when an export rule is added
  • Upgrading buildings can now be added to export whitelist
  • Fixed Printing Press II research not affecting Printing Press production time correctly and changed to 50% increase
  • Fixed mining rates on Shaft Mine construction panel not increasing with relevant research boosts
  • Fixed export whitelist filtering for buildings under construction or upgrading
  • Fixed incorrect storage counts for Food, Alcohol and Fuel
  • Fixed Residence upgrades not updating previous Energy storage count correctly
  • Fixed idle workshop check not being trigger when using 'free construction'
  • Fixed idle workshop check not being trigger when research was cancelled
  • Fixed resources bought at Space Port showing creation building as 'unknown building'
  • Fixed graph not clearing when switching from multiple output resource buildings
  • Fixed two random crash bugs
  • Tweaked Glassmaking, Scaffolding III and Construction III, Wheat Farming, Breadmaking and Brewing requirements

1.3.6.2[edit]

2019-11-27, 10:20 UTC+0

  • Fixed bug with upgrades of some buildings not completing
  • Tweaked construction requirements for Road Layer L2, Surface Mine L3, Shaft Mine L2

1.3.6.1[edit]

2019-11-26, 22:00 UTC+0

  • Fixed issue loading games with pumpkin farms in

1.3.6[edit]

2019-11-26, 19:30 UTC+0

  • NEW - one way track 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!

1.3.5.5[edit]

2019-11-12, 16:50 UTC+0

  • Fixed bug which caused an expedition boat to become stuck if it had to queue at the harbour it needed to load expedition resources from
  • Fixed tooltips for Orchard Plots and Cobbled Roads icons being the wrong way around
  • Boats now go over underwater rocks
  • Boats no longer sail through rocks
  • Tweaked rock height detection numbers to be more accurate when using elevated rail
  • Fixed crash bug caused by creating parallel roads between the same two road posts
  • Fixed boundaries of Brewery and Wheat farm footprints

1.3.5.4[edit]

2019-11-08, 14:10 UTC+0

  • 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

1.3.5.3[edit]

2019-10-31, 13:00 UTC+0

  • Fixed Luggers not recognising that all their expedition resources had been loaded
  • Fixed being able to create invalid roads by being able to set a waypoint on an invalid tile

1.3.5.2[edit]

2019-10-28, 11:20 UTC+0

  • Fixed production rate of Pumpkin Farm on construction menu
  • Fixed orchard field floor graphics going wrong if a pumpkin patch had been rotated previously
  • Fixed help button showing on panels when it shouldn't
  • Fixed a few localization issues

1.3.5[edit]

2019-10-25, 17:40 UTC+0

  • New Pumpkin Farm! :jack_o_lantern: Harvest pumpkins as a new food option for your colonists.
  • 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, only dedicated hotkey does that (default F10)
  • Two fixes for games erroring when trying to load

1.3.4.6[edit]

2019-10-12, 10:40 UTC+0

  • Fixed bug from previous patch where Colony Ships couldn't be captured
  • Fixed building resource statistics panel not opening
  • Fixed a few localization/resizing issues

1.3.4.5[edit]

2019-10-11, 14:10 UTC+0

  • 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 blocke
  • 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

1.3.4.4[edit]

2019-10-02, 16:30 UTC+0

  • Change your colony colour at any time with a new panel on your Colony Ship!
  • Harbours can now be an export target for buildings holding or producing expedition resources.
  • Fixed one off selling rules not working.
  • Fixed issue with printed bots sometimes going cross-country to their destination.
  • Fixed game defaulting to languages still in development (Russian and Italian).
  • Fixed bug in tutorial if you close the Lumberjack Hut construction panel.
  • Fixed some font inconsistencies with accented characters.
  • Fixed a few localization entries.
  • Improved a couple of icons.

1.3.4.3[edit]

2019-09-20, 15:40 UTC+0

  • Fixed "Resource Export Rules" and "Resource Import Rules" panel headers being the wrong way round
  • Fixed some German typos

1.3.4.2[edit]

2019-09-14, 20:10 UTC+0

  • Fixed Planks being incorrectly labelled as Vegetables and sawmill as vegetable farm. (These are in development)

1.3.4[edit]

2019-09-13, 17:10 UTC+0

  • Localized game into German, French, Chinese and Korean. Big thanks to all the community translators!
  • Monument Bonuses - a monument will now give a speed boost to all nearby bots increasing building productivity and road throughput. Monuments are limited to one each (unless victory conditions state otherwise) so use them wisely!
  • Added Resource Statistics panel - click on any incoming or recently arrival resource to show its route through your colony. Panel also allows you to individually destroy incoming resources.
  • Improved Destroy mode - you can now destroy resources in this mode and there are better highlights to indicate what you're hovering over.
  • New Sandbox options - unlimited monuments and unlimited space ports.
  • Resource demands are now rechecked upon harbour and train station completion.
  • Fixed occasional bug where building may not request as many resources at one time as it should.
  • Fixed bug where boats wouldn't sail under railway bridges in game that had been reloaded.
  • Fixed bug when clearing a docked boat's route and then assigning to an expedition at the docked harbour.
  • Fixed occasional issue where carry bot printed at large harbour or large storage yard would go the wrong road post and not be able to make it to their assigned road.
  • Added different message for when trying to assigning a clipper to an expedition at a large harbour.
  • Fixed being able to use Full Sculpt in elevated water (lakes)
  • Added error highlighting and tooltip when using Full Sculpt
  • Brewery now has an extra utility bot to help out.

1.3.3.3[edit]

2019-08-23, 10:10 UTC+0

  • Stopped resources trying to be transported through under construction harbours and train stations
  • Fixed Import filtering for storage yards, workshops and space ports
  • Fixed Export filtering for fuel resources
  • Fixed back button on import whitelist lists
  • Buildbots now recycle when upgrade cancelled
  • Improved error messaging when entrance layer invalid

1.3.3.2[edit]

2019-08-09, 17:50 UTC+0

  • Fixed expedition boat not sailing off after dropping off resources at expedition harbour
  • Fixed 'en route' resources section not showing up in resources panel for buildings
  • Fixed Shaft Mine SFX hanging around when a Shaft Mine is destroyed

1.3.3.1[edit]

2019-08-02, 12:30 UTC+0

  • Fixed storage yard not showing correct buildings for export options
  • Building overlay icons no longer interrupt mouse wheel zooming

1.3.3[edit]

2019-07-31, 12:50 UTC+0

  • Selecting an import or export building now shows the route between the buildings
  • Filtered buildings that are available to set for import & export
  • Added building categories to import and export selection list
  • Fixed bug with changing transport route when boat or train is docked and some affected resources weren't tidied up correctly
  • Fixed rare timing issue where resource would get stuck at a destination building's road post if path to building was destroyed and resource was not yet being collected and no other path available
  • Fixed bug where more resources were sent to space port than could be handled potentially leading to stuck bots
  • Fixed consumption stats not being removed when cancelling upgrade
  • Consumption stats now update when construction is paused and resumed
  • Fixed issue when setting new route for train would create detached train hoppers
  • Fixed trader reputation boundaries not always displaying correctly
  • Fixed campaign names in sandbox screen
  • Fixed rare bug where campaign screen could potentially not load correctly
  • Fixed being able to set same resource on both whitelist sections of a rules panel
  • Harbour's water layers now count as occupied to avoid conflicts between harbours
  • Tooltip messaging now indicates which obstacle is obstructing if build placement is invalid
  • If train station has no additional track attached it'll destroy the track sections when train station is destroyed
  • Fixed recalculation every frame when height-adjusting placement of train station
  • On boat/train panels 'Clear Route' button now only visible when there is an existing route
  • Improved custom height validation in build state
  • Increased minimum size of load game window scrollbar
  • Added 'Rate Map' link to in-game menu when playing Steam Workshop map
  • Fixed scrollbar dragging in Map panel
  • Fixed long-standing graphical glitch with walls
  • Added snow fringe on walls

1.3.2.2[edit]

2019-06-29, 17:50 UTC+0

  • Fixed issue when trying to destroy sheep farms

1.3.2.1[edit]

2019-06-29, 12:10 UTC+0

  • Fixed bug where sometimes pausing and then resuming construction would result in the production resources not being sourced
  • Minor tweaks to new missions (8 & 11)
  • Fixed bug when capturing enemy Colony Ship entrance tile but not any of its building tiles
  • Fixed cash victory condition bar graphic overflowing
  • Fixed initial sheep farm tile not showing correctly
  • Improved loading time if offline
  • Fixed camera tracking trains when going over bridges
  • Fixed order and numbering of campaign missions in sandbox map selection screen
  • Added tips for transporting construction resources to train station and using unsupported bridgesanel for buildings
  • Fixed Shaft Mine SFX hanging around when a Shaft Mine is destroyed

1.3.2[edit]

2019-06-25, 22:00 UTC+0

  • Added two new single player missions to campaign
  • Added leaderboards to custom maps in the Steam Workshop
  • Added leaderboard section to map victory screen
  • Added territory toggle setting for custom maps
  • Map editor: shaft mine usability checks
  • Map editor: trees and resources auto destroy when underwater
  • Map editor: added option to clear all fish

1.3.1.1[edit]

2019-06-16, 16:50 UTC+0

  • Fixed issue with constructing fishing huts on steep slopes from previous build
  • Lumberbots and Minerbots take more sensible routes home
  • Fixed idle train notification not disappearing when destroying train

1.3.1[edit]

2019-06-14, 09:30 UTC+0

  • Fixed journey time costs for boats and trains, improving resource route calculations
  • Journey times for each vehicle stop now display on boat and train panels
  • Fixed potential stuck station stackbot if train hoppers weren't lined up
  • Fixed sandbox panel not resetting fog of war toggle when territory toggle changed
  • Added whitelist exporting to space port
  • Fixed bug where resources which were rerouted to a different destination could potentially cause original destination buildings not to * request a new resource and construction/production processes could stall
  • Fixed bug which causes a train to become stuck when destroying a train station the train has a stop at
  • Fixed Space Port ship getting stuck if game was reloaded whilst a stackbot was loading a resource to sell
  • Fixed terrain weirdness when destroying track
  • Fixed idle train notification not showing up correctly
  • Added ability to pause and resume construction
  • Builder bot now returns to printer when they complete construction
  • You can now destroy a single road post outside a harbour if 'free road post placement' is turned on
  • Added maximum tile adjustments when placing building (no more extreme walls)
  • Added maximum slopes for farm fields
  • Added warning if you try to upgrade Workshop L2 without yet researching Bread Making
  • When destroying farm fields terrain is no longer auto-adjusted

1.3.0.13[edit]

2019-06-05, 15:40 UTC+0

  • Fixed issue where savegame created in V1.3.0.12 couldn't be loaded

1.3.0.12[edit]

2019-06-05, 09:10 UTC+0

  • Fixed Space Port not showing as available for custom maps which have the market enabled
  • Fixed bug where, while editing a route, removing a harbour stop that a boat is currently heading to does not clear it from the harbour's expected list and can cause other boats to get stuck at queueing location
  • Fixed visual glitch on Mac & Linux where bot names were overlapping other text
  • Miners and Lumberbots no longer go up steep slopes
  • Fixed Surface Miners not always going to exactly the closest resource

1.3.0.11[edit]

2019-05-28, 08:30 UTC+0

  • Added support for OSX and Linux
  • Fixed issue where you could create a terrain kink in a road with certain building placements leading to bot being repeatedly printed as * they cannot find route
  • Fixed bug where a captured watchtower was not removing any direct connections to other buildings and could cause subsequent game freezes
  • Fixed bug where clearing a boat's route or destroying a boat whilst it was queueing at a harbour would leave 'ghost' resources which * * would never reach their destination buildings
  • Fixed issue when starting a sandbox game from a saved scenario
  • Fixed occasional issue when switching between destroy mode and road/path modes using hotkeys

1.3.0.8[edit]

2019-05-17, 19:10 UTC+0

  • Added option of free upgraded road and path placement in sandbox mode
  • Fixed bug with the train station's import and export rules not being taken into account
  • Fixed issue where some bridge sections could be illegally placed over road and paths causing it to block valid bot routes.
  • Fixed resource not rerouting correctly if route to original destination building is broken
  • Fixed bug with bridge supports graphics on game load
  • Fixed bug with incorrect 'Curve Right' bridge support graphics
  • Boat and train rules now show up in an resource's rules panel
  • Added arrow to indicate whether a rule is an import or export rule
  • Fixed issue where AI might not upgrade a Watchtower when it should
  • Fixed contour mode unpleasantness on flat terrain
  • Contour lines should now equal one in-game height value
  • Fixed building amount and type selections not working correctly in map editor victory conditions
  • Fixed description on building transport rules panel
  • Weaponsmith now requires Cannonball I
  • Tweaked postcard mode interface
  • Fixed bug with game time display stopping after being in postcard mode

1.3.0.7[edit]

2019-05-07, 16:20 UTC+0

  • Fixed bug which could cause a boat to get stuck at a harbour
  • Fixed bug where placing a new road directly over a building's entrance was not refreshing the building's road post connections
  • Fixed bug where large harbour entrance paths were not being created if too close to sea
  • Large harbour created by expedition now creates road posts in the correct locations
  • Fixed stuck train notification message not updating when destroying a stuck train
  • Fixed Space Port ship not always showing up and landing effects timing
  • Under construction harbours and stations now only unload resources for their own construction rather than resources to pass through
  • Hid money tab on colony stats panel when market is not enabled
  • Landing bot now correct colour in sandbox

1.3.0.6[edit]

2019-05-04, 17:30 UTC+0

  • Added end graphics graphics in track construction mode
  • Fixed bug where particular connecting track sections were not allowing train to find route over
  • Improved tile colour highlights in track construction mode
  • Fixed road post colour not being darkened if it has rules when loading game
  • Glassworks now requires bricks and Construction II

1.3.0.5[edit]

2019-05-03, 11:10 UTC+0

  • Fixed bug from previous build where expedition harbours weren't printing their stackbots

1.3.0.4[edit]

2019-05-02, 21:50 UTC+0

  • Fixed bots not being printed if their building is only connected by a path to a single road post outside a harbour
  • Fixed bug where joining a track section to the end of a curved section was not connecting the tracks (train would not run over it)
  • Fixed newly created train not moving if creating station is second station on new route
  • Added notification alert if a train cannot find a route to its next station
  • Fixed bug with destroying unconstructed bot printing building causing "ghost bots"
  • Fixed road post not changing colour when rules are removed
  • Zoom hotkeys no longer affected by mouse sensitivity
  • Fixed error caused by map file with dot in filename

1.3.0.3[edit]

2019-05-01, 14:00 UTC+0

  • Fixed bug where bridge options were not being shown in track editor
  • Fixed bug with clearing train routes
  • Fixed bug with large storage yard printing bots for buildings that aren't connected to a road post
  • Added hotkeys for zooming the camera
  • Secondary large storage yard entrance no longer connects to invalid (mismatched height) tiles
  • Secondary large storage yard entrance now automatically creates entrance path after sculpt to matched height
  • Added aspect ratio option for interface to help players on squarer aspect ratios
  • Fixed close button on map changenotes window
  • Fixed bug with watchtower repeatedly firing at rubble

1.3.0.2[edit]

2019-04-30, 12:40 UTC+0

  • Fixed bug with large harbour footprint's furthest outgoing storage tile sometimes causing resources to disappear

1.3.0.1[edit]

2019-04-30, 00:30 UTC+0

  • Fixed bug with campaign screen
  • Fixed bug with track created by train station placed at minimum sea level height
  • Fixed bug with train creation checks incorrectly showing blocked if another station was occupied
  • You can now select your own maps and workshop maps in sandbox setup

1.3.0[edit]

2019-04-29, 19:30 UTC+0

  • 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.
  • El Train - free your train network with elevated rail system that can span channels of water and glide over the top of buildings.
  • 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 block each other and stations support multiple train stops, trains can now transport construction materials to stations under construction.
  • New Large Harbour - supports three boats stopping simultaneously and has two entrances.
  • New Lugger Boat - a larger boat that can carry more resources.
  • 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.

1.2.1.4[edit]

2019-01-29, 18:10 UTC+0

  • Fixed Forester bots taking twice as long to plant trees as they should in non-snowy terrain
  • Fixed building import list not being updated when target building destroyed
  • Fixed instances where a road could become broken due to adjacent building placement
  • Fixed edge case where stackbots for wells and shaft mines might not collect production resources
  • Fixed bug where boats would create very long back and forth routes when trying to navigate onto the same tile
  • Fixed bug where loading a game could cause astackbot to be unassigned from its task and potentially lead to a production stall
  • Fixed effects and production progress not showing up for production buildings when loading a game
  • Fixed bug with road or path tile becoming unupgradeable if road layer bot cancelled whilst working on it
  • Road Layer bot now has a maximum range of 100 tiles
  • Fixed AI where reloading an AI game could incorrectly result in more pacifist behaviour
  • Fixed difficulty toggles not working on scenario screen
  • AI now builds Charcoal Burners
  • Construction demands now dynamically update maximum demand per resource type once another resource type has completed
  • Fixed text on Mining research

1.2.1.2[edit]

2019-01-25, 00:20 UTC+0

  • Fixed tooltips not showing up on some interface icons
  • Increased maximum length of a building connection to a road post to 20
  • Improved messaging on the building connections panel when you have no road post connections
  • Clicking on unconnected icon above building takes you to the building connections panel
  • Fixed building panel switching to construction whilst adding fields
  • Fixed building connections not being updated when a building is destroyed
  • You can no longer select a building as an import building to itself

1.2.1.1[edit]

2019-01-23, 12:30 UTC+0

  • Fixed an issue where you couldn't save after loading an old AI savegame
  • Fixed issue where a building's connections were incorrect up due to an error caused by a en route resource was affected
  • Fixed being able to sculpt a tile with a path on

1.2.1[edit]

2019-01-23, 00:40 UTC+0

  • Added best times leaderboards for campaign economy missions - optimise your colonies and compete for the fastest times.
  • Brand new robot model and animations for Forestry bot, Blast Furnace and Blacksmith bots and Baker bot.
  • Updated system for calculating how buildings are connected to road posts and other buildings. Each connection is now listed in a new building panel and can be visualised within the world. This refactoring also fixes some lags and freezing issues.
  • Forestries can now plant all types of tree available in the game with varying growth times and terrain requirements.
  • Updated Wheat farm production stats and added animations for Wheat Farmer bot.
  • Fixed bug with Lumberbots and Minebots passing through rocks and potentially getting stuck on slopes.
  • Increased reputation gained per dollar transaction in the Sandbox Market.
  • Small improvements to tutorials in Mission 1 and 2.

1.2.0.4[edit]

2018-12-12, 01:30 UTC+0

  • Fixed bug when loading a game could sometimes cause a Stackbot to lose their assignment and a resource may become stuck

1.2.0.2[edit]

2018-12-07, 12:20 UTC+0

  • Fixed Stackbots of Fuel-consuming buildings sometimes getting stuck
  • Fixed smoke animation and footprint boundaries of Glassworks
  • Improved Market UI a little

1.2.0.1[edit]

2018-12-04, 20:20 UTC+0

  • Fixed loading a sandbox market-enabled game not showing Space Port as in the construction options
  • Fixed not being able to re-order Fuel building priorities
  • Fixed being able to navigate expedition boat before expedition resources had been fully loaded, leading to incomplete harbours
  • Fixed destroying a harbour with a single unconnected road post not resetting tile properly which could lead to future issues with building roads
  • Fixed Cow Farm production rates (now maxes correctly at 6/day) and fixed location of initial field when flipped

1.2.0[edit]

2018-12-02, 11:50 UTC+0

  • NEW Endless Sandbox Mode - Buy and sell resources at the Space Port building, increase your Trader Reputation and create ongoing colonies in Sandbox Mode
  • NEW Charcoal Burner - Convert Logs into Fuel as an alternative to Coal for all Coal-fired buildings
  • NEW Additional landscaping tools which allow you to tweak the terrain to your own aesthetics
  • NEW Custom Colour - In Sandbox Mode choose a custom colour for your colony
  • Removed slope restrictions for building placement
  • Construction and Research processes now consume resources by their delivery date resulting in more balanced resource demands
  • Fixed Export building not being removed when it's destroyed
  • Fixed Road Layer bot getting stuck sometimes
  • Fixed landscaping bug when removing Harbour
  • Fixed natural resources sometimes appearing dark
  • Fixed not being able to set individual storage rule to 'any'
  • Fixed a couple of incorrect L3 road/path junction tiles
  • Improved notification UI
  • Improved storage rule icon UI

1.1.4.5[edit]

2018-11-24, 20:30 UTC+0

  • Fixed bug when loading a game

1.1.4.2[edit]

2018-11-17, 00:50 UCT+0

  • Fixed data serialisation issue causing potential issue with right-click interactions

1.1.4[edit]

2018-11-16, 21:00 UTC+0

  • NEW Control how often the auto-save system saves and how many iterations it uses
  • NEW Added ability to set import and export whitelists for production buildings
  • Fixed regression where destroying a building would not clean up the terrain efficiently
  • Fixed bug where category resources (e.g. meat, fish) would ignore blacklist excl. storage rules when being sourced from a Residence
  • Fixed bug where track placement would break a road or path connection leading to issues including bots not being able to find a route to their destination
  • Tracks can no longer have consecutive road or path tiles
  • Fixed bug where road or path tiles could overlap invalid track tiles
  • Improved messaging and tile highlights for valid and invlida track placement
  • Fixed bug with number on resource panel transport rules tab not matching up to actual rule count
  • Fixed bug where transport rules resource panel would not automatically update when rules had changed
  • Fixed bug with manually changing a slider in the Quality Settings not keeping other settings in tact

1.1.2.1[edit]

2018-11-12, 17:10 UTC+0

  • NEW Added ability to prioritise tiles for Surface Miners
  • Fixed expedition boat being allowed to leave before all expedition resources had been fully loaded
  • Fixed potential issues when destroying a building lead to resources rerouting back to same building
  • Fixed bug where Stackbot would become stuck if resource it was picking up was manually destroyed
  • Fixed bug with Road Layer bots upgrading the same road tile and sometimes becoming stuck
  • Fixed transport rules being ignored in rerouting when harbour was initial transport node
  • Fixed bug where Orchard Field and Wheat Field couldn't be removed in certain situations
  • Fixed incorrect boat construction notification icon
  • Fixed high level mine buildings not showing up in resource production panel
  • Fixed maximum field tooltip showing incorrect text sometimes
  • Prevented farm fields from being rotated which led to incorrect field graphics
  • Wheat fields now burn properly
  • Making a new path now triggers idle Road Layers
  • Changed in-game time display to past tense to match time displayed elsewhere
  • Cow Farm's initial field now aligned to left edge of building
  • Sandbox - AI difficulty level can now be set or turned off complete on military maps
  • Mission 6 - tweaked fishing locations
  • Mission 4 - added underground Clay mine
  • [v1.1.2.1] Fixed bug with starting military map without AI in sandbox mode

1.1.1.2[edit]

2018-11-07, 18:00 UTC+0

  • Fixed destroying buildings, especially a Boatyard, not resetting tiles properly
  • Fixed not being able to place fishing hut side by side sometimes
  • Fixed missing text for forestry task in M1

1.1.1[edit]

2018-11-07, 02:00 UTC+0

  • Fixed resources waiting at harbour not rerouting properly if their next sea route is removed
  • Fixed bug where loading a game which had a new colony harbour with no watchtower would not let you build a watchtower
  • Fixed bug where carrybot would get stuck if resource it was carrying was manually destroyed during drop off phase
  • Fixed bug where harbours on steep slopes could have their entrance land connection to the road post broken causing stackbot routes to break
  • Fixed error caused by loading a game in which a expedition boat had had its original harbour destroyed
  • Fixed cancelling and restarting upgrade potentially causing overflow in the progress bar
  • Fixed error caused by destroying storage yard
  • Fixed best time display on scenario screen
  • Halved bakery coal consumption
  • Added ability to set import whitelists for storage yards
  • Added hotkey for skipping destroy warning (default is Left Alt)
  • Fixed Engineering showing negative number
  • Adjusted Cow Farm so it only needs one starting field and is indicated more clearly in placement footprint
  • Road Posts can now be placed at harbour entrances if the original is accidentally removed
  • Mission 3 - added more stone to starting island
  • Mission 5 - added more stone, more gold, removed green terrain which was not fertile
  • Mission 6 - added Casual mode
  • Mission 7 - added more coal
  • Mission 9 - added more fertile land and more resources
  • Mission 10 - added Casual mode and infinite stone resource for AI

1.1.0.2[edit]

2018-11-04, 02:20 UTC+0

  • Fixed incorrect mission linking in sandbox mode

1.1.0.1[edit]

2018-11-04, 01:50 UTC+0

  • Enabled sandbox button for production builds

1.1.0[edit]

2018-11-04, 00:40 UTC+0

  • NEW Sandbox Phase 1 - Explore layouts and experiment with your Colonists on any map with customisable options including auto-research, optional fog of war, optional territory and free construction mode
  • NEW Harbour/Station Rules - Apply blacklisting and whitelisting rules to harbours and train stations in the same way you can with road posts
  • Improved resource routing along roads - routing now takes better into account blocked carrybots and busyness of road posts
  • Implemented 'collapsing' watchtower state - once captured, watchtower repairs must start within a certain time or building will be lost
  • Fixed weaponry and repair demands not being flagged as urgent on occasion
  • Fixed repair demands not showing up on resource demand list
  • Increased watchtower projectile range
  • Fixed bug where destroying a road without affecting road posts was not clearing formerly attached building's routes to road posts
  • Increased stackbot path delivery distance, preventing issue where resources were assigned along long paths but not delivered
  • Fixed error where savegame would not load
  • Fixed edge case where stackbot fetching a resource from a building when the destination building is destroyed
  • Fixed issue where you could end up with an unremovable solitary flag if it was connected to a harbour on the starting island
  • Fixed bug where direct delivery of expedition resources from storage yard were not being delivered
  • Fixed boat and train names force-including worker bot name
  • Fixed bug where road tile would not be removed correctly if sharing a track tile leading to prevention of building placement
  • Fixed error with orchard field being lost leading to watchtower capture failing
  • Fixed Weaponsmith sometimes causing a game freeze
  • Fixed error when placing Wheat field on edge of map
  • Fixed burning VFX on residences
  • Removing track now longer has the possibility of deforming roads
  • When placing buildings, switching level of building remembers rotation and flippedness
  • Added underground Coal Mine to Mission 2
  • Enabled unusual aspect ratios

1.0.3.1[edit]

2018-10-31, 13:50 UTC+0

  • Fixed camera going to last notification on middle mouse down, rather than on click (action is rebindable in settings)

1.0.3[edit]

2018-10-31, 01:50 UTC+0

  • Fixed bug where clearing a boat route while boat is docked could prevent it from moving after new route is applied.
  • Fixed bug where Harbour stackbots could become stuck if delivering resources to a boat whose route is cleared.
  • Fixed bug where direct delivery of Harbour expedition resources from a Storage Yard could stall.
  • Fixed bug where road post rules were ignored if road post was first node on route.
  • Trains now wait until fully unloaded (if possible) before leaving station.
  • When a Storage Yard's export building is destroyed, it is now automatically removed.
  • Fixed incorrect Mission 10 scenario goal (applies to existing games).
  • Fixed water not being navigable in Mission 10 (new games).
  • Fixed camera angle for Large Monument mission completion.
  • Added ability to customise last notification hotkey (middle mouse button).
  • Added Road Post advice when several roads are blocked.
  • Added Steel to global resource icons.
  • Fixed [No Resources] displaying on global Food and Alocohol resource icons.

1.0.2.3[edit]

2018-10-28, 02:10 UTC+0

  • Fixed harbour bug where boats would leave while stackbots might be loading resources which could lead the stackbots getting stuck.
  • Fixed cancelling expedition resource collection not resetting resources en route correctly.
  • Mission 6 Savegames started in v1 will now auto-update their scenario goal when loaded.

1.0.2.1[edit]

2018-10-26, 20:50 UTC+0

  • Fixed issue with listing savegames with PCs running certain regional calendar systems.
  • Fixed bug with storage yard being placed with shared path to harbour and then expedition resources being sourced from there.
  • Fixed bug when Residence completes upgrade and the stackbot happened to be delivering a resource into the residence, creating a chance it could stall later on.
  • HQ and Cow Farm that were broken by previously fixed ratio slider bug now auto fix when loading an old savegame from V1.
  • Fixed harbour construction resources being incorrectly delivered to outgoing storage if delivered directly from another building.
  • Fixed edge case where boat would leave whilst harbour bot was on way to unload a resource, which could lead to issues.
  • Fixed Road Layer bot getting stuck sometimes when conflicting with another Road Layer bot.
  • Fixed Road Layer bot idle pose so it resets correctly after worker animation.
  • Fixed Salt description which had incorrect mine levels.
  • Fixed savegame not loading for people with unusual calendars.
  • Fixed situation where boat could stick.
  • Reduced maximum boat wait time.

1.0.1[edit]

2018-10-25, 22:40 UTC+0

  • Fixed HQ resource ratio slider bug.
  • Fixed issue where game wouldn't load if you were on a OS with an unusual calendar (e.g. Thai).
  • Fixed Mission 3 location where harbour would not have enough room for queue buoys.
  • Fixed incorrect Mission 6 goal.
  • Fixed edge case bug where Boatyard stackbot would not deliver the last Planks to the boat construction.
  • Fixed colony boat not immediately leaving Boatyard if target harbour has only one boat and that boat is en route.
  • Fixed sea animation speed carrying over from previous game.
  • Fixed 'Find Coal' and 'Research Mining I' advice items not disappearing once completed.