Patch Notes: Difference between revisions

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re-added V1.1
m collapse all initially, some minor format changes
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* Fixed workshops being dismantled showing up in research panel
* Fixed workshops being dismantled showing up in research panel
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* Fixed counts of adjacent natural resource surface deposits of different types displaying incorrectly on the map
* Fixed counts of adjacent natural resource surface deposits of different types displaying incorrectly on the map
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* Few more localisation fixes
* Few more localisation fixes
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===1.4===
===1.4===


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* Fixed bug with boatyard entrance
* Fixed bug with boatyard entrance
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* '''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''' 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 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''' 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)
* '''NEW''' Hotkeys (default [C] & [V]) for copying and pasting settings of buildings (export & import) and road posts (blacklists and whitelists)
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===1.1===
===1.1===


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* Reduced maximum boat wait time.  
* Reduced maximum boat wait time.  
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Revision as of 14:55, 21 January 2021

Note: This page is for the Live Game Patch Notes only, and should not be confused with Development Patch Notes or Modding Patch Notes. Date and time is in the order of YYYY-MM-DD, HH-MM (rounded to the nearest 10th) @ UCT


Versions History

1.5

V1.5.8.1 - 2021-01-01, 01:00 UTC+0
  • Fixed previous Frontiers not showing
V1.5.8 - 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
V1.5.7 - 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
V1.5.6 - 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
V1.5.5 - 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
V1.5.4.2 - 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
V1.5.4.1 - 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
V1.5.4 - 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
V1.5.3 -
  • 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
V1.5.2.1 -
  • Fixed dismantling workshop and production buildings not stopping resource demand sometimes
  • Fixed workshops being dismantled showing up in research panel
V1.5.2.1 -
  • Fixed dismantling workshop and production buildings not stopping resource demand sometimes
  • Fixed workshops being dismantled showing up in research panel
V1.5.2 -
  • 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
V1.5.1.1 -
  • Fixed bug where completing construction of a large harbour created by an expedition wasn't granting you territory
V1.5.1 -
  • 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
V1.5.0.1 -
  • Fixed loading a random map savegame which had a non-standard size map
V1.5.0 -
  • 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

V1.4.3.6 -
  • Added Czech localisation
  • Fixed en route counts (in green circles) not always decreasing correctly when a resource arrives (from V1.4.3)
  • 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
V1.4.3.5 -
  • 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
V1.4.3.4 -
  • - Fixed enemy AI behaving a bit strangely at start of games (from V1.4.3.2)
V1.4.3.3 -
  • Fixed bug from previous version with displaying the campaign window correctly
V1.4.3.2 -
  • 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
V1.4.3.1 -
  • Fixed bug with boatyard entrance
V1.4.3 -
  • 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
V1.4.2.1 -
  • Fixed issue with playing and editing custom maps saved in V1.4.2
V1.4.2 -
  • 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
V1.4.1.3 -
  • 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
V1.4.1.2 -
  • 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
V1.4.1 -
  • 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
V1.4.0.1 -
  • Fixed mission goals not loading correctly for Casual and Hard military games
  • Fixed Casual and Hard incorrectly showing for non-military campaign missions
V1.4.0 -
  • 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

V1.3.6.4 -
  • 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
V1.3.6.3 -
  • 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
V1.3.6.2 -
  • Fixed bug with upgrades of some buildings not completing
  • Tweaked construction requirements for Road Layer L2, Surface Mine L3, Shaft Mine L2
V1.3.6.1 -
  • Fixed issue loading games with pumpkin farms in
V1.3.6 -
  • 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!
V1.3.5.5 -
  • 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
V1.3.5.4 -
  • 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
V1.3.5.3 -
  • 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

1.1

V1.3.5.2 -
  • 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
V1.1.0 -
  • [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.
V1.0.3.1 -
  • Fixed camera going to last notification on middle mouse down, rather than on click (action is rebindable in settings)
V1.0.3 -
  • 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.
V1.0.2.3 -
  • 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.
V1.0.2.1 -
  • 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.
V1.0.1 -
  • 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.