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Описание

The Colonists
The Colonists is a settlement building game inspired by classic titles like The Settlers and the Anno series.

You take control of a team of self-replicating robots who have escaped from Earth and are searching the galaxy for a new home where they can fulfil their dream: to be human.

You'll advance through three different Ages as you build infrastructure for your colony by constructing road, boat and train transport systems.

Harvest natural resources, set up farming and food production, create expeditions to discover new lands and research new technologies.

With two separate mission tracks, The Colonists lets either you create sprawling settlements in peace or race to compete against AI colonies in military winner-takes-all scenarios.

Explore, research, manage, tweak and refine to your heart's content!
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Скриншоты

#1. The Colonists (GOG) От: Mode 7
#2. The Colonists (GOG) От: Mode 7
#3. The Colonists (GOG) От: Mode 7
#4. The Colonists (GOG) От: Mode 7
#5. The Colonists (GOG) От: Mode 7
#6. The Colonists (GOG) От: Mode 7
#7. The Colonists (GOG) От: Mode 7
#8. The Colonists (GOG) От: Mode 7
#9. The Colonists (GOG) От: Mode 7
#10. The Colonists (GOG) От: Mode 7

Видео

Что нового

  • Версия: Windows, Linux, MacOS
  • Обновлено:
  • Patch 1.5.20.3 (November 10th, 2022)

    Fixed game freezing when starting a frontier and then going back to the main menu
    Patch 1.5.20.2 (November 5th, 2022)

    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

    [V1.5.20.1] Fixed boat-related error in V.5.20 causing the game to freeze

    [V1.5.20.2] Fixed being unable to save a loaded game in V.5.20
    Patch 1.5.18 (June 1st, 2022)

    Added fish amount option to random map generation

    Support for June Frontier
    Patch 1.5.17.2 (May 1st, 2022)

    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
    Patch 1.5.17 (March 3rd, 2022)

    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

    (Belatedly) turned off festive decorations
    Patch 1.5.16 (04 December 2021)

    Turned festive decorations on!

    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
    V1.5.16.1

    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
    Patch 1.5.15.1 (26 October 2021)

    Fixed map editor not loading correctly
    Patch 1.5.15 (18 October 2021)

    NEW: Custom views - default hotkeys are [1]-[9] on keypad. Tap to view, hold to set.

    Enabled pumpkin harvest visuals!

    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 placement

    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
    Patch 1.5.14 (01 September 2021)

    NEW: Boat list panel - lists all the boats in your colony

    Added options to unlock all campaign missions and clear all campaign progress

    Spruced up buildings list panel and building entries in resource production, demand and storage panels

    Fixed military campaign savegames resetting difficulty to 'normal' when loading a savegame

    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

    Fixed issue where upon construction, storage yards with rules already added would not necessarily source resources from the closest buildings

    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

    Fixed gold icon incorrectly showing against military times in campaign screen
    Patch 1.5.13 (01 July 2021)

    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 option
    Patch 1.5.12 (01 June 2021)

    Balancing tweaks for production buildings to more accurately match respective production rates, as well as extra stackbots.

    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
    Patch 1.5.11 (01 April 2021)

    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 maximum edge panning 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 edge 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
    Patch 1.5.10 (01 March 2021)

    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
    Update 1.4.0 (25 December 2019) Festive Decorations

    Give your colony a festive feel with Christmas trees (plant them near monuments), snowbots (created by the Foresterbot) as well as presents and candy canes!
    Enemy AI Updates

    The enemy AI has been reworked and improved and now includes a new Hard mode which also gives enemies a 25% bot boost. There's also a new military mission in the campaign with more to come in the future.
    Patch Notes

    Fixed an issue in some instances with resources that are waiting at harbour not getting rerouted

    Fixed storage yards not showing in storage panel for resource categories (food etc)

    Fixed an error related to rerouting a boat that is currently queueing to same harbourissues not being able to set export whitelists from/to buildings under construction
    Patch 1.3.5.2 (28 October 2019)

    Hi everyone,

    A special Halloween update of The Colonists is now available!

    Pumpkin Farm

    Give your colonists a seasonal treat with the new Pumpkin Farm! Providing another source of food for Level 1 Residences, Pumpkin Farms take up less space but have long pumpkin patches so you'll need to plan your layouts!
    Patch Notes

    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, now only dedicated hotkey does (default F10)

    Two fixes for games erroring when trying to load
    Links

    Help And Bug Reporting: https://www.notion.so/The-Colonists-Help-0f8b20f71a96426490fbfbff5511e3bb

    Discord: https://discord.gg/thecolonists

    Patch 1.3.4.4 (03 October 2019)

    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.
    Patch 1.3.4.3 (20 September 2019)

    Fixed "Resource Export Rules" and "Resource Import Rules" panel headers being the wrong way round

    Fixed some German typos
    Patch 1.3.4.3 (14 September 2019)

    Fixed Planks being incorrectly labelled as Vegetables and Sawmill as Vegetable Farm. (These are in development)
    Patch 1.3.4 (13 September 2019)

    Localized game into German, French, Chinese and Korean. Massive thanks to all the 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.
    Patch 1.3.3.3 (23 August 2019)

    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
    Patch 1.3.3.2 (09 August 2019)

    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
    Patch 1.3.3.1 (02 August 2019)

    Fixed storage yard not showing correct buildings for export options

    Building overlay icons no longer interrupt mouse wheel zooming
    Patch 1.3.3 (31 July 2019)

    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

    Fixed scrollbar dragging in Map panel

    Fixed long-standing graphical glitch with walls

    Added snow fringe on walls
    Patch 1.3.2.2 (01 July 2019)

    Fixed issue when trying to destroy sheep farms
    Patch 1.3.2.1 (29 June 019)

    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 bridges
    Patch 1.3.2 (25 June 2019)

    Added two new single player missions to campaign

    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
    Patch 1.3.1.1 (16 June 2019)

    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
    Patch 1.3.1 (14 June 2019)

    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
    Patch 1.3.0.11 (04 June 2019)

    added the Mac & Linux versions of game
    Patch 1.3.0.8 (29 April 2019)

    Hi everyone,

    The Colonists are back with some big updates! Here’s what new in V1.3:

    Map Editor

    Create, share and play custom maps

    Sculpt land and sea, place trees, rocks and resources, and set your own victory conditions.
    Elevated Trains

    Free your train network with the new elevated railway system!

    Build tracks that carry your trains through and over buildings and across shallow bodies of water.

    New Large Harbour and new Lugger Boat

    The large harbour can load and unload three boats simultaneously and has many more stackbots to help with the extra jobs. It also has two separate entrances to filter traffic more easily. The new lugger boat is made of iron and can hold more resources than the clipper.
    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 now block each other and stations can support multiple train stops. Trains can now also transport construction materials to stations under construction.
    Other Updates

    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.

    Many other small improvements.

    Thanks to everyone who has been playing the game so far, all your feedback, suggestions and bug reports have been incredibly useful!

    Please get in touch if you have any issues with the latest features, we'll be continuing to improve them as well as work on more updates including new campaign maps and AI/military improvements. Vote for features you’d most like to see on our roadmap and remember you can follow development progress as well as play the very latest builds on our Discord server.

    Links

    Help And Bug Reporting: https://trello.com/c/2uryGdlJ

    Roadmap: https://thecolonists.featureupvote.com

    Discord: https://discord.gg/thecolonists

    Thanks!

    Patch 1.2.0.1 (06 December 2018)

    [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 you can 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

    [V1.2.0.1] Fixed loading a sandbox market-enabled game not showing Space Port as in the construction options

    [V1.2.0.1] Fixed not being able to re-order Fuel building priorities

    [V1.2.0.1] Fixed being able to navigate expedition boat before expedition resources had been fully loaded, leading to incomplete harbours

    [V1.2.0.1] Fixed destroying a harbour with a single unconnected road post not resetting tile properly which could lead to future issues with building roads

    [V1.2.0.1] Fixed Cow Farm production rates (now maxes correctly at 6/day) and fixed location of initial field when flipped

    Up next I'm going to be looking at improvements to ports and train stations among other features and we're also in the final stages of a Mac version. If you'd like to check these out as they're being developed please drop into the development branch of the game and let me know your feedback on Discord!

    Help And Bug Reporting: https://trello.com/c/2uryGdlJ

    Feature Vote/Roadmap: https://thecolonists.featureupvote.com/

    Discord: https://discord.gg/thecolonists

    Patch 1.1.2.1 (12 November 2018)

    [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 led 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 start military map without AI in sandbox mode

    I'm still continuing to look at any issues that are reported but I'm also starting to look more at improvements and new features. Currently in development is the Endless Sandbox Mode, if you'd like to test it out head over to our development branch or ask in Discord.

    Links

    Help And Bug Reporting: https://trello.com/c/2uryGdlJ

    Feature Vote/Roadmap: https://thecolonists.featureupvote.com/

    Discord: https://discord.gg/thecolonists

    Thanks - back with more soon!
    Patch 1.1.1.2 (08 November 2018)

    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

    [V1.1.1.2] Fixed issue with placing fishing huts next to other fishing huts sometimes

    [V1.1.1.2] Fixed destroying a boatyard not resetting tiles properly

    Thanks to everyone who has been in touch providing feedback, suggestions and bug reports, they all really help.

    We've got some exciting things entering testing tomorrow, please head over to Discord if you'd like to try them out!

    Links

    Help And Bug Reporting: https://trello.com/c/2uryGdlJ

    Discord: https://discord.gg/3xD3BCe
    Patch 1.1.0.2 (06 November 2018)

    [NEW] Sandbox Phase 1 - Explore layouts and experiment with your Colonists on any current 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 the 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

    Removing track now longer has the possibility of deforming roads

    Fixed burning VFX on residences

    When placing buildings, switching level of building remembers rotation and flippedness

    Added underground Coal Mine to Mission 2

    Enabled unusual aspect ratios

    Enabled Sandbox button

    Fixed incorrect mission links in sandbox map selection
    Patch 1.0.2.3 (27 October 2018)

    Fixed bug where boats could leave a harbour while a stackbot was still interacting with it, causing the bot to get stuck

    Fixed cancelling colony expedition resource collection potentially causing an error
    Patch 1.0.2.1 (27 October 2018)

    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

    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

    Development continues apace on the sandbox mode, you can head over into the Discord server to be able to try it out when it's first available -> https://discord.gg/3xD3BCe

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