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# Post Title Result Info Date User Forum
Media coverage list   57 Relevance 8 years  ago Paul Tozour General Discussion
  Here's a thread for media coverage related to aven Colony.  If You've posted about the game and don't see It on this list, just post a link below!   Interviews: Unreal Engine 4 Showcase: https://www.unrealengine.com/showcase/pioneer-the-extrasolar-future-of-humanity-in-aven-colony Livestreams & Video Previews: Biffa: aven Colony Gameplay - sci-fi City Builder #1 (Let's Play aven Colony beta)     Aven Colony Gameplay - TRADING & HABITATS #2 (Let's Play aven Colony beta) Blitzkreigsler: Let's Play aven Colony Gameplay ^^ (IMPORTANT! the part at 00:27 where Blitz states the game will be ready September 7 Is Incorrect!  Only the beTA will be available on that date -- see our FAQ)        aven Colony - Ep. 2 - the Ice meteor Shower - Let's Play aven Colony Gameplay H for Havoc: https://www.twitch.tv/hforhavoc/v/85902185 Via theRoleplayGamer aka @RiccardoEstate: https://www.youtube.com/watch?v=du0P_nmYDtY Abathur1613: https://www.twitch.tv/abathur1613/v/86037224 Announcement Trailer: Official: https://www.youtube.com/watch?v=BQtufVP10zI GameSpot: https://www.youtube.com/watch?v=6nXv_NT6Auo WorthplayingVideos: https://www.youtube.com/watch?v=oQUXbMxjgxs VideoGameTrailers: https://www.youtube.com/watch?v=LcEivPvcDk0 IndieKings: http://www.indiekings.com/2016/08/aven-colony-announcement-trailer.html?utm_source=dlvr.it&utm_medium=twitter Blackman 'N Robin: https://www.youtube.com/watch?v=qhVGI6MAtSY Articles: NicheGamer: ambitious sci-fi City Builder aven Colony Revealed, Set for Early 2017 Launch Kotaku: link PunchDrunkGamer: announcing aven Colony TechNews: aven Colony Is a ... Adventures Gate: aven Colony Is a ... Unrivaled Gamer: aven Colony Is a ... GameAppTool.xyz: aven Colony Is a ... GeekMinus.com: aven Colony Is a ... GAMEZPLAY: aven Colony Builder Information and Screenshots Worthplaying: 'Aven Colony' announced - Screens & Trailer PC Invasion: aven Colony Is a space colonization builder from Mothership Entertainment GameWatcher: aven Colony Is an Interstellar city builder coming next year OnPause: aven Colony announced for release next year SavingContent: aven Colony takes City-Building off-Planet In 2017 GameZone: New sci-fi City-Builder, 'Aven Colony' announced Reddit Threads (our official subreddit Is https://www.reddit.com/r/AvenColony/  ) Aven Colony announcement Trailer Announcing aven Colony: Information Centre New anno like? New City Builder/Planetary Colony Game "Aven Colony" announced Concept art  Art of Nate Hallinan (early concept art): https://www.facebook.com/NateHallinanArt/photos/?tab=album&album_id=1104431786299228    
Finding Valuable Minerals   11 Relevance 7 years  ago LZIM Beta Feedback & Suggestions
  Regarding the Kelko Spores alternative.. Is It really an alternative? and yes being able to research ways to make It better would mean You could get off of mineral resources faster or right away If You were really determined and patient. But You'd still have to have a base with enough capacity and Infrastructure to do the research. Really hoping there's more research options coming down the line to make structures and farming more efficient.    1. Growing being slowed during the winter Is dumb If this Is fungiculture. It should at least be consistent since sunlight Isn't as big of a factor like It Is for agriculture. Granted this Is a non-issue, If You have enough spare water You should be able to grow everything anywhere, because It won't be addressed by the developer. It would make sense to grow more of It If You can provide more water not just more ambient sunlight. It would grow fine In the winter and so provide a good continuous source of material for more nanites, aND still use It In pharmaceuticals.    2. being something like 20 times slower to produce nanites on just the Kelko alternative makes It almost not even an alternative once You run out of minerals since You need to many colonists In the green houses and chemical plants. Instead It's something You want to have going before You run out of materials.    3. for the crescent mission just keep expanding and start lean. like don't add more colonists because You don't need them. If You can build almost nothing while You're expanding that Isn't required for for a quest You can make It to the end without much trouble. the more mission objectives You do for Vory, Veronika and Uros the fewer nanites You need to produce for Yourself.   (to the devs because the use of the term nanite Is Incorrect) I really hate this techno-jargon term nanite(s) used In this context. a nanite Is a microscopic machine. If You're creating stores of nanites to create larger self-assembling structures then that's fine. You don't need the drone. It can go to the construction site and drop off the construction nanites like a liquid or powder and they'd self-assemble Into the desired structure given access to grid power. You aren't making 1 nanite, You're making a unit of construction nanites (to be ferried by a construction drone) which could be used by a construction drone at a construction site like spray paint (if not simply unloaded). You don't make a house out of 1 toothpick or 1 sawdust. that drone would eventually run out of construction nanites and need to go back for more.   It might even make more sense just to say the connection to the grid Is required because the construction nanites used by the drones come from being connected to the colony. This Isn't the case since You can build whatever You want anywhere In the reach of a construction drone building. how does 1 construction drone carry 360 units of construction material (nanites)? that's literally saying 1 construction drone can carry an entire building as If It was nothing (even If It would take 1 drone a very long time to build a stadium by Itself It still does that without a connection to power). Instead the construction drone(s) should have to fly back and forth because they have to fetch construction materials to be dumped onto the self-assembling building. It would provide the player a reason to add more drones to the work of ferrying more nanites. that and the more efficient the workers the faster the drones would fly back and forth. And that makes the Hyla Crescent and similar missions that require the player to expand, a bit harder, because they'd have to expand the colony without cheating by building things that aren't connected to the colony until they can add tunnels and apartments.
Fatal error. Game stops - screen goes black (no inputs), PC unresponsive.   9 Relevance 7 years  ago ronrico999 Beta: Bug reports
  This started to happen with the latest release. before that the game played with no problems.  I have emailed the developers. This Is just for the record. Dxdiag has entries of the type below: Windows Error Reporting: +++ WER0 +++: Fault bucket , type 0 Event Name: assert Response: not available Cab Id: 0 Problem signature: P1: UE4-AvenColony P2: 4.13.2 P3: 58517ad1 P4: KERNELBASE.dll P5: 10.0.14393 P6: 582588e6 P7: 00000001 P8: 0000000000017788 P9: !!AssertLog="Fatal error: [File:S:\TeamCity\buildAgent\work\UE4\Engine\Source\Runtime\Windows\D3D11RHI\Private\D3D11Util.cpp] [Line: 176] #Unreal Engine Is exiting due to D3D device being lost. (Error: 0x887A0007 - 'RESET')#" P10: UE4!C:/Users/YSL/AppData/Roaming/itch/apps/Aven Colony beta/AvenColony/Binaries/Win64/!Game!0  
Master Fixes Thread for Aven Colony   9 Relevance 8 years  ago satoru Beta Feedback & Suggestions
  I'll be trying to collect some basic troubleshooting and tech support tips Here. As the game Is In constant flux this list will likely be Incomplete at times. If You have any Issues or tips please feel free to post them so they can be added Here   Save Game Problems The latest patch may be causing Issues with saving and loading Your game. If You are encountering this Issue then please try the following fix: 1. Open the Itch.io app2. at the bottom left Is a button that has Your username on It3. Click that, then click "Preferences" In the menu that appears4. Please UNCHECK "Enable Itch.io sandbox" In the window that appears   Update Your Video Card Drivers This Is the next most common cause for people's Inability to run the game, particularly on PC. First check Your driver version using this method and make sure Your drivers are recent: For aMD cards, download the aMD Catalyst Control Center, which You can find Here: http://www.amd.com/en-gb/innovations/software-technologies/catalyst For NVidia cards, go to this page and download the appropriate drivers for Your card by providing the correct Information: http://www.nvidia.com/Download/index.aspx If You have an NVidia GeForce card, You can also download and Install the GeForce Experience to update Your cards through that: http://www.geforce.com/geforce-experience For Intel cards, go to this page and download the appropriate drivers by providing the correct Information: https://downloadcenter.intel.com/default.aspx Always make sure You reboot Your machine after Installing the drivers, just to be safe. then try relaunching the game.   Laptop users should force their Nvidia/AMD cards Use the Nvidia Control Panel or aMD CCC to force the game to use Your built In GPU Instead of the Intel one This guide should help You depending on Your video card: http://www.howtogeek.com/175281/how-to-force-graphics-options-in-pc-games-with-nvidia-amd-or-intel-graphics/   Manually Run the Unreal Redistributable In Windows go to C:\Users\<USERNAME>\AppData\Roaming\itch\apps\Aven Colony beta\Engine\Extras\Redist\en-us And run the file UE4PrereqSetup_x64.exe Reboot Your computer afterwards To see the appData folder You need to have hidden folders viewable. alternatively You can type In Explorer %APPDATA% And It will take You to the appdata\Roaming folder automatically   If You Experience Problems with Saving / Loading ... If You're playing the game via the Itch.io app and find You're unable to save or load games, please disable the Itch.io sandbox as described In this post. If You're playing the game using "Windows 10 N" and experience crashes when going to the save/load screen, please try the following: Install Windows media Framework by going to  https://www.microsoft.com/en-US/download/details.aspx?id=49919  (or  https://www.microsoft.com/en-us/download/details.aspx?id=53356  if You're running the Windows 10 anniversary edition!). Make sure You get 3 updates from Windows Update after Installing the Windows media Framework - KB30100801, KB3099229 and KB3133719. If You've taken the above step, just running Windows Update should fix it.   Nothing Works! Help! As the game Is In alpha many many thing will likely go horribly wrong (just like on Your colony!). to assist the devs In solving Your Issue as quickly as possible, please ensure You've tried all the steps above. once You have You should create a new post outlining Your Issue. Please be absolutely verbose as possible. "Everything Is broken" Isn't going to help the devs get Your Issue resolved. But something like "During a lightning storm I clicked on a farm and an alien came through my screen and punched me!" (file that under 'non critical Issue'...) Is great. Make sure You put In Your system specifications like Operating System Video Card Type CPU Type If You have a save game where Your bug Is consistently repeatable, please attach that to the post Here. Your save games are Here: C:\Users\<USERNAME>\AppData\Roaming\itch\apps\Aven Colony beta\AvenColony\Saved\SaveGames Also any log files from Your crash would be helpful as well. You can find log files Here: C:\Users\<USERNAME>\AppData\Roaming\itch\apps\Aven Colony beta\AvenColony\Saved\Logs Use a zip program or use the compression utility built Into most Windows systems to save space before attaching to Your post. If You have any other technical tips/tricks/concerns post them so I can add It to the list above
Build notes prior to August 25, 2016   5 Relevance 8 years  ago Paul Tozour Beta: Beta Update Release Notes
  Here are all the build notes for august 25, 2016 and prior.  These are mostly of historical Interest at this point. The new build added august 25 (0.1.12260 - approx) added the following:     -New features:     -Farmed tiles now disappear when You place buildings above them. This should Inform the player that those are valid locations to place tunnels and/or other buildings.     -Bug fixes:     -Tweaked morale to make the game more balanced:       -Lower final morale population threshold       -Increased local crowding morale penalty 5 points       -Reduced final Purpose morale 2 points       -Reduced food variety bonus 2 points     -Fixed some crashes that could happen after loading a save game.     -Art Improvements:     -Fixed some overlapping geometry on Vanaar.   ----------------------------------------   The new build added august 24 (0.1.12238) added the following:     -New features:     -Removed "beauty" morale from the game entirely   -Added a new morale factor: "Purpose," which represents colonists' sense of purpose and duty.  It starts off high and lowers over time as the colony grows larger.   -Freedom morale now responds EXCLUSIVELY to social policy changes     -The tooltip for Freedom morale now tells You what social policies are affecting It   -HIGH food variety can now Increase total food morale above 0!   -Parks now provide Entertainment morale and Improve air quality slightly (since beauty morale has been removed)   -Tier 1 habitats now have more living space (36 Instead of 30); T2 and T3 upgrades are cheaper but also provide smaller Increments of additional housing     -Bug fixes:     -Updated how creep works so that we spawn multiple creep and tentacle animations   -Major fixes to the algorithm for determining food variety; also added a "Food Variety" statistic In the Statistics pane   -We now exclude resolutions with aspect ratios that we can't support from the list of available resolutions     -Fixes to ensure that the various voice-overs don't play on top of SHIPE calls   -Increased the power supplied by Zorium plants   -Fixed a nasty bug with food variety morale randomly getting reset to 0   -Increased the variety of starting morale settings for colonists across difficulty settings   -Drop Pods no longer show up In the buildings list In the Colony Control Panel   -Sandworm now hides when not active   -Fixed the "prohibition" policy to work as expected   -Big optimizations to farmed tiles   -Fixed the Creep Infection health bar to go from green to red Instead of the other way around   -The notification that the Creep has spread to a new building now happens only the first time a new building Is Infected   -Fixed bugs with the SHIPE widget stealing mouse-clicks     -Tons other small bug fixes and UI Improvements     -Art Improvements:     -Lots of little texture optimizations that Improve load times and runtime performance.   -Huge Improvements to shard storm effect; It Is not great but no longer placeholder art   -Improved Mine and Laser Mine textures     -Audio:     -Added new SHIPE calls to Tenari Glacier and azara Falls.   ----------------------------------------   The new build added august 22 (0.1.12106) added the following:     -New features:     -Initial Implementation of the new "SHIPE" colony communicator system (currently In the second half of the Vanaar mission only).  -The Statistics dialog now has vertical lines to Indicate sols     -Bug fixes:     -Fixed rollover text not appearing, making the game quite confusing for new players!     -Fixed building selection to properly select buildings If You click on their border tiles     -Texture reductions for faster loading -Low-zorium notifications now Invalidate when You have >= 10 zorium -Lots of little save/load fixes -Fixes to creep Infections on modules -Improvements to Hyla's Crescent mission structure -Fixed an Issue with water Income being reported as ridiculously high at the start of a mission     -Tons other small bug fixes and UI Improvements     -Art Improvements: -New spray for scrubber drones -Improved solar Panels to not crash through other geometry     -Audio:     -All audio volume levels have been reset to 75%, which Is the new default.  We apologize for overwriting any previous settings.     -Added tons missing sound effects: various combo boxes, buttons In the stats dialog, radio buttons and check boxes In the selection pane, the "Show notifications" button, and more -Fixed bug where the creep attach sound could be heard throughout the level (missing attenuation)   ----------------------------------------   The new build added august 18 (0.1.11967 - approx) added the following:     -New features:     -New campaign map available: Hyla's Crescent!  Please note that this map Is a rough first pass only and has not yet been thoroughly tested -New upgrade sequence: when You upgrade a structure, It now quickly dis-assembles and then re-assembles It during the upgrade sequence -Added options to all habitable buildings to allow You to minimize or maximize their population -The "time range" combo box for the "Stats" dialog has now been Implemented, allowing You to narrow the graph range to the most recent 1, 2, 4, or 8 sols -There Is a confirmation dialog displaying correct text when deleting or overwriting a save game     -Bug fixes:     -Improved frame rate 30-40% on most missions for users with mid-to-low-end video cards     -Missions that aren't yet playable a) grey out the launch button, and B) grey out their Items In the mission selection list -Greatly Improved building "ghosting" when You start placing a building or go Into an overlay mode -Selection now looks much nicer: when You select a building, It also selects the border decorations -Audio options should now modify the appropriate sound volumes     -Fixed Issues with game option settings being Ignored -Lots of Improvements to the load and save menus -Fixed UI bugs where the colony control panel and the Indicators at the bottom of the screen would not be properly centered on extremely wide displays     -Improved texture loading -- we Increased the Granite buffer size and this should help ensure that large textures are loaded better than before -Fixed a bunch of Issues with arrows being misaligned In the 2 tutorials ("Holo-Sims") at certain screen resolutions -Fixed bug where building decorations could get spawned on top of farmland tiles -Fixed bugs with Skyscrapers and Habitats sometimes using the wrong tree types on their foundations In a way that did not match their current biome -When a building Is connected to the colony, the "Can't get Workers" timer now waits longer before nagging You (20 sec Instead of 10) -Fixed a bug with the Zorium Plant building causing tunnels to not connect properly at Its corners -Fixed a bug where the water tooltip could Indicate more colonists consuming water than actually existed -Lots of fixes to Incorrect construction effects for various buildings     -Tons other small bug fixes and UI Improvements     -Art Improvements:     -Added a spinning hologram to the Retail Center     -Improved Park foundation particles, performance and added LODs -Improved Habitat textures -New "fire" effect for the Zorium Plant -Fixed broken glows on building foundation corners -Lots of fixes to broken build effects -Fixed all creep Infections on all buildings -Improved art for the options menu UIs -Improved Water Pump -New destruction effect for buildings -- It's still placeholder, but It's a better placeholder now -New mission loading screen -New game startup splash -New looping video for the main menu     -Audio:     -Added sound effects for small, medium, and large building destruction -Added creep sound effects: flight loop, building-infected loop, and "infect" one-shot sound -New ambient sounds for all missions   ----------------------------------------   The new build added august 11 (0.1.11714 - approx) added the following:     -New features:     -New "advanced" tutorial!  ("Holo-Sim 2") -- not quite finished yet but It's at least halfway there     -Initial Implementation of the Game options (this Is unpolished and will get an art pass soon)     -Initial Implementation of the audio options (this Is unpolished and will get an art pass soon)     -The two tutorial missions no longer have a difficulty combo box In the mission list     -Overhauled and vastly Improved the load and save UI     -Added stiff penalties to Commute morale when You fail to connect buildings with tunnels properly     -Made tooltips MUCH clearer when You fail to connect buildings to tunnels properly     -Replaced the beauty overlay with a Commute overlay     -The 'M' key now opens a single mission objective from the list     -Optimizations:     -Further Improved load times and game performance on low-end systems     -Lots of other little performance Improvements     -Bug fixes:     -Fixed a super annoying bug where the winter wind looped sound would continue to play during other seasons     -Fixed bug where colonists would not use the alternate male and female voices when You clicked on them     -Fixed a discrepancy between reported food variety In the food Indicator tooltip and the one reported In the food-morale tooltip for the aggregate morale pane     -Food-related text (in the food tooltip Indicator and food morale tooltip) now aLWAYS says both quantity and variety, both with appropriate coloring, for consistency     -Fixed a bug where some textures could be pink/purple at the start of the game until You moved the camera     -The Icon and text for a social policy now get properly greyed out (Active flag turned off) when the policy Is unavailable     -Tons other small bug fixes and UI Improvements     -Tuning / balancing changes:     -At beginner and Cakewalk difficulty, Sandy Gulch now gets a T3 C-drone station and solar panel, a T2 air Intake, and an extra storage module     -Farms and Greenhouses cost slightly more Nanites and grow food slightly more slowly     -Art Improvements:     -Habitats and Skyscrapers now display different tree types at their base depending on the current biome     -Added a new alien tree type to Vanaar; foliage looks nicer now     -Earth History Center texture updates     -Updates to add props In negative space of certain building blueprints     -Added a neon sign to the Hospital -Improved art for when foliage gets ghosted     -Dust Devils are now much larger   ----------------------------------------   The new build added august 5 (0.1.11454 - approx) added the following:     -Optimizations:     -Further Integration of the Granite system for large textures, which significantly Improves our load times aND helps runtime performance     -Optimized updating Instanced static mesh transforms so that animation doesn't affect physics NEARLY as much -Removed a performance bottleneck where electricity power zones would be recalculated much too often -Removed a performance bottleneck that would occur In many of the overlay modes -Removed a performance bottleneck that would occur when switching between overlay modes -Optimized colonists     -New features:     -New alternate voices for male & female colonists; there are now 3 unique voices per gender -Colonists now often greet each other when they walk past each other In tunnels & occasionally whine, complain, or comment -You can now hold down the space bar to place tunnels continuously -Added special text showing the actual number of buildings that will be highlighted when You hold CTRL when placing a new building -Escape key now also cancels placement -Enter key now closes the colony control panel -Overlay modes have been rearranged In the overlay palette and the hotkeys for the last 4 overlays have been remapped from F9-F12 to Ctrl-F1 through Ctrl-F4     -Bug fixes: -Commute morale Is no longer an Issue for shorter commutes -Major Improvements to colonist relocation logic to keep colonists from preferring apartments to Habitats -Construction drone movement Is now much smoother and should no longer have a hard time getting to some work locations     -Changed overlay bars to be much thinner; this makes the colony much easier to see from top-down -For many (not all) types of overlays, bars for large (2x2-tile, 3x3-tile, etc) now combine Into single large blocks     -Resupply pods & resupply pod beacons no longer get added to the air quality map -You no longer get offered resupply pods In campaign maps unless You're actually low on food or water -Replaced the Lander In Vanaar with a Hab, since the Lander doesn't connect properly to the colony at the moment -Fixed lots of spurious Issues causing a warning from Commissioner Veronika and/or a Resupply Pod drop -Fixed some Issues with black spheres being visible In some maps (this was the player start) -Much more Intelligent handling of the "creep spawned" and "creep Infected building" notifications In terms of whether they pause & auto-open and whether they contribute to "urgency" warnings from Veronika.  Takes Into account whether the player has drone stations & whether they can reach the Infection site -Fixed bug with building lighting turning on & off (or at least changing dramatically) due to the camera viewing angle In some cases (also fixed some cases of this happening on the terrain) -Fixed some Issues where going Into placement mode wouldn't ghost buildings -UI: Fixed some annoying debug key bindings (like F5 going Into a special debug rendering mode) -UI: Fixed a bug where the player could not click the ':)' or the number on the happiness Indicator to open the morale pane -UI: Fixed lots of text overruns In the selection pane     -UI: Fixed Immigration Centers not properly telling You how many colonists they would deliver (this was hiding behind the progress bar)     -Tons other small bug fixes and UI Improvements     -Tuning / balancing changes:     -Improved/corrected starting resources for all difficulty settings: normal difficulty should not have changed, but difficulty settings above Normal should now be much harder!     -Lightning strikes are now less likely to hit smaller colonies -Increased the chance of malevolent environmental events occurring at harder difficulty settings -Insane and other very-hard difficulty settings should now generally be much harder     -Art Improvements:     -Totally new art for the Creep when a building Is Infected -New, highly varied border tiles for all non-tunnel/non-module structures     -Improved heat distortion effect on solar Panels -Added Moss/Grass color change based on seasons -New "dying" walk when dying colonists stagger out of their residences -Improved desert trees In Sandy Gulch; they look more like palm trees -Grass/moss gets desaturated In winter season -Fixed river freeze FX -Fixed geometry bugs with some of the holes In Sandy Gulch   ----------------------------------------   The new build added July 28 (0.1.11031) added the following:     -New features:     -You can now destroy resources In Inventory.  Mouse-over the "Quantity" column In the Inventory, then SHIFT-click on the number to destroy some amount (usually 10) at a time -The "Referendum Won" notification now tells You when new social policies are unlocked as a result     -Bug fixes:     -Major overhaul of the air quality propagation: It should be both faster and more correct -Tweaked the credits to give credit where credit Is due -The selection box In overlay modes no longer casts a shadow -Fixed broken build effect on Skyscrapers -The selection highlight Is now 1x1 In the air overlay -Fixed some cases of duplicate static meshes on objects (animated pieces on Farms, Mines) -Fixed the Sandworm's looping sound not pausing properly     -Tons of small UI Improvements and other minor bug fixes     -Tuning / balancing changes:     -New quests In Vanaar for the Mini-Storage building and the apartment     -New starting locations and starting camera animations for all Sandbox maps     -Citizens now contribute ~15% less to air quality reduction     -The maximum level of building breakdowns now happens later, with larger colonies     -Reduced the amount of unhappiness caused by crowding of colonists' residences and the overall population     -Happiness now contributes to 33% of crime Instead of 50%; crime Is also ~15% lower overall     -Art Improvements:     -New beacon for the Resupply Pods -New Lander art -New Icons for all the social policies -New badge for the governor rank on the front end     -Optimizations:     -Properly Instanced force fields on drone stations -Properly Instanced power platforms / elevators at building corners -Major optimizations to air quality propagation -Major optimizations to crime and policing recalculation -Major optimizations to performance spikes caused by citizens migrating to new residences -Buildings no longer unnecessarily cast shadows from their foundations -Some Improvements to load times (many more coming soon)   ----------------------------------------   The new build added July 25 (0.1.10912 - approx) added the following:     -New features:     -Added support for Resupply Pods to help bail the player out of difficult situations!   -In Campaign maps, these are made available when things turn south for the player; You can click on a special beacon to summon a Resupply Pod   -Vanaar and Sandy Gulch each have 1 Resupply Pod beacon at medium difficulty, and 2-3 at easier difficulty settings; later missions only have them at the easier difficulty settings   -In Sandbox maps, the beacons may be used at any time and the number Is customizable In the sandbox settings     -All-new, much nicer protest holograms with a new "holo-bot"! -New "Map Settings" pane off the Colony Control Panel to remind You what the overall mission objective Is (hit "R" and look for the blue "(i)" button) -First pass of the player rank badge and tooltip on the main menu (ranks beyond Colony governor are not yet Implemented) -Added camera shaker support for the sandworm     -Bug fixes & game tuning:     -Fixed Sandbox Vanaar being broken, a rare crash, and some Issues with air quality updating     -Tons of fixes to protest chants to make protests more audible & prevent parts of the protest chant from dropping out -Lots of optimizations to colonists, birds, air quality updating, and much more -Revised the mission objective dialog to make the mission text no longer overlap the speaker & background -Fixed a lot of flakiness with scrubber drones not fixing Creep Infections -Fixed lighting bugs where buildings upgraded to tier-2 or tier-3 would have different (and Incorrect) lighting compared to buildings placed as tier-2 or tier-3 -Changed "Go to" on notification popups to "Select & Center", which both selects aND centers. -Major Improvements to the logic for lightning strikes and toxic gas emissions -Fixed a crash that would happen If You tried to load a level that didn't exist     -Fixed translucency sorting Issues with geothermal vent steam particle effect -Improved tooltip text for the Earth History Center to explain that It's crazy expensive -Lots of Improvements to notification Invalidation logic -Improved creep spore homing logic -Toxic gases now pause properly -Nanites no longer get refunded the moment You hit "Recycle" unless construction never finished In the first place -Added a tooltip for the game difficulty combo box -Azara Falls: Fixed mix up with a gold/iron mine camera hint that would show You the wrong mineral deposit -Added proper save/load support for Sandbox levels -Tons of fixes to crop maps, collision, etc for most of the maps     -Tons of small UI Improvements and other minor bug fixes     -Audio Improvements: -New looping sound for the Sandworm -New looping sound for the visor frost at the start of winter     -Art Improvements:     -New protest hologram art -Improved Vanaar to fix a lot of places where It was possible to see hard edges where the world ended   ----------------------------------------   The new build added July 14 (0.1.10602) added the following:     -New features:     -New placeable "Apartment" structure! -New placeable "Mini-storage" structure! -Added a rough first "protest chant" audio (Male-01 and Female-01 voices only; more voices coming soon) -Added much more robust support for colonists dying -Added proper death sounds for all colonists     -You can now click the morale Indicator to open the morale dialog -The bottom bar now fades In gradually at the start of a mission or after loading -Added sounds for the Sandworm -Made Vanaar even easier -- Increased Initial Nanites and nanite rewards     -Bug fixes & game tuning: -Worked around lots of Unreal Engine 4 Issues with changing resolutions or the display quality accidentally being set too low, especially on 4k and very wide monitors     -Moved the Immigration Center & Trade Hub to a new "Spaceports" submenu In the build palette -Fixed Issues with environment events NEVER getting spawned If referendums were not yet enabled -Lots of corrections to text for the buildings when You mouse over them In the build palette (ongoing, still some minor Issues Here) -Fixed some Issues where the landscape seemed to be poking out under the tunnels sometimes (this was actually a bug with their "dirt skirts") -Fixed various bugs related to the old stage-1 gameplay which caused soME buildings to be placeable outside of drone range, and occasionally caused colonists In exo-suits to march out & build stuff manually -Further Improvements to camera code to be a lot smoother when rotating against the outer camera bounds -Starving / dehydrated colonists now live up to 30% longer before they die, which gives a bit more time to react to crises -Colonists now have a random health threshold where they die, between 1% and 15% health.  This helps spread out their deaths over time so You don't have mass death all at once when something goes wrong -Tons of bug fixes related to colonists dying, Including one or two potential crash bugs -Health reduction due to air, starvation, & dehydration happens 16% slower -Tons of Improvements to construction drone logic -Tons of collision, camera, & crop map tweaks to all maps     -Tons of small UI Improvements and other minor bug fixes     -Art Improvements:     -Improved the signage on the Bar & Grill & major art Improvements -Revised/improved flying ambient bird creature -Major Improvements to the VR Entertainment Center -Tons of UI Improvements to the Colony Control Panel, combo boxes, morale dialogs, etc   ----------------------------------------   The new build added July 8 (0.1.10373) added the following:     -New features:     -Added tons of voice-overs to the game:        -New VOs at the front end screen (these will be moved elsewhere)        -New VOs when starting some missions        -New VOs for mission objectives        -New VOs for when You click on a colonist (many more coming soon)        -New VOs for when a referendum Is Initiated, updated, or won        -New 'crisis' VOs for when the folks on the colony ship detect that the colony Is In danger        -Many more coming soon!     -The In-game Steam overlay Is now working - accessible via Shift+TAB     -The camera button Is now mapped to the 'C' key     -The button to open overlays has changed to be the TAB key     -Spacebar now places tunnels.     -Bug fixes & game tuning:     -Significant fixes to drone task prioritization to get drones to spread out better when they have multiple drones working on multiple tasks     -Reduced the size of the game by almost 1GB - future updates should be much easier to handle!     -Changed the balancing between music and audio so that music Is quieter and voice-overs are comparatively louder     -Fixed a crash Issue that could happen when destroying buildings where citizens live     -The social policies dialog Is now Inside the colony control panel     -Improved logic for spawning creep spores     -Fixed a lot of wonkiness with panning around while the camera was looking almost straight down; should be much smoother -Improved the surveillance camera when looking at protesters     -Farms & Greenhouses will now slowly ramp down production If You run out of water. It helps to prevent a failure cascade that was hard to recover from -Lightning strikes now hit every winter Instead of waiting for the colony to be big enough, with a frequency & severity dependent on the colony population -Esc key now closes the Trade dialog, Save dialog, and Load dialog -Clicking a radio button In the selection pane no longer steals focus & prevents WASD from working -The winter season now looks much snowier/foggier on most maps -Added tooltips for the statistics In the "Stats" dialog     -Tons of small UI Improvements and other minor bug fixes   ----------------------------------------   The new build added June 30 (0.1.10194) added the following:     -New features:     -Added an adorable & very huggable little creature to Sandy Gulch, who should appear In the first minute of gameplay.  Check him out!   -The "Repair" tab now says all the reasons WHY You can't repair something when the "Repair" button Is greyed     -Bug fixes & game tuning:     -To avoid potential bugs, the game will no longer load saved-games made with previous game versions.   -Fixed the Stats dialog In the Colony Control Panel to show two Items side-by-side -- much prettier & more useable   -Lightning strikes now happen more regularly during all winter seasons but are less likely to hit the colony when It Is small     -Tweaked logic for notifications: all non-urgent notifications now hide when You hit "OK" on the popup, and all urgent ones remain unhidden.     -Debug menu Is now alt-Backspace (was just backspace)   -Sandy Gulch: fixed the Trade Hub quest promising a promotion and not giving It   -The surveillance cam (Tab key) no longer looks at protesters unless they are actually visible   -Reduced the film-grain effect on the surveillance camera, which was annoying some people   -Double-click-to-auto-scroll now works even when You click on a terrain "hole"   -Load-game menu: double clicking on an Item will now load the game   -It's no longer possible to keep playing the game after You've won or lost   -The looping video for the main menu should now properly start at the beginning each time You enter the main menu   -Fixed a rare crash bug   -Updated to Unreal Engine 4.12.3   -Tons of other minor bug fixes     -Art Improvements:     -New creature In Sandy Gulch     -Garden/lawn changes to park, habitat, skyscraper. Includes dirt and cobble paths   -Added lots of animation to the UI for mission objective / reward dialogs, the selection pane, general pane, and the main menu stuff   -First pass of a new customizable combo box In places where we used combo boxes (instead of the default Unreal one)   -Added new characters for mission objectives & rewards: Kalandra, Veronika, & Jack   -Added new backgrounds for mission objectives & rewards: Command Center and Council Chamber     -Music:     -Added our fourth and final music "theme", the "red" theme.  Hats off to alex Brandon of @FunkyRustic for doing such an awesome job with this!   -Added the full set of victory and defeat stingers, also from alex B   ----------------------------------------   The new build added June 23 (0.1.10011) added the following:     -Bug fixes & game tuning:     -Significant performance Improvements, especially for large colonies!   -Optimized farm sprinklers, air quality updating, and crime updating     -Tons of minor fixes     -Art Improvements:     -New "Apartment" building, which Is not currently placeable but Is viewable In the Prologue mission.     -Improved Intake Fan, Mill, Habitat, and Skyscraper -Improved art for the trade mission guy (Uros) -New startup splash art; correctly says "Aven Colony" now Instead of "Prime"     -Audio Improvements:     -Revamped the "danger" track In the "blue" music category - sounds much nicer -Improved logic for music layers: we now always play 2 tracks from the same "color" In a row, and we start with the '1' track variant when the player starts a mission   ----------------------------------------   Build 0.1.9936 (added June 16) added the following:     -New features:     -The Colony Morale pane In the colony control panel ('H' key) Is now almost 100% functional!  Everything except the stuff In the lower right corner works now     -You can now sort the Colonist List, Building List, and Colony Inventory by any column by clicking the column header     -New tutorial hint arrows and added a camera animation at the start of the Prologue mission     -Added 1-word tooltips to the selection pane and general pane tabs     -Trade contracts now have tooltips and sound effects and are greyed out when You can't select them     -Bug fixes & game tuning:     -Lots of performance Improvements, especially to large colonies. Gameplay In large colonies can be 10-30 fps faster In many cases.     -Fixed bugs with Scrubber Drones often not being able to get to their destination properly and simply flying around like crazy Instead.     -The game now uses the correct "dirt skirts" around buildings In the desert & arctic biomes.     -Renamed "Strip Mine" to "Laser Mine"     -Fixed the glitch where the progress bar for Import/export mission objectives would "rewind" for a bit before completing.     -Fixed various bugs that could cause drones to occasionally "bunch up" together at the same drone resting location Inside the Drone Hub     -Zorium plants can now only take 21 workers (was 30)     -Tons of other small bug fixes     -Art Improvements:     -New, more polished, higher-res art for the characters and character backgrounds when You get mission objectives -- several more are Incoming soon!   ----------------------------------------   Build 0.1.9815 (added June 10) added the following:     -New features:     -Completed the first pass of scripting for azara Falls.     -Completed the first pass of scripting for Tenari Glacier.     -Major revisions to the scripting In the Sandy Gulch mission.  It should now be much easier and no longer relies on trade (that component has been moved to azara Falls).     -First pass Implementation of "dirt skirts" around buildings.  Note that these currently look great In Vanaar but not so good In arctic and desert environments; we will Implement custom versions for each biome that look appropriate for that biome.     -Added support for being able to pick up, research, and use alien artifacts.     -Significantly Improved all of the Intro camera pans for all campaign missions.     -You can now hit Esc to cancel out of the Intro camera animation for any mission.     -Bug fixes & game tuning:     -Fixed the bug where hitting the Esc key would sometimes cause the menu to flash open and immediately close again.     -Holding shift when placing a building now places another building *at the same tier* and not tier 1.     -Fixed a log file spamming bug.     -Fixed "Bliss" taking 10x too long to research.     -Storage depots now have more storage and add more storage per upgrade tier.     -When You can't build a tier 2/3 building due to not having ever constructed a building of the previous tier, there's now some red text to tell You why.     -Fixed bug with protesters being 10-15% smaller than they should have been, and with their hair sometimes poking out of their exo-suits.     -Sandbox maps now have trade contracts -- these will be revised/improved, but at least they have them now.     -Fixed a bug where Farms DID, In fact, grow crops In winter, despite stating otherwise.     -Tons of other minor bug fixes.     -Art Improvements:     -Lots of minor UI Improvements     -Added Icon art for when You can get more colonists as a promotion reward     -Audio Improvements:     -Added sound effects for winter and when Your HUD starts to freeze over   ----------------------------------------   Build 0.1.9642 (added June 3) added the following:     -New features:     -Changed the trade system to be based on discrete trade contracts, such as "Export 200 Rice for 250 melons"     -You can no longer build a Tier 2 or Tier 3 structure off the build palette until You've built at least 1 of the next lower tier     -The Tenari Glacier map has now gone from 50% complete to 80% complete scripting-wise     -You can now select a colonist and he'll stay selected even when he walks Into a building!     -You can also now select any colonist from the colonist list, even when they're Inside a building     -The selection pane for colonists now states their current location when In a building ("At home", "At work", etc)     -Changed the Icon rack for workers so that clicking on a worker now selects the worker, and You must Shift-click to close or reopen the job slot     -Added statistics to the statistics list for for total colonists addicted, sick, etc     -Improved the Icon for the "general" dialog, which Is now called the "Colony Control Panel"     -Bug fixes & game tuning:     -Fixed some Issues where pressing TAB to select a surveillance camera could occasionally place the camera Inside a building     -Fixed lots of shadows with flickering shadows on maps other than Vanaar     -Fixed bug where the trade vessel would make engine noise while sitting Idle In the Trade Hub     -The "Repair" button on the repair pane now greys out at the proper time and has a sound effect when You request a repair     -Various game logic optimizations     -Renamed "Air Intake" to "Intake Fan"     -Renamed all the drone stations to "... Hub" for consistency     -Tons of other small bug fixes     -Art Improvements:     -Updated the "Aven Prime" logo to say "Aven Colony"   ----------------------------------------   Build 0.1.9473 (added may 28) added the following:     -New features:     -The first half of the "Tenari Glacier" map Is now playable; You can play until You get to the "reach 200 population" mission objective, & at that point, the remaining mission objectives aren't yet scripted     -Added a "legend" along the left side of the screen for the various overlay modes     -Added a new tutorial step to the Prologue explaining auto-panning with 'Home' and 'F'     -The white-on-black "splash" at the top of the screen when starting a mission now animates, and It also tells You the end goal of the mission     -Bug fixes & game tuning:     -Fixed bugs with some service buildings (such as the Retail Center) not contributing to positive morale early In the game.     -Immigration & Trade vessels no longer wobble from side to side while landing.     -In the popup notification box, "Select" no longer appears for a Cargo Pod after You've collected It     -Swapped the pause / play Images on the VCR control to match the way YouTube does It     -Fixed bug with the health bar not showing up on damaged Skyscrapers     -Fixed bugs with too many colonists entering/exiting a building all at once or too many colonists entering a Services building     -In the colony Inventory, the "Consume" check box now shows up properly for alcoholic beverages and "enhancers"     -Fixes some Issues with flickering shadows     -Lots of fixes to the way colonists get redistributed around habitable buildings (especially unemployed ones)     -Colonists will now react properly to having a tunnel (or another building along their path) deleted while they are walking     -When You delete a Habitat or Skyscraper, protesters and ambient (strolling) colonists are now deleted properly     -Fixed bug In the colonist list dialog where You couldn't select physical colonists     -Tons of other minor bug fixes     -Art Improvements:     -Final art for the VR Center     -Final art for the Bar & Grill     -Final art for the Park     -The Trade Hub now animates.     -Improved animation on the Restaurant     -The curved arrow now fades In over the first half of the arrow; looks much nicer     -Mission name changes:     -Changed "Whitefang canyon" to "Azara Falls"     -Changed "Ancha's Crescent" to "Hyla's Crescent"     -Changed "The Nunatak" to "Tenari Glacier"   ----------------------------------------   Build 0.1.9323 (added may 20) added the following:     -New features:     -Enabled Distance Field Shadows!  This means shadows now look MUCH nicer on all maps, and are much softer In most cases.     -New sound effects In all menus.     -New sound effects for the Immigration Vessel and Trade Vessel.     -Bug fixes & game tuning:     -Tunnels now have proper construction effects rather than simply fading In from blue.     -The Building List dialog now has accurate numbers for Efficiency and Integrity.     -We now properly grey out the entire game UI when You hit Esc to bring up the main menu.     -Major fixes to camera collision to reduce stuttering and sliding Issues when colliding with terrain or the outer bounds of the map, and to allow the camera to "slide" In a legal direction Instead of stopping when It hits the level's outer bounding box.     -Fixed Issues with referendum logic that caused referendum elections to happen at the wrong times.     -Fixed a bug with the rollover text not appearing when You hover the mouse over one of the overlay bars.     -When You rotate the camera with the right or middle mouse button while placing a building, It will no longer cancel building placement unless You rotate only a very small amount (<10 degrees).     -Tons of other minor bug fixes.     -Game balancing Improvements:     -Food now decays much later and much more slowly when a Storage Depot or other storage building loses power     -Added 3 new objectives to Vanaar (upgrade C. Drone Station, upgrade Farm, build a Drone Police Station)     -Implemented prediction for the "low food" and "low water" warnings, so that the player gets warned of these well In advance and It's based on the overall trend.     -Added an "automatic slowdown" feature that slows down the game to 1x speed automatically If You're playing at 4x or 8x speed and continue Ignoring urgent notifications for too long.  We will add support to turn off this feature In the game options, but In the meantime, It will help a lot with players who shoot themselves In the foot by playing the game at high game speeds for too long.     -Art Improvements:     -All-new black-and-white notification Icons!     -All-new colored Icons for the overlay picker buttons!     -All-new colored Icons for the selection pane tabs and the Inventory/building list/etc tabs!     -New, correct Icons for all of the new tier-1, tier-2, and tier-3 buildings on the build palette.     -Lots of tweaks to the Vanaar, Sandy Gulch, and Whitefang canyon maps.     -Final materials and texturing on the Zorium Plant.     -Final materials and texturing on the Mill.   ----------------------------------------   Build 0.1.9168 (added may 12) added the following:     -New features:     -The build palette now contains aLL building tiers for each building (T1, T2, and T3, as appropriate).  Note that much of the art Is placeholder as we do not yet have Icons for T2 and T3 buildings     -Major Improvements to construction drone & scrubber drone movement around buildings; they follow the shapes of the buildings much more closely as they build, upgrade, repair, decommission, or decontaminate them     -Major Improvements to the way construction drones repair or upgrade their own drone stations     -Lots of small Improvements & fixes to police drone movement     -Referendum elections are now based off of aggregate happiness rather than the number of unhappy colonists -- the disparity between the happiness Indicator dial and the actual referendum results was too confusing     -Referendum updates and results notifications now try to aLWAYS list at least 4 reasons for colonist unhappiness If at all possible     -Doubled the number of comments for each particular unhappiness reason In referendum updates and notifications     -Bug fixes & game tuning:     -Major fixes to camera movement: the camera should no longer Interpenetrate mountains and should tilt the camera position upward (instead of forward) when You back up against a mountain.     -Adjusted the positions of the new vertical health bars properly.     -Farms and Greenhouses now require 1 fewer worker each -- makes the early game easier, when You have fewer workers.     -Farms are now 4, 6, 7 farmed tiles and produce slightly less food at tier 3, but are cheaper     -Greenhouses now produce ~10% less food     -Water Pumps and atmospheric Condensers now produce ~20% less water, but are ~20% cheaper     -Water consumption at farms now scales with the amount of food produced, and Is roughly 15-30% greater In most cases.     -Fixed a bug where tunnel tiles could have 2 drones working on them; changed this to 1 to get the "leapfrogging" effect we want when multiple drones are building a line of tunnels     -Fixed the bug where airlocks (doorways) would appear at the junctions between tunnels and buildings as the buildings were being built     -Tons of other small fixes     -Performance Improvements:     -Increased performance roughly 4-8% across the board, even when paused (depending on graphics HW)     -Increased performance up to another 4-8% at high game speeds In large cities (depending on game speed setting and # of buildings).     -Various additional performance Improvements, especially to some of the frame rate spikes that could occur after playing a game loaded from a saved-game.     -Art Improvements:     -Added final animations to the Nanite Processor.   ----------------------------------------   Build 0.1.9068 (added may 5) added the following:     -New features:     -Completely overhauled all the Sandbox map options, Including the addition of new sandbox options and tooltips for these.     -Sandy Gulch and Vanaar sandbox maps also work now!     -Completely overhauled the Crime mechanic to make crime much more relevant for smaller colonies and more closely tied In to policing.     -Completely overhauled police drone movement; this looks much, much nicer now and traverses non-tunnel tiles.  Also Improved drone performance, size, spawn location, etc.     -New, much nicer-looking vertical health bars for building health and creep Infection level.     -Added an "Implode" button to buildings to allow You to destroy them when no drones are available to recycle them.     -You can now double-click on buildings In the Buildings List dialog to auto-pan the camera to them.     -You can now double-click on any non-greyed colonists In the Colonist List dialog to auto-pan the camera to them.     -Lots of new ambient sound effects.     -Further Improvements to save/load (went from 95% complete to 99% -- now saves the game statistics, buildings being constructed, police drones, etc).     -Bug fixes:     -Potential hotfix for the Unreal bug that causes the background movie to sometimes not play In the Main menu.     -Fixed bug where It was possible to try to "Recycle" module buildings, but the building would remain present.     -Fixed a bug where upgrading a Skyscraper or Habitat would cause the trees at Its base to disappear.     -Lots of other small bug fixes.     -Art Improvements:     -Final art for the Distillery.     -Final art for the Research center.     -Major Improvements to the Whitefang canyon terrain.   ----------------------------------------   Build 0.1.8954 (added april 29) added the following:     -New features:     -Added a new dialog that combines the Colony Inventory, Colonist List, Buildings List, aggregate Happiness dialog (not yet Implemented!), and Statistics pane Into a tabbed dialog.     -Please note that all of these except the Inventory are unpolished works-in-progress. the tab Icons will also be revised (as will most of the remaining game Icons!), and the aggregate Happiness pane Is not yet Implemented at all.     -Improvements to mission picker UI: selected mission now flashes and It saves Your selection when switching between Campaign and Sandbox.     -Fixed an occasional bug with protesting colonists spawning on top of the elevators Instead of Inside them.     -When You select a protester, It now defaults to the Happiness tab.     -Added a quick fade-in at the start of each mission-opening vignette cinematic.     -You can now skip the Intro camera animation sequence using the Tab key.     -Bug fixes:     -Major Improvements to save/load; now complete except for saving statistics and a few other details.     -Optimizations to a few reflection maps.     -Tons of other minor fixes.     -Art Improvements:     -Major upgrade to Sandy Gulch! the "desert" biome now looks MUCH more Mars-like (much more orange and less white). Includes new plant types & major revisions to almost every part of the biome (more to come soon).     -Final Hospital art.     -Final Research Center art.     -Tuning / balancing:     -Put a "soft" limit on the number of buildings that can break down at once, because having 10 buildings break down all at once just sucks.     -Renamed the "Nanite Factory" to "Nanite Processor" for clarity     -Renamed "thorium" to "zorium" to differentiate It from the actual element.   ----------------------------------------   Build 0.1.8837 (added april 23) added the following:     -New features:     -Colonists now walk around on the surface of Parks, Habitats, and Skyscrapers, and the airlocks on these open and close properly.     -Colonists who protest now exit and enter the protests using the tiny elevators at the power platforms at the corners of buildings.     -Saving and loading missions Is mostly functional but missing a few things (such as the health state of buildings).     -The "Drone auto-Repair" social policy has now been Implemented.     -A rough first-pass Implementation of the Colonists list UI Is now In the game (currently only accessible via alt-C).     -A rough first-pass Implementation of the Buildings list UI Is now In the game (currently only accessible via alt-B).     -A rough first-pass Implementation of the Statistics UI Is now In the game (currently only accessible via alt-X).     -Implemented a first pass of the game's "Credits" screen.     -The placeholder endgame splash has been replaced with the "Statistics" dialog; this also pauses the game and plays a (placeholder) sound effect.     -Added a quick camera animation to the start of each mission and some text announcing the map name ("VANAAR") to go along with each camera animation.     -Bug fixes:     -MAJOR Improvements to the logic for worker redistribution regarding buildings that provide power aND use workers (Geothermal Generators & Thorium Plants):       -They will now be willing to sacrifice workers to other buildings If they feel they can do so without losing power       -They will now be willing to take workers from other buildings If their power zone Is In a low-power state!  (They always try to take from the bldg that has the highest employment ratio)     -When You rotate the camera In such a way as to put the camera Inside the terrain, the camera attempts to smoothly slide forward.     -Fixed a rare bug where the arrow keys and WASD would scroll the camera In the wrong direction after playing for a certain amount of time.     -Fixed a rare bug where construction drones could get stuck doing nothing when they should have been repairing / upgrading.     -Fixed a bug where resource tooltips did not show up on the selection pane of a selected colonist.     -Trade popup: now acts as a radio button when there's only 1 trade hub.     -When You place a building that's being requested In a mission objective, the green Icon on the build palette now stops jumping as soon as It's placed     -Tons of other minor fixes.     -Lots of bug fixes and small performance Improvements due to upgrading to UE 4.11.     -Art Improvements:     -Final atmospheric Condenser structure (tiers 1 & 2).     -Final Greenhouse (tiers 1 & 2).     -Final Energy Battery (tiers 1-3).     -Final Retail Center (tiers 1 & 2).     -Much more alien-looking foliage In Vanaar.  New alien foliage also coming to the desert and arctic biomes soon.     -Tuning / balancing:     -Toxic gases and lightning storms now wait until a colony has grown more before they have a chance to occur; shard storms now happen sooner.     -Increased electricity costs for many late-stage buildings.     -The "Low Food" warning now suggests using the Rationing social policy.   ----------------------------------------   Build 0.1.8474 (added March 30) added the following:     -Bug fixes:     -Major performance Improvements when dragging tunnels or buildings around for placement.     -Lots of other significant performance Improvements.     -Metal deposits no longer disappear when You placed a mine over them.     -Colonists can no longer walk through the edges of doorways.     -Farms no longer say "not connected to colony" on their crops pane after placement.     -Pressing the "Show me.." button on a mission objective no longer rotates the camera during the ensuing camera animation.     -Fixed shadows disappearing at some zoom distances.     -The green placement guide shown when dragging a building now turns red In Invalid build locations.     -Lots of other small bug fixes   -Art Improvements:     -Added a new looping background video for the main menu scene.     -All resource Icons now have color.     -Colonists now have hair (excluding those that are supposed to be bald, of course) that matches the 20 Icons available.     -Male colonists are now slightly more muscular and easier to tell apart from female colonists.     -New, greatly Improved colonist Icons, and added 1 more Icon variant of each gender to bring the total to 10 male and 10 female.     -Improved colonist uniforms (removed an unneeded neck strap and "tramp stamps" near the groin on the front and back).     -Added a new background for the colonist portrait when a single colonist Is selected.     -Revised the colonist walk cycle and fixed Issues with foot-sliding.     -The crop picker pane Is now In the upper-left of the viewport.     -Worker Icons now fade In over time after workers enter jobs.     -Improved Nanite Factory art.   -New features:     -The storage Indicator now flashes red when storage Is more than 90% full.     -Added placeholder versions of all the remaining Campaign missions In the mission list.     -Zooming In or out now pans the camera focus point forward, backward, left, or right, depending on how far the mouse Is from the center of the viewport.     -The Energy Battery now Increases the power generation of any adjacent building by 2.     -You can now hold CTRL to highlight all buildings of the same type as the currently selected building OR the building currently being dragged.   ----------------------------------------   Build 0.1.8288 (added March 21) added the following relative to the previous build (0.1.8217):    -New In-game menu popup panel  -Lots of performance Improvements to particle effects  -Completed the Earth History Center building  -Moved the crop picker pane from the lower right corner of the viewport to the upper left  -Lots of small performance optimizations   ----------------------------------------   Build 0.1.8217 (added March 13) added the following relative to the previous build (0.1.8180):    -Fixed the backgrounds of the Trade and social Policies dialogs  -Bug fix: the drone station's radius Is now visible while You drag It around  -An air Filter now requires at least 1 air Intake to build  -A Greenhouse now requires at least 1 Farm to build  -A Strip Mine now requires at least 1 Mine to build  -New "unexploited resource" Icon for the Resources overlay  -Various fixes for better performance with particle systems  -Bug fix: the game no longer auto-scrolls when It's not the foreground window   ----------------------------------------   Build 0.1.8180 (added March 10) added the following:    -Fix for some particle effects that could have a surprisingly huge Impact on performance, depending on frame rate (for example, the glowy light-purple particle effect pointing to the metal deposit In the Prologue/Tutorial).  -Added support for pre-loading ghosting materials for the foliage; this eliminates a small performance hitch when beginning to place the first building In any mission.   ----------------------------------------   Build 0.1.8177 (added March 10) added the following:    -Added "Social Policies" to the game -- see the new button In the lower right corner. all of these are functional except for "Drone auto-Repair"  -Note that we do not have final art yet for this dialog, which Is why It looks wrong -- will be replaced soon  -Implemented the music balancing system -- the game now crossfades toward a "danger" track (played simultaneously with the primary track) when the colony Is In danger  -First pass of texturing for the Earth History Center wonder building (75% complete) and changed It to a 4x4 structure (was 5x5 tiles)  -Added the tutorial to the campaign missions list as "Prologue"  -When a notification dialog pops up, It now Includes the corresponding notification Icon  -Various load time Improvements (ongoing; background streaming coming soon)  -Escape key now deselects the currently selected building or colonist  -Ongoing revisions to the Drones overlay to use convex hull outlines (still much work to do Here; will use filled polys In the long run)  -Finalized the Immigration Vessel model & much progress toward final animations  -Improvements to logic for allowing citizens to walk through non-tunnel buildings; should help them redistribute around the colony more easily  -"Mission objective completed" notifications now state what the mission objective actually was  -Fixed sorting Issues on the big curved arrows connecting buildings or colonists to buildings  -Reduces the odds of notification spam  -Only urgent notifications now animate; non-urgent ones do not  -The gas giant no longer animates Its gaseous textures while the game Is paused  -Lots of tweaks to nanite costs  -Dozens of additional minor bug fixes  -Upgraded to Unreal 4.10.4   ----------------------------------------   Build 0.1.7918 (added on Feb 26) added the following:    -Added the ability to fire workers and close off job slots and re-open them again, giving the player much more flexibility to manage employment across the colony  -Added the ability to temporarily shut off some buildings when the electricity zone Is In a low power situation (through the new "Standby" tab on a selected building)  -Loading to the main menu should be significantly faster  -Postprocessing Improvements: the game should be slightly sharper now, and we now modulate the tint over the seasons to make It look much colder In winter and slightly warmer In all other seasons  -A building's power glow lights now flash purplish If the building has broken down or will be breaking down soon  -Added some animation to the notifications along the right side  -Improvements to lots of the hit point bars for buildings  -The "morale" and "repair" tabs of a selected building now glow red when the selected building or colonist Is unhappy or broken, respectively  -Renamed "innate" morale to "freedom" to better work with our upcoming social Policy system  -Foliage now gets ghosted out when You drag a building around (many Improvements coming to this soon -- only trees will get ghosted, not small plants)  -New, work-in-progress Immigration vessel  -Improved the base of the Skyscraper building and lots of misc tweaks to other buildings  -The Trade pane now Includes a "Cancel" button  -All buildings with workers now show the correct number of colonist Icons In their selection pane  -Improved new crop fertility maps for all maps  -Fixed some Issues with the wrong crop type being selected or being used when switching between having a farm selected or being In the Crops overlay  -Fixed the Storage Indicator at the bottom to cycle colors properly.  -Added first-pass sound effects to the front end menu screens.  -Added more tooltips.  
Build 0.1.13018, September 13   5 Relevance 8 years  ago Paul Tozour Beta: Beta Update Release Notes
  For those of You on the public (itch.io) or private (Steam) beta, we've posted a new version of aven Colony that You'll want to grab immediately: 0.1.13018. itch.io public beta participants: download the latest version via the web and unzip on top of Your current Install -- or, If using the launcher, make sure You're using the latest version of the itch.io launcher (18.7.0 or later) and reinstall the game.  Again, the public beta Is here. If You're having problems loading the game or are otherwise unable to get to the main menu, please try the following: If You used the itch.io client to extract the game, hit Win+R (to open the "Run" box) and then paste the following Into that box:%appdata%\itch\apps\Aven Colony beta\Engine\Extras\Redist\en-us\If You downloaded It as a ZIP, navigate Into the directory You extracted It, and then go Into Engine\Extras\Redist\en-us .In that folder You should see an executable named UE4PrereqSetup_x64. If You run that, that will Install everything that the game needs - and You should then be able to run the game without Issues! If that doesn't work, user satoru has also posted a very helpful master fixes thread In our forums. Steam closed beta participants (limited to media, streamers, YouTubers, and early beta participants from the closed beta prior to September): just exit Steam and restart to get the latest. While the vast majority of our users are reporting no problems, we want to reassure You that we're fully focused on resolving any significant Issues as quickly as possible.  While we'd prefer to update the game every 2 weeks, we do feel It's Important to update more frequently until we can return our focus to new features rather than bug fixing.For those of You affected by any Issues, thank You for Your patience as we work to resolve any Issues affecting You.Here's the changelist for 0.1.13018:  Bug fixes: Significant Improvements to stability; we've now fixed a handful of Issues that, while relatively rare, were nevertheless causing crashes for some players with very large colonies When residential structures are manually Imploded, they now properly attempt relocate their Inhabitants to new residences as available Instead of just letting them all die Fixed Issues with too many or too few colonists being relocated to new residences when residential structures were Imploded or recycled By popular demand, dragging Farms and Greenhouses now once again shows the productivity numbers, even If the placement location Is blocked or not connected to the colony Workers will no longer attempt to accept jobs that are too far away; their max commute Is now 24 tiles. This fixes Issues with obscenely long commutes, which were especially noticeable In the Hyla's Crescent mission. Fixed referendum elections never getting triggered In azara Falls Fixed colors for Iron and copper resource Icons not properly matching the actual mineral deposits Fixed missing "Beer" billboard sprite that ended up rendering as the green "infection" symbol, causing beer drinkers to look Infected Turned off some collision and physics that didn't need to be turned on for border decoration pieces; this should also Improve performance somewhat Fixed a case where drones could go to the site of a building being Imploded If the "Drone auto Repair" social policy was enabled Colonists no longer speak when You click on them after the game Is completed Vanaar: fixed some levitating trees Tons of other tiny tweaks and fixes  New features: Mineral deposits now also draw Icons for the quantity of minerals remaining Resource Icons In the selection pane for cargo pods and mineral deposits now Include tooltips The "Game Info" panel In the colony control panel now states the current sol / month / hour, referendums won, and time to next referendum The Crime overlay now uses text descriptors Instead of numbers on mouse rollover ("Crime Level: very Low" etc); while this gives less specific Info, the actual Info provided Is more useful Tuning / balancing: Major tweaks to most of the sandbox maps: added more deposits to most of the sandbox maps and moved lots of cargo pods New starting location for sandbox-Tenari Glacier with added steam vents & deposits.  Note that we have kept the old version of sandbox-Tenari around for backward compatibility. Added more steam vents and Iron deposits to campaign-Tenari Glacier.  Note that we have kept the old version of campaign-Tenari around for backward compatibility.
Colony Population   5 Relevance 7 years  ago LadyAquanine735 Beta Feedback & Suggestions
  I'd first like to say how happy I am the forum Is back up.  Second, I find It good that I can finally bring up some subjects that have been bugging me about the game.  I know It's In beta, so obviously this Is not the finished product.  Last month I e-mailed this site with questions about the game, but Here will probably be a better place to discuss the Issues.  I'll write down what I wrote In the e-mail about colony population: Are the colonists eventually going to start families and have children?  that's a common theme I've seen In several city-building games, especially Sierra's games, such as Zeus, Poseidon, Emperor: Rise of the Middle Kingdom, and Lionhead Studio's Black and White 2 and Black and White 2: Battle of the gods.  I mean, You can't expect hundreds of adult humans to settle on a planet permanently and never have kids.  It makes no sense, and eventually the people would die outIt's one thing to gain new colonists by having people still up In the ship come down to join those living on the planet's surface.  that most certainly grows the population In the short-term.  however, In some of my games, I was down on the planet for 12-13 years, which Is more than enough time to start up families and have children.  You could even control the population this way, like having the Research Center develop birth control pills, and hand them out when You want a temporary lull on colonists having kids for a while.  I think for this You would have to have little virtual children moving about In the colony too, In addition to schools, daycare centers, and eventually a college for when the kids grow up.  No need for visible teens or babies. I would like to hear everyone else's thoughts on this too.  Surely this subject has crossed the minds of other testers and game developers.
March 21st Update   5 Relevance 7 years  ago LadyAquanine735 Beta Feedback & Suggestions
  First off, I'm very happy that You fixed some of the programming for the game.  I was having trouble using the "Launch" button In my Itch.o window, and had to use local files to get the game to start.  It works fine again :).  Second, I LOVE the new exploration feature!  It Is so cool!  We finally get to see more of aven Prime (at least In map form) and get to explore places that aren't on the city maps!  I know It costs quite a few nanites, but the exploration platform and ship are worth it.   Speaking of maps, will this game give You a mini-map eventually?  In most of the city-building games I've played, there was always a mini-map of Your city that You could bring up and click anywhere You wanted.  Well, the Black and White 2 games didn't have that, but In those games, You could just scroll out and double-click to the site You wanted to visit.  Trouble Is, You can't scroll out nearly as far In this game, but You can still double-click to the location You want, after hunting It down from above.
NASA Announcement   5 Relevance 7 years  ago Sci fi 101 General Discussion
  I agree, It Is super awesome that astronomers have found further planetary systems resembling earth, although I think only three of the seven In the Trappist-1 system fall Into that category and the star Is 39.5 ly away. The closest star to the Sun Is Proxima Centauri at a distance of 4.23 ly and has also got a rocky planet sitting In the green zone where It Is warm enough for liquid water and could even have an atmosphere. A journey to alpha Centauri and It's planet courtesy of European southern observatory (ESO): https://www.youtube.com/watch?v=G_VhV6Qv674 Technology for space travel Is going ahead on many levels and we have a lot to learn before any reality of a deep venture Into space. We haven't even conquered our abilities to survive In the depths of the oceans on earth and that would surely need be a prerequisite beforehand? Sending observational probes to make a closer reconnaissance of any potential planetary system should be our priority, similar to Nasa's New Horizons project, In order to ascertain whether or not the journey for mankind would be worth the effort. Terraforming technologies In the Interim should be performed on the other planetoids In our solar system and preliminary research for sustainablity In a space vehicle has already begun onboard the ISS. Cryosleep Is another topic for longterm journeys In spaceflight over such huge distances as You rightly say and I agree for Your suggestion that It will be a century or two at the minimum before we are ready. https://www.nasa.gov/mission_pages/station/research/experiments/1010.html https://motherboard.vice.com/en_us/article/a-brief-history-of-cryosleep
Build 0.1.17105, March 27   5 Relevance 7 years  ago GlennaFourn Beta: Beta Update Release Notes
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Instructions for claiming your Steam key (for existing itch.io customers)   5 Relevance 7 years  ago Paul Tozour Beta: Beta Update Release Notes
  As mentioned elsewhere, we've locked off additional sales of the game on all platforms until launch. If You previously purchased the game on Itch.io, You're eligible to claim a Steam key. To claim Your key: Log In to Itch.io's website ( https://itch.io/ ) using the same account that You used to purchase avenColony. Click on the account drop-down In the upper-right and click "My Purchases" Select aven Colony Hit the downloads button On the download page, press "Get Steam key" The attached Image shows a reference for how to do that. This support page on Itch.io may also help:  https://itch.io/docs/buying/already-bought Once You've Installed the game on Steam, You can find Instructions Here for copying over Your saved game files. claiming2.png
[Suggestion] New means of commute.   4 Relevance 7 years  ago Sci fi 101 Beta Feedback & Suggestions
  I like the monorail or dualrail Idea for a fast track system. Mass transit systems are built to relieve congestion, so makes sense as the colony expands to a higher level. Don't the Bullet trains In Japan run on the maglev principle? I remember watching some episodes of Babylon 5 where the transit system on Mars was tubularly enclosed and seemed to work on that same maglev principle. No atmosphere was In the tube, only the cyclindrical compartment for passengers had that for obvious reasons. they even had autobots repairing the damage done after a suicide bomb explosion that was triggered by an alien Infected member of the Mars underground movement, Jack.
More Diversity, Please   4 Relevance 8 years  ago Paul Tozour General Discussion
  Posted by: Iron Knight   The age thing does seem weird to me.  Even If You extend life that just means that It could take even longer to rise through the ranks of an organization.  Everyone either acts silly or talks down to the player and on a starship full of experienced space traveler/explorers I'd think You have a more serious tone.  By the third mission the training stuff should be over and the goals should be meaningful not just what everyone would do logically.      Jack Is pretty silly for sure, but I generally don't see the rest of them doing that; let me know If any specific examples come to mind. We're open to making some changes, though, If there are good ways to Improve It, and we absolutely don't want anything to come across as "talking down" to the player.  Let me know what specifically gives You that Impression.  While we don't want to Impose a specific name or Identity on the player, the player Is absolutely a respected and Important member of the expeditionary team. ur mission objectives get gradually broader and looser as the single-player campaign continues, but they're designed as they are based on what worked In our focus testing and our Initial private beta testing sessions earlier In the year.   "on a starship full of experienced space traveler/explorers I'd think You have a more serious tone. " -- Well, You know, I'm not so sure.  I'd have thought people would be grown-ups after 20 years In game development, too, but You'd be amazed at some of the things I've seen from time to time.
Couple of continuity things   4 Relevance 7 years  ago LZIM Beta Feedback & Suggestions
   Vanaar mission resupply pod doesn't leave a notification on the right side of the screen.  If You close the first on screen message about It You might not notice the tiny beacon near the base to summon the pod.  Sandy Gulch notification about population growth target Is given by a mission team member so breaks continuity.
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