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How'd this game slip through?   Relevance 8 years  ago Wolfe Fumblepaw General Discussion
  I never saw anything about this game before, too. Was quite surprised to stumble about it on youtube. Registered here and on itch (which i didn't knew, too). Glad to see that itch is accepting paypal, so even if i don't know if i got much time the next few weeks, i will have a look at the beta-build for sure. The game looks very good and the graphic is absolute lovely. Best of luck and prosper for this project, it looks very, very promising.
How'd this game slip through?   Relevance 8 years  ago Moocats General Discussion
  Posted by: pguyton   i'm going to grab this ! looks great I hope you guys can solve the late game issue many colony games have - most are very fun in the start but become boring and repetitive in the long run      I had those same thoughts. The Sandbox environment is grand and all but I think Anno got it right as your sandbox was still within structured liner single player campaigns. This kept the games engaging. Of course a free build sandbox option was there too along with Co-op game play.   Having just a sandbox with basic mission objectives such as the ones I've so far seen in the closed beta won't be enough. Please do consider that their needs to be a good story to maintain play-ability. As pguyton said, they get very repetitive and bore people quickly without. Just look at Planetbase. A good idea that became boring fast.
How'd this game slip through?   Relevance 8 years  ago Paul Tozour General Discussion
  Posted by: Moocats   Posted by: pguyton   i'm going to grab this ! looks great I hope you guys can solve the late game issue many colony games have - most are very fun in the start but become boring and repetitive in the long run      I had those same thoughts. The Sandbox environment is grand and all but I think Anno got it right as your sandbox was still within structured liner single player campaigns. This kept the games engaging. Of course a free build sandbox option was there too along with Co-op game play.   Having just a sandbox with basic mission objectives such as the ones I've so far seen in the closed beta won't be enough. Please do consider that their needs to be a good story to maintain play-ability. As pguyton said, they get very repetitive and bore people quickly without. Just look at Planetbase. A good idea that became boring fast.     Hi Moocats -- I'm not sure quite how to address your comment as there seems to be some misunderstanding in there. There is a single-player campaign with mission objectives and a story.  There's also a sandbox mode where you can pick either minimal mission objectives, or none at all, and you can play any sandbox mission at any time.  As a player, you can play one or the other or both or pick and choose in any order. As for whether it will become repetitive, perhaps it's best to wait for the beta to actually begin before worrying too much about that.
How'd this game slip through?   Relevance 8 years  ago Paul Tozour General Discussion
  Posted by: Wolfe Fumblepaw   I never saw anything about this game before, too. Was quite surprised to stumble about it on youtube. Registered here and on itch (which i didn't knew, too). Glad to see that itch is accepting paypal, so even if i don't know if i got much time the next few weeks, i will have a look at the beta-build for sure. The game looks very good and the graphic is absolute lovely. Best of luck and prosper for this project, it looks very, very promising.     Thanks so much, Fumblepaw!  🙂
How'd this game slip through?   Relevance 8 years  ago Moocats General Discussion
  Posted by: Paul Tozour   Posted by: Moocats   Posted by: pguyton   i'm going to grab this ! looks great I hope you guys can solve the late game issue many colony games have - most are very fun in the start but become boring and repetitive in the long run      I had those same thoughts. The Sandbox environment is grand and all but I think Anno got it right as your sandbox was still within structured liner single player campaigns. This kept the games engaging. Of course a free build sandbox option was there too along with Co-op game play.   Having just a sandbox with basic mission objectives such as the ones I've so far seen in the closed beta won't be enough. Please do consider that their needs to be a good story to maintain play-ability. As pguyton said, they get very repetitive and bore people quickly without. Just look at Planetbase. A good idea that became boring fast.     Hi Moocats -- I'm not sure quite how to address your comment as there seems to be some misunderstanding in there. There is a single-player campaign with mission objectives and a story.  There's also a sandbox mode where you can pick either minimal mission objectives, or none at all, and you can play any sandbox mission at any time.  As a player, you can play one or the other or both or pick and choose in any order. As for whether it will become repetitive, perhaps it's best to wait for the beta to actually begin before worrying too much about that.     Your reply satisfied my concerns on that issue. It wasn't all together clear in the small amounts of beta footage if we where looking at a linear campaign or just simple scenario's with little if any connection to one another.
How'd this game slip through?   Relevance 8 years  ago Risetta General Discussion
  I stumbled on this game but I already forgot the article that mentioned it lol. Anyways, I've been obsessed over Cities:Skylines with 300+hrs put into it and more than 1500 assets and mods downloaded. Some sheer luck this game found me and I've been watching it for a few weeks now and as soon as I came home I bought it and now I'm obsessed! Thanks for this game, and I can't wait to see where it progresses!
How'd this game slip through?   Relevance 8 years  ago Vexare General Discussion
  Posted by: Risetta   I stumbled on this game but I already forgot the article that mentioned it lol. Anyways, I've been obsessed over Cities:Skylines with 300+hrs put into it and more than 1500 assets and mods downloaded. Some sheer luck this game found me and I've been watching it for a few weeks now and as soon as I came home I bought it and now I'm obsessed! Thanks for this game, and I can't wait to see where it progresses!     This game combines a lot of the fun of City Skylines but more small-scale/relaxed I think and it also has a lot of the Anno 2070 feel to it which was one of my all-time favorite colony/city management builders. I am obsessed now too. I wasn't going to go in on the itch.io thing, was really on the fence since I've never used that platform before but decided to go for it and am really enjoying the game so far. Very polished, very aesthetically pleasing and enjoyable atmosphere to build in. 
Instructions for streamers and YouTubers to continue playing with saved-game files prior to the public beta   Relevance 8 years  ago Paul Tozour General Discussion
  We're planning to do our public beta on itch.io first, but in the meantime, we've distributed a limited number of Steam keys to a select number of streamers, YouTubers, games media, and early beta participants. With that in mind, we have a new update coming today (August 30) which will make the game unable to load previously-saved games.  Since this build contains significant improvements and bug fixes, we strongly recommend that people should just go ahead and let the game update and restart any missions where they may have lost progress. However, some streamers have requested that we make a branch available to allow them to continue with saved games.  With that in mind, for those truly needing to do so, we've created a branch "r12257" with no password to allow these users to temporarily continue with the prior version of the game. 1. Go to Steam / Settings / Account, and opt-in to beta participation. 2. Restart Steam. 3. Right-click on Aven Colony, select Betas, and select r12257 (no password).
Instructions for streamers and YouTubers to continue playing with saved-game files prior to the public beta   Relevance 8 years  ago satoru General Discussion
  http://steamcommunity.com/sharedfiles/filedetails/?id=182912431 Here's a good visual guide to follow as well   Paul : It shouldn't be necessary for users to opt into the Steam Client beta which is the first few steps in your screenshots. They should just be able to opt in via the beta tab on the game directly
Instructions for streamers and YouTubers to continue playing with saved-game files prior to the public beta   Relevance 8 years  ago Paul Tozour General Discussion
  Posted by: satoru   http://steamcommunity.com/sharedfiles/filedetails/?id=182912431 Here's a good visual guide to follow as well   Paul : It shouldn't be necessary for users to opt into the Steam Client beta which is the first few steps in your screenshots. They should just be able to opt in via the beta tab on the game directly     Hmmm -- well it did seem to be necessary for me to see the new branch after my colleague added it ...
Build notes prior to August 25, 2016   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.  
Platforms?   Relevance 8 years  ago CrimsonLegion General Discussion
  Hello! Before I begin, I must say that your game is an amazing looking game and is probably going to be my personal most anticipated game release 🙂 I love City Building games and this game looks like an amazing new idea in the area of City Building. I remember even from when I was a little kid playing Sim City for hours on end and playing Anno, and Cities: Skylines so often. In this day and age there are so many great choices for City Building Games, and Aven Colony is no exception. Many of these games are available on a wide array of platforms including Windows, Mac OS, Linux, and seems to even be coming to Xbox One sometime in 2016. Tropico 5 is available on many different platforms as well.  My question is, will Aven Colony be among these games in the aspect of being able to be played on several different platforms? Will people on Mac OS or maybe Linux OS be able to play this game on their OS of choice? I understand that basically every studio has probably gotten this question at some point in time or another, and I'm sure that you guys are no exception, but I'm sure many people will want to know if you will be developing the game on different platforms. Thank you for your time, and thank you for this outstanding game that you are developing -CrimsonLegion      
Platforms?   Relevance 8 years  ago Paul Tozour General Discussion
  Hi Crimson!  We're definitely not ruling anything out.  Looking into possibilities for possibly porting to console, and we'd love a Mac version and possibly a Linux port as well.  Since we're built on UE4, it's not impossible. We're not ready to commit to any of those platforms at this point, though.
Platforms?   Relevance 8 years  ago CrimsonLegion General Discussion
  Okay, Thank you for the Reply!
Platforms?   Relevance 7 years  ago MartinRasumoff General Discussion
  Hi Paul! Do you think the game would work on a Windows VM in Mac OS? I would like to buy the game but only have Windows VM at this point. Cheers! Martin  
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