latautomation.blogg.se

Colony survival game bug
Colony survival game bug











colony survival game bug

Work-in-progress "monster attraction statues" This means the amount of monsters appearing at the gates of the main colony actually decreases! When you expand the outpost until it also has 200 inhabitants, the threat is equally divided: 500 for the main colony, 500 for the outpost. If the main colony has 200 colonists, and the outpost has 50 inhabitants, the main colony gets 4/5th = 800 of the threat, and the outpost gets 200 of the threat. So imagine there is a total of 1000 threat. When you start a new outpost, this threat is divided proportionally according to the amount of colonists living there. This makes it a lot easier and more rewarding to recruit large amounts of colonists. In 0.9.0, these colonists generate only a small amount of threat, and most threat is generated by unlocking certain important technologies in the tech tree. In previous versions of CS, the amount of monsters that assaulted your colony every night was purely determined by the amount of colonists living in your colony. That reworked system is now capable of rendering pretty nice terrains and the results can be seen in this blog! Its very much work in progress though, it should look quite different in a couple of weeks. Were not merely making some adjustments to change the terrain a bit, were reworking and optimizing the way the system works to the core.

#COLONY SURVIVAL GAME BUG UPDATE#

So this is something weve got to get right before the update releases. We can add new jobs, items, monsters and weapons to 0.9.1, but we cant easily overhaul the terrain generation there. Its basically the same ideas as 0.7.0, but the barriers are a lot lower, and the rewards arent just some relatively useless endgame items - the rewards are now a core part of the tech tree.įundamental changes to the world generation are pretty much always breaking old savegames. Some ores are only available at mountain tops. These fens and heaths contain unique and valuable resources. Instead of having random patches of arctic and tropic intermingling, the spawn biome is now intended to be mostly temperate, interspersed by fens and heaths. Instead of demanding that players travel huge distances to distant biomes, were now reworking the world to have more variety in the spawn biome. This makes it a lot easier to set them up and to benefit from their unique products. Travelling and trading between colonies is very tedious, and the rewards arent worth it.Ġ.9.0 fixes that core problem by adding outposts, which are like new colonies, except that their stockpile is merged with the main colony. We liked the idea, but it was disappointing in practice. We added the multiple colonies feature, and unique resources per biome. In 2019, we wanted to make these distant biomes useful for gameplay. We did want to give players a large temperate area to find the ideal spot for their colony, so the distance youve got to travel before finding another biome is pretty huge. We wanted to give players the opportunity to settle themselves in a different looking area. In 2017, we released CS with arctic areas in the north and tropical areas in the south.

colony survival game bug

In the past month, Zun has made major progress on the new terrain generation! It uses a fundamentally new design philosophy. Work-in-progress terrain rendered with the new system Friday Blog 220 - Last Blog Before Beta - First Images Of New Terrain













Colony survival game bug