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Colonisation Moonbase Beta v0.2.1b is now out!  

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SJones
(@sjones)
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Joined: 6 years ago
Posts: 197
July 10, 2014 5:19 am  

This again took longer than expected but it is now out.

 

Unfortunately there are some issues with this build, the main one is the full tutorial is broken, the issue is that enough changed in the game to break it - so if you want to play the full tutorial in its half working state please download version 0.2.0b, you can have multiple versions of the game installed and it will not cause any issue, however your saves will not continue from other builds.

 

However instead of the full tutorial there is now a quick tutorial, by default on when you play your first map and then off after that, if you wish to revisit there is an option in the tutorial menu to activate it for your next game.

 

 

Now onto the good news

Colonists have been the focus of this build, I have been able to test it up to 1850 colonists in my base with no issue!

You now have more control over them, so you can view their stats, educate them, provide medication for them and control who works and who doesn't, plus investing in regions now work, along with birth and death rates.

 

Their stats will now effect the amount of resources and science you get.

 

 

On top of all these colonists features several fixes have been added, so the repair ships should now fully work, cause no performance issues and hopefully be awesome! UI has also been tweaked as to fit better on smaller screens, plus the background darkens so you can now read the text easily.

 

Further to these there is now a second map in the game, there was plans to add more in this build however the main texture for these was not ready (thought I had them done) and would take a while to do.

 

Warning indicators are now present around your resource meters to show if your low on that resource and are currently not making enough to cover its usage.

 

There has been some big changes to some of the code too, the game no longer calculates resources by simply keeping track and adding them or subtracting them, instead at a little more expense on performance but at the cost of making sure the resources are accurate it now re-calculates the income and outcome each time a building is built or changed in anyway.

 

Other things that are not working is the monthly cash outgoing.

So things like the treatment/medication costs, colonists investment, colonist wage etc will not take any cash out of your total, the (probably)only thing that will take cash out is purchasing buildings with cash.

 

With that said, there may be an issue with the resource and science income, during my tests they seem to be running a little high, making the game fairly easy in this build, they should be capped at 200% each and I have seen production reach 201% and are mostly running at 150%+ each, all I can suggest is to take this opportunity to make awesome bases easily!

 

Another issue that may occur is the education page may not work as intended, this has caused me lots of problems and has been the main reason for the delay, I think most of this has been fixed but it is relatively untested however you can play the game without it so shouldn't be an issue.


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SJones
(@sjones)
Master Chief Registered
Joined: 6 years ago
Posts: 197
July 11, 2014 10:30 am  

I can also confirm that if you have a beta account through the colonisationgames website you should now have been sent an email containing your desura key.


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SJones
(@sjones)
Master Chief Registered
Joined: 6 years ago
Posts: 197
July 12, 2014 8:46 am  

A quick update for the 0.2.1b release, there have been a few bugs found that are minor, so as of yet there wont be an emergency release, however to be aware of these and ways to fix them.

 

Repair range - found a small issue that this is not saved when reloading if neither of the repair ships have done any tasks between the time the range changed and you quit the game, to fix this either let them go do their thing when they need or manually send them to repair something, once there they will update the save file (should)

 

Loading of a de-activated repair yard gives the de-activated UI symbol above the wrong building, (next building you built after it) this doesn't cause any game play issue as its just a visual aid, however to fix it, try to re-activate the repair yard and then de-activate and re-activate the building the symbol appeared over.

 

Also avoid clicking in the top right corner where the orbital structures are, this will cause the game to freeze.


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SJones
(@sjones)
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Joined: 6 years ago
Posts: 197
August 7, 2014 10:41 pm  

There is a potential crash when trying to hire Medium or High level colonists, the issue has been found and fixed for the next build.


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SJones
(@sjones)
Master Chief Registered
Joined: 6 years ago
Posts: 197
August 8, 2014 5:01 am  

It also looks like the second maps bad location system doesn't work, this is now fixed with collision and visual indication... first time I have gone back to the game and code in a while and finding these wonderful surprises I have left myself


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