V1.8.0.10 - Chocolate Monument in April Frontier, DLC Tweaks and Fixes

The Colonists

Build a new home for your team of robots as they begin a new life for themselves on a distant planet where they can fulfil their ultimate dream: to be human.

Hi everyone, [h2]April Frontier[/h2] If you're new to The Colonists or haven't been back for a while, every month there's a new customised map to challenge yourself against. Try and complete the goal as quickly as you can and see where your colony ranks on the leaderboard. (Or just chill and enjoy a new map!) This month your bots have combined two of their favourite things - monuments and chocolate! Get harvesting those cocoa beans and see how fast you can construct a chocolate monument - good luck! [img]{STEAM_CLAN_IMAGE}/31021174/984d5a980e804417a6eb4140344e258d4080c0f1.png[/img] [h2]New Map Fishing Section[/h2] A new addition in V1.8.0.9 is a fishing section to the in-game map. Seek out off-shore fishing spots for lobster or fish in the DLC or use to keep track of shoreline fish in the base game. [img]{STEAM_CLAN_IMAGE}/31021174/ef460b343406dbc27fcd9687dbdf31c40a307704.png[/img] [h2]DLC Tweaks and Fixes[/h2] Thanks to everyone for their feedback on the New Lands DLC, especially all the suggestions and bug reports to help improve the game and to round off the rough edges. There's a list of the changes and fixes in the patch notes below: [h2]V1.8.0.10 Patch Notes[/h2][list] [*] Added sea fishing locations to DLC random maps [*] Enabled desert wells in DLC random maps [*] Fixed Desert Well range checking [*] Full sculpting enabled in random maps [*] Fixed instance where, when placing track after a curve, selecting a down slope would give you an up slope and vice versa [*] Improved terrain adjustments when placing track and should no longer break roads and paths [*] Fixed boats not going under bridges when there's enough room [*] Added tooltip to indicate whether boats can pass under a bridge that's over water [*] Fixed steel bridges visuals looking odd during placement [*] Fixed bridge placement niggle when mouse was colliding with bridge segments [*] If a boat has three or more stops and a stop is destroyed/lost, the routes are recalculated without that stop, rather than cleared entirely [*] Fixed UX issue where placing expedition harbour did not auto exit out of expedition harbour placement mode [*] Fixed priestbot not cycling between target buildings if two buildings targeted [*] Added bot printer section to relevant buildings' construction panels [*] Sandbox option Everything Researched now fully researches repeatable techs [*] Stopped Floating Watchtower showing in expedition panel in non-DLC games [*] Increased max allowable slope for roads and paths slightly [*] [Mods] Updated ui.json to better handle multiple mods [*] [Mods] In-game Reload Codex reload construction UI properties [*] [Mods] Default port expedition now correctly set for custom harbours [/list] Full list of changes for previous patches can be found here: https://codebyfire.com/colonists/wiki/index.php/Patch_Notes Back with more multiplayer and other news soon! Thanks! [img]{STEAM_CLAN_IMAGE}/31021174/26753463fe4bd4bebb0ad225a221fc0f8798dd41.png[/img]