Hi all! We've just posted a new build of Aven Colony on Steam and itch.io. As we get closer to our simultaneous Q2 launch on PC, Xbox One, and PlayStation 4, we're focusing more and more on optimizations, balancing, polish, and final mission tuning.
If you notice any bugs that still aren't fixed in this build, or if there are any tuning or balancing changes you'd like to see, please let us know by posting in our forums!
Remember, if you bought the game on itch.io, you should now be able to redeem a Steam key if you haven't done so already; instructions are here. We recommend switching to Steam ASAP!
Also, please be advised that there's currently an objective at the end of the Hyla's Crescent mission that asks you to build 2 Megastructures. We're very likely to remove this objective in the next update, but in the meantime, be aware that you may have a hard time getting enough Nanites to achieve this objective; we recommend researching Kelko Sludge and manufacturing it at a Chemical Plant in order to obtain enough nanites to finish this mission.
Here are the full update notes:
Art changes & optimizations:
Brand new tunnels, which look much cooler and are a lot sleeker than the old ones
New updated build palette with new icons
Improved/fixed all drop-down menus
Added a wrench to the building health bar
Replaced old overlay icons for housing and jobs with the new ones
Improved up/down arrow icons in the air quality overlay
Improved Stats dialog popup
Added a flashy new "reveal" animation when entering the expedition UI
The "Victory!" notification now uses a star for both the opened & unopened state, and also says "Victory!" for the unopened variant of the text
The Nanite Processor's light now scales with the doors being open/closed, and the doors no longer animate when it's not functional or not processing
Artifact activation progress bars in the Powers & Policies panel are now yellow to differentiate them from the battery-power-based powers, which have green progress bars
Improved artifact containment effects in the Artifact Containment Unit
Fixed lots of issues with foliage and various particle effects not properly pausing when the game is paused
Improved medevac animation during the Kalandra rescue sequence in Sandy Gulch -- added a light, tweaked the medevac position, and made birds not come out of that same hole
Improved art for "distress signal" expedition points of interest
Improved art for lines between buildings in the Employment overlay
New green cylindrical particle effect when the Artifact Containment Unit is holding an artifact
Tuning / balancing / minor changes:
Sandbox starting resources now scale on sandbox maps that start with more than 16 colonists
Improved the UX when rotating / panning while placing buildings
We now hide the selection pane when rotating / panning buildings
Improved music balancing; music is now quieter at normal volume
Improved creep and plague spore spawn points on campaign and sandbox Vanaar
Expedition Center: sick/injured crewmembers now disembark the vessel and join the building staff
Performance optimizations:
Optimized colonists
Optimized police drones
Major improvements to performance when placing or selecting a Farm
Fixed bugs with the power platforms at the corners rendering twice (one instanced, one non-instanced), which ate GPU and also caused visual glitches of colonists moving through elevators
Bug fixes:
Global difficulty level now scales with time as well as population -- we ensure that difficulty ramps up at a certain pace even if the player builds the colony slowly
Fixed a bug where many aspects of "Hard" difficulty ended up being the same as "Challenging," and "Easy" was slightly harder than intended
Reduced colonist morale at "Insane" difficulty even further
Fixed a lot of bad dust devil paths in a lot of the desert maps (both campaign and sandbox)
Dust devils now properly do a small amount of damage (~1-4% of total health) when they sweep over a building
Buildings that the player has asked to be recycled no longer issue "Can't Get Workers" or "Not Connected to Colony" notifications
Fixed an issue with rover sequences still playing upon loading a saved game
Fixed SHIPE call captions in the expedition UI being hidden behind the vessel list
Fixed a bug in Sandy Gulch where one of the SHIPE calls would often get played after loading a mission even though it was already finished
Fixed bumpy terrain in Hyla's Crescent that could poke up through the tunnels
Fixed lots of issues where sandbox settings wouldn't get initialized properly
Fixed an issue where certain sandbox maps could sometimes have too few resources when set to 'Low' starting resources
Fixed an issue where the "Minerals:" display in the "Mission Info" tab would incorrectly display the value for "Referendums" instead
Fixed hit point bar on Wind Turbine being hidden inside the building
The loading screen now appears once again if you load a save from the in-game menu
Buildings under construction now display the tier text
Azara Falls: fixed a bit of bumpy terrain and made more bad tiles blocked in the blocked map
Fixed collision settings on vessels (trade, immigration) so that clicking on them selects the building they belong to
Fixed building hit point bars to no longer hide before fully repaired
Improved police drone movement; this fixes a few rare cases where police drones could get stuck in loops
Fixed a rare issue where some very old saved games could have missing construction drones; these drones now get reset to the vicinity of their drone station on load
Thank you for being part of the Aven Colony community!