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Aiwyth

Community Developer
Jan 22, 2020
71
242

Hey Survivors!​

Today we’re bringing a few fixes and adjustments to Xbox and PlayStation! As a reminder, PC players can already see those changes in their game as they were included in the 1.0 Update last week.

This patch is also coming to Nintendo Switch at a later date. We’ll let you know as soon as we have a confirmed release time. Thank you for your patience!

Gameplay​

  • Added a new name and description for Gate Level 3.
  • Fixed an issue that would cause the Specialists to return back to the World Map immediately after they have been sent to the colony.
  • Added a separate slider for the Voice Overs.
  • The underground deposits will now show their richness as a percentage instead of Low/Medium/High.
  • The percentage will also be visible already in the tooltip shown when the deposit is hovered over.
  • The info panel shown when a building is being placed will also now show the efficiency, making it easier to determine which deposit to utilize.
  • The richness values were also balanced to prevent deposits with very low efficiency from appearing.
  • Fixed an issue that would cause the Extractors and the Auto-Extractors to calculate their efficiency wrong. This was caused by other deposits of the same type being too close to the building.
  • Added a warning to the Society panels if the Trade Center has not been built yet.
  • Fixed an issue that would cause the colonists to sometimes lose their tools suddenly or cause the tools to remain in the air where the colonist had previously been working. The tools should now visually appear when they are being used and not stay in the air.
  • The Water Pump building can now be used during the Heat Wave catastrophe.
  • The Wandering Merchant will no longer offer Cricket Eggs as these are always available to be planted in the Insect Farm.
  • The game will now spawn resources gained from events to the Campsite if the Gate has not been built. Previously they would be spawned to the middle of the entire colony.
  • Fixed an issue that would cause the “Low on …” notification to appear if the player only had higher-level items available.
  • Fixed an issue that would cause the Storm Dome construction zone to not be selectable after being placed in the colony.
  • Fixed an issue that would allow certain decorations to be placed on barren soil despite their descriptions.
  • Fixed an issue that would cause a wrong amount to be shown in the Harvestable Crops part of the Food tooltip. This amount was updated with a delay, so this could often show a much larger amount than was actually available.
  • The Radiator and the Industrial Radiator now show their heat radius always when selected and when being placed in the colony.
  • Fixed an issue that would cause the Healing Outpost to not start healing if the Specialist arrived at the Outpost with queued movement or by exiting from a car.
  • The “Specialists ready for action” notification should no longer be shown every time when the game is loaded. The notification will still be shown if there are Specialists with Action Points available that are not currently performing a task such as scavenging.

Graphics​

  • Visual updates to several info panels in the game. These include the info panels for colonists, specialists, and buildings.
  • The Medicine Icon in the top bar has been updated.
  • Updated the visual look of the different sections of the Main Menu and the Pause Menu.
  • The 3D models of the Fields and Irrigated Fields have been tweaked so that they are not as flat.
  • Event illustrations have been updated.
  • The Guard Floater has been made smaller and blue. It should now also be positioned a lot better on top of the Guard.
  • Fixed an issue with Lumber Yard’s animation.
  • Fixed an issue that would cause the Large Solar Panel to remain open at nighttime.
  • Updated the Tutorial images for most of the tutorials in the game.

Balance Adjustments​

  • The Advanced Scrapper and the Metal Extractor now produce more Metal each cycle.
  • The Shanty and its upgrade now require Plastic to be repaired.
  • The Lumber Yard and the Sawmill now produce more wood each cycle.
  • Tools now require less Metal to be produced.
  • The Level 3 version of the Gate now requires Concrete as its repair material instead of Metal.
  • The type and amount of resources required to repair different housing buildings have been adjusted.
  • The Space Junk disaster should now occur less frequently in the game.
  • The Concrete deposits around the colony contain more Rubble to be gathered by the Concrete Scavenger.
  • Specialists will now cost various amounts of Silver, based on their total skill points. Specialists will no longer accept Food as payment to be hired to your colony.
  • The Extractors now work slightly faster.
 
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Awesome! I didn't realize some of these were problems but am very glad that being fixed.
Especially happy with radiators showing their heat zones!
Balancing specialist prices is a great change and removing their food cost made me laugh.
Guess I'll just have to sell the food to afford them. Good stuff
 
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What do you suggest I do about this? I hope this was part of the bug fix.
 

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What do you suggest I do about this? I hope this was part of the bug fix.
That is a screenshot of the PC edition, probably Epic. We don't really expect a patch on the consoles to fix that!
 
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For some reason the project tomorrow questline tells me to return to the construction site,despite nothing being there. I can’t interact with anything there,and the research percentages keep climbing. I hope my save isn’t soflocked. I’ve tried loading back to an older save,restarting the game,nothing works,
image.jpg
 
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@Keys213 Heya! This is actually a known "bug" - the issue is with the text showing in the notification, it should actually say "accumulate more knowledge" instead of telling you to go to the construction zone! So not locked up, just mis-informative - we are working on a fix for this now! :)

@Anttdog This issue should only be a visual issue with the launcher and not affect your game or not getting the DLC you are eligible for. We know the cause but have not been able to get a fix out yet. If you are eligible for the content (Founder's pack should be there if you purchased the game while we were in Early Access and Ultimate Colony is something you would need to purchase separately) you should see them in your game - easiest way to see them is either the flag choices in the pregame or the radio channel menu in the game :)
 
Is it just me or after the official launch there were fewer crashes. Like once a day. Now since this patch it is back to crashing much more frequently. Like it did in the early access.

I do love a lot of the fixes. And changes to the looks it brought. Especially being able to always know where my guardians are in the colony now. That is so helpful.

But I am living in fear of a crash all the time again. And I had just got used to not being as scared.

At least I have it set to auto save every 5 minutes so I don't lose much work.
 
Is it just me or after the official launch there were fewer crashes. Like once a day. Now since this patch it is back to crashing much more frequently. Like it did in the early access.

At least I have it set to auto save every 5 minutes so I don't lose much work.
Really? It hasn't crashed for me at all on PlayStation.
Also this is the console thread, did consoles have early access? Bummer if I missed out on that.
Also that's very smart. I should probably adjust my autosave time..
 
Really? It hasn't crashed for me at all on PlayStation.
Also this is the console thread, did consoles have early access? Bummer if I missed out on that.
Also that's very smart. I should probably adjust my autosave time..
I'm on Xbox and yeah I had early access.

It has been crashing for me about once an hour or so since the patch. It's been bad.

I was having almost no crashing at all right before the patch. Then boom.
 
On Xbox One, I am still getting the "slept on the ground" penalty for crowded tents that was supposedly fixed in a previous patch. I have reinstalled the game but the issue persists and for whatever reason I cannot get bug reporting to work through the console. How do I submit this issue or fix it? It makes the game unplayable beyond early game since my colonists constantly leave. Please help, I am about ready to throw in the towel on this game.
 

Hey Survivors!​

Today we’re bringing a few fixes and adjustments to Xbox and PlayStation! As a reminder, PC players can already see those changes in their game as they were included in the 1.0 Update last week.

This patch is also coming to Nintendo Switch at a later date. We’ll let you know as soon as we have a confirmed release time. Thank you for your patience!

Gameplay​

  • Added a new name and description for Gate Level 3.
  • Fixed an issue that would cause the Specialists to return back to the World Map immediately after they have been sent to the colony.
  • Added a separate slider for the Voice Overs.
  • The underground deposits will now show their richness as a percentage instead of Low/Medium/High.
  • The percentage will also be visible already in the tooltip shown when the deposit is hovered over.
  • The info panel shown when a building is being placed will also now show the efficiency, making it easier to determine which deposit to utilize.
  • The richness values were also balanced to prevent deposits with very low efficiency from appearing.
  • Fixed an issue that would cause the Extractors and the Auto-Extractors to calculate their efficiency wrong. This was caused by other deposits of the same type being too close to the building.
  • Added a warning to the Society panels if the Trade Center has not been built yet.
  • Fixed an issue that would cause the colonists to sometimes lose their tools suddenly or cause the tools to remain in the air where the colonist had previously been working. The tools should now visually appear when they are being used and not stay in the air.
  • The Water Pump building can now be used during the Heat Wave catastrophe.
  • The Wandering Merchant will no longer offer Cricket Eggs as these are always available to be planted in the Insect Farm.
  • The game will now spawn resources gained from events to the Campsite if the Gate has not been built. Previously they would be spawned to the middle of the entire colony.
  • Fixed an issue that would cause the “Low on …” notification to appear if the player only had higher-level items available.
  • Fixed an issue that would cause the Storm Dome construction zone to not be selectable after being placed in the colony.
  • Fixed an issue that would allow certain decorations to be placed on barren soil despite their descriptions.
  • Fixed an issue that would cause a wrong amount to be shown in the Harvestable Crops part of the Food tooltip. This amount was updated with a delay, so this could often show a much larger amount than was actually available.
  • The Radiator and the Industrial Radiator now show their heat radius always when selected and when being placed in the colony.
  • Fixed an issue that would cause the Healing Outpost to not start healing if the Specialist arrived at the Outpost with queued movement or by exiting from a car.
  • The “Specialists ready for action” notification should no longer be shown every time when the game is loaded. The notification will still be shown if there are Specialists with Action Points available that are not currently performing a task such as scavenging.

Graphics​

  • Visual updates to several info panels in the game. These include the info panels for colonists, specialists, and buildings.
  • The Medicine Icon in the top bar has been updated.
  • Updated the visual look of the different sections of the Main Menu and the Pause Menu.
  • The 3D models of the Fields and Irrigated Fields have been tweaked so that they are not as flat.
  • Event illustrations have been updated.
  • The Guard Floater has been made smaller and blue. It should now also be positioned a lot better on top of the Guard.
  • Fixed an issue with Lumber Yard’s animation.
  • Fixed an issue that would cause the Large Solar Panel to remain open at nighttime.
  • Updated the Tutorial images for most of the tutorials in the game.

Balance Adjustments​

  • The Advanced Scrapper and the Metal Extractor now produce more Metal each cycle.
  • The Shanty and its upgrade now require Plastic to be repaired.
  • The Lumber Yard and the Sawmill now produce more wood each cycle.
  • Tools now require less Metal to be produced.
  • The Level 3 version of the Gate now requires Concrete as its repair material instead of Metal.
  • The type and amount of resources required to repair different housing buildings have been adjusted.
  • The Space Junk disaster should now occur less frequently in the game.
  • The Concrete deposits around the colony contain more Rubble to be gathered by the Concrete Scavenger.
  • Specialists will now cost various amounts of Silver, based on their total skill points. Specialists will no longer accept Food as payment to be hired to your colony.
  • The Extractors now work slightly faster.
Thanks guys! Been loving the game ever since it came out!
 
I am playing on the PS4 and I also have the "Slept on the ground Issue", when I clearly have enough space, also why do all Paradox games "Slow Down"/"Lag", none of your games are. "Optimized", for the Console, from Stellaris, Surviving Mars, and Surviving The Aftermath, and I have Lag on all these games, from mid to late game, I am tired, of Paradox Interactive's ineptitude, to not fixing, anything, there are still Thousands of issues, from Stellaris, and Surviving Mars that have yet to be fixed, your guys, business practice is "We'll if we, introduce another DLC, maybe, they will forget about, the glitches", wrong!!!, all the DLC's seem to introduce, even more glitches, that take forever, to be fixed, if they get fixed at all. So start optimizing your games for the Console, you people, are as bad as EA or worse, money is all you care about.
 
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