If anybody was looking for a massive My Colony 2 update this month, I've got you covered!
v0.34.0 is dropping now on the
Web and the
Ape Apps Launcher and is packed with goodies that you will not want to miss, so let's take a look at what is new!
The first change you might notice is that the
title screen has been reworked, matching the layout from the title screen of
Terra Nova 4X. This is a fairly minor change at the moment, but as MC2 had been using the generic Web App Core title screen, I was limited on what I could potentially add to it in the future, so now I will be able to make some changes and improvements going forward.
I also did quite a bit of work on
Player Mode in this update, which had been completely borked until now. There is now a new HUD/UI for the mode, complete with health bar, radar, current location stats and more!
There remains a
ton of work to be done on Player Mode. Right now there are still glitches and the controls are a bit wonky, but it is functional if you want to give it a test. My Colony 2 is eventually going to contain an entire sub-game based on Player Mode, but for now it's still fun to just walk around your colony and check things out.
There are new options on the
Statistics screen for server operators in this release, and the first one is actually quite important.
You can now toggle your server's
Private/Public status on the World statistics, which was a long requested feature. You can also toggle on/off the
My Colony Online feature (which gives access to online trading through the GBT, among other things). However, and this is important,
worlds created before MC2 v0.29.0 will all be in offline mode until activated on the World screen! This is because the MC Online flag in the save file was ignored until this update, and it defaulted to Offline before v0.29.0. Now that the flag is no longer ignored, worlds with the old default will be set to offline.
So the first time you load up your world in v0.34.0 (or higher),
you must go into the Statistics screen and turn My Colony Online back on, if you want to use the GBT. You do not have to worry about losing resources or anything like switching between online/offline in the original My Colony. MC2 takes care of this by blocking all connections from modded games.
In addition to the above, server managers can now set the maximum number of online connections allowed in their game. You could previously set this using a chat text command, but now it's just a lot easier to do it from the UI.
Moving on, I have tried to make some interface changes to make My Colony 2 easier to play on mobile devices. The 3D nature of the game makes placing structures more difficult than it was on the original version of My Colony, but I think some changes in this update will help.
Firstly (as seen above), the ground
grid lines are now turned on by default on touchscreen devices, allowing you to more easily see where you are placing structures. If you do not like this setting, it can be turned on/off in the Engine Settings menu under the
Interface section, but on touch I think it makes a significant different in making the game more playable.
Next, I have tried to make it so that, no matter what orientation you have the camera rotated,
placing a new structure will always originate from the top-left tile corner of the tiles to be occupied. On a touch screen there is no "hover" like with mouse input, so it's hard to tell where the building is going to be placed, and a lot of times with the camera rotated, you would have no idea where the building was going to show up once you tapped the screen, so now it should be fairly consistent no matter how you are rotated or zoomed. This was actually more difficult to implement then it might seem, since what tile constitutes the top-left corner is sort of subjective, especially depending on how far the camera is rotated in one way or another. At what angle is the cutoff where top-left becomes top-right, etc? Anyway, after hours of fiddling with the angle cutoffs, I think I have it to where it "feels" good, but you can play with it on mobile and let me know.
Moving right along, I have expanded the building stats that appear when you click on a structure's stats icon. You can now view the
production/consumption ratings of Money, Civics and Research. There is still more expansion to be done on building stats, but this change alone makes a pretty big difference, IMO.
Now let's move on to new content, as there is a lot in this update. This release includes
22 new structures,
two new techs to unlock, and
one new unit. Among the new content in this release are 3D model contributions from
@rahtdrgn @therealchromedino @GeneralWadaling and
@spamdude so please be sure to show them appreciation for their great works!
Since there are so many new structures, I am just going to list them all out, and then comment on a few of them afterwards. A lot of the structures in this release are of the "Advanced" variety, needed upgrades to existing buildings.
- Advanced Robotics Factory
- Ether Reactor (art by rahtdrgn)
- Ancient Alien Gold Synthesis Lab (art by therealchromedino)
- Star Gate
- Advanced Microchip Factory (art by GeneralWadaling)
- Advanced Plastic Factory
- Underground Drop Room (art by spamdude)
- Spice Drilling Operation (art by therealchromedino)
- Advanced Spice Silo (art by therealchromedino)
- Quantum Spice Silo (art by therealchromedino)
- Quantum Oil Tank (art by therealchromedino)
- Advanced Regolith Synthesis Lab (art by spamdude)
- Quantum Offshore Drill
- Advanced Vocational Training Center
- Spice Den
- Galactic Trade Authority Office
- Ether Crystal Reactor
- Plaza Mosaic Tile
- Investment Bank
- Advanced Helium 3 Extractor
- Black and White Checkered Pavement
- Street Sign
First I want to discuss the new
Interdimensional Transportation tech which unlocks the new
Star Gate, because this is going to tie in big with a Player Mode feature in the future.
Basically, the Star Gates are going to allow characters in Player Mode to seamlessly travel between worlds/servers. Ultimately, the area around your Star Gate will be the first thing a player sees when they enter your world from that perspective, so you may want to include things like informational signs about your world, and you may want to leave some space to build specific Player Mode related structures that will be available in the future. You may also wish to have at least one security turret nearby, as you never know what is going to be coming through the Star Gate. The Star Gates will also allow fast travel of players/colonists/units between distant settlements both on and off world.
The Star Gates are going to be a critical component of the Player Mode. I wanted to get them in the game sooner rather than later, because the My Colony Online database is keeping track of every star gate in the "universe," and I need to get that database built up before I can enable the fast travel and other features.
Moving along, an old favorite from the original My Colony has returned, as the Bank can now be upgraded to the
Investment Bank!
You can start bringing in some pretty good money for your settlement with the Investment Bank, but it's not actually the best money maker in this release. That honor goes to the new
Spice Den!
The Spice Den is a brick structure repurposed from an old food production model that GeneralWadaling had made a couple of years ago, and as long as you are able to keep it running with Spice, you will make some nice profits, as the rich and famous in your settlement will pay top dollar to get their Spice fix in a safe and discrete way. Obviously if you are not on the Spice World you will need to procure your Spice from the GBT, so you might want to stock up whenever it becomes available, as I suspect this is not the only Spice related structure we will be seeing added to non-Spice worlds.
Note that the Spice Den is the first structure in the game that actually has a
negative Security rating, so you may need to offset that with an extra security headquarters.
Now, you have heard of the noble Extraterrestrial Builder, but what about his equally noble cousin, the
Extraterrestrial Sea Rover?
The old offshore drill got a
Quantum Offshore Drill upgrade in this release, so it needed a new boat to build it. Not only is this new version of the offshore drill faster, but it also brings up Alien Artifacts! This was badly needed I think, since artifacts are fairly rare on the desert world, and you just can't dig much at all on the water world, so these new Quantum Offshore Drills will come in handy.
Speaking of badly needed, you can now easily generate Helium 3 on any world with the new
Advanced Helium 3 Extractor. You will need Regolith to operate it, but that shouldn't be a problem once you construct the new
Advanced Regolith Synthesis Lab.
So what happens when you want to conduct big trades on the GBT but you don't want to build hundreds of Trading Depots? That's where the new
Galactic Trade Authority Office comes into play!
This is another decent money making structure, but it also greatly increases your gift/trade capacity (I forgot the number, but it's big).
A lot of the buildings that needed upgrades got them in this release. We now have the
Advanced Robotics Factory, the
Advanced Microchip Factory, the
Advanced Plastic Factory,
Advanced Vocational Training Center, and the
Underground Drop Room (upgrade to the Storage Yard), just to name a few.
In addition, the Spice World now has the new
Spice Drilling Operation, which is basically an Ore Fracking Operation for Spice. There are also the new
Advanced and Quantum Spice Silos for superior Spice storage.
There is also the
Quantum Oil Tank upgrade, for storing larger amounts of Oil.
Finally, all of these new structures will require a great deal of power. That is where the brand new
Ether Crystal Reactor comes into play!
You will need a continuous source of both Ether and Crystalline to run this thing, so you may need to watch the GBT for deals. If you can afford it though, the Ether Crystal Reactor will provide you with a 55,000 power rating, far eclipsing the current Integrated Nuclear Reactor.
At the end of the day, there was a ton of work put into this update, so I hope you all enjoy it! There is a lot more excitement for My Colony 2 on the horizon. My goal is to have, by the end of this year, full gamepad/tv support, full VR support, music, sounds, a Steam release, and to have enough content and features to overtake the playability of the original My Colony. So stay tuned for more large updates like this one, because this size of release is going to be the norm, not the exception!
Thank you again for playing My Colony 2 and remember, build up your parameter defenses, because
@poumm is out there, lol!
Just kidding, poumm. You're ok!
#mycolony2