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Unclaimed World

 
1.0.4.2 TEST BRANCH: Various fixesAug 1, 2017 - Community AnnouncementsHi, We have been fixing a few things to the game, and they shouldn't cause any new problems but before they can go into the default version, the new fixes must first be tested: How to access the TEST branch. These are the changes currently on the TEST branch: UI improvements: -The worker slider on Patrol and Attack tasks can now be changed after the tasks are created. It can also be used to remove those tasks without removing the zone itself. To do that, move the worker slider to 0. Graphics/animation: -Added an effect so that campfires now glow in the dark. -Removed location lerping to avoid characters jerking or snapping into place when interrupted. Bug fixes: -Fixed an issue where it was not possible to produce bush dragon glands from the carcass. -Fixed a crash that would happen when salvaging the sentry gun item while it was loaded. MonoGame framework fixes: -Fix to the problem with sound effects that sound like noise or are too loud when using surround or other speaker systems. -Fullscreen with resolution change should now work better. -Fixed a sound related crash that would sometimes happen when exiting the game, but only show up in the Windows event log. Other: -Improved error reporting on a specific crash. //////////////// Thanks for helping with testing. Any issues you find while playing the Test branch, please report them in the TEST bug forum: http://steamcommunity.com/app/284100/discussions/4/1.0.4.2 TEST BRANCH: Various fixesAug 1, 2017 - Community AnnouncementsHi, We have been fixing a few things to the game, and they shouldn't cause any new problems but before they can go into the default version, the new fixes must first be tested: How to access the TEST branch. These are the changes currently on the TEST branch: UI improvements: -The worker slider on Patrol and Attack tasks can now be changed after the tasks are created. It can also be used to remove those tasks without removing the zone itself. To do that, move the worker slider to 0. Graphics/animation: -Added an effect so that campfires now glow in the dark. -Removed location lerping to avoid characters jerking or snapping into place when interrupted. Bug fixes: -Fixed an issue where it was not possible to produce bush dragon glands from the carcass. -Fixed a crash that would happen when salvaging the sentry gun item while it was loaded. MonoGame framework fixes: -Fix to the problem with sound effects that sound like noise or are too loud when using surround or other speaker systems. -Fullscreen with resolution change should now work better. -Fixed a sound related crash that would sometimes happen when exiting the game, but only show up in the Windows event log. Other: -Improved error reporting on a specific crash. //////////////// Thanks for helping with testing. Any issues you find while playing the Test branch, please report them in the TEST bug forum: http://steamcommunity.com/app/284100/discussions/4/1.0.3.1: Magnification setting + Various fixesDec 25, 2016 - Community AnnouncementsHi all, we just updated the default branch with these changes (most of which have been available on the TEST branch): MAGNIFICATION (Graphics setting) We've often heard that the graphics appear small on certain screens such as high-res laptop/desktop screens or for those who prefer to sit far from their screen. For those players we now provide a graphics setting to magnify the whole game window, making everything bigger. You access it through the Options panel in the game menu, then restart. Seen in this image: http://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/5798036/a9df2baed984e55e2898b8a293cbf539dd84b879.jpg For a high-res laptop screen, we suggest setting it to 1.25X magnification. See more information in the Screen Resolution post. OTHER FIXES -Improved eating: Characters will now select food items with a nutrient distribution that more closely matches the need. Also, they will now choose additional food items if needed in order to fill up completely. -Fixed a crash that happened if Steam doesn't initialize correctly. Now, the game will work, but without new Steam achievements being logged. In this case a warning message is now shown on the title screen. -Made a bug fix so that characters trapped on islands now have a better chance of escaping -Added a timer for hauling tasks that can give precedence to those tasks that have been waiting for a long time. -Fixed an issue where characters would turn around and walk back to pick up a weapon after walking to an item that needed to be hauled. -Looking forward to your feedback. Happy holidays! 1.0.3.1: Magnification setting + Various fixesDec 25, 2016 - Community AnnouncementsHi all, we just updated the default branch with these changes (most of which have been available on the TEST branch): MAGNIFICATION (Graphics setting) We've often heard that the graphics appear small on certain screens such as high-res laptop/desktop screens or for those who prefer to sit far from their screen. For those players we now provide a graphics setting to magnify the whole game window, making everything bigger. You access it through the Options panel in the game menu, then restart. Seen in this image: http://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/5798036/a9df2baed984e55e2898b8a293cbf539dd84b879.jpg For a high-res laptop screen, we suggest setting it to 1.25X magnification. See more information in the Screen Resolution post. OTHER FIXES -Improved eating: Characters will now select food items with a nutrient distribution that more closely matches the need. Also, they will now choose additional food items if needed in order to fill up completely. -Fixed a crash that happened if Steam doesn't initialize correctly. Now, the game will work, but without new Steam achievements being logged. In this case a warning message is now shown on the title screen. -Made a bug fix so that characters trapped on islands now have a better chance of escaping -Added a timer for hauling tasks that can give precedence to those tasks that have been waiting for a long time. -Fixed an issue where characters would turn around and walk back to pick up a weapon after walking to an item that needed to be hauled. -Looking forward to your feedback. Happy holidays! 1.0.2.9 TEST BRANCH: Magnification (pixel zoom)Dec 8, 2016 - Community AnnouncementsHi, The test branch now contains a new feature which was requested in the past: Magnification, or pixel zoom. The feature will magnify the whole game window. This is most useful if you own a high-dpi screen or prefer to sit far from the screen. Using this, it is no longer necessary to rely on the Windows dpi scaling feature. Set the magnification level from the Options dialog or edit the Options.xml file. Apart from this, the TEST branch contains the following changes: -Improved eating. The AI will now select food items with a nutrient distribution that more closely matches the need. -More efficient eating. Characters will now choose additional food items if needed in order to fill up completely. -Fixed a crash that happened if Steam doesn't initialize correctly. Now, the game will work, but without new Steam achievements being logged. In this case a warning message is now shown on the title screen. -Made a bug fix so that characters trapped on islands now have a better chance of escaping -Added a timer for hauling tasks that can give precedence to those tasks that have been waiting a long time. -Fixed an issue where characters would turn around and walk back to pick up a weapon after walking to an item that needed to be hauled. Here are instructions on how to access the test branch: http://steamcommunity.com/app/284100/discussions/0/305510202676551919/ Please report any issues you find in the TEST bug forum.1.0.2.9 TEST BRANCH: Magnification (pixel zoom)Dec 8, 2016 - Community AnnouncementsHi, The test branch now contains a new feature which was requested in the past: Magnification, or pixel zoom. The feature will magnify the whole game window. This is most useful if you own a high-dpi screen or prefer to sit far from the screen. Using this, it is no longer necessary to rely on the Windows dpi scaling feature. Set the magnification level from the Options dialog or edit the Options.xml file. Apart from this, the TEST branch contains the following changes: -Improved eating. The AI will now select food items with a nutrient distribution that more closely matches the need. -More efficient eating. Characters will now choose additional food items if needed in order to fill up completely. -Fixed a crash that happened if Steam doesn't initialize correctly. Now, the game will work, but without new Steam achievements being logged. In this case a warning message is now shown on the title screen. -Made a bug fix so that characters trapped on islands now have a better chance of escaping -Added a timer for hauling tasks that can give precedence to those tasks that have been waiting a long time. -Fixed an issue where characters would turn around and walk back to pick up a weapon after walking to an item that needed to be hauled. Here are instructions on how to access the test branch: http://steamcommunity.com/app/284100/discussions/0/305510202676551919/ Please report any issues you find in the TEST bug forum.1.0.2.6: Achievements, Trading cards and many improvementsNov 23, 2016 - Community Announcementshttp://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/5798036/270af3c74f28c8eb2476a947eb311c18c5d81aa7.jpg Hi there - a new version is now available on the default branch. This patch will break previous save games, so if you want to continue playing those just select an older branch - this post will tell you how. These are the changes: ACHIEVEMENTS /////// You now have a number of achievements to strive for. See the list on the achievements page. TRADING CARDS /////// Trading cards are live now which means that you'll get cards added to your Steam account as you play. Through trading, you can acquire badges, desktop backgrounds and emoticons (shown below): http://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/5798036/2957a162ad0a2ee9baf4632f3bc140517d188d4a.jpg AI /////// -Production tasks such as cooking, hunting and constructing are now prioritized internally based on the importance of their output. The output is ranked as important if the stocks are estimated to run out soon, or have run out. This is meant to improve the Task priority system without adding more task priority options to the existing 3: LOW, MEDIUM and HIGH. UI /////// -Standing orders can now be set to unlimited. -Production Panel now has a search field where words can be typed to locate an object in the list. See image: http://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/5798036/f57e317e877033d6efd7cd6d0b6ab640ee5df4e3.jpg -New 'Production' ledger shows amounts of items produced and used by the colony. Also shows amount of degraded items as well as average productivity. - New 'Kills' ledger shows the number of creatures killed by the colony. This is useful to keep track of certain achievements. -Task list progress bars will now indicate if the task is currently taken. Also, it will be indicated with a grey color if the progress is unknown (because the task is in the FOW). -Improved the tooltip on degrade profiles so that it explains that colonists will only do maintenance on structures, never on tools and weapons. -Improved the explanatory tooltips on Salvaging/disassembling to make it clearer when breaking an object apart will result in lost parts. -Improved the alert message and status icon tooltip in the case of missing fuel so that they also show the minimum amount required. This should reduce confusion in cases where some fuel items exist, but their combined amount is not sufficient to complete a fuel-burning process. -The GATHER window now shows the regrowth rate of the resources in the zone. See image: http://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/5798036/6c4c68df927e33eef30bc7b27ca2270f6f6667af.jpg Other fixes -Effects list in the side panel now shows all effects, instead of just one. -Broken items can no longer be traded. -Repairing the Peat bank no longer requires different tools than building it. -Dropping items during hauling should now be less likely to occur. -Fixed a bug where a character coul...1.0.2.6: Achievements, Trading cards and many improvementsNov 23, 2016 - Community Announcementshttp://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/5798036/270af3c74f28c8eb2476a947eb311c18c5d81aa7.jpg Hi there - a new version is now available on the default branch. This patch will break previous save games, so if you want to continue playing those just select an older branch - this post will tell you how. These are the changes: ACHIEVEMENTS /////// You now have a number of achievements to strive for. See the list on the achievements page. TRADING CARDS /////// Trading cards are live now which means that you'll get cards added to your Steam account as you play. Through trading, you can acquire badges, desktop backgrounds and emoticons (shown below): http://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/5798036/2957a162ad0a2ee9baf4632f3bc140517d188d4a.jpg AI /////// -Production tasks such as cooking, hunting and constructing are now prioritized internally based on the importance of their output. The output is ranked as important if the stocks are estimated to run out soon, or have run out. This is meant to improve the Task priority system without adding more task priority options to the existing 3: LOW, MEDIUM and HIGH. UI /////// -Standing orders can now be set to unlimited. -Production Panel now has a search field where words can be typed to locate an object in the list. See image: http://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/5798036/f57e317e877033d6efd7cd6d0b6ab640ee5df4e3.jpg -New 'Production' ledger shows amounts of items produced and used by the colony. Also shows amount of degraded items as well as average productivity. - New 'Kills' ledger shows the number of creatures killed by the colony. This is useful to keep track of certain achievements. -Task list progress bars will now indicate if the task is currently taken. Also, it will be indicated with a grey color if the progress is unknown (because the task is in the FOW). -Improved the tooltip on degrade profiles so that it explains that colonists will only do maintenance on structures, never on tools and weapons. -Improved the explanatory tooltips on Salvaging/disassembling to make it clearer when breaking an object apart will result in lost parts. -Improved the alert message and status icon tooltip in the case of missing fuel so that they also show the minimum amount required. This should reduce confusion in cases where some fuel items exist, but their combined amount is not sufficient to complete a fuel-burning process. -The GATHER window now shows the regrowth rate of the resources in the zone. See image: http://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/5798036/6c4c68df927e33eef30bc7b27ca2270f6f6667af.jpg Other fixes -Effects list in the side panel now shows all effects, instead of just one. -Broken items can no longer be traded. -Repairing the Peat bank no longer requires different tools than building it. -Dropping items during hauling should now be less likely to occur. -Fixed a bug where a character coul...1.0.2.0 New version available on TEST branchNov 14, 2016 - Community AnnouncementsA new patch is now ready for testing. To play this, you need to select the TEST branch by right-clicking on the game in your Steam library like this: http://steamcommunity.com/app/284100/discussions/0/305510202676551919/ Note that previous save files will not work with this version. It should be quite stable. When this version has been thoroughly tested we will put these additions in a new version on the default branch and post a new announcement to inform you about it. These are the changes in the test version: //Achievements: A set of achievements are available for testing. (Any achievements you get during testing you can keep, even if we decide to adjust them later.) //AI: -Production tasks such as cooking, hunting and constructing are now prioritized internally based on the importance of their output. The output is ranked as important if the stocks are estimated to run out soon, or have run out. //UI: -Production Panel now has a search field where words can be typed to locate an object in the list. -New Production ledger shows amounts of items produced and used by the colony. Also shows amount of degraded items as well as average productivity. - New Kills ledger shows the number of creatures killed by the colony. This is useful to keep track of certain achievements. -Standing orders can now be set to unlimited. -Task list progress bars will now indicate if the task is currently taken. Also, it will be indicated with a grey color if the progress is unknown (because the task is in the FOW). -The gather window now shows the regrowth rate of the resources in the zone. -Improved tooltip on degrade profiles so that it explains that colonists will only do maintenance on structures, never on tools and weapons. -Improved the explanatory tooltips on Salvaging/disassembling to make it clearer when breaking an object apart will result in lost parts. -Improved the alert message and status icon tooltip in the case of missing fuel to also show the minimum bulk amount required. This should reduce confusion when fuel items exist, but their combined bulk amount is not sufficient. //OTHER FIXES: -Effects list in the side panel now shows all effects, instead of just one -Broken items can no longer be traded. -Repairing peat bank no longer requires different tools from building it -Dropping items during hauling should now be less likely to occur. -Fixed a bug where a character could not overtake an item that another character had targeted for eating, resulting in them appearing frozen. -Eating or drinking is no longer logged in the log window at the bottom of screen. -Disappeared waste items is no longer logged. -Animals are only logged as detected when the species is first spotted. Predators are always logged however. We are grateful for any feedback we get. If you find any bugs in the test version please post in the bug forum http://steamcommunity.com/app/284100/discussions/2/ , stating the version number. Also, if you are specially interested in testing, you a...1.0.2.0 New version available on TEST branchNov 14, 2016 - Community AnnouncementsA new patch is now ready for testing. To play this, you need to select the TEST branch by right-clicking on the game in your Steam library like this: http://steamcommunity.com/app/284100/discussions/0/305510202676551919/ Note that previous save files will not work with this version. It should be quite stable. When this version has been thoroughly tested we will put these additions in a new version on the default branch and post a new announcement to inform you about it. These are the changes in the test version: //Achievements: A set of achievements are available for testing. (Any achievements you get during testing you can keep, even if we decide to adjust them later.) //AI: -Production tasks such as cooking, hunting and constructing are now prioritized internally based on the importance of their output. The output is ranked as important if the stocks are estimated to run out soon, or have run out. //UI: -Production Panel now has a search field where words can be typed to locate an object in the list. -New Production ledger shows amounts of items produced and used by the colony. Also shows amount of degraded items as well as average productivity. - New Kills ledger shows the number of creatures killed by the colony. This is useful to keep track of certain achievements. -Standing orders can now be set to unlimited. -Task list progress bars will now indicate if the task is currently taken. Also, it will be indicated with a grey color if the progress is unknown (because the task is in the FOW). -The gather window now shows the regrowth rate of the resources in the zone. -Improved tooltip on degrade profiles so that it explains that colonists will only do maintenance on structures, never on tools and weapons. -Improved the explanatory tooltips on Salvaging/disassembling to make it clearer when breaking an object apart will result in lost parts. -Improved the alert message and status icon tooltip in the case of missing fuel to also show the minimum bulk amount required. This should reduce confusion when fuel items exist, but their combined bulk amount is not sufficient. //OTHER FIXES: -Effects list in the side panel now shows all effects, instead of just one -Broken items can no longer be traded. -Repairing peat bank no longer requires different tools from building it -Dropping items during hauling should now be less likely to occur. -Fixed a bug where a character could not overtake an item that another character had targeted for eating, resulting in them appearing frozen. -Eating or drinking is no longer logged in the log window at the bottom of screen. -Disappeared waste items is no longer logged. -Animals are only logged as detected when the species is first spotted. Predators are always logged however. We are grateful for any feedback we get. If you find any bugs in the test version please post in the bug forum http://steamcommunity.com/app/284100/discussions/2/ , stating the version number. Also, if you are specially interested in testing, you a...1.0.1.0: Improvements to salvaging, tapping and upgradesOct 14, 2016 - Community AnnouncementsHey, time for an update with fixes for issues that have recently been reported in the forum. UI improvements: -The SALVAGE button is now accompanied by a button that shows the datasheet for the salvage process with its outputs and requirements. -Also, the salvage button is now displayed with a 'box' icon if the salvage operation does not result in lost parts. This helps to quickly see if structures such as tents or sentries can be conveniently packed down and moved without losing any materials in the process. -More upgrades and items will now have their parts and condition displayed in the side panel. AI improvements: -Checking tasks will now appear when processes in the FOW are estimated to end. A colonist will travel there to see how the process is going. This helps when tapping sap in a swamp, for example. -Made a change to harvesting with stationary tools such as tapping buckets which allows a single worker to gather from multiple sites. Bug fixes: -Corrected an issue where an item (like a knife) could become a part of a spear while still being carried as an item by a character. -Made a fix that should prevent a rare crash that could sometimes occur after making an order with the Buy/Sell dialog. -Corrected an issue where abandoning a shelter did not reset its residents count so after claiming it again it was unusable. -Fixed a bug where the trading barge would no longer be available after having been used before. Other: -Upgrades can now be maintained. -Made it so that upgrades can no longer be salvaged directly. Instead, use the upgrade panel to remove upgrades. -Upgrades can no longer be discarded or claimed. But discarding/claiming a building will discard/claim its upgrades too. -To reduce the risk of starvation happening during sleep, we have reduced the exertion level when a character sleeps. So, during sleep, their need for food will increase slower. -Blackpulp will regrow more often. Also, if you haven't done so already, check the new guide 'Food Fundamentals: How to avoid starvation' http://steamcommunity.com/sharedfiles/filedetails/?id=779559581 1.0.1.0: Improvements to salvaging, tapping and upgradesOct 14, 2016 - Community AnnouncementsHey, time for an update with fixes for issues that have recently been reported in the forum. UI improvements: -The SALVAGE button is now accompanied by a button that shows the datasheet for the salvage process with its outputs and requirements. -Also, the salvage button is now displayed with a 'box' icon if the salvage operation does not result in lost parts. This helps to quickly see if structures such as tents or sentries can be conveniently packed down and moved without losing any materials in the process. -More upgrades and items will now have their parts and condition displayed in the side panel. AI improvements: -Checking tasks will now appear when processes in the FOW are estimated to end. A colonist will travel there to see how the process is going. This helps when tapping sap in a swamp, for example. -Made a change to harvesting with stationary tools such as tapping buckets which allows a single worker to gather from multiple sites. Bug fixes: -Corrected an issue where an item (like a knife) could become a part of a spear while still being carried as an item by a character. -Made a fix that should prevent a rare crash that could sometimes occur after making an order with the Buy/Sell dialog. -Corrected an issue where abandoning a shelter did not reset its residents count so after claiming it again it was unusable. -Fixed a bug where the trading barge would no longer be available after having been used before. Other: -Upgrades can now be maintained. -Made it so that upgrades can no longer be salvaged directly. Instead, use the upgrade panel to remove upgrades. -Upgrades can no longer be discarded or claimed. But discarding/claiming a building will discard/claim its upgrades too. -To reduce the risk of starvation happening during sleep, we have reduced the exertion level when a character sleeps. So, during sleep, their need for food will increase slower. -Blackpulp will regrow more often. Also, if you haven't done so already, check the new guide 'Food Fundamentals: How to avoid starvation' http://steamcommunity.com/sharedfiles/filedetails/?id=779559581 1.0.0.4 Crash fixesOct 8, 2016 - Community AnnouncementsHi all, it's time for another update. These are the fixes: -Clicking on a marker window will now bring it to front. This should help a bit in those situations where overlapping marker windows are blocking the text or arrow button. -Fixed a crash in the movement AI. -Fixed an issue where characters would be locked when the port was built on top of another structure, blocking its entrance. -Fixed a bug that would cause tools not to be freed from tasks when the character abandoned the task, this causing too many tools to be assigned and still be visible in the task list. -Fixed a crash in repair task creation. 1.0.0.4 Crash fixesOct 8, 2016 - Community AnnouncementsHi all, it's time for another update. These are the fixes: -Clicking on a marker window will now bring it to front. This should help a bit in those situations where overlapping marker windows are blocking the text or arrow button. -Fixed a crash in the movement AI. -Fixed an issue where characters would be locked when the port was built on top of another structure, blocking its entrance. -Fixed a bug that would cause tools not to be freed from tasks when the character abandoned the task, this causing too many tools to be assigned and still be visible in the task list. -Fixed a crash in repair task creation. 1.0.0.1 Attack robot, various fixesOct 6, 2016 - Community AnnouncementsHi - it's time for the first patch since full release. These are the fixes: -Added a new robot called HOUND to the mining scenario. It can be used in an offensive role against swarmers. -Fixed a crash on Muckroot Mining Site when swarmer nests would respawn. -Options.xml will now always be created on startup even if the graphics device fails to initialize. -Added a new Graphics option called Hardware mode switch. When not checked, the game starts in fullscreen mode in the current desktop resolution. This is now the default when starting the game for the first time (or after deleting Options.xml). This was added because resolution mode switch could sometimes fail. -Fixed a bug where turnip hut could not be built.1.0.0.1 Attack robot, various fixesOct 6, 2016 - Community AnnouncementsHi - it's time for the first patch since full release. These are the fixes: -Added a new robot called HOUND to the mining scenario. It can be used in an offensive role against swarmers. -Fixed a crash on Muckroot Mining Site when swarmer nests would respawn. -Options.xml will now always be created on startup even if the graphics device fails to initialize. -Added a new Graphics option called Hardware mode switch. When not checked, the game starts in fullscreen mode in the current desktop resolution. This is now the default when starting the game for the first time (or after deleting Options.xml). This was added because resolution mode switch could sometimes fail. -Fixed a bug where turnip hut could not be built.1.0.0.0: FULL RELEASE + New map!Oct 4, 2016 - Community AnnouncementsHi all! We are very happy to move Unclaimed World out of Early Access today and would like to say thank you to the many players who have bought the game and given us valuable feedback during that phase. We will continue to add content and fixes for the full release version and are excited to receive feedback and see your reviews. Here are the new additions in version 1.0.0.0: http://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/5798036/2d7d3be0544dc4a6d8d0f4fabe94311b7ca6e940.jpg NEW MAP: 'MUCKROOT MINING SITE'//// In this large, open-ended map you start off with a mining crew who are extracting rare-earth metals in an alien landscape, while fortifying against the ferocious 'swarmer quadites' that live there. The map is set a few decades after humans arrived to the planet and there is still some advanced technology available, such as sentry turrets, robots and coil rifles. However, these items are being restricted because of a megaproject (called Project CANOPY) which requires a lot of resources. Your mining crew are free to settle on the nearby grasslands and switch to farming, fishing and trading, attempting to draw in people from the neighbor sites. They will use a mix of advanced and primitive technology. The new map can include a lot of fighting - made possible by of the recent improvements to combat gameplay. Note: The new map is the finished version of the map previously available as 'Muckroot Research Station' http://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/5798036/f419f49f56eae87d9a3038091635aa1c7c58410f.jpg CONTENT//// The map introduces: -New mining robot, called MOLE. -New mining sites for extracting 'Scandium' and 'Terbium' and a portable Refinery structure for processing the ore into refined metals. The metals are used for trade. -New animal species, called 'Swarmer quadite'. FIXES//// AI Fixes: - Fixed an issue where reloading a weapon would mean a character interrupted a top level task, allowing it to be overtaken by a different character. - Fixed an issue where an item being hauled was re-assigned to a different location, and the character would give up his task to a different character. Various fixes: -Increased regrowth rate of many plant and animal resources. -Added missing task priority group on crystal wine/brandy. -Corrected an issue where the "no fuel" icon stayed active for too long. -Improved feedback on the task panel for when all tools are broken. -Corrected an issue where a structure placed close to an obstacle like a coastline would get accessed from far away. -Corrected a bug where ammo not permitted against vermin was used anyway. -Added some more precautions and logging if the game fails to start in fullscreen. -Organic fertilizer will now disappear instead of degrading into soil items. Check the ROADMAP to see what things we are considering for adding post-release and chime in if you have comments. EDIT Oct 7th: See the dev play the new map here: https://youtu.be/vT1y6f5F_lc1.0.0.0: FULL RELEASE + New map!Oct 4, 2016 - Community AnnouncementsHi all! We are very happy to move Unclaimed World out of Early Access today and would like to say thank you to the many players who have bought the game and given us valuable feedback during that phase. We will continue to add content and fixes for the full release version and are excited to receive feedback and see your reviews. Here are the new additions in version 1.0.0.0: http://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/5798036/2d7d3be0544dc4a6d8d0f4fabe94311b7ca6e940.jpg NEW MAP: 'MUCKROOT MINING SITE'//// In this large, open-ended map you start off with a mining crew who are extracting rare-earth metals in an alien landscape, while fortifying against the ferocious 'swarmer quadites' that live there. The map is set a few decades after humans arrived to the planet and there is still some advanced technology available, such as sentry turrets, robots and coil rifles. However, these items are being restricted because of a megaproject (called Project CANOPY) which requires a lot of resources. Your mining crew are free to settle on the nearby grasslands and switch to farming, fishing and trading, attempting to draw in people from the neighbor sites. They will use a mix of advanced and primitive technology. The new map can include a lot of fighting - made possible by of the recent improvements to combat gameplay. Note: The new map is the finished version of the map previously available as 'Muckroot Research Station' http://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/5798036/f419f49f56eae87d9a3038091635aa1c7c58410f.jpg CONTENT//// The map introduces: -New mining robot, called MOLE. -New mining sites for extracting 'Scandium' and 'Terbium' and a portable Refinery structure for processing the ore into refined metals. The metals are used for trade. -New animal species, called 'Swarmer quadite'. FIXES//// AI Fixes: - Fixed an issue where reloading a weapon would mean a character interrupted a top level task, allowing it to be overtaken by a different character. - Fixed an issue where an item being hauled was re-assigned to a different location, and the character would give up his task to a different character. Various fixes: -Increased regrowth rate of many plant and animal resources. -Added missing task priority group on crystal wine/brandy. -Corrected an issue where the "no fuel" icon stayed active for too long. -Improved feedback on the task panel for when all tools are broken. -Corrected an issue where a structure placed close to an obstacle like a coastline would get accessed from far away. -Corrected a bug where ammo not permitted against vermin was used anyway. -Added some more precautions and logging if the game fails to start in fullscreen. -Organic fertilizer will now disappear instead of degrading into soil items. Check the ROADMAP to see what things we are considering for adding post-release and chime in if you have comments. EDIT Oct 7th: See the dev play the new map here: https://youtu.be/vT1y6f5F_lc0.9.4.1 Music fix. AI improvementsSep 25, 2016 - Community AnnouncementsHi all, time for a new update - these are the fixes and improvements: -AI improvements to prevent dropping of items -Improved the attack zone and patrol behaviour to avoid job switching during combat. -Fixed a crash that would sometimes happen when fading the music up or down -Added code to retry fullscreen mode in case the video card is not ready or the window is out of focus. -Improved the error dialog for incompatible save games with more detailed explanations and instructions.0.9.4.1 Music fix. AI improvementsSep 25, 2016 - Community AnnouncementsHi all, time for a new update - these are the fixes and improvements: -AI improvements to prevent dropping of items -Improved the attack zone and patrol behaviour to avoid job switching during combat. -Fixed a crash that would sometimes happen when fading the music up or down -Added code to retry fullscreen mode in case the video card is not ready or the window is out of focus. -Improved the error dialog for incompatible save games with more detailed explanations and instructions.