- Celebrate the Year of the Tiger with colorful lanterns, impressive statues and fireworks!
- 4 new cosmetic buildings include a colony banner stand, two statues and a fireworks launcher to light up the night.
- 6 cosmetic variants to decorative lights.
- Other decorations have also been added as well as Lunar-themed hats for the colonists and lanterns to colony buildings to make the whole colony celebrate the lunar new year.
- You can unlock some of the content by completing milestones for prestige.
- Some of the content will be automatically applied when the game is loaded, such as the colonist hats and other smaller tweaks to existing buildings.
- This content will be automatically turned on when the game is updated and will be turned off at a specified time.
- The content can also be toggled on or off from the ingame settings in the Main Menu.
- This should allow your colonists to spend more time working instead of running around the colony to go to sleep in their homes.
- After you load your previous save, the colonists will start looking for free houses closer to their workplace, which can cause a chain reaction as they all start moving around, but this should cool down after a moment.
- Colonists will now always flee from combat instead of fighting. Only Guards and Specialists will fight attacking hostiles.
- The penalty from the Alarm mode has been significantly decreased.
- Added a highlight to units in combat in the colony.
- If a Colonist or Specialist has a target to attack, this highlight will be shown.
- Enemies with a target to attack will also show this highlight.
- Guard and Specialists should also now be easier to select in the colony.
- Colonists working as Guards at the Gate should now be constantly working at the gate instead of working as carriers around the colony.
- They should also now change to the Guard clothing just like the Guards at the Guard Post.
- Fixed an issue that would cause Guards to be less effective in combat after saving and loading.
- Previously any colonist that had been assigned to work as a guard would have the same values as a regular colonist after saving and loading.
- Now the values are saved and loaded correctly.
- Hostile animals should no longer attack open fields or Water Wells when they attack the colony.
- Increased the damage the Guards and the level 1 weapons do to enemies.
- They will be spawned next to the building as a resource box the colonists can then carry to other storage buildings that allow the resource.
- Resources should now be in a more consistent order.
- Previously the extra work slots were closed after upgrading.
- This issue caused the Conveyor Belts tech to overlap with the Rare Metals tech.
- The game should no longer attempt to show them if you are for example only moving past a resource deposit.
- This should improve the performance of moving around the colony.
- The panel should only become visible if you stop at a location or sector.
- This should improve performance when moving around the World Map.
- This should make placing decorations such as the Small Bush a lot easier.
- The button should now remain still.
- Previously the colonists would only drop some resources to the building and not actually work at the building at all.
- Now the colonists will work at the building as well, though their work cycle is a lot shorter than other buildings.
- This change affects buildings such as the Scrapper and the Recycler.
- These buildings will now produce slightly more resources due to the work taking a bit more time.
- Previously it would mention that it unlocks the Oil Refinery as well.
- The Insect Farm.
- The Sawmill.
- The Logging Camp.
- The Lumber Yard.
- This should now allow texts and resources to fit better.
- Previously the colonists would be carrying an invisible box to the storage when Medicinal Herb was being produced.
