Update 3 (0.21) - Resource-gathering rework, accessibility and more
Fellow Hogardians!
Although we support Iris and The Order, we have a treat -no tricks- for horror fans: a new update!
Before we hand out some candy-ish features, we’re also celebrating a Halloween-themed building contest on Discord. Almost anything goes, whether it’s your take on Dracula’s castle, stone-made jack-o'-lanterns, or even wooden monsters.
That said, here’s what version 0.21 includes:
[h2]Resource gathering system rework[/h2]

[h2]Units & Horrors[/h2]
[h2]Pieces & Buildings[/h2]
[h2]UI & UX[/h2]
[h2]Balance[/h2]
[h2]Miscellaneous[/h2]

[h2]General Bug Fixing[/h2]
[h2]Thanks for your feedback[/h2]
That’s it! As always, thank you for your tireless support. Your feedback on the Steam forums and reviews, as well as on our Discord server, has been priceless. Let’s keep improving Cataclismo together!
Have A Boo-tiful Halloween! 👻
Although we support Iris and The Order, we have a treat -no tricks- for horror fans: a new update!
Before we hand out some candy-ish features, we’re also celebrating a Halloween-themed building contest on Discord. Almost anything goes, whether it’s your take on Dracula’s castle, stone-made jack-o'-lanterns, or even wooden monsters.
That said, here’s what version 0.21 includes:
[h2]Resource gathering system rework[/h2]
- Workers can now be increased or decreased for each resource-gathering building.
- Warehouses now only increase resource storage and no longer serve as a destination for pawns.
- Added a new piece to optimize resource-gathering.
- Highlighting pawns shows carried resources and highlights the building of origin.
- A button was added to instantly recalculate the path from the gathering building to the core.
- Resource-gathering values have been rebalanced.
- Removed resource-gathering improvements from Sandbox Mode. Now, resource-gathering will correspond to a normal vanilla level.

[h2]Units & Horrors[/h2]
- Units that are already attacking should ignore aggressive movement orders.
- Now horrors from waves will be spawned in random order within a spawner
- Horrors will no longer be able to traverse the borders of the Wetlands in Endless Mode.
- Updated unit grouping tutorial keys.
- Improving the Partisan correctly increases his HP now.
- Horror dens will now gather nearby wander enemies as part of the spawned pool.
- The Siren shouldn’t stay at 1HP and not die indefinitely.
- Iris spawn behavior has been improved in the Level Editor.
- Waves from the second tutorial shouldn’t come from unexpected places.
- Unit description now auto-scrolls even if the game is paused.
- Horror dens and lamps are now removed from targeting to better calculate horror area.
- Increased explosive horror’s vertical radius.
- The lamp from the tutorial starts as conquered.
[h2]Pieces & Buildings[/h2]
- Pieces rebuilt with undo will preserve the health they had when recycled.
- Now when a built piece is restored using undo, it will be built instantly.
- Building and Squad panel binding and behavior changes
- Blueprint flow fixes.
- The piece picker should work with improved entities too.
- The horizontal wooden surfaces of the new roofs should be walkable and deployable.
- Fixed the HP of the new roofs.
- The B key should close the building menu if it’s opened.
- The construction panel hotkeys now work as a combo with alt+
- Fixed the blueprints menu not updating while the game is on pause.
- Bridges and lanterns are available on Skirmish levels.
- The collision between the recycle, undo, and piece picker buttons has been solved.
- Healing pieces by undoing shouldn’t work any longer.
- The roof corner with support and the roof with support can now be saved as blueprints.
- Solved an error causing players to exit building mode with deplanized pieces without any confirmation pop-up.
- The waves panel was broken in the SavesEditor prefab.
- Smoke should be disabled if a piece isn’t conquered.
[h2]UI & UX[/h2]
- Horror units and dens and human units limits UI implemented for Level Editor
- An exclamation mark particle was added to notify an aggressively moving unit that an enemy had been detected.
- Changes in UI to better indicate whenever resources are not being produced/consumed during the night.
- Added UI scaling (experimental).
- The camera position will be restored after skipping events when needed.
- The execution text will no longer be visible in-game when the UI is disabled.
- Solved the errors caused by opening the menu just before the final UI fade on level The Defense of Hogar.
- The icons of different tools from the Terrain view in the Level Editor shouldn’t remain highlighted after deselecting them.
[h2]Balance[/h2]
- Changed the level flow in The Defense of Hogar to lessen player frustration after listening to our community.
- Small adjustments to Pallid Bay.
- Improved the spark buff.
[h2]Miscellaneous[/h2]
- Removed the speedrunning achievement.
- Added accessibility settings (UI scaling, background for subtitles…).
- Subtitle background can be enabled for animatics from the options menu.
- A new setting allows the player to start a load a save file with the game paused by default.
- Improved feedback for capability action buttons.
- Added the option to key bind the bug reporter.
- Dither distance slider has been added to the options menu.
- Added a perla escape tutorial to the tutorials menu.
- The pop-up asking for player confirmation (exiting/loading a game and whatnot) can now be confirmed by pressing the space bar.

[h2]General Bug Fixing[/h2]
- Added custom error message to handle missing maps trying to be loaded.
- Adjusted Wetlands to restore ambient music after an event starts.
- Fixed tactical buff soft lock in the tutorial.
- The bug reporting panel now hides correctly after pressing Escape.
- Fixed soft locks on the first level.
- Fixed weird behaviors in the terrain editor.
- The cursor is set when leaving the Entity Editor.
- Revised the amount and frequency of notifications to reduce noise.
- Fixed memory leaks.
- The game shouldn’t stop working anymore if GameAnalytics initialization fails.
- Fixed infinite loading screen when returning to the war table in some cases.
- The “restart level” option shouldn’t be shown upon victory anymore.
- Explosion range modifications.
- Fixed an issue causing some behaviors to miscalculate the occupied tiles.
- Time Anchors in custom levels now have a correct diurnal thumbnail.
- Fixed a soft lock situation caused by players holding the click button when loading a level from the war table.
- Updated InitialSave on level Mistfuel Firepower.
- Fixed weird deploy problems and overlapping exploits.
- Fixed pause not being triggered during the victory screen if the last chain was skipped on The Defense of Hogar.
- The camera height button colliders have been revised so they can be easily clicked.
- Bug reporter now should close when pressing Escape.
- Other bugs related to the Bug Reporter.
- Drag deployment should obey the CTRL key to apply aggressive movement.
- Removed the ProsperityProgressBlocked notification.
- Players can select a block underneath the Elite’s Quarters when clicking in the middle of it.
[h2]Thanks for your feedback[/h2]
That’s it! As always, thank you for your tireless support. Your feedback on the Steam forums and reviews, as well as on our Discord server, has been priceless. Let’s keep improving Cataclismo together!
Have A Boo-tiful Halloween! 👻