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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]

  • 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! 👻