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Cataclismo News

Hotfix [0.20.016]

Fixed several issues with the community-made blueprints.

Update 2 - New roofs, Wetlands in Endless, extra Skirmish and more!

Dear Hogardians!

Two months into Early Access and with over 2,000 very positive reviews (!), it’s again time to thank you for your overwhelming support.

How? In the best way possible: with a new major update!

But before we dive into a sea of features and fixes, we want you to know that your previous bindings will be lost due to recent changes input-wise. Please keep in mind that this is an Early Access, and sometimes we need to modify and even reset certain things. You can rebind your shortcuts in the Settings menu. Sorry for the inconvenience 🙏

Version 0.20 includes:

[h2]Main additions[/h2]

[h3]Updated roof system[/h3]

Added several new roof and awnings pieces, making building roofs more intuitive and agile.
For the sake of balance, roof tiles are not walkable anymore. This turns roof pieces into a tactical element to protect your units from rain instead of a cheaper alternative to other pieces.



[h3]New biome in Endless[/h3]

Wetlands have been unlocked in Endless mode. Rain will put your survival strategies to the test, with roofs playing a key role to withstand as many nights as possible.



[h3]New Skirmish[/h3]

Welcome to Pallid Bay, where horrors rise from a Mist lake's shores craving Hogardian blood. Towers will be pivotal to overcoming this handcrafted map!



[h2]Features[/h2]

  • Iris needs to be manually summoned back from the core when she’s been defeated.
  • Spawner exit is restricted to forwards only in Endless mode.
  • Unit selection is now preserved while zooming in Map View.
  • Updated spark buff cooldowns.

[h2]QoL[/h2]

  • Added Save and Load time anchor options to the pause menu in Sandbox Mode.
  • The Map View button is highlighted on wave anticipation for better readability.
  • Wave pointers will show all horror types coming from a spawner during a wave.
  • A shortcut has been created for the improve entity action.
  • Burning, Piercer, Spark, Lamp, and Banner small pieces are now draggable.
  • Blueprints and custom levels downloaded from Steam’s Workshop should be available without reloading the game or refreshing the Community Levels menu.
  • Added information pop-ups to the Community Levels scenario options.
  • Extra tiles of separation between dens have been added.
  • Improved navigability in all biomes.
  • Invert Level Editor terrain camera axis depending on global settings.
  • Distance dithering improved for pieces, and their shader has been slightly cleaned up.
  • Added a prompt informing about the progress being lost if you leave a Level Editor or Community Level via the defeat screen.
  • The construction panel should now show the estimated maximum production.
  • General balance update.

[h2]Miscellaneous[/h2]

  • Horrors should now attack without getting stuck in any mode! We’ve deployed a solution that detects stuck horrors and automatically kills them after a while.
  • Seeds work differently now, so previously generated seeds might have changed.
  • Added a custom error message addressing missing maps trying to be loaded.
  • Discrete rotation pivot only changes if the camera is moved.
  • Added save redundancy to custom levels.
  • Improved save info resilience on loading to better prevent corrupted saves.
  • Improved pivoting in pieces such as masonry guild.
  • Stress Modify stone stress rules so that it can't overhang after an arch.
  • The Sirena’s catapult attack has been balanced.
  • The Level 1 shelter mesh has been polished.
  • The Metropolis achievement is now available in Skirmish and Endless.

[h2]Bug fixing[/h2]

[h3]Blueprints[/h3]

  • Blueprint flow fixes.
  • Mistfuel gatherers have been added to blueprints.
  • Fixed the blueprints menu not updating while the game is on pause.

[h3]Endless Mode[/h3]

  • Endless mode now automatically removes non-day saves older than 3 in-game nights for improved performance.
  • Mist height on borders has been modified in Endless mode.
  • Updated map archetypes.
  • Rock prohibition close to the core works as a circle instead of a square.
  • Sound fixes in all Endless mode biomes.

[h3]Level Editor, Custom & Community Levels[/h3]

  • Fixed several buttons overlapping in Level Editor.
  • Horror units, dens, and human units are correctly limited in Level Editor to avoid soft locks and other issues.
  • Fixed 1920x1200 resolution settings causing some UI elements to be left out of the frame in the Skirmish Level Editor.
  • Continuing a Level Editor save from the Community Level tab no longer blocks the game.
  • Deleting local Level Editor files does not affect local saves.
  • The reset button no longer appears on custom levels if there is no initial save found.
  • Solved an issue causing save data not to load properly on custom levels under specific circumstances.

[h3]Horrors & Units[/h3]

  • Enemy eggs are now less performance-intensive
  • Modified the resource cap on level 0.2 to avoid players filling their military capacity before the level asked them to train lobbers, which led to players needing to kill their own units to progress.
  • Iris' resurrection achievement should be functional.
  • Killing Iris on level 2-1 now triggers the defeat screen.
  • Units will serialize their targeting type.
  • Fixed some issues while placing the bomber's workshop.
  • Wave pointers will no longer disappear unless spawner points have no more pending spawns.
  • Fixed an error causing the Siren's brood to be counted as spawned by a random spawner.
  • Fixed an issue on Medium difficulty causing Iris’ HP to get incorrect bonus HP values from Leather Undershirt and Chainmail Undershirt.
  • Placing a unit behind a banner that was placed right above it blocks the attack path in front of it.
  • Big Den’s Horror Area shouldn’t be enabled if the construction state isn’t adequate.
  • The waves detail panel should now display enemy portraits in all modes.
  • Horror dens now gather nearby wandering enemies as part of their spawning pool.
  • The color of the Siren’s catapult has been fixed.
  • Improvements in unit placement when they’re too close on drag.
  • General unit placement bugs.

[h3]Pieces, buildings and biomes[/h3]

  • Fixed scenario pieces using the wrong materials.
  • Tweaked the stress configuration to behave as expected.
  • Improved islands in Wetlands.
  • Fixed unusual Mist in The Forest Garrison.
  • Fixed mist pits are being substituted for mist lakes in Defense of Hogar. Addressed an error making some pieces disappear when exiting the building mode.

[h3]UI[/h3]

  • The resources cap shouldn’t show the “per minute” suffix in production information anymore.
  • Knowledge points animation should be well placed independently of the screen aspect ratio.
  • The horrors dropdown menu should now expand to the left.
  • Crit text is now visible when UI is hidden.
  • Fixed some photo mode texts that are not being localized.
  • Fixed several typos.
  • Fixed the description in scenario 7.

[h3]General Fixes[/h3]

  • Binding changes regarding piece category shortcuts, which should open the panel instead of closing it.
  • Fixed the pause snapshot not playing when switching to building mode if the automatic pause was activated.
  • Global Stats should be saved if something is modified on LevelCompleted.
  • Fixed an error causing snapshot not to be properly set if exiting a mode using ESC while automatic pause was enabled.
  • The transition from nighttime to the day after surviving the first horror wave was not working in very specific cases, but it should be fixed now.
  • Smoke and flames shouldn’t be active for preview dens, strongholds, and the citadel.
  • The Bug/Improvements Reporter now closes after pressing Escape.
  • General fixes regarding time anchor save slots.
  • Lateral buttons on the scroll wheel will be ignored when scrolling.

[h2]Thanks for your feedback[/h2]

Phew! What an update, huh? In all likelihood, it is the most extensive one we’ve deployed to this day. Again, this wouldn’t have been possible without your feedback through Discord, Steam forums, and reviews.

Please keep sharing your thoughts.

For Hogar!
Hogardian Herald

Building contest on Discord!

Fellow Hogardians!

While we work on the upcoming major update, we’ve thought it’d be nice to host another community event on our Discord server.

This time, we’d like to see how you recreate emblematic buildings and landmarks from the real world using the Sandbox Mode. It’s time for you to become...

🏰 REAL CIVIL ENGINEER 🏰

The challenge's rules are as follows:

Play in Sandbox Mode and build a structure that resembles any given monument from the real world. From the Eiffel Tower to a local landmark or a football stadium with horrors as the audience. Anything goes as long as it’s inspired by a real-world, relatively famous building.

The devs will act as judges, and give more points to:

  • Actual resemblance with the inspiration.
  • Aesthetics.

Take a few screenshots of your creation, and post them in the #blueprints-levels-seeds channel along with the tag “Challenge”. Don’t forget to enclose a photo of the real-world building you used as an inspiration!

The event will start RIGHT NOW and will end on Monday, September 16th so everyone has enough time. No more photos/videos will be accepted after that. We’ll then review the submissions before announcing the winners a few days later!

The 3 most skillful engineers will get rewarded with:

  • The Engineer role on Discord.
  • A spot in our Discord's Hall of Fame, where your name will remain for eternity.

That’s it. Now, get creative!

Hogardian Herald

Patch #3 - Endless' performance, bug fixing

Fellow Hogardians!

One month has passed since the Early Access release, and your support has been outstanding so far. Here’s some cool data:

  • +1,900 Steam reviews.
  • 3,152 all-time peak players.
  • 205,981,033 horrors were killed.
  • 952 shared blueprints and 315 community levels.


As always, we like to celebrate Cataclismo’s success with our best effort to improve the game. Namely, with a new patch!

Including:

[h2]Improved Performance in Endless[/h2]

  • Optimized the save slots panel since it was consuming tons of resources while active, harming the performance in Endless mode’s advanced waves. No excuse to withstand 100 nights!

[h2]Bug Fixing[/h2]

  • Fixed an exploit caused by overhanging structures altering horrors' aggro.
  • Detect and remove pieces that can’t be adequately manipulated in the Level Editor.
  • Iris' skills now work as intended in Skirmish 4.
  • Solved an error causing levels from the Level Editor not to reset properly. We’re aware that this is still happening at the community levels, but we’re working on it.
  • Market prices will not reset when players restart a level.
  • Better scroll functionality in the Level Editor’s wave panel.

[h2]Others[/h2]

  • You can now invert the Level Editor’s terrain camera axis in global settings.
  • No more floating decorations in Shacks.

[h2]Thanks for your feedback[/h2]

As always, thanks for your ideas and suggestions in each Steam review or our Discord server. Please keep helping us make Cataclismo even better!

Go low and throw!
Hogardian Herald

Cataclismo hits big Steam milestone and adds its most-wanted features

It's not even been a month since Cataclismo launched into Steam Early Access and already it is celebrating reaching 120,000 sales. This means it joins the pantheon of titles like They Are Billions and Thronefall showing that people remain very hungry for games that let them build grand structures in order to face off against oncoming hordes. Now the first major update is here for the game, and it looks set to give the community exactly what it wants.


Read the rest of the story...


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