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Development Log #6 & An Unexpected Update!-v1.0.99.66

【Important】 I am deeply sorry, folks. I'd like to express my sincere apology here. The disaster-related content from the last update was released by mistake. It was supposed to be part of a major update in June, but it was released prematurely.

Since it's still unstable and has some bugs, we've decided to move it to the alpha version. Players who have created new profiles in the stable version can switch to the alpha version to continue experiencing this content. Here's how to switch:

  • Right-click Survival Settlement in the Steam LIBRARY, select 👉Properties - 👉BETAS, and choose the game version👉(alpha) you want to participate. No need to fill in any code and the game will switch to the version of your choice after closing the window. (In some cases the game may need update and Steam restart.)


Over the past weekend, I unfortunately caught a cold, so needless to say, it wasn't a great weekend for me. This morning, dragging my weary body into the office, I received a "surprise"! I was informed that the disaster update had been accidentally pushed to the stable version ahead of schedule. The modifications related to disasters were indeed fully developed and are currently undergoing final testing. They are part of a subsequent major update, and some survivors got wind of us developing new content. I can tell everyone that the new version update is named "Natural Disasters & Man-Made Calamities." Regardless, now everyone knows about the first half of the content—the disaster update. Since it's no longer a secret, let me elaborate on what this update entails:

  • The new version of disasters is no longer a completely random concept; the occurrence of disasters is influenced by three factors: air humidity, wind speed, and temperature. This means that specific disasters are more likely to occur during particular seasons.
  • As players develop the natural environment, the scale of their towns expands, leading to more severe environmental damage. Consequently, the factors affecting the environment may become more extreme, ultimately resulting in more serious disasters. (We have categorized disasters by levels; the same type of disaster can vary greatly in impact between low and high levels.)
  • Of course, we've also prepared some measures to deal with disasters, to prevent or mitigate losses.




[h3]Here are the specific updates in detail:[/h3]

Disaster Rework:
  1. Reworked the weather disaster triggering mechanism; most disasters have been categorized under new disasters, triggered by extreme climate factors.
  2. Weather disasters are no longer predicted by churches; we've moved from theology to science. (However, this still doesn't guarantee the accuracy of predictions.)
  3. Disasters now have levels; the disaster effects are varied from higher-level disasters to lower-level disasters for the same type of disasters.
  4. The disaster content is only available in new saves (currently only in the alpha version).


New/Reset Weather Disasters (new triggering mechanisms and effects):
  1. Typhoons can knock down trees and cause lightning strikes.
  2. Tornadoes can destroy trees and buildings in their path.
  3. Floods can submerge parts of buildings, rendering them inaccessible and causing drowning incidents.
  4. Droughts can strand ships and affect the production of water-powered buildings.
  5. Blizzards continuously lower temperatures, reducing the efficiency of citizens.
  6. Sandstorms can cause caravans to get lost, leading to tracheitis.
  7. Ice storms can freeze rivers and roads, hindering ship traffic and causing slip and fall accidents.
  8. Fires can set buildings ablaze and spread rapidly.
Old Version Random Disasters (we haven't adjusted the triggering mechanisms, but we've modified the effects of disasters and added levels):
  1. Earthquakes can destroy housing, causing collapse incidents.
  2. Plagues can infect citizens; densely populated areas can experience more severe outbreaks.
  3. Animal plagues can infect animals and spread to livestock herders.


New Buildings:
  1. Flood Control Reservoirs can shorten the duration of flood disasters.
  2. Earthquake-Resistant Tiles can protect houses from being destroyed by earthquakes; higher-quality materials can withstand stronger quakes.


New Diseases:
  1. Tracheitis, which workers in ore-processing buildings can contract.
  2. Avian influenza and foot-and-mouth disease, which can infect livestock workers when animal plagues occur, are contagious.
  3. Burns, which citizens can suffer while fighting fires; burned citizens cannot participate in firefighting.


New Policies:
  1. Firefighting Policy, which can adjust how citizens extinguish fires.
  2. Evacuation Policy, which can control whether citizens proactively go to shelters during disasters.


Feature Adjustments:
  1. Removed administration Abbott: +10℉ temperature effect.
  2. The Stock Center has added reinforcement upgrades.
  3. The durability of Siheyuan has been reduced: 1200 → 600.
  4. The durability of Luxury Houses has been reduced: 800 → 600.
  5. The durability of Small Warehouses has been increased: 100 → 150.
  6. Required Brick Road material adjustment: Brick
  7. 1 → Brick
  8. 3.
  9. The Great Harvest event now includes a 30% increase in output for orchard-type buildings.
  10. Earthquake disasters now include the effect of destroying floor tiles.
  11. The options of Disaster preset have been changed to On/Off.
  12. Temperature preset options have been changed to Temperature and Wind Force preset options, allowing adjustment of their variability through options.


That's pretty much all there is to the update. For a more detailed experience of the effects, we hope everyone will try them out in the game. We hope you like them, and stay tuned as the next major update is also in development.